Jump to content

The countdown at the Gate has hit zero

A gigantic surge of mana plumes the entrance of the Gate. The Rapturous Beast begins to wake up.

The City of Shadeholm is Open

The city of eternal night, Shadeholm, is now providing free passage to any from Anoma.

Faerie Wonderland Expansion Pack: Near-Fey


Recommended Posts

  • Reception Lead

 Note: Writing lore is not my strong suit, and throughout the writing process of these CAs I found that I struggled particularly with racial abilities and cold resistance for them. I ask everyone who reads to comment their thoughts and proposals for different racials or tweaks to make. These races cannot produce half-breeds between them and demonic corruption will effect them the same was as it does to elves. Remember that these would be CAs, requiring an application.
There are some isuues with their creation story as the wiki conflicts and states elves were created by gods but also states they descend from Near-Fey. I hope to fix this somehow. Enjoy!

Near-Fey

From Lost Fables Wiki

GrRSu-1g4cfO7A-wJbwOgGyKSWIpJwQo1qm2M0HKLZvD6spncdWBLRueUCaKeMD_wD_O-7a64VuXE0KoGY2f9LLSsAlJ9Gr1zPEyZZyZ8-05izkfMbs082EULnNIcHwMSs2yv4Pg
Artwork by pondraws(top left), sunkissedstarfish(top right), and unknown (bottom two
Each Near-Fey
Height: 5’6" - 7’1"
Weight: 80lbs - 300lbs
Language: Fey Speak

Primary Author(s): TeeSeeDubs


All Il’ha of Gaia descend from the four seasonal courts of the Faerie Wonderland, created by gods and descending from sea glass, a red doe, a bright stone, and a glistening shard of ice. Near-Fey are immortal beings who live within the Fae realm separated by courts, Winter, Autumn, Spring and Summer. Occasionally some Near-Fey who want to be removed from the constant disagreements in the Fae Realm rally up who they can and leave their domains to enter others, one being The Prime Materia. Phiriye are covered in scales with sea glass eyes. Aossí are more akin to deer or goats. Oreads are large creatures of ashen rock while Snowinds resembles yetis made of blue ice and snow.

Contents

  • 1 History
  • 2 Subraces
  • 3 Notable Near-Fey
    • 3.1 Ticasuk Alasie of the Broken Spiresrt
    • 3.2 Rawiri, the Great Mentor
    • 3.3 Meloshune Melitheis the Betrayed

History

The Faerie Wonderland is a land filled to the brim with fantastical and curious creatures, from the Embers of the Summer Court to the Starlights of the Autumn Court. Within these courts are constant disagreements and strife upon who will lead the other courts that regularly alternate between the four realms. This strife leads some Near-Fey who want to be removed from the constant disagreements to rally up who they can and leave their domain to enter others, one being The Prime Materia. Some Near-Fey are banished or are simply curious and seek out the main world upon which mortals dwell. Since the creation of Wonderland Near-Fey have existed, living alongside full Fae creatures in their respective courts, while there they developed their own distinct cultures that to us seem “twisted”. Mortal ideas such as “good” or “bad” are alien to them and their definition of “off their rocker” is inherently different from my own.

These cultures served as the basis for the elven cultures we have today and an explanation for why the Il’ha are so different from one another, being descendants of these tricky or serious creatures. On the Prime Materia for most races other than Il’ha; Near-Fey have a history of being killed, worshipped or experimented on by other races. In the older days of human society, it was not uncommon for a far-out village to offer objects to their local “spirit” of the forest. This spirit would simply be an Aossí pretending to be a god for free food and protection, more twisted stories describe Patupai demanding sacrifices that they, in turn, would offer to the serpent Oloris. While these incidents still occur today they are rarer with the Drugai Gaian and lesser Druii circles doing their job. Elves have an interesting relationship with their respective Near-Fey, they almost always offer them shelter within their lands, happy to have their skills and knowledge. However, accommodating a Near-Fey can sometimes be a task on its own as they view elf cultures as lacking and their stubbornness to their culture has caused many problems. Unseelie Near-Fey found in Seelie lands are usually slain and vice versa, a silent way to remind the old enemies of the grudges between them. 

Subraces

Near-Fey make their way out of the Faerie Wonderland by performing their own ritual and send themselves off to hopefully a spot on the Prime Materia that they can live in. It is rare to find a dead Near-Fey but a documented occurrence such as a Snowind melting in the deserts of Rehkara. The following are the four types of Near-Fey that have been observed on Gaia:

Satyrs/Fauns: Aossí (or Satyrs/Fauns as they are commonly called) are Spring Near-Fey and the most common Near-Fey on Gaia, being able to live in most habitable climates. They are Saytrs or Fauns. Fur-covered, digitigrade, deer lower bodies with antlers or horns.

Nereids: Phiriye (or Nereids as they are commonly called) are Summer Near-Fey often heard in Carribard sailor tales as Sirens, luring naïve men to their doom. In all actuality, they are singers, dancers, and artist that rarely leave waters. With eyes made of sea glass and coral coloured scales, they boast the title of the most colourful Near-Fey.

Oread: Patupai (or Oreads as they are commonly called) are larges masses of ashen rock and glowing fire eyes, Autumn Near-Fey bend metal and are often forging various creations in the hearts of volcanoes where even the hardiest of Oe Il’ha cannot venture.

Snowind: Sikuks (or Snowinds as they are commonly called) are Winter Near-Fey devoid of most emotions, only valuing strength and carried by an innate desire to remain in groups that follow this, despite this they are not warmongers.

Notable Near-Fey

Though all of these Near-Fey are part of the Old World, a couple of them are interested in Anoma, while the rest are merely facets of the lore of the world of Gaia. Don't expect to see any of these people in person.

Ticasuk Alasie of the Broken Spires

Ticasuk was a Near-Fey who fled to the Primae Materia after stealing an artefact from the Winter Lord at the time. This artefact allowed her to stop her melting process when she left the colder climates. Upon landing on Gaia within Ie Il’ha lands she joined a tribe of winter elves and rose through their ranks of the military to become its Military Master. In the Il’ha wars following her ascent, she lead the Winter Elves on devastating campaigns throughout Seelie elf lands, her name bringing fear to those who heard it. At home, she trained and molded the Ie Il’ha around her into devastating fighters of endurance and strength, pain becoming their very friend. The battles she fought in were often tipped by her tenacity and leadership thus the Ae and Ue Il’ha banded together to put her down. The Snowind’s death came in the form of a joint ambush between the Summer and Spring elves where she was captured and subject to death by fire. The artefact managed to be saved and returned to her home where it stands as a testament to what true strength can accomplish.

Rawiri, the Great Mentor

Rawiri is a mentor in Oread legend who trained and cultivated many Oreads who went on to become shining examples of their culture and way of life. He was a crafter of heroes and exquisite blacksmiths or architects but he himself never aspired for the title. Rawiri’s training methods are said to be strange and unlike others of his race he puts new Oreads through trials before he properly mentors them. His symbol is that of a volcano combined with an anvil, erupting into the shape of a hammer. He is said to be old enough to be on death's door, wandering the Autumn Court and meeting many of his other brethern in his travels. His conversations with them reveal he is searching for one last Oread to be his masterpiece, one last trainee who he will impart his greatest secret and power. Rumors of this power range from a secret anvil that crafts exactly what is in the users mind to turning into a being of pure fire. None can say for sure what exactly it is.

Meloshune Melitheis the Betrayed

Meloshune Melitheis was the first Near-Fey to flee his aunt’s tyranny in the Summer Court, leading a group out onto the Prime Materia. They landed on an island in the Carribard Confederacy and for a time developed a friendship with the people there as despite his blood he knew humility and to treat those around him as equal. After some time Carribards learned of how they were entirely made up of those incredibly sought after scales that young Ae Il’ha have and began capturing them on sight, often killing them. This lead to small scale battles in Carribard waters until Meloshune and those who followed him were put down by bounty hunters. The young royal managed to survive and to this day he advocates for wars on Carribards.


Aossí

Spoiler

 

From Lost Fables Wiki

 

6f2Q2Rkj4JaUGZJdPdZNJNF4wMz9ECevK_nejXPnqXY_EdFfZ6GTEXxgc5kl1LtXh9Kyhz5V7AZTiXifzb2_2FMOJCA0QJ_VYmmxD8t1

Artwork by ashlenhart

A Aossí

Rarity: Rare

Skin Tone: Pale and freckles to lightly tanned, typically scottish/irish in appearance. Within this, there are those appearing of almost spanish descent, and those of celtic.

Height: Male: 5’11” - 6’5” Female: 5’8” - 6’4”

Eye Color: Every variant of Green, Brown, Hazel, Blue, Pale mint.

Hair Color: Deep browns to lighter, dirty blondes. Red-heads are common. Fur is generally akin to deer or goat fur colors. Red fur is extremely rare.

Block Speed: 7

Age Range: Juvenility at 20, Adulthood at 80, Middle-age at 160, Elderhood at 240

Cold Resistance: 20 Celsius 0 Celsius -20 Celsius

“Two out of the twenty riddles correct so far! Next one! It cannot be seen, cannot be felt. Cannot be heard, cannot be smelt. It lies behind stars and under hills. And empty holes it fills. It comes first and follows after. Ends life, kills laughter. Speak the right answer or the rest of you will become a frog!"

-Sharpsage Loudsheyr, Leader of the criminal Tree-son-ers

Satyrs/Fauns (or Aossí) are the most commonly seen of the Near-Fey being able to reside in most human lands and the Ue Il’ha regions. Over the course of generations, Near-Fey from the Spring Court fled to the Prime Materia and eventually became Spring Elves we know today, a change many Il’ha believe to be the work of a god. They carry a more "obssed" view of nature even more so than their elf cousins, truly treating the trees and plants like their friends. Aossí have been sighted on Dahu, Gildaran and Rehkara since the elves settled the first forest, though most in the latter die from a lack of connection to nature. These creatures are very stuck in their ways and culture, often causing problems with their “too much” love for nature.

Contents

  • 1 Appearance

    • 1.1 Clothing

    • 1.2 Accessories

    • 1.3 Body Modifications

  • 2 Racial Abilities

    • 2.1 Redlines

  • 3 Culture

    • 3.1 Naming Conventions

    • 3.2 Creation Story

    • 3.3 Religion

    • 3.4 Family

    • 3.5 Art

    • 3.6 Food

  • 4 Major Settlements/Points of Interest

Appearance

Aossí are similar to Ue Il’ha save for the fact that they are more deer or goat-like than their Prime Materia cousins. They have fur-covered lower bodies and cloven hooves similar to that of a goat. Antlers or horns grow from their heads in a variety of shapes, from nubs to curling ram horns. Instead of sharp ears, they have goat or deer ears and tails. They are unmistakably a product of another realm but carry soft, round features and an endearing Celtic appearance, they do not seem quite as threatening as other Near-Fey.

Clothing

Aossí clothing is completely made of plant fibres, from top to hoof. All of their clothing has natural colours, deep reds made from berry dies, greens, blues, and browns. It is uncharacteristic to see gold or silver in their clothing. They both generally wear tunics though some Fauns use wrappings on the chest. Both always wear a kind of loincloth on their waist or trousers to fit in with Gaia life.

Accessories

Aossí like to style their horns, and antlers with ornaments of colourful leaves, pine cones and the like. Some enjoy having them be short little nubs, that protrude from their head. Most Aossí carry an instrument, from pan pipes to violins and thus have carrying cases. Altering a horn or antler hurts but a necessary pain to make good appearances.

Body Modifications

Aossí sprout small, nubby horns upon their birth, which grow as they mature into Elderhood, forming a neat array of antlers befitting the herd animal that best represents the elder in question. For those who would possess racks of antlers, a fork in the antlers is produced every Age from the 80th age onwards. For those with ram-like or other curling horns, one inch of horn growth can be attributed to each age from birth. Antlers shed every winter and strangely grow back to how they were before only a few Phases into spring.

Racial Abilities

One With the Forest: Aossí possess the ability to communicate with flora and fauna on an empathetic level, reading intent and communicating their own intent unto the lands around them by playing an instrument. This communication is a passive extension of their perception of their surroundings as well as between Aossí and Ue Il’ha. 

Forest’s True Shepard: Aossí can perform the [Tree Shepard] spell from adulthood. When performing the spell they must play an instrument. All redlines of the spell must still be followed.

Fae Spark: Imparted with a Fae Spark, forests and other living environments that are connected to Aossí thrive unprecedentedly, bolstered by the wild magic within them, more chaotic than a Ue Il’ha. Environments hosting Aossí subtly rebuke and attempt to thwart those who may wish the Aossí and resulting environment harm. This is portrayed in the halting of songbirds, and the mild aggression of wildlife. No Aossí of a healthy and sound mind and body will be found tripping over roots or being impeded in the forest. Aossí have the unique ability of both heightened senses and ease of travel in forested landscapes. With their complete Spark they may speak to living things through telepathy. This telepathy requires line of sight and the receiver must be within shouting distance.

Return to the Land: Fallen Aossí buried in rich soil become a part of the forest as they always were, sprouting into a long-limbed crown of an oak-like tree. Depending upon the Aossí that has fallen will dictate if this growth is a Metal wood or Livingwood tree.

Season's Love: During Spring, Aossí experience a distinct emboldening in their growth abilities. Tree Shepard requires 2 emotes instead of 3 to cast.

Redlines

  • Other than Forest’s True Shepard, Flora and Fauna may NOT be coaxed by Ue Il’ha for the use of war or combat unless otherwise stated by ET or LT. However, their greater connection to the Faerie Wonderland allows for Aossí to play instruments and have plants shake and move, moving items or picking them up to sit in branches, a strong aesthetic ability.

  • Restriction from a landscape with flora and fauna (Heart of the Tundras, deep underground cave systems, or unnatural habitats such as dungeons or cells) results in the Aossí’s natural connection being corrupted. Insanity is the outcome;

  • As long as Aossí carry a small pouch of grain around their neck they can go where they please, allowing them to be the aggressors in incurrisons to other Courts. If they lose this pouch  while outside nature they will immediately begin to suffer from Feravirus, suddenly becoming ravenously hungry, seeking to near-constantly eat typically high-protein foods. The Aossí will continue through the stages of Feravirus until they return to nature.

  • Connection to other Aossí and Ue Il’ha is not an ability to manipulate other Aossí or Ue Il’ha into action. It is merely an empathetic connection binding all together as a species, prompting unity, understanding and affection.

Culture

Formed from a fragment of the forest itself and filled with natural magics that spilt back into the land, Aossí are uniquely benefited and bound to the forests in which they roam. As such, Aossí are most often found in temperate forested regions or other regions known for thriving flora and fauna. Their culture is like Ue Il’ha culture but to some more extremes.

Aossí hate weapons and tools made of metal and to wield or hold one is to taint oneself with a product of the Autumn Court. Most Aossí would rather lose a limb than pick up a metal tool or wear metal accessories. Trees are friends, and to cut one down requires proper ritual before and after the felling, each part a Phase long.

These spring creatures are generally split into two types. The first enjoys a constant stream of singing, dancing, feasting, and debauchery (the latter more reserved for Satyrs). They ten to play tricks, pranks, riddles, and poking at things far more dangerous then them. They are willing to do anything to achieve their desires, giving little thought to the consequences, and often roping other creatures into becoming apart of their debauchery. Truly an energetic bunch.

The second type is more regal, graceful and careful minded. They carry themselves as wise and knowledgeable, speaking calmly and generally down to each other. Most riddles and pranks they partake in are solely to test the intellect of the person they are speaking to. They often keep score between each other of who has stumped who with a riddle or completely caught someone off guard with a prank. These scores have often spiraled into battles between whole family lines, resulting in astronomical scores like 7332 to 7329 for the Aagithfirst family against the Beaagiths.

Naming Conventions

Aossí have a Dithematic Given name and a Surname with the word “Sheyr” somewhere in their last name. A Dithematic name means that it comes from two parts, elements, or themes. Given names are two words appended together and the Surname is created for themselves once they hit adulthood. 

Example Names: Cloudear Starsheyr, Yewswift Sheyrson, Lowind Besheyr, 

Creation Story

The creation of Fey is a mystery, even to themselves. As far as they are aware they were created along with Faerie Wonderland, when the world song, Sheyr, rang out in the empty forests, seas, mushrooms, and snow wastes. They carry a deep almost biological hatred for beings of Unseelie Courts.

Religion

Aossí do not usually partake in religion, though the some who do worship Ceithus, and do so because the being loves life as well. A vast majority of Aossí do not seek to worship anything but nature itself, finding random trees in the wild and protecting them with fervor. Those who make it to the Prime Materia may adopt to follow the Sylvan Trinity but only after Era's of their Ue Il'ha neighbours begging them to.

Family

Aossí families are the most familiar to a human with a very nuclear structure. However, due to the fact that Aossí lives for an absurd amount of time the structure has been amplified. Aossí family members are close and forgive each other easily for problems.

Art

Aossí show their art through panpipes, violins, fiddles, flute, and whistles;  the tattoos on their skin, and by the wood trees that comprise their forest-bound homes. It is unheard of to know of a Aossí that has no dance moves or songs to play as by playing instruments they control nature more than a Ue Il’ha.

 The tattoos they create are done by simple ink, made from berries and other dyes. Usually, these tattoos are done to revere either their ancestors or are simply nice to look at. 

Their homes, fortresses, and palaces are made from shaped trees. These trees are weaved into intricate shapes using vines. This process takes months to properly do so that the trees don't snap back into position and destroy the structure. Once the trees are properly shaped, interiors are made on the inside. This makes every structure built in this style constantly grow so that overtime the homes will increase in size.

Food

Aossí have an appetite for berries, fruits, and vegetables with a love for honey and milk. They only eat meat on occasions where they wish to be violent, believing it to make them more aggressive.

Major Settlements/Points of Interest

Other than the Spring Court of the Faerie Wonderland there are pockets of Aossí communities in spring elf lands as they are the only race to really understand them. It is not uncommon to find a Aossí among a Gorney community, however. 

 

 


 

Nereids
Spoiler

 

From Lost Fables Wiki

 

Merfolk.png.366336ad4a8f8cec87d1bba6b72a0d10.pngArtwork by Igor Kieryluk

A Nereid

Rarity: Rare

Skin Tone: Any colour outer scales, bronzed or beige colour inner scales. Typically Mediterranean features.

Height: Male: 6’0” - 7’1” Female: 5’10” - 7’0”

Eye Color: Any color. Heterochromia is linked to royal blood.

Hair Color: No hair.

Block Speed: 5/10

Age Range: Juvenility at 20, Adulthood at 80, Middle-age at 160, Elderhood at 240

Cold Resistance: 20 Celsius 0 Celsius -20 Celsius

“We're not the nicest of people, but at least we're honest about it. Now...kneel!"

-Hiphise

Nereids (or Phiriye) are the rarest of all Near-Fae due to their inherent reliance on water. Over the course of generations, Near-Fey from the Spring Court fled to the Prime Materia and eventually became Summer Elves we know today, a change many Il’ha believe to be the work of a god. They are vastly more fish often mistaken for Merfolk and all are experts in the arts, more so than the common Ae Il’ha. Nereids have been spotted in Summer Elf waters and throughout the Carribard Confederacy, often referred to as “Sirens” by the latter due to their singing luring unwanted visitors to their doom. These people are very stuck in their artsy minds, constantly trying to outdo each other in performances and creations.

Contents

  • 1 Appearance

    • 1.1 Clothing

    • 1.2 Accessories

    • 1.3 Body Modifications

  • 2 Racial Abilities

    • 2.1 Redlines

  • 3 Culture

    • 3.1 Naming Conventions

    • 3.2 Creation Story

    • 3.3 Religion

    • 3.4 Family

    • 3.5 Art

    • 3.6 Food

  • 4 Major Settlements/Points of Interest

Appearance

Nereids are probably the most colourful creatures in known existence, all across Gaia know them for their array of eye, and “skin” colours. Their eyes seem to be made of coloured sea glass and heterochromia is a symbol of true royal blood to them. They resemble other marine creatures, boasting fins on both arms. Their head has a tail that stretches out on the back and most are humanoid-shaped, but there are extremely rare exceptions in the form of mutations. The males and females are hard to differentiate between since they look very similar and if they are not wearing clothes, it is almost impossible to judge.

Nereids are completely covered in 2 kinds of iridescent scales. The outer is usually a solid colour or a solid colour with spots of different colours. The other kind of scale is the inner scale that is usually bronze to beige; these scales line the inside of the arms, chest, front thigh, the bottom of the face and the back of the head-tail. Like Ae Il’ha webbing lining their extremities and the occasional dorsal spine, lining limbs are not uncommon. These folk often carry features similar to those of Mediterranean descent.

Wide almond-shaped eyes slanted handsomely beneath arching brows, accentuated further by high and sharp cheekbones. Nereids carry enlarged iris and pupils alongside protective second eyelids that give their eyes the illusion of an eternal glimmer. Their ears are hidden underneath long appanages the droop off the side of their heads. One may also witness two horizontal lines on the sides of each Nereids’ cheek and two on the sides of the torso, functional gill structures. Hands and feet possess a fine webbing between each digit to lend them impressive swimming ability.

Their teeth are jagged, akin to sharks no matter the marine life they may take after. 

Clothing

Nereids are similar to their Ae Il’ha cousins in clothing, wearing very loose-fitting clothing or few articles of clothing at all. This is due to restrictive clothing possibly limiting the function of the delicate gills upon their necks, or the sealed gill-scars that line their ribs with sensitive nerve endings. They wear sleek silken fabrics when dwelling mostly upon the land, and other sheer textiles that are lightweight and kind on the scales. When within their watery home, Nereids wear as little fabric as possible so as to streamline themselves.

Accessories

Nereids hold art far above anything else in their life. They are fond of gems and jewels, some of the more stunning kinds only found within the Summer Court. Their drooping ears are often pierced several times and linked together with chains of pearls or opals.

These people are often draped in the spoils of their undersea homes. Bits of shells polished to fine gleaming mirrors and pearls on strings, glistening opals or treasures lost by other fey in past wars. Monogamous pairing will oft be seen wearing jewelry or trinkets of a matching set, declaring them loyal to one another. These matching sets will have upon them a symbol of a triquetra, for longevity of the match and the loyalty between them while also honoring their ideals of the creation of the world.

Body Modifications

Nereids view their body as their canvas, and so their bodies are adorned in a variety of colourful piercings filled with thin spiraling shells. Alongside this, sprawling tattoos of similarly skilled artistry are not unheard of, if a touch more uncommon.

Racial Abilities

Marine Anatomy: With origins firmly rooted in the sea, Nereids possess the ability to flow through it with ease. Webbing between fingers and toes allows them to be effective swimmers, thin and mildly effective gills line their necks. They have iridescent webbing lining their extremities including long, spined and web-like ears, as well as the RARE occasional dorsal spine lining limbs. Their speed on land is reduced due to their spindly forms (5 Blocks), however, in water, they can surge forward at an unprecedented speed for a humanoid (10 Blocks). They move in water simply by willing it, thus they can move like projectiles in water. Nereids are able to breathe and live underwater just like they can on land.

Ocean’s True Shepard: Nereids can perform the [Kelpshaping] spell from adulthood. When performing the spell they must play an instrument and posses an innate ability to make instruments they hold water resistant and can be heard clear as day underneath the waves.

Second Eyelids: Retained second eyelids allow Nereids to see underwater, and hidden gills at their necks allow them to breathe salt or fresh waters, while their scales protect their skin from the damp environment. The Nereids also possess a strong resistance to poisons afflicting them, reducing fatal poisons to ones that leave them bedridden for a long time.

Fae Spark: Nereids can store toxins within their bodies which can be expelled through spine-like appendages similar to a lionfish or orally in a splatter in front of them. This ability is known as their Fae Spark.

Season's Love: During Summer, Nereids may change to full Merfolk, boasting extreme agility and dexterity in the water.

Redlines

  • The ability to breathe in liquid is strictly applied to liquids in which fish and other life could be supported.
     

  • Restriction from their aquatic environments will physically harm Nereids in a painful, debilitating and ultimately fatal process of their gills and scales drying out and cracking. This process can lead to death, although staying out on rainy days is a good way to circumvent this issue;

    • In youth under 10 eras, this process begins in a matter of seconds, and can become fatal by the end of half an IRL hour.

    • In Adulthood over 20 eras and younger than 60, this process begins seconds after leaving the water, and becomes fatal by the end of a Phase.

    • In Elderhood over 60 eras, this process begins after 1 Phase, and becomes fatal by the end of 1 Phase.

Culture

Nereids generally have the same culture as a Ae Il’ha with a few differences.

The iridescent scales that cover Nereid bodies are well sought after by Oreads or Snowinds or adventures from Gaia and as such is sought by any who managed to enter the Summer Court. A long line of infants stolen by humans to be unfortunately harvested for their soft, bejeweled scales forced the Nereid to conceal any and all youth beneath a certain growth stage. Older Nereids are not safe from this either and Nereids that have lost scales are ridiculed and insulted for it. This is due to losing a piece of them that makes them a whole art piece. Thus, Nereids would rather die than lose their scales or give them up. They intensely hide any detail of the underwater nests filled with vulnerable youth, or the palace beneath the waves at all with any other race unless they have become involved with a Nereid.

Nereids are people who extremely value scholars and artisans, dedicated to bringing out the ultimate of the arts. Paintings, music, carvings, poetry, cooking, gem cutting, storytelling, plays, dancing and other depictions of the impermanence of life carved into the experience of their audience is a highly valued vocation. Each Nereid is raised from birth into an art profession. As such, few take up the path of the trident. Any Nereid who devotes their whole life to violence will be sourly looked upon and so many trained to fight still partake in some sort of art.

Nereids are known to be more than a little imposing, and prone to snobbery. Each family in a community select an eldest that joins the community’s council. From this council, greater decisions regarding their waters are made.

In the Old World, Nereids are usually treated like noble Ae Il’ha despite their objections to be granted higher power than them. They constantly wish for the highest authority within Ae Il’ha lands. Almost all of them demand rights that allow them to do as they please without consequences, even commit heinous crimes, and if they are threatened in any way, the authority to summon the military to deal with the offending party. Generally an annoyance but kept and accepted due to the works of art they create. In terms of the pecking order, Nereids believe it goes as such, Ae Il’ha with no last name, Ae Il’ha with a last name, Nereids with no last name, and finally Nereids with the last name Melitheis at the top. Nereids refer to those of lower social status as “lower”; even Ae Il’ha kings and queens are lowly peasants in their eyes and are expected to bow to their whims.

Nereids that come from the Summer Court currently bring with them news of the desert that now remains there. Any still living in the dry regions ration water and trade it akin to currency.

Naming Conventions

Nereid names are simple and phonetic, favoring softer “th” sounds and ‘ph’, ‘ch’ alongside with similar ‘shh’ and ‘ff’ sounds. Vowels are used quite often to give names a song-like quality. Nereid children are given at birth a name that is known only to them and their immediate familial relations or trusted family friends. This name is usually phonetically smooth, often possessing two syllables.

Example Male Names: Nymal, Naiad, Trion

Example Female Names: Ianthe, Brizo, Danu

This is not the only name they receive, as when they become conscious enough to speak and convey themselves as a toddler, they profess to the outside world the name they have chosen to be known as. This name is usually longer than the prior, though just as phonetically pleasing to pronounce.

Example Male Names: Delphin, Asraih, Muirgen

Example Female Names: Asherah, Sinaan, Tethys

Surnames are generally unused, save for any Nereid of royal blood. These people have the same last name, related to Kummlakina in some way. That surname is: Melitheis.

Creation Story

The creation of Fey is a mystery, even to themselves. As far as they are aware they were created along with Faerie Wonderland, when the world song, Sheyr, rang out in the empty forests, seas, mushrooms, and snow wastes. They carry a deep almost biological hatred for beings of Unseelie Courts.

Religion

Nereids are split in their worship of Dirgodog or the arts themselves. Many argue that worshipping a being limits the scope of their artistic abilities while some distinctly believe that by worshipping him they receive inspiration for more "dark" artistic expression. To which the other side replies that those ideas are not their own and therefore plagiarism, a crime punishable by death. Beyond this eternal debate, however, Nereids have come to form a relationship with the sea within which they must return to procreate. Those who worship Dirgodog often sacrifice well prepared seafood meals or just the corpses of dead sea creatures.

Family

Though no surname is taken up by any family save for those of royal blood, each Nereid youth knows their family line as a descriptive title. Families are comprised of a bonded pair of life partners and their surrounding relatives, alongside children that come of the union. As children are both precious and seen as safe beneath the waves, the little ones become fiercely physically independent at an early age, rarely seeing their parents or much of their families until they reach their 6th age. At which time, the bond of relatives grows and develops without much hindrance of the delayed beginning, Nereid minds maturing slower than the rapid pace of their bodies.

Art

The absolute focus of Nereid society and life, art is collected and created at an astonishingly fast rate by these fey creatures. The arts they collect range from ones they buy to those they steal from other courts. They never discriminate in receiving or creating artworks or books.

Paintings, music, carvings, poetry, cooking, jewelry, pottery, wood, storytelling, plays, dancing or any other medium is seen as desirable and constantly in demand. Those who choose to lavish their bodies with tattoos and piercings are seen as a living embodiment of the belief that art marks the passage of time, and as such makes the artist immortal in the eyes of the beholder of their creation.

Food

Almost exclusively living underwater they are inclined to a diet of fresh raw fish and shellfish of all kinds. Seafood dishes created by Nereid chefs are said to be the greatest in known existence, and the skills of the chefs are on another level. Their diet is supplemented by aquatic and land faring greens from the Spring Court.

Nereids never supplement their diet with meat caught upon the land, finding more gamey tastes a taint on their taste buds. Beyond this, fruits, vegetables and grains found upon land are certainly accepted and enjoyed as a supplemental part of their diet. Especially sweets, in which all Nereids share an unapologetic sweet tooth.

Major Settlements/Points of Interest

Within the Summer Court their remains one city encased in a large cube of water. This city is known as Aeglarus and is said to be the home of Kummlakina. There are no streets as most of the inhabitants swim, ride fey-like dolphins or carriages pulled by these fey dolphins. The buildings are made of quartz, stone, and sometimes coral. Museums lie on every corner, plays in theaters from sunrise to sunset, and the snobbiest of Nereids in the Court. The city is for Kummlakina's palace, her kin and those that do not cross her, an oasis and paradise in the ever expanding desert she creates.

Other than the Summer Court of the Faerie Wonderland there are pockets of Nereid communities in summer elf water as they are the only race to really understand them. It is extremely rare to see a Nereid away from these waters.

 

 


Oreads

 

Spoiler

 

From Lost Fables Wiki

 

tDFLyA2ewZO_ueEPhWl2ke9ieNb52YmHXkDdlOn5rYvNk8d_lRTOpzNyvewBNuURmzQMi8UUS6uENg1BGvJA3jGIqvN3ZwAsYVQFwxU-hV9UhFFkXbTCOIKzVB7Gf82uThnyLsyd

Artwork by jameszapata

A Oread

Rarity: Rare

Skin Tone: Dark shades of Gray to Black.

Height: Male: 5’5” - 6’6” Female: 5’3” - 6’5”

Eye Color: Fire

Hair Color: Fire or bald.

Block Speed: 5

Age Range: Juvenility at 20, Adulthood at 80, Middle-age at 160, Elderhood at 240

Cold Resistance: 0 Celsius -40 Celsius -60 Celsius

“Fire gives...fire takes...It creates ash and destroys that which was there before. Fire is all that is needed."

-Kaewa, the Purple Burning Usurper

Oreads (or Patupai) are the second most commonly seen of the Near-Fey of the four, following Aossí. In the Faerie Wonderland they rise from streams of lava in the Autumn Court, assuming the form they will have until death. Over the course of generations, Near-Fey from the Autumn Court fled to the Prime Materia and eventually became Autumn Elves we know today, a change many Il’ha believe to be the work of a god. Within the Autumn Court they spend their lives making volcanoes, creating Crystal Mouths and other volcanic materials. In the Prime Materia the Oe Il’ha have taken in their kind to aid in metal bending processes and some claim to bring messages straight from Ra’uki, the latter is almost always a lie for better treatment. They view metals and stones as sacred creations, to be stored properly and one day turned into architectural marvels or unbreaking weapons. 

Contents

  • 1 Appearance

    • 1.1 Clothing

    • 1.2 Accessories

    • 1.3 Body Modifications

  • 2 Racial Abilities

    • 2.1 Redlines

  • 3 Culture

    • 3.1 Naming Conventions

    • 3.2 Creation Story

    • 3.3 Religion

    • 3.4 Family

    • 3.5 Art

    • 3.6 Food

  • 4 Major Settlements/Points of Interest

Appearance

Oreads come in multiple shapes or sizes, from very elf-like to monstrosities that drool fire and burn paths as they walk. They are made of volcanic rock and ash, the colour ranging from shades of grey to the deepest of blacks. Sharp edges and points jut forth from their body in various locations. Their skulls can have open tops with fire heads or simple heads with fire eyes and mouths. Oreads that are more elf in appearance carry traits similar to Oe Il’ha, such as square jawlines, broad shoulders and wide almond-shaped eyes. Those “monster” in appearance may have quirks that scare most children. Oreads are either bald, open-topped or have a fire on top of their heads. Their skin has the texture and feel of volcanic rock but seems as resistant to cuts as simple flesh. 

Clothing

These creatures rarely adorn clothing as with a constant fire within them one wrong move can set the clothing alight. Thus, besides being naked Oreads wear armour, harvested then forged by their own hands or by melting down the equipment of past Oreads.

Accessories

Oreads are often adorned with jewellery and trinkets over their entire body, putting most Oe Il’ha to shame. Each carries a different meaning to the particular Oread and some are created for the smallest of life events like witnessing the creation of another Oread or winning a simple child’s game. Oe Il’ha in the Old World sometimes get into minor conflicts with an Oread who seeks to create a trinket for every minor occasion that happens in its lifetime and drain the settlement of useful supplies. 

Body Modifications

Upon each cultural ritual, Oreads are known to carve shallow intricate passages in their body, each with different meanings. Using their given ability to manipulate molten metals or stones they can fill these passages with various liquid metals or stones that shift around their body within the small trenches. This creates a miniature river of molten liquid that wraps around their body depending on the cultural ritual.

Racial Abilities

Fire Heart: Oreads are immune  to mundane fire as it is part of who they are and have the ability to withstand higher temperatures than other Near-fey (900 degrees Celsius) with comfort. This heart of fire can even survive in the Winter Court for a time. They are effectively a small campfire and give off just as much warmth.

Fire Blood: This Autumn Court Near-Fey has the blood of fire running through them that they can use to launch baseballs of fire at the speed of an arrow from their mouths in a 10x1x1 line in front of them. Each shot removes their very “blood” from them and can lead to death. The projectile can be launched up to 3 times, the 2nd shot they receive -1 blockspeed and are slower to react or move until they can absorb fire, lava or magma. If fired the 3rd time without any replenishment the Oread falls still and ceases glowing with fire, becoming a statue of volcanic rock (permanent PK). Fire, lava, and magma cannot be absorbed during combat.

Oreads are the heaviest of the Near-Fae, usually weighing 80 or more pounds than a human of their size. 

Fae Spark: Alongside this, Oreads already have a full Fae Spark. They carry the ability to manipulate molten substances. As an example, Oreads are able to manipulate molten substances as a fluid, shaping and bending such into peculiar shapes. With each metal shaped withered essence will flow within directly from the Autumn Court that adds negatives to the metals when coming into contact with bare flesh.  Though in theory any substance able to reach a molten state can be manipulated, the ability to manipulate a material is only possible by engaging in a battle with the living spirit residing in such. Different materials possess spirits of differing strengths and some can be ‘impossible’ to tame.

Season's Love: During Autumn, Oreads experience a distinct growth in their fire, allowing for their 2nd shot of Fire Blood to result in 0 change in blockspeed.

Redlines

  • Ability to manipulate molten fluids cannot be used in conflict, as it is only a constructive ability and allows for their carved tattoos that flow.

  • Despite their rock texture their skin is treated as flesh.

  • The average Oread weighs 80 pounds more than the average human of their height. 

  • Ability to manipulate molten fluids is a high concentration ability, and being attacked, threatened or otherwise endangered will remove an Oreads ability to use this manipulation.
     

  • The fire within Oreads can be used to burn or warm but can also be put out with water. Completely submerging an Oread in the ocean is a short, painful, horrific death for them (permanent PK).

Culture

Their culture, imbued with the importance of passion, strength and creation in order to destroy. Oreads are simply born from volcanic lands in the Autumn Court or from a coupling. They rise from near by streams of lava in the form they will have until death. A newly created Oread is gifted a necklace and taken under the wing of the first Oread who sees them or a family friend. This mentorship teaches them their abilities and culture, how to create jewellery, weapons, and armour. For the smallest of events, an Oread usually creates a trinket or piece of jewellery to honor and remember what happened. The more expensive the better.

Once the mentor has deemed appropriate an Oread may reforge their necklace into whatever they desire, signaling their “adulthood”. Despite the various molten caverns and surface spots, all Oreads consider each other one tribe with most carrying symbols that designate lines of mentorship. For example, a current-day Oread may carry a necklace with the symbol of Kaheru, a famous Oread in the past who mentored their mentor. Weakness in the Oread culture is severely frowned upon and provided with consequence, as it is the belief that a weak Oread will weaken the next Oread they mentor, turning into a creeping fungus on all Oreads. When new ones are trained, they are encouraged to establish a firm grasp on their strength and place in the Oread race, culminating in the allowance of them to physically punish each other severely. Bullying and unjust violence are tolerated as long as it is against a “weak” Oread. It is not unheard of Oreads being mentored to be pitted in sparring against each other with painful consequences at stake for the loser.

Oread culture generally follows Oe Il’ha culture from there, The right of adulthood is performed when a mentor decides their mentee is ready to mentor someone themselves. The ritual of parenthood mark is carved on the body of the mentor.  For the mentor specifically, a mid-sized spiral is placed on the shoulder. For each mentee following the first, an additional spiral is placed, branching smoothly off the first. The ritual of passing is also the same but the body is covered in oil and laid in magma or lava.

Denizens of the Autumn Court look on Oreads with a little disdain due to their blatant disregard for any Fey lord/lady that is not an Oread themselves.

Naming Conventions

Oreads are called by one given name, this can be simple or composite. These names are up to the Oread who found them on birth. Later on in life, during a ritual of adulthood, an Oread may be given a new name relating to events that shaped them throughout their mentorship. They do not use surnames as every one of them is of a single tribe and should know the lines of apprenticeship of all the Oreads around them in their daily life. All of their names are generally Maori like.

Example Male Names: Koraka, Mahaka, Rapata,

Example Female Names: Whina, Emere, Haeata

Creation Story

The creation of Fey is a mystery, even to themselves. As far as they are aware they were created along with Faerie Wonderland, when the world song, Sheyr, rang out in the empty forests, seas, mushrooms, and snow wastes. They carry a deep almost biological hatred for beings of Seelie Courts.

 

Religion

Oreads have a fierce faith in the volcanoes and lava streams that spot the Court aswell as the triad in existence, specifically of the drake Naezeiros and the serpent Oloris. This is due to the aspect of creation and destruction they both bring. Speaking ill of either is worthy of vast immediate punishment. They believe that in every aspect around them, there resides a spirit connected to the drake Naezeiros and the serpent Oloris. This includes the materials they work, armour, jewels, tools and weapons.

Family

Oread families are inresting due to their mentorship. Those who share the same lines of mentorship act much like an Oe Il’ha family. With older or younger brothers/sisters simply sharing the same mentor. Older or younger cousins sharing the same mentor from Ages past. Grandparents being the mentor of their mentor.

Art

Oread art is primarily seen in their craft of metal or stone, of buildings and of equipment. Scribe work is more melting texting into objects through precise heating means, required and respected, but it is not a general practice to form art from other mediums such as charcoal or clay. Such art is also ever present upon their bodies and in the valuables they choose to wear, trophy or forged item.

Food

Oreads do not eat on a daily basis but absorb small amounts of fire every few Phases.

Major Settlements/Points of Interest

Other than the Autumn Court of the Faerie Wonderland there are Oreads sprinkled throughout communities in autumn elf lands as they are the only race to really understand them. It is not uncommon to find sole Oread communities inside volcanoes however. 

 

 

 


Snowinds

 

Spoiler

 

From Lost Fables Wiki

 

unnamed.jpg.fea340e0411afe84f9a730745d9a3ab9.jpg

Artwork by Unknown

A Snowind

Rarity: Rare

Skin Tone: Any variation of blue, white.

Height: Male: 5’6” - 6’4” Female: 5’11” - 6’7”

Eye Color: Blues, Turquoise, Silvers or Greys

Hair Color: White, Silver, Grey,

Block Speed: 7

Age Range: Juvenility at 20, Adulthood at 80, Middle-age at 160, Elderhood at 240

Cold Resistance: -120 Celsius -180 Celsius -200 Celsius

“The strong take while the weak quake."

-Tapeesa Tapeesa of the Gray Caverns

Snowinds (or Sikuks) are the second rarest Near-Fey of the four, following Nereids. They are able to live in the harshest of cold environments with ease. Over the course of generations, Near-Fey from the Winter Court left to the Prime Materia and eventually became Winter Elves we know today, a change many Il’ha believe to be the work of a god. Within the Winter Court, They are an isolative species only staying in small groups, unable to feel emotions but an instinct to stay amongst the strong. In the Prime Materia Snowinds are the most strict military trainers with an endless search for those as strong or stronger than them. They have that ability to freeze the target's minds, causing them to fall into a sort of paralysis where only their sight works and can freeze most surfaces with a touch.

Contents

  • 1 Appearance

    • 1.1 Clothing

    • 1.2 Accessories

    • 1.3 Body Modifications

  • 2 Racial Abilities

    • 2.1 Redlines

  • 3 Culture

    • 3.1 Naming Conventions

    • 3.2 Creation Story

    • 3.3 Religion

    • 3.4 Family

    • 3.5 Art

    • 3.6 Food

  • 4 Major Settlements/Points of Interest

Appearance

Snowinds come in multiple shapes or sizes, from very elf-like to large yetis. They are made of blue shards of ice and snow, constellation patterns painting their white, to any variation blue, skin. Their eyes have black sclera with specks of white resembling stars in the night sky. With an enlarged Iris of blues, turquoise, silvers or greys the white pupil looks like a lone moon. Snowinds that are more elf in appearance carry traits similar to Ie Il’ha, such as beautifully chiselled features, beneath swooping brows. Those more “yeti” in appearance have fangs and long arms. Elf-like Snowinds have hair that at a distance is white but up close each strand is made of seemingly flexible ice, for yeti-like the same is true with their fur.

Clothing

Snowinds occasionally adorn clothing, usually for ceremonies and rituals. They wear the skins and pelts of creatures and other Snowinds they have slain. Snowind pelts are particularly hard to get due to the creature being made out of ice and require specific steps to preserve. They resist the cold exceptionally well. Thick fur of different length and species of origin is the dominating attire, though Matriarchs or other important or skilled figures can also be known to wear dresses and cloaks crafted from weaved ice.  Such is a difficult task, and most highly prized.

Accessories

Snowinds generally have the same attitude to accessories as Ie Il’ha with a few differences. No matter the kill they will shrink the heads of their enemies, freeze it and carry it upon their belt decoratively. Small trophies such as ears, noses, fingers, claws, toes, anything from the beast or creature slain are constantly on hand in some way to show others. Decorative weapons are given in courtship, and ice-forged jewellery is reserved for females of the group.

Body Modifications

Snowinds boast upon their skin a large constellation of silver light arranged in accordance to their lineage, as though the night sky itself has painted a mosaic upon their bodies. A glittering iridescence settled where freckles would be upon a human.

Racial Abilities

Due to their darkened scleras and reflective pupils, Snowinds have heightened vision within the dark. Alongside this, their vision is generally in greater detail than an Ie Il’ha’s, and they possess extraordinary immunity to snow-blindness. A Snowinds’s night vision in extreme, moonless darkness is about the same detail as Ie Il’ha’s day vision.

Ice Body: Snowinds are able to withstand lower temperatures than other Near-fey (-120 degrees Celsius) with comfort. This body can even survive in the Autumn Court’s volcanic areas for a few days, slowly melting as it does (permanent PK). They can be skinned, though the cold-resistant remains will merely melt if not treated before removal from the cold region.

Frost Touch: If a Snowind grips the bare head of a creature they can freeze the target's minds, causing them to fall into a sort of paralysis where only their sight works and can freeze most surfaces with a touch. This paralysis lasts 1 round and can only be used once a Phase. 

Snowinds revere the strong and constantly wish to remain those stronger than them or of the same level. The average Snowind is 30% stronger than the average human.

Snowinds inherently know how to forge ice.

Fae Spark: Through their innate connection with the glacial ice, alongside their fae spark the Snowinds have harnessed the ability to commune with the forever hungering spirits within true ice. This communication and connection is forged by the offering of blood from a worthy hunt to the ice. Drizzling the warm blood over the true ice, the spirit within will judge whether or not the offering is adequate. If so, the Snowind’s own icy influence spreads through the True Ice, shaping it however desired. This leaves the resulting craft with a very light pinkish hue, barely noticeable unless set directly under the right light. The ability is called a Fae Spark.

Season's Love: During Winter, Snowinds experience a distinct growth in their strength, allowing for them to be 40% stronger than the average human.

Redlines

  • Immunity to snow-blindness is not infallible, magical eruptions or other such bright lights still possess the ability to blind.

  • The ability to see in the dark does not alter the level of perception, as it is only vision and not wisdom.

  • Despite their ice/snow texture their skin is treated as flesh.

  • Frost touch requires the Snowinds hands to remain on the target's head for 1 Standard Action.

    • Target can still see and move their eyes but the rest of their body is frozen in place until the round after being grasped.

    • Surfaces frozen are in a radius of 3 blocks around the spot touched.

    • Water that is frozen can be walked on.

  • Ice Forging is allowed in relation to an LT approved prophesized ‘dream’ in which a way to channel and manipulate true ice as a material/metal is gifted. Control of this must be taught to your character in roleplay.

  • Snowinds are more resistant to hot environments than Seelie Near-Fey. Though they can only last up to 1 day (4 IRL hours) away from the Winter Court before they begin to melt, losing limbs and the next day die, falling over into a puddle of ice and water. If their body is not brought to an altar after an additional day they turn into a puddle (permanent PK). Letting a Snowind burn to death is a gruesome, long, death for them.

Culture

Within a society based entirely on strength and the ability one has to provide for the community, weakness is not only intolerable, it is outright destroyed, weak Snowinds are often killed by others or the very environment and thus, rare. In Ie Il’ha communities Snowinds often take up the position of military trainers, hardening soldiers and hunters to be fierce warriors. They often have to be held back from slaying Ie Il’ha who they deem as weak, instead of abandoning them. Every Snowind in a Ie Il’ha community duels with the strongest Ie Il’ha every half Era to see if the people are still strong enough to remain around.

Between the four Near-Fey Snowinds boast the most in knowledge of powerful Truths and secretive magics. In the Winter Court 99% of groups are headed by a female chieftain who usually has an innate skill with magic, Fey and otherwise. These spells range from forming and shooting icy shards, summoning tornados of ice, permanently encasing people in frozen prisons, harnessing arcane energies, and creating familiars. Chieftains often rise and attempt to collect truths they can for their own personal use.

Naming Conventions

Snowinds generally follow the same naming conventions as Ie Il’ha with a few minor differences. When they are first born they are nameless. After a right of passage, a Snowind will carry a personal name, the name of their nomadic grouping, and the name of their current territory of residence. This territory may be simply a path they take, more so than a claimed plot of land outlined by borders.

The name of one’s nomadic grouping is always that of the one who first founded the group, and therefore almost always a female name.

Examples: Ahnah Kirima of the Mountain pass

Inuksuk Atiqtalik of the East Spires

Snowinds use Inuit naming conventions.

Example Female Names: Ahnah, Kirima, Atiqtalik

Example Male Names: Inuksuk, Nootaikok, Silla

Creation Story

The creation of Fey is a mystery, even to themselves. As far as they are aware they were created along with Faerie Wonderland, when the world song, Sheyr, rang out in the empty forests, seas, mushrooms, and snow wastes. They carry a deep almost biological hatred for beings of Seelie Courts.

Religion

Living on the meagre scraps able to be worked from the frigid land, the Snowinds worship the spirit of their cold lands as a representation of eternal hunger, of undeath, and seek to satiate this hunger with offerings of valiance, strength and triumph. Snowinds constantly seek out creatures or beings much larger or dangerous than themselves with the aim to gather trophies. In part this is to please the larger, stronger females of the species in order to convince them of their ability to provide for a child they may seek to create from a possible pairing. The religion is generally the same as the Ie Il’ha religion but with far more drastic extremes.

Family

These Near-Fey share the same attitude towards family up until children. Snowinds are born fully grown so when a child comes from a union, it is thrown to the wilderness to survive, then one day return to the parents and partake in a rite of passage. This ensures that the weak are weeded out early, leaving only the adaptable and fierce.

Art

Snowinds, scarcely make art only holding scrolls of ancient heritage recorded by each of the matriarchs of each nomadic clan. These are handsomely coloured with winter berries and other pigments.

Food

Snowinds rely on a diet of meat, any kind of animal protein they can get their hands on. As maintaining their level of activity struggling against ferocious beasts requires strength and energy. Vegetables and fruit are luxuries to them which has led to issues with the Spring Court in the past. 

Major Settlements/Points of Interest

Other than the Winter Court of the Faerie Wonderland there are Snowinds sprinkled throughout communities in winter elf lands as they are the only race to really understand them. It is not uncommon to find sole Snowind communities in the depths of tundras.

 

 

"Receive your compass from the Anoma Exploration Company today!"

🧭

Join up here!

Characters

Spoiler

Dursow Deiphaladras - Alive, albeit missing a finger. Always trying to spearhead the exploration of Anoma with the AEC.

Silent in Storm Rain - Alive, and trying her best to bring the Maksha of Anoma into the beastfolk city of Parsha.

Thetkrin Tickin Truthstorm - Alive and slinking around somewhere.

Thasraih Pheosis - Alive and probably sleeping in a pond somewhere.

Art

Spoiler

464613515_wipofthemonth_by_kennypyro_dec2bdh(1).thumb.png.899fd0b0a739eab2fb75a00d984cecaa.png
Dabbing DursowDursow and Ano'kiunknown.png.ac6e89fab8db87aa7693a3dc2bcebf62.pngParsha_Peeps_Signiture.png.ef5297d3b901dfc2e88f0f16fd36c1b3.png

 

Link to post
Share on other sites
  • TeeSeeDubs changed the title to Faerie Wonderland Expansion Pack: Near-Fey

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...