From The Periplus of Faerie, author unknown.
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Of course, the landmarks are not what most refer to when discussing the wonders and dangers of Faerie.
Those would be the eponymous Fey.
Many travelers to Faerie make the terrible mistake of thinking that all fey are the same. They all live in Faerie, after all, and the strange and oft-paradoxical plane must surely produce creatures well-suited for it, and thus its inhabitants intelligent enough to speak must be no different than elves and orcs are on the outset, surely?
Do not be fooled! For all that Faerie may seem to merely be a more vibrant and life-filled version of the Material and with larger lands- even fooling many so-called scholars of the planes- to underestimate it is to just as surely spell your own demise as to leap from the Edge itself.
The laws of reality as you know them are different, yes, but do not assume that they are all different in the same way across Faerie. As you know by now, Faerie plays by its own rules and its inhabitants reflect that accordingly.
While there exist nigh-limitless forms which the fey may assume, and just as many distinct types of their kind, my average reader hailing from Itlazoc is most likely to encounter one of three distinct breeds: the High Fae, the Alfin, and the Sprites.
High Fae are elf-like in appearance, and for all that they superficially resemble the mortal races, are some ways the most alien in mindset and motivation. They are perhaps the most indicative of Faerie as a whole, inasmuch that they choose what rules they wish to follow.
I do not mean this metaphorically, my dear reader, but quite literally. Each and every single High Fae is connected to an anchor, a Bind to reality, through which their every interaction with the world is focused through. The most common form of High Fae are those which bind themselves to a singular object or location, and in so mimic the status of a minor god within that domain yet often limiting their mobility. As this is perhaps something of a confusing idea to those unfamiliar, I shall endeavor to provide a few examples:
* Stone Fae bind themselves to a singular rock or waypoint, and serve as guardians of that area, bestowing luck and warding any structures or locations they are near to. Commonly, Fae-bound stones may be found alongside roads, at crossroads, or as part of important monuments. Like other High Fae, wandering too far from their bind greatly weakens them, but as the stones they choose are most often a part of a larger road system, they are in practice often able to wander very far afield, returning to their stone whenever they wish.
* Tree Fae are life-bound to their tree; if their tree dies, so too do they. The older their tree, the larger their area of influence and the stronger it is nearest to them. Within this area, the Fae possess a startling degree of natural magic, capable of commanding vines to ensnare intruders, encourage or kill the growth of lesser foliage, directing wildlife to perform a multitude of tasks, and other such abilities. If their tree is particularly magical in some way, they may also gain abilities pertaining to that unique aspect. This can most often be seen with fae bound the tree of a golden apple, being capable of bestowing immortality on those they deem worthy.
* Aquatic Fae, bound to pools or streams may call upon that water as though they were the mightiest of water mages, and frequently gain various melodic, enchanting, and healing capabilities. Their waters wash away poison and disease, but can just as easily wash away life and drown their victims.
* Mortal Fae have bound themselves to mortals instead, and these are the most varied of all, for depending on the race of their bind and what that bind is best at, they could have any number of strange and mighty abilities. Binding to a mighty warrior will make the Fae difficult to kill and skilled with weapons, while an archmage would result in a staggering amount of power and variety in the Fae’s magical skills.
Now, when a High Fae bonds to an item (or an individual), there is certainly a return to their Bind. Trees become magical and may grow incredibly large; waters flow pure; stones become inherently warding; fountains bestow good luck to those who treat them well; and mortals may gain any number of supernatural blessings from their union. Flight, immortality, the ability to heal wounds with a touch, or developing a new talent for illusions, music, or enchantments are some of the most common but far from exhaustive.
What is most important to remember with these forms of High Fae is that to entertain them is to be prioritized above all else. They view mortals in much the way a mortal might view a small, unusually intelligent animal. Entertaining, and possibly worthy of adoption as a pet, but not truly a person. Do not provoke them, and generally attempt to avoid attracting their attention unless you are certain you know what you are doing, in a way which my guide will not be able to aid you.
I hesitate to even mention this, for I am aware that many will attempt to do so before you are ready, but the greatest treasure a High Fae can offer is themselves. Truly, a friendly Fae offering to bind to you is one of the greatest boons which can be obtained from Faerie. Beware the unfriendly Fae, however, as the bind could just as soon be used to exploit you as a tool against their rivals, a disposable pawn in a much larger game. Alas, there is no easy way to tell if a Fae is friendly or unfriendly and thus any Bind accepted must be carefully considered.
Instead of choosing their Bind as a material object or set of objects, some Fae instead choose to Bind themselves to something more abstract. The sound of waves crashing upon a particular beach, the first gleam of starlight each night, or a warm summer’s breeze. These Fae are even less akin to the mortals they resemble and instead bear a distinct resemblance to, behave in a manner consistent with their bind, and in a far more direct manner than for the object-bound Fae, gain magics associated with their Bind. A warm summer’s breeze is likely to be comforting, but may just as easily be cloying and stifling. The first gleam of starlight may be a herald to ill times or a mote of hope to those struggling. This is most obvious within the Grand Courts of the High Fae. Here, a singular Fae may bind themselves to a powerful concept such as Winter, Summer, Night, or Day and become nearly unto a god. Then, they call to order and command legions of lesser fae who are either without bond or with a bond related to their claim, each with a fraction of their ruler’s power. Ensure you familiarize yourself with my notes upon how to interact with each of the Courts you are likely to encounter before seeking them out, for once again Fae are dangerous.
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Finally, a High Fae may bind for themselves a specific role to take, as if upon a stage performing a play. The more they play out that role, and the grander said role is in the story, the more powerful they become while acting within that role. They rapidly become incapable of anything but their chosen role, even as the story may shift around them. These stories may restart with the changing of their ‘Seasons,’ and a Good King may in one Season be a just and wise ruler, and in another merely be a powerless puppet to their Unscrupulous Advisor.
Beware these Storied Fae! They are mighty, if limited, and it is all too easy to become ensnared within their stories if not cautious. Enjoy, but do not engage.
In summary, the High Fae are odd and varied depending on their Bind (most commonly a local person or place) but are yet perhaps the least dangerous of the fey to entreat. Words are less snares for the High Fae, what matters far more is that actions are polite yet not affectionate, as they strike no bargain and twist no words. Interact with them as you would any other mighty being, be entertaining but not a prize to be claimed, beware being caught up within their stories, and you may survive untouched.
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The Alfin are substantially more dangerous and strange, yet understandable in their own unique way.
Alfin come in two primary forms; those who are named and those who are nameless. Named Alfin are broad in appearance and habit, though always possess importance and power in accordance with their name. They appear to be wholly solid, but rarely look like any mortal race (though they often bear some passing resemblance to one or more).
Unnamed Alfin, by contrast, are semi-indistinct wispy spirits that appear to be approximately elven or goblinoid at first glance, about the size of a halfling. They may be brightly colored, and upon further examination indistinct features will become more defined. This is done in such a way that it is very difficult to notice that they are undefined, as they become defined in direct correlation to the attention they receive.
Alfin make their home in some of the most dangerous parts of Faerie, and this indirectly makes them some of the greatest hazards you face. For all Alfin, life is akin to a story; or rather, many different stories, and as with any story, no unnamed background character may accomplish anything and are not truly ‘characters’ within their story.
Unnamed Alfin do not truly exist, instead they appear when a named individual (which includes mortals) would become aware of them, and vanish when that individual is no longer aware of them. The countless crowds within the cities of the Alfin are not real, and if you do not notice them they will cease to exist once they are far enough away. Interacting with an Alfin makes them more likely to return in some form- speaking with an unnamed Alfin shopkeep, then returning to their shop at a later time will return that shopkeep into existence. Interaction also increases their awareness of their surroundings. A nameless face in a crowd is likely to not truly even be aware of their own existence, a shopkeep may only be aware enough to buy and sell their wares, but some may be aware of their own fleeting existence. Increased interaction with an unnamed Alfin will render them more real, more substantial, and have greater continuity of existence. However, they will not become truly ‘real,’ and will not continue to exist even when unseen, until they are named. The methods by which an Alfin may obtain a name are unknown even to me, but merely calling them by a name or otherwise giving them a nickname will not be sufficient (though are quite influential for making them more substantial). However, the one method I am aware of is that they can steal the names of another.
Never give an Alfin your name.
Once an Alfin is sufficiently aware, they will ask for it, and they will be exceptionally tricky about it. They may plead with you, they may bargain, they may promise all manner of treasures and riches, but never, absolutely never give your name to an Alfin. You may let them know a name by which they may call you, but never give them your name. They will take it and become real, while you become less.
Being mortal, you will not cease to exist when others are not around. However, you will remain unnamed. A background character to someone else’s story. Your mind will dull, your magic will fade, your body will weaken, defining features will fade away. Where you wander, the unnamed will not appear. If you attempt to move an object, it will be incredibly difficult and likely undo itself in time. You will be incapable of almost anything. If you attempt to fight one with a name, you will lose.
Your only hope is to escape the realms of Faerie where the Alfin make their home before your identity fades too much. Escaping back to the Material, or even a more familiar part of Faerie, will allow you to re-establish your identity, take a new name and begin to define yourself around that. Do not return to the cities of the Alfin until you have a new name firmly established. If you are not quick enough, you will find yourself unable to leave, for what background character attempts to escape their story? Pray that there are no named Alfin within the city guards who would bar your egress, or that there exists a large group of travelers whom you might be able to join and travel away. Yet do not put your stock in prayer, for the gods all but cannot save you.
The final type of fey I will discuss at this time are the Sprites. These are the ones you must most carefully watch yourself with. Make no promises, offer no insult, strike no deal, and offer no thanks. To make a promise is to be forced to do so, to insult is to invite retribution, to strike a deal will ensure you lose something valuable, and to offer thanks is to admit debt.
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Sprites have an appearance not terribly dissimilar to gnomes, though roughly half to two-thirds as large, and with insect-like wings protruding from their back. Their word is law. They cannot speak a mistruth, but do not believe that makes them honest. If they strike a deal with another creature, that deal will become truth. Trading your sight will render you blind. Trading a shard of magic will remove the capability of utilizing that magic from your very being. Depending on the bargain struck, it may even be impossible to restore.
Now, these bargains can, in very particular situations be useful. A Sprite is capable of trading anything, after all. They can sell you the sight they bought from one, the magic swindled from another, the beauty traded from a third.
To insult a Sprite enables them to demand repayment for the slight, and leaves them free to extract retribution from their own power. To thank them is to enable them to demand almost anything in exchange for repaying the debt. Do neither, if you value your soul.
For the foolish or brave, this is a great path to fantastic riches or power. But you must be exceptionally cautious, a fact I cannot overstate. If you have not yet been dissuaded, you may continue onto my next chapter, where I will explain more in-depth the rules for interacting with Sprites.