True Fey

Faerie is the god of all Fey, but before she created the Fey as we know them, she spent hundreds of years perfecting her craft, creating creatures known as the True Fey. True Fey, unlike mortal Fey, are nigh immortal. Powerful, kind or cruel, but above all, cunning and fickle, they trade in wealth, power, and even lives. As the True Fey were some of Faerie's first creations, they are incredibly diverse in their powers and forms. However, all True Fey are divided into two categories - The First Generation Fey, and the Gentry.

First Generation Fey
The First Generation Fey whold power second only to their patron deity, Faerie. They hold themselves as the paragon of the Fey, and hold dominion over many places in The Mysts. The First Generation Fey closely resemble their mortal cousins - there are True Fey Elves, Orcs, Fauns, etc. Each First Generation Fey appear like their mortal cousins, but are often gifted with wondrous and astonishing features. A True Fey Faun may have horns made of stars, or a True Fey Dwarf may have skin inlaid with naturally forming jewels.

The First Generation are the most powerful of all Fey within the Mysts, and are very much aware of their power. They spend their immortal lives seeking whatever fancy may fit them, without the burden of morals in the way we know them. If one is lucky, they may meet a kindly True Fey Halfling who simply wishes their food to be well-renowned. But just as likely, you could meet a True Fey Elf who only desires to snatch away your True Name and hold power over them. Those who travel the Mysts unaware are always in danger of the whims of these First Generation Fey.

Mystweaving
While there are many special powers bestowed upon the First Generation Fey, one common ability they all share is Mystweaving. Mystweaving is the ability to bend The Mysts to their whims. Whether creating small pocket dimensions, or warping reality around them, within the Mysts, the First Generation Fey hold incredible power. See The Mysts for more information on Mystweaving and Mystreaving.

The Gentry
Before Faerie settled on the seven forms of the First Generation (Elf, Dwarf, Orc, Halfling, Arluru, Kaern, Faun), they spent years experimenting with the gift of creation. From these experiments came The Gentry. While lumped together by the First Generatoin Fey, the Gentry come in incredibly varied and wild forms. While they were born first, the Gentry are often looked down upon by the First Generation for being 'imperfect', a fact which causes the Gentry great frustration. However, the Gentry are just as strong as their 'perfect' siblings. While it is often harder for a member of the Gentry to hold power, they are just as ravenous for that power as the First Generation.

Redcaps
Redcaps can be identified by their blood red hats, their sharp toothed smile, and the never-ending scent of copper around them. Redcaps are one of the more wild species in the Gentry. Less interested in political power, and more interested in their next meal, Redcaps do not feed in the traditional sense. Instead, they must soak their hats in fresh blood for sustenance. it is this never-ending search for blood that makes the red caps perfect warriors for the First Generation. It is not uncommon to see Redcaps in service to True Fey of great influence. Redcaps are also incredibly durable and will quickly regeneration all damage done to them. In fact, the only way to take out a Redcap for good is to dry out their hat, for when the hat has no more blood in it, the Redcap perishes.

Pookah
The Pookah are wild and free spirits. The combination of animals and Fey, no two Pookah are truly alike. Each is a completely unique combination of features. One may be an Orc with rabbit ears and cloven hooves, another an Elf with a fox tail and the nose of a cat, etc. However, while Pookah have no 'true' form, they do share common abilities. The first is a Pookah may take on the form of any animal they desire. The second is that Pookahs can freely teleport within The Mysts. While they are slippery, there are ways to ward them off. Pookahs are terrified of open flames, as it frightens their animalistic nature. When confronted with fire, a Pookah cannot teleport away, and will cower in fear, but be warned if you back them into a corner. They can be vicious when need be.

Selkie
A Selkie is a tricky member of the Gentry, as they are often mistaken for one of the First Generation Fey. A Selkie does not wear its true skin - in its true form, a Selkie is similar to that of a great fish mixed with an elf. However, to go unnoticed, the Selkies have leraned to hide this skin and thus their true nature. One can only tell the difference between a First Generation Elf and a Selkie by the fish-like scales that the Selkie will try to conceal at all costs on their body, or removed from their body in a hidden location. While this ability to go unnoticed is the Selkie's greatest trick, it is also their greatest weakness. A Selkie can never be far from its skin, and must hide it on their person, or hide it nearby. If one can find and wild the Selkie's skin, they will have power over the Selkie.

Centaur
Centaurs are strange creatures - half First Generation Fey, half mysterious creature known as a 'horse'. There are very few Centaurs left, as a great sickness drove them to near extinction. Centaurs seem to care very little for the games of the courts, and often can be found within their own private gardens. Centaurs are capable of imbuing plants with magic, causing them to grow quickly and in more intricate forms. But likewise, Centaurs can absorb the magic of the earth and use it to weave powerful magics. Unlike most Fey, Centaurs are usually easy to avoid. Simply do not disrespect their private groves, and they will likely leave you alone. But disrespect them, and there will be no place within The Planes you can kind from their wrath.

True Fey Customs
It is important to treat the True Fey with respect, and there are certain customs that are expected of one interacting with these mysterious, ancient beings.

Never give your True Name
True Fey will offer wealth, power, anything you could desire for but a single letter of your True Name. Even knowing a single letter can influence you to their whims. Once a True Fey has your entire True Name, they have complete dominion over you.

A mask can hide your true intentions
When one enters the great halls of the True Fey, it is common to see most, if not all people wearing masks. This is not merely a fashion choice, but a necessity. True fea are incapable of lying unless they are wearing a mask. Furthermore True Fey can see into the hearts of all those who stand before them, and can see when one is being deceitful. However, when one wears a mask, they block this magic, allowing them to keep their secrets hidden. There is a saying among the True Fey - Never trust a person who wears a mask, and most certainly never trust someone who doesn't.

Never thank a True Fey
Perhaps the two most dangerous worlds one can say to a True Fey are "Thank You", for True Fey are transactional in all things. When a service is rendered, they will always desire payment. To them, a form of gratitude such as "Thank you, I'm so grateful, you are so generous," and worst of all "I owe you one," is an admittance of services rendered, and the True Fey will require you to compensate them, perhaps right then, days, months, or even years from then. The True Fey do not forget, and they will come to collect, so one must be ready to pay the cost of a thank you.

However, saying absolutely nothing when given a gift by a True Fey is a slight, and is far worse. It is best to appeal to the ego of the True Fey. Compliment the gift, of the True Fey themselves. If given a diamond, perhaps say "this gem's gleam is second only to yours," or perhaps, "It is a sign of your immense wealth that you can part ways with such a magnificent gem,". An appeal as such will likely not in-debt you to the True Fey, while not harming their ego.

The ritual of three gifts
If a mortal is to stand before the True Fey, there is a ritual that should be performed. If this ritual is upheld properly, then they are guaranteed safety until the end of the meeting. However, is the ritual is a failure, they have incurred the wrath of the True Fey. The ritual is as follows:

1) When you come before a True Fey, you must bring three gifts. These gifts must be a worthy offering to the True Fey. Remember, all True Fey hold different values, and thus it is critical that your judgment of the True Fey be right.

2) When you meet the True Fey, you must offer them these gifts.

3) If the gifts are satisfactory, then the True Fey will decline these gifts. If they accept all three, then they were displeased with the offering.

4) You must insist only once, and if the True Fey is appeased, then they will take a single gift. If, however, they refuse the gifts yet again, then not only were they displeased with the gifts, but were offended greatly by the offering.

If the True Fey takes the single gift, then the ritual has been enacted successfully and you will be granted safety. However, if you fail, it is up to you to remember the signs of failure, as it is likely that the conversation will be polite regardless of the outcome, and you may get caught offguard when they strike.

Cold Iron
True Fey are beings of pure Magic, formed from the raw power of The Mysts. While powerful, they do all share a weakness. Cold Iron is an anathema to them, for Cold Iron is the essence of the Material Plane in its purest form. It is so removed from the True Fey that they cannot ever truly defend themselves from its sting. True Fey flee from Cold Iron at all costs. Thus, if one wishes to defend themselves, it is best to keep a Cold Iron blade close at hand. However, keep it hidden, for there is no greater insult to a True Fey than to bring a blade of Cold Iron into their vicinity.