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| - Motes inhabit the air in mostly in forests, less and sparse in meadows and fields. Wisps can light in the forest, but commonly occur solitarily over bogs, swamps, marshes—any wet or muddy ground. Ouphs coat long grasses and scatter when creatures pass through them. Hyters are half sprite half bug cousins of ouphs that gather most near insects. Nymphs lounge or lie in wait for victims in secluded or romantic spots according to their alignment/affinity Malign sisters of nymphs (sirens, morgens, nixes, krats, etc.) Shee dwell on sacred hills, places of power, or the ruins of ancient forts. Elementals
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| - Motes inhabit the air in mostly in forests, less and sparse in meadows and fields. Wisps can light in the forest, but commonly occur solitarily over bogs, swamps, marshes—any wet or muddy ground. Ouphs coat long grasses and scatter when creatures pass through them. Hyters are half sprite half bug cousins of ouphs that gather most near insects. Fairies, sprites, and pixies inhabit forests, but can wander through fields. Fairies also play near cliffs and can lead unwary playmates off the edge. Other fairies do enjoy healing and helping people. Sprites go near settlements as well. Pixies follow roads and mislead travelers, but turning an article of clothing (usually the [shirt]) confuses them breaks one out of being pixie-led. Pechs are vegetable sprites that protect lone or lost children, playing games with them to keep them occupied or led in the generally right direction. Nymphs lounge or lie in wait for victims in secluded or romantic spots according to their alignment/affinity Malign sisters of nymphs (sirens, morgens, nixes, krats, etc.) Pans live in pastures and wild fields. They exhibit much the same qualities as male nymphs in combination with a love of music and of raucous processions. Singing or playing while on the road will draw them into your company, but make sure to do so well... If they start playing their flutes first, beware as their song is enchanting and you may find that you are yourself again far off your path. At night, in spring, on holidays they have picked up on from people, or in the rhythms of the spirits of that area, pans lead processions of ethereal debauchery. The mind can drawn to participate or even the body if there are fae in their numbers. Shee dwell on sacred hills, places of power, or the ruins of ancient forts. Spriggans protect ruins being taken back by nature. Corrigans live at monuments or ruins, celebrating with their fairy dance that sucks people in. Leshee defend the whole forest as opposed to dryads that protect single trees. Scrats are aggressive and malign forest dwellers that bend the forest to attack hunters, travelers, etc. Helpful and nuisance spirits in settlements. Ghosts in graveyards or at place of death. Wraiths are malign spirits that haunt people or go after certain goals not inhabiting any one kind of place. Poes are wraith-like spirits that carry spirit lanterns and have a proclivity for possession. Breaking their lantern dispels them. Jumpers leap around and tell stories Elementals The Wild Hunt travels from kingdom to kindgom, gathering up spirits in its procession. This can bring spirits into areas they are not normally in and thus the local people would not be likely to have protection against them. The Hunt travels over the ground (usu. by the corpse roads), through the clouds, going to wherever there are concentrations of spirits. Tutelars, krampuses, huldra, reapers, or the spirits of wizards (or wizards and sorcerers bodily) lead the procession. (The retinues of king's and hero's liches can be confused for the Hunt. Both have been known to be appropriated by witches, woodsmen, sorcerers, champion giants, and fane heroes for a time, but the Hunt always returns to its yearly route.) Tutelars powerful spirits of an area. Often lead lesser spirits as their attendants. Landvetters stand on the borders of nations, peoples. This may or may not correspond with the divisions of land and rule that people set down. Move with peoples as their mindless guardians.
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