Apr 26, 2018 21:57:28 GMT
Post by Nobody on Apr 26, 2018 21:57:28 GMT
The Host
What follows is a cataloged list of Arcadians from Highest Esteemed to lowest within Arcadian Society. Based on staff input some lines of the host will be of limits.
Aspects of Goddess and Consort
The Goddess is the source and the wellspring of all life, who together with her consort, create the land and everything in it. Both hold great power beyond the comprehension of mere mortals. The land itself is a living entity, the source of all the energy and magic. During times of strife the Goddess and her Consort have been known to bless extraordinary Arcadians in some cases even inhabiting their flesh for a time.
The Sidhe
These powerful Sidhe can call upon the land itself to boost their own considerable abilities. The Sidhe are the most human looking of all the Arcadian. Their hair can be any color, and some Sidhe have patterns of leaves or flowers in their hair, while others have hair that looks/feels like metallic substances. They have tri-colored eyes and luminous skin. Shades of skin include pale white, black (true black, not dark brown), pastel shades, brown, and tanned (known as sun-kissed, a rare color in the Seelie Court). Seelie Sidhe generally have creamy or golden skin and lighter, more vibrant shades of hair color. Unseelie Sidhe have paler or darker skin. Since they accept Sidhe that are exiled from the Seelie Court, members of the Unseelie court have a range of hair colors that tend towards blood reds and dark ebon shades. The traditional Unseelie shades are black, red and other 'darker' colors.
All Sidhe are willowy and taller than the average human. They are also physically stronger and breed slower than humans. They are magical beings who specialize in glamour and have hands of power.
They are comfortable with their nudity and touch each other for comfort without it becoming sexual. While humans always view touching and nudity as something sexual, this is not the case with Sidhe. Some Sidhe have particular power over emotions or lust.
Cold iron and steel can harm and kill a Sidhe. They heal quicker than humans, and can heal any injury made by weapons of any other metal. Sidhe cannot survive a bullet through the chest though. The killing blow is usually one through the heart.
Unseelie Ruler-(Usually Queen)
The Unseelie Ruler rules over the waning year. Their power starts to increase once the days start growing shorter after the Summer Solstice until their power becomes equal to that of the Seelie Ruler at the Autumn Equinox, when they come fully into season.
Seelie Ruler - (Usually King)
The Seelie Ruler rules over the waxing year. Their power starts to increase once the days start growing longer after the Winter Solstice until their power becomes equal to that of the Unseelie at the Spring Equinox, when they come fully into season.
ROYAL KNIGHTS
These are the elite warriors of the Seelie and Unseelie Courts possessing or given exceptional power to guard the rulers of their Courts.
Falcons (Seelie) or Ravens (Unseelie)
Title given to Royal guard regardless of race, raised to level of Court Sidhe in status and imbued by Royals to guard them well.
SIDHE REGENTS
These Sidhe of royal blood act in the stead of the rulers as needed but they do not have the innate power granted by the Arcadian realm to the chosen rulers.
Visiting Royal Sidhe from other realms and similar Ambassadors
Given respect per their titles and power, but they do not have the innate power granted by the Arcadian realm to the rulers here. They are treated as Ambassadors and afforded some diplomatic immunity within reason, unless they defy the rulers directly.
Court Sidhe
Various major and minor Lords and Ladies of the Courts that benefit from the power and resources bestowed by the monarchs on their loyal followers. Some are more powerful than others, 50% have one hand of power and the rest do not.
Mist Sidhe – Called Fiáin
These are sidhe not Oathsworn to any Court and thus cannot benefit from the power and resources available there. Sidhe tend to prefer leveraging every advantage they can gain, therefore most choose the added benefits of the Courts and so Fiáin are rather rare for just that reason alone. Sometimes Oathbreakers of either Court will end up Fiáin and generally Hunted by the Huntsman for their transgressions sooner or later. Only exceptionally strong Sidhe tend to choose this path willingly, but there are a rumored few and their motivations are mysterious and possibly dangerous.
Exiled/Lost Sidhe - Deoraidecht
Deoraidecht are Sidhe who are unable to reside in Arcadia for whatever reason. Their power will be diminished in comparison to Sidhe able to renew themselves in Arcadia as needed. Sidhe are always referred to as Sidhe, regardless of their circumstances ( At least to their faces...)
Half-breed Sidhe
The Seelie Court tends to officially heavily discriminate against and disapprove of any non-Sidhe pairings that produce children, but unofficially certain factions may be actively promoting crossbreeding. Since the fertility of the race is already so low, the commonly accepted reasoning is that all chances of children should be conserved for the continuity of the Sidhe only, though in practice this is somewhat unlikely to happen. The Unseelie Court is more accepting, usually taking in the Seelie Court’s rejects and exiles, but they also tend to look down on Halfbreed Sidhe just because they are weaker than Sidhe, and so are considered the product of wasted effort. Other Halfbreeds usually don’t get harassed as much just based on their heritage, rather whether they are weaker or not. There is an innate hypocrisy in this prejudice, since the fertility of the Sidhe is so low and crossbreeding may be their own true option to perpetuate their bloodlines. There are several bitterly opposed ideological groups that regularly clash over this fact, but such practices as swapping Changelings for Non-Arcadian (usually human) babies may have arisen from such beliefs, with both the human and Changeling and their respective possible offspring usually intended for breeding purposes. Halfbreed Sidhe are almost always referred to as Sidhe, regardless of their circumstances, though an occasional insulting reference as a Changeling might occur.
The Alder King
The Alder King or Huntsman is a bestowed aspect of the Forest God/Lord Consort on a host, usually a Royal Sidhe or powerful Arcadian, though other beings have been granted or cursed with this power from time to time. The Huntsman has the power to summon and command the Wyld Hunt, either at the behest of the Courts’ rulers or at his own discretion. The host does not always have control of this bestowed power of the Forest God and sometimes this power might go astray on its own. The Wyld Hunt usually consists of Cwn Annwyn, the fairy hounds of the hunt from folklore, as well as various spirits of death or pain, and also some of the Sluagh, generally Nighthags/Nightflyers, who fly through the night skies in a darkling host or swarm, pursuing the unfortunate targets of their Hunts. The Huntsman can summon and control Sluagh to join his Hunts. He can also turn anyone else into Cwn Annwyn to serve in the Hunt for as long as he wishes, especially if he has hunted and captured them himself or they are already nearly dead. The Wyld Hunt is considered inescapable and is dreaded by all Arcadian. Many others fear the Hunt due to legend and lore. All the Royal Sidhe have traditionally been able to summon the Huntsman when needed to mete out justice or punishment.
SLUAGH
Ravenous nightmarish creatures that are nearly impossible to defeat in normal combat, making them a credible threat against the powerful Sidhe. The only thing that Sidhe truly fear, other than the Wyld Hunt, are the Sluagh, because these monstrous Arcadian are nigh unstoppable once unleashed, even against the powers of most Sidhe. Nearly all Sluagh are capable of fighting or causing destruction. All possess extreme natural physical toughness despite appearances in some cases, making them insanely tough to kill. Sluagh are completely immune to any form of iron or silver based weaponry, including bullets made of these metals, but magical attacks, magic weapons and weapons made of other materials will damage them. Sluagh are somewhat susceptible to magic and magic weapons. Common Sluagh cannot have Hands of Power. The Sluagh are feared even among the Unseelie where inhumanity is common. There are relatively few Sluagh compared to the overall population in Arcadia but the Sluagh make up for it with sheer ferocity.
The Sluagh currently hold a Lesser Court within the Unseelie Court and are beholden to the Unseelie King. All the demon taint of that land has been removed from the Sluagh, making them closer in nature and powers to the Unseelie once more. In time this race may regain enough power and the royal connection to the land to reclaim their own Greater Court, but that is unlikely anytime soon.
Noble Sluagh
These Sluagh have the power to rule over the rest of the monsters, thus making them truly formidable in the world of the Arcadian. They tend to possess almost the same powers and abilities as the Royal Sidhe but with the immunities and toughness that make Sluagh so feared. Royal Sluagh, unlike all other non-Sidhe and regular Sluagh, can possess one Hand of Power, though the Sluagh call it Bloodright instead. Having two such powers is incredibly rare in the history of this race. There is currently no Royal Sluagh ruling their kind, though there is a rumor of a long lost Queen, possibly in hiding and biding her time called Cailleach the Veiled.
Sluagh Regents
These Slaugh of exceptional will and strength act in the stead of the rulers as needed but they do not have the innate power granted by the Arcadian realm to the chosen rulers. This is the current level of Ruler for the Sluagh Lesser Court due to their Royals being lost in the recent cataclysm but not yet declared officially dead.
Reavers
Title given to Royal guard and imbued by Royal Sluagh to guard them well. Only Sluagh can be a Reaver, no other race can be given this title. Without a Royal, there are only a few Reavers left.
Other Sluagh
Sluagh do not distinguish between different types and states of other Sluagh. Sluagh is Sluagh. But in the greater Arcadian society, Sluagh status is treated the same as for the other races, with Oathed Sluagh called Court Sluagh and unaligned Sluagh called Of the Mist or Wyldling like all the rest. Exiled/Lost Sluagh do not exist however, because most Sluagh can not survive outside of Arcadia for more than a few hours. Sluagh are usually not exiled, just killed.
Half-breed Sluagh – also called Greylings
Sluagh don’t treat their Half-breeds any different from full bloods other than the Half-breed is likely to be weaker and thus dealt with accordingly by this brutal race in their constant dominance struggles. Half-breed Sluagh are treated the same as other Unseelie Half-breeds by Arcadian society at large, but usually calls them Greylings to mock the dilution of their black blood.
Among the Sluagh are many of the more nightmarish monsters from legend and lore. Some of the darkest of these are the Nightflyers and Nighthags. Nightflyers and Nighthags make up some of the creatures of the Wyld Hunt under the command of the Huntsman. The Sluagh are creatures that can hunt Sidhe and traditionally have been called on by the Royals to do just that.
Nightflyer
A winged creature of nightmarish aspect. Few creatures in Arcadia are stronger than Sidhe, and Nightflyers are the one of them. They tend to look like part man, part bat, part monster. Most of their body parts are able to regenerate within minutes and they tend to contain a nest of tentacles extending out of their bodies, usually from the abdomen.
Nighthag
Female Nightflyers of the Sluagh. Same traits as the male Nightflyers but generally look like old withered women with monstrous features, sometimes with tentacles extending out from various places, and multiple bat wings.
GREATER ARCADIAN
Greater Arcadian tend to have mastery over two or more elements, though they can also have a main element that their nature might derive from. Any Arcadian from any folklore or culture can be used as a player character within these guidelines. The Greater Arcadian types are listed below. There are many Lesser Courts mostly based on race within the Seelie & Unseelie Courts.
Cwn Annwyn – Hounds of the Wyld Hunt
Usually intelligent wolf like creatures that can speak, large as ponies and lean like greyhounds. Their fur is usually white or mottled grey with ears and eyes of blood red. Sometimes teeth and paws are black. Their howl can be heard much farther than a normal hound and they tend to not leave prints unless they will it. Most of the hounds were originally from a Arcadian race called Cu Sidhe (their royals) & Cu Sith (their folk), but the demands of the Wyld Hunt effectively took them over. It is also said that many of the hounds are former victims of the Hunt themselves and cursed into their current form to serve the Huntsman.
Cait Sidhe and Cait Sith
Often described in folklore as a large “dog sized” black cat with a white spot on its chest. Cait Sidhe are the Royals and the Cait Sith are their people, otherwise very little is known about this secretive Arcadian race. There is a Cait King & Queen but they are very elusive. Cait Sidhe & Sith are very private creatures and traditionally stand apart from the Courts, always of the Mist, making temporary or personal alliances only. Caits can travel by means of the Shadow Roads, a cold airless place Between, that lets them travel anywhere they wish to go, giving them an advantage very few Arcadian can match. They can make very useful allies or very deadly enemies.
Treants & Huorns
Arcadian Trees that can move at will. Other Arcadian tend to refer to these folk as the Limblithe or Wyldwood. Mostly based off the Ents and Huorns as described in Lord of the Rings but other sources can also be used for reference. Treefolk are almost always of the Mist due to their particular perspective on all other non-tree races. The natural guardians of the forests, the Treants keep watch over their less civilized cousins, the Huorns, and attempt to maintain the health of the woods and everyone in it in their own slow way. All Treants and Huorns can be very fast moving however when they are motivated and possess tremendous strength and destructive power. Huorns also tend to have a taste for blood and inclined to vengeful actions against anyone perceived as an enemy to the forest. Use fire with caution in any forest where Treants and Huorns roam.
Ceffyl Dŵr
The renowned Arcadian horses, featured in many myths and folktales. The royals of their race, the Ceffyl Dŵr. The Ceffyl Dŵr are their folk and can vary quite dramatically in traits and temperaments. Unicorns are a distinct variant within this race. Ceffyl have Lesser Courts in both the Seelie and Unseelie Courts. Can run faster than any mortal horse and usually possessed of great strength, endurance, intelligence and beauty.
DEMI-ARCADIAN
Small, often winged Arcadian of various kinds. It is said that where the Demi-Arcadian live, Arcadia flourishes. They are masters of Glamour and often appear as birds, butterflies, or other winged insects. They tend to indulge in their mysterious pursuits seemingly alone or in pairs, but they almost always attack in a swarm. A lone Demi-Arcadian is generally within easy earshot of their kin and thus should not be considered easy prey. A swarm of Demi-Arcadian can be quite torturous or deadly to their unfortunate victims, especially the Unseelie ones that feast on blood and pain.
Royal Demi-Arcadian
The rulers of all the small and tiny Arcadias of various kinds, some winged, some not, each with their own Lesser Courts and rather complicated protocols that exist within the larger Greater Courts. The Royal Demi-Arcadian and a few of their most powerful kin can shapeshift to almost normal human size, but this is a secret power they guard jealously. These rulers tend to be jealous and secretive in their dealings with the other Lesser Courts of their own kind and always have some wariness when dealing with the Greater Courts, being very sensitive to being perceived as weak due to their size.
Court Demi-Arcadian
Can hold minor noble titles under the various Sidhe Lords and Ladies and/or Royal Demi-Arcadian, and benefit from the power and resources of their respective Greater Courts. There is always some tension between loyalties for Court Demi-Arcadian, since the rulers of the various Demi-Arcadian Courts tend to be untrusting of anyone not of their own kind and even rather secretive against each other as well.
High Demi-Arcadian
All the small and tiny winged races of Arcadia. They can vary quite alot in appearance and nature, which allows for plenty of representation in both Seelie and Unseelie Courts.
Mist Demi-Arcadian
Also called Wyldlings. These are demi-Arcadian not Oathsworn to any Court and thus cannot benefit from the power and resources available there. Somewhat rare due to being such easy prey as single individuals. The safety-in-numbers mentality is ingrained in Demi-Arcadian very strongly for this reason. Exile from the Demi-Arcadian Courts is generally considered a death sentence. Other Arcadian that are not Oathsworn are also known as Wydlings.
GOBLINS
Goblins and their rulers are considered the foot soldiers of the Unseelie Court since they do most of the fighting during war. Described as intimidating horrific creatures (from a human perspective) the Goblins consider scars and extra limbs and eyes marks of beauty. Goblin society is violent and taking blood and flesh during sex, as well as during combat, is expected among them. Kingship among the Goblins comes not through inheritance but battle challenge. They consider anything that comes out of the body more valuable than jewels or weapons. It is also an insult if the men do not leer at your women. The insult implied that she was ugly and infertile. An alliance can be formed with the Goblins if the rights of both blood and flesh are invoked. Sex should always be negotiated before starting when dealing with Goblins, otherwise they will take everything not spoken for in bloody ways. Red Caps are a particular sub-race of Goblins that require fresh blood on their caps to maintain their powers. Scottish Trows, Scandinavian Trolls, English Spriggans, Welsh & Cornish Knockers, and German Kobolds are all considered Goblins.
Royal Goblins
Usually called the Goblin King, along with his Goblin Queen. Goblin Queens ruling alone are somewhat rare but the few who succeeded did so by publicly eating their mates. All the various kinds of Goblins have only one Lesser Goblin Court under the Greater Unseelie Court. This is more due to the murderous nature of Royal Goblins eliminating their competition rather than for any other reason.
Court Goblins
Can hold minor noble titles under the various Sidhe Lords and Ladies and/or Royal Goblins, and benefit from the power and resources of their Greater Court.
Mist Goblins
Also called Wyldlings. These are goblins not Oathsworn to any Court and thus cannot benefit from the power and resources available there. Mist Goblins are rare, mostly due to the fact that Oathsworn Goblins make it a point of their twisted honor to hunt down and destroy such defectors. Goblins tend to take their role in Unseelie society very seriously and any Goblin that steps away from that duty is a worthless coward and deserving of a painful death. Other Arcadian that are not Oathsworn are also known as Wydlings.
DWARVES
Dwarves and their rulers are the Seelie version of Goblins. Generally short and stocky and tough as the earth which is their main element. All the usual characteristics and variations of Dwarves based in literature apply here.
Royal Dwarves
These are the rulers of the various Dwarves races and clans that have chosen to have their own lesser Courts under the Greater Seelie Court.
Court Dwarves
Can hold minor noble titles under the various Sidhe Lords and Ladies and/or Royal Dwarves, and benefit from the power and resources of their Greater Court.
Mist Dwarves
Also called Wyldlings. These are dwarves not Oathsworn to any Court and thus cannot benefit from the power and resources available there. Somewhat rare due to Dwarves being so inherently clannish and usually possessing a strong sense of duty to serve. Such defectors are generally looked down upon and shunned. Other Arcadian that are not Oathsworn are also known as Wydlings.
Exiled/Lost Greater Arcadian
Greater Arcadian who are unable to reside in Arcadia for whatever reason. Their power will be diminished in comparison to Greater Arcadian able to renew themselves in Arcadia as needed. Greater Arcadian in such circumstances risk Fading away if unable to renew their Wyld magics, although they are able to endure for far longer without it than the Lesser Arcadian. If exiled or lost due to being put in place of an abducted Non-Arcadian child, then they are referred to as Changelings, a somewhat loosely defined term amongst the Arcadian.
Halfbreed Greater Arcadian
Though not as universally stigmatized as the Sidhe Halfbreeds, there is still some problems with how a Greater Arcadian Halfbreed is treated/viewed by the rest of the Arcadian, depending on the particular race and social customs involved, which could be merely troublesome all the way up to deadly. Generally considered weaker due to the Non-Arcadian blood (though this may not actually be the case) and thus treated accordingly in the social pecking order. Generally always referred to as Changelings even though the term was originally meant for full blooded exiles left in the mortal world in place of abducted mortal children.
LESSER ARCADIAN
Everything other than the specific races listed under the Greater Arcadian will instead fall into the Lesser Arcadian category. Lesser Arcadian tend to only have mastery over one or two elements, though they generally have a main element that their nature might derive from, such as a Nixie using water magic. Any Arcadian from any folklore or culture can be used as a player character within these guidelines. Some suggested Arcadian types are listed below. There are many Lesser Courts mostly based on race within the Seelie & Unseelie Courts.
Barrowfolk
They are almost always Seelie.
Brownie
The worker Arcadias said to clean your house while you sleep. One of their powers includes levitating.
Jack-in-Irons
In folklore, it is a dangerous giant from Yorkshire that can often be found haunting lonely roads. Double tusked is highly prized and a curve on the end is considered a sign of virility.
Phookas
A type of Arcadian that can change shape from a horse to a dog to a human or any mix of the above. Tends to like water and tricking people if Seelie and eating people if Unseelie.
Selkie
Arcadians that live predominantly in seal form. They gain nearly unstoppable strength and speed in water. They are a peaceful Arcadian people bent towards curiosity and able to bring luck upon whichever household they choose or are forced to become party to. Though generally residing in the saltwater kingdoms of the Merrow unlike their Kelpie cousins they can reside in fresh water as well. Unlike most Arcadian they possess two forms that they can shift between without the use of glamours or additional magics. Unlike other arcadians their gifts or innate and indivisible often existing passively within them.
They can unlike other Arcadians create more oftheir kind through a mfairly gruesome seeming mystical ritual known as the drowning. In which they when in the throes of true lasting love drag their lovers to the deepest portions of whichever sea for ocean they call home. As their lover exsanguinates due lack of oxygen and as the soul dims the Selkie ties the Soul of their love to their own. The corresponding joing infuses the former human with a touch of Arcadia transforming them on the very fundamental cellular level. Alluring as most Arcadians are Selkie and the Merrow are often confused or conflated into one singular whole. So much so are their kingdoms and relations tied together often Selkie act as house members and retainers for the royal families of the Merrow shepherding entire lines for centuries acting as diplomats as well as truly trusted advisors.
Like most arcadian there is a duality to the peaceful Selkie. The males of the species can be summoned ashore called due the tears of grief. This can be a fortuitous event for widowed or lonely wives however as they are very much of Arcadia they while skilled at the acts of love they can in the offing fae-bind their lovers or worse. Many are the tales of lovelorn once Selkie mated women and men throwing themselves into the sea or worse yet being lead astray to devoured by Kelpies.
Others
Gan Ceann
The Dullahan or Gan Ceann, is a hidden Arcadian sub race of the Unseelie court.
The Dullahan are headless riders, on a black horse who carry his or her own head under one arm. The head's eyes are small, black, and constantly dart about like flies, while the mouth is constantly in a hideous grin that touches both sides of the head. The flesh of the head is said to have the color and consistency of moldy cheese. The Dullahan uses the spine of a human corpse for a whip, and their wagon is adorned with funereal objects (e.g. candles in skulls to light the way, the spokes of the wheels are made from thigh bones, the wagon's covering made from a worm-chewed dried human skin. When the Dullahan stops riding that is where a person is due to die. The Dullahan calls out their name, at which point they immediately perish.
There is no way to bar the road against a Dullahan – all locks and gates open to them when they approach. They do not appreciate being watched while on their errands, throwing a basin of blood on those who dare to do so (often a mark that they are among the next to die), or even lashing out the watchers' eyes with their whips. They are frightened of gold, and even a single gold pin can drive a Dullahan away.
Dullahan have been hidden away from the public eye only being used as assassins and sneak thieves in the modern age.
The Apsara
An Apsara also called Apsarasa are female Arcadians aspected towards fertility clouds and waters.
An Apsara often called "celestial maidens" are considered blessings of future fertility by the Arcadians. However like all blessings of the Goddess they are two fold in their behaviors. A blessing at the hand of these can become a torturous bounty as just becaus ethe ground is fertile doesn't mean one can bring the fruit to harvest.
Apsaras are beautiful, supernatural female beings. They are youthful and elegant, and superb in the art of dancing. Apsaras are able to change their shape at will, and rule over the fortunes of gaming and gambling.
Lesser Court Arcadian
Lesser Arcadian generally do not gain enough status in any Greater Court to have any Court related title or privilege. Lesser Arcadian are generally considered and treated as the common peasantry of Arcadia. At most, Lesser Arcadian can gain some status or title within their own racial Lesser Courts, although a very few rise high enough in the ranks to gain Greater Court status and are then treated accordingly.
Lesser Mist Arcadian
Also called Wyldlings. These are lesser Arcadian not Oathsworn to any Court and thus cannot benefit from the power and resources available there. Other Arcadian that are not Oathsworn are also known as Wydlings.
Exiled/Lost Lesser Arcadian
Lesser Arcadian who are unable to reside in Arcadia for whatever reason. Their power will be diminished in comparison to Lesser Arcadian able to renew themselves in Arcadia as needed. Lesser Arcadian in such circumstances risk dying or Fading away if unable to renew their Wyld magics through some sort of means on a regular basis. If exiled or lost due to being put in place of an abducted Non-Arcadian child, then they are referred to as Changelings, a somewhat loosely defined term amongst the Arcadian.
Halfbreed Lesser Arcadian
There isn’t much stigma at this level of the Arcadian, other than Halfbreeds never really fit in anywhere and are generally treated as weaker/lesser and/or more likely to be targeted for pranks and such. Generally always referred to as Changelings, even though the term was originally meant for full blooded exiles left in the mortal world in place of abducted Non-Arcadian children.
HALFBREEDS
Any combination of a Arcadian parent and a Non-Arcadian parent resulting in a half Arcadian child. The child will usually gain both the strengths and the weaknesses of both parents, but will never possess the full power that either parent might hold. The racial bonus for Halfbreeds will depend on the parents’ racial bonuses. Will always be -2 from the highest parent bonus. Can not have a bonus higher than the highest parent bonus but no lower than +2. Such children may or may not be accepted with either parent’s people depending on their beliefs and customs. Halfbreeds always run the risk of being viewed as potential breeding stock by Arcadian or Sidhe who hold certain beliefs.
ARCADIAN-BLOODED
Any Non-Arcadian person whose ancestry contains Arcadian blood in any degree other than full half. Arcadian-blooded individuals have both advantages and disadvantages in Arcadia. They gain a small dice bonus of +1 while in Arcadia, unlike their Non-Arcadian peers, but they are also more susceptible to the enchantment and danger to be found in Arcadia, some part of them responding as if coming home, which can be dangerously distracting or addicting. Also they risk being viewed as potential breeding stock by Arcadian or Sidhe who hold certain beliefs.
ARCADIAN-RELATED
WilloWisp & will-o’-the-wisp – Some believe these strange lights are the glow of fairies, others say they are the lamps or torches carried by the Arcadian. Although not a true creature they do have their place in mythology. Non-Arcadian who follow them can be led to a Arcadianry gathering or even the Arcadia realm if they manage to do so without getting dangerously lost, as the strange lights have a tendency to flicker and fade in and out of sight. These lights have many different names as they are a part of cultures throughout Europe from the UK to Western Russia. They have been called: Arcadianry lights, St. Elmo’s Fire, Jack-o-Lantern, Bob-A-Longs, Jenny Burnt-Tail, Teine Sith, Huckpoten, Irrbloss, Eclaireux, Candelas and Ruskaly.
WilloWisps are wandering flickering motes of the Land’s lifeforce, intent on their mysterious pursuits and sometimes in the service of the Arcadian Monarchs.