The SidheThe Sidhe are Annwnan elves - elves in the Seelie/Unseelie tradition. Made immortal by their soul-stones, individual Sidhe are ancient. They are older than most of the ancient dragons found in the Lands of Men. And they are powerful and capricious. The combination is one that most of Annwn would rather avoid. Sidhe act only for their own amusement. If it amuses them to take a human lover, they can make wonderful fairy-wives. If it amuses them to slowly kill a human, why, they'll do that, too. Completely amoral, Sidhe respect power and little else.
The soul-energies of the Sidhe are contained in items, such as gold
ornaments or, more usually, gems or stones. When a Sidhe dies, these
items are salvaged if at all possible, and many are enspelled with
contingencies. (The creation of new soul-stones is very difficult and
only the greatest Sidhe can do it). The stone is affixed to a baby
(usually human) not more than three days old. Gem placement is
typically the navel, the earlobe, or the 'third eye'. The energies of
the stone permeate the child, creating a new Sidhe. This process takes
about ten years to complete. Should the child be recovered and the
stone removed before then, the process stops. The child will be
somewhat 'elf-touched,' the degree depending on when s/he was rescued.
Most great human mages of Annwn come about in this way.
A newly "born" Sidhe recalls past lives as if they were a dream.
Personality tends to be rather constant between incarnations although
goals and lifestyle may change. If, during these critical formative years, a Sidhe were raised with something like ethics, a tolerable being might result. As the years go on and on, though, they are more and more likely to be found and taken into a Sidhe community, to be "educated."
0 -10 years (1/2 HD): The young Sidhe has the look of a very fey human
child, often unusually tall and intelligent for his/her age. Cantrip
and charm abilities manifest. Magic Resistance (MR) is 0.
10-20 years (1 HD): The creature qualifies as a full Sidhe youth.
Education usually fills these ten years. Sidhe masters the equivalent
of phantasmal force. MR 5%
Magic resistance increases 5% per HD to a max of 75%
2 HD: Audible glamer
Each ability is usable a number of times per day equal to the Sidhe's HD
(except cantrips, which are virtually unlimited).
Sidhe may take the following character classes: fighter, thief, bard.
Sidhe mages are usually specialists and are so rare as to almost never
be seen. They are responsible for most of the great artifacts of Annwn.
Sidhe fighters may either take multiple specializations or even
continued specialization OR work in certain hypnotic or fear-inducing
effects into their displays. (Treat as Hypnotic Pattern or Fear spells, usable only against opponents who can see the display. Character selects one or the other at creation).
Sidhe thieves can use their Invisibility ability twice as often as
other Sidhe.
Sidhe bards can double their enchantments per day if they work them into
their music or poetry.
Sidhe worship no gods. The Sidhe are fairly convinced that they are
gods.
Sidhe without a character class get three times the normal number of
NWP.
Average Sidhe stats: Str 15 Dex 17 Con 11 Int 15 Wis 8/16* Cha 18 Com 18
Per 15
Sidhe cannot abide the touch of steel or iron. To merely be near it is
uncomfortable. To touch it causes 1 hp of damage per round. If a Sidhe
is struck by an iron weapon, s/he must save vs poison or take double
(weapon) damage only - do not double damage from high Strength,
specialization, or magic. Furthermore, Sidhe may not use their innate
abilities in rounds in which they have already been stuck by iron.
Sidhe must be invited in, like vampires. Like vampires, they do not
hesitate to use their charm ability to facilitate this. They must make
a successful Will check to pass through a door warded by iron (say, a
horseshoe). The more iron, the more negative penalties to the roll.
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