**IMPORTANT!** As of 01/08/11, the bestiary has been re-done! It is now split into three parts and alphabetised, with a random number generator linked at each page so you can choose what fae you'd like to run into, if that is the case. You can find the new bestiary information here:
A-F, here:
G-L, and here:
M-W. Please note that M-W is still incomplete, and until it is finished we will keep the old bestiary here up! When the new one is fully finished, we will just link to it in here. Thank you for your patience and co-operation!
Fae
A faery's blood is blue or green in colour.
Faeries will have no lasting power over felines. Cats may be befuddled or unnerved by them, but their glamour does not work on them and they will not be prey to such wiles.
arkan sonney
Fairy pigs. These creatures are small piglets, incredibly fast and difficult to catch. Should one be caught, however, it will grant one wish.
IMAGE asrai
Mist Maidens who linger below the surface of the loch. They hold an ethereal beauty, and their touch is cold enough to burn. They die if exposed to sunlight. When out on one of the boats, the temptation to reach out and grasp one will be extremely strong.
IMAGE awd goggie
The Awd Goggie will be found in the orchard when the gate is opened. He will spring out and attack anyone who enters the orchard. Strong and fast, he will be hard to defeat, but can be beaten off.
IMAGE ballybog
A Ballybog is a nasty little creature, perfectly happy with causing general mayhem and doing harm for the sake of it. They can be easily taken care of, but are difficult to catch.
IMAGE baobhan sith
The Baobhan Sith is a beautiful woman usually seen in the presence of her sisters. Away from them, however, she enchants her prey towards her with the sole purpose of draining them of their blood. Her nails are long and very sharp, and it is with these that she siphons her victim's blood. Monstrously strong and fast, she is a dangerous faery indeed. She is mortally terrified of iron and will avoid it at all costs.
IMAGE barguest
This creature can take many forms, but usually is a shaggy dog. In all forms, however, it has fearsome teeth, red eyes, and horns. Upon the death of a prominent figure, it rounds up all the dogs in the community and leads them on a procession through the streets, howling.
IMAGE bean nighe
Like the Bean Sidhe (listed below), the one whom the Bean Nighe targets will soon find themselves in trouble. She is a bent and crooked old woman who washes clothes in the river or the loch. Take a closer look, and you'll find that those bloodstained clothes look rather like those that belong to a person in Demeleier... and beside the Bean Nighe is a funeral shroud. She does not attack, but cannot be hurt and nor will she give up her washing.
IMAGE bean sidhe
The Bean Sidhe (or Banshee) is a beautiful woman dressed all in black. She is rarely seen in Demeleier, but on occasion she will appear at a resident's window, sobbing and wailing. The wailing will rise to a scream of pure sorrow during the night, and she will not leave until the break of day. Try to attack her, and her sorrowful weeping will turn to a paralyzing scream and she will vanish... only to return under the window and continue her wailing. Those who she cries for tend to find themselves in for a difficult time soon after...
IMAGE black dog
There are several of these in Demeleier. These dogs are gigantic in size, with eyes that either glow white or red. One will usually prowl around the graveyard, another may come into town, and one can usually be found sitting by the lake or in the forest. Their temperament varies. On occasion, they can be friendly and benevolent. At other times, they will directly hurt people. The dogs are shockingly expressive, able to look up with friendly or amused eyes, or to glare with such a human look of hatred as to look perverse and wrong.
IMAGE bodach
Creatures that look like twisted old men. They will crawl down chimneys at night and poke sleepers as they try to rest.
IMAGE bogeyman
The bogeyman will enter rooms at night with the intent to scare the owner to death. Throw a blanket over your head and he can’t find you. Throw a blanket over his, and he won’t come calling for a long while.
IMAGE book bogies
These creatures enjoy leaping into books and making the stories larger than life. It is, however, a risk to pick up one of these books, as a reader can be rooted to the spot until the book is finished, or they simply can't put the book down until they come into contact with iron.
IMAGE bugbear
Bugbears slide down chimneys and attack people in their own homes. They are nasty monsters, strong and powerful, though can be battled off.
IMAGE bull beggars
Dead things that lie down on the ground, usually somewhere between the graveyard and the village. When someone comes to look and or assist, they will leap into the air with a shriek and rip their own heads off, causing terror.
IMAGE cat sidhe
The Cat Sidhe is a large black cat with a small white patch on its breast. Follow it, and it'll take you to secret places. It's a hit and a miss over these places being safe, but cats can walk where they please, and do not tend to think of these things.
IMAGE changeling
Left in place of those who are abducted, a changeling is a fretful sickly creature who takes the form of someone spirited away. The only way to out them is to cause it to make a slip up in their pretense, at which moment they will shed their form, shriek continuously, and vanish into the air.
IMAGE co-walker
Go out walking on a dark night and you may feel like you're being followed. Looking over your shoulder will confirm this feeling, but the creature you see will be identical to yourself. Stop, and they will stop. Take some steps forward and they will take some steps forward. Run, and they will run. Co-Walkers will not actively harm a person, but they can instill fear and panic onto their targets.
IMAGE cu sith
The Cu Sith is a green, spectral dog. They are sometimes seen prowling the forest and the outskirts of the village. Malevolent spirits, they stalk their prey silently and can attack with no warning whatsoever.
IMAGE devas
Around dusk, residents may see and aura extended around a particular plant. This is a Devas, a peaceful fae known for their compassion and healing abilities, which they most often use on delicate plants. Devas with a golden glow are challenging solar energy and transmitting it to plants who may need it most, while Devas with a green glow are nurturing and feeding plants.
IMAGE each uisge
The Each Uisge is not to be mistaken for a Kelpie (listed below). This water horse lives in salt or still lakewater. While it shares its mouthful of sharp teeth with its cousin, the Each Uisge has claws rather than hooves. Four claws grow from each of the front 'feet', and five from the back. The Each Uisge tries to lure its prey in by turning into a handsome man by the water's edge. If taken in by the disguise, people are dragged back to the lake and devoured. You can, however, escape the slightly more violent water horse without pulling a bridle over its head - break its grip, and you'll be safe. Those teeth hurt, however.
IMAGE fachan
The Fachan is a strange faery, basically humanoid in shape, but with one of each feature - one eye, one ear, one arm, one leg etc. They guard ways, carrying a spiked club to beat anyone who tries to get past them. Make them laugh, however, and they'll let you through. In Demeleier, they can be found in the forest, in the ogre tunnels and in the catacombs.
IMAGE far dorocha
The Far Dorocha is responsible for many faery abductions. He seems to be a man-shaped shadow, lacking any features. He will not speak or attack, but on occasion will quietly enter a person's house and lead them away, leaving a changeling in their place.
IMAGE fideal
The Fideal wanders through the twilight longing for a lover. She sings, and her song is sad yet irresistibly seductive. When you come too close to her, she will pull you into an embrace, kiss you, and then pull you down and down into chill waters. Entranced by her song, you won't even notice that you're drowning... unless something jolts you from her grasp. If you awaken and break free, the Fideal will not chase you, and simply watch you swim for the surface, and then for the shore, her eyes sad and longing.
IMAGE ghillie dhu
A benevolent faery, the Ghillie Dhu is a green man of sorts, and lives in trees. He is gentle and usually shy, willing to show people through the forest if they are lost. Harm the trees, however, and you'll have to face the wrath of these faeries.
IMAGE glaistig
A Glaistig will be seen on the mossy banks of the river, forest side, wearing a green dress with a long skirt. Her legs are that of a goat. She can be friendly or she can be violent. Her mood is changeable, and she will either try to drink the blood of the residents and cast stones at them, or she will watch over the livestock of the town (if there is any) or even sometimes the younger residents.
IMAGE glanconer
The Glanconer (or Gancanagh) is a seductive faery, usually targeting young women. Fall under his spell, and you will love him with everything you have. He will love you back until he has sucked you dry of every other care, at which point he will leave you empty and pining for him. He is a jealous lover also, and will attack those he believes are in the way of the one he loves.
IMAGE grugach
Despite being covered in hair, the Grugach is always cold. Sometimes, late at night, she will go to a croft and knock on the door, begging to be allowed to sit at the fire for a night. If she is turned away, she will call down all kinds of misfortune on the household, or guide evil creatures towards it. Should she be allowed, the kindness would be repaid as she would offer protection to the household.
IMAGE gwyllion
The Gwyllion do nothing but sit on rocks in the foothills and stare at anyone who passes by. They won't attack, but their stare is incredibly disconcerting.
IMAGE headless ghost
These ghosts wander around the gates of the graveyard. When approached, they will rip their heads off and throw them. The heads will follow people into the village, snapping at their heels, before they return to their bodies.
IMAGE herne the hunter
Herne the Hunter can be found in the forest. He is half man, half stag, carrying a bow and a quiver full of arrows, with a hunting horn slung at his hip. He may ask residents to aid him in his hunt, but will also hunt residents at times. The blast of his horn spoils fresh food and kills foliage, and a shot from his arrow will paralyze what it hits.
IMAGE hobyah
Creep, creep, creep, came the Hobyah... Hobyah are bogeymen, who love to carry off and devour people. They delight in creeping into rooms and singing and dancing, and may make several such visits before they actually attempt to carry off and devour a person. They are terrified of dogs and will run away if they hear the barking of one.
IMAGE hyter sprites
Small fae who take the form of jewel coloured birds. Hyter Sprites will lead lost travellers to safety by perching nearby and singing to them, always just out of reach, and always a step beyond them as they follow them.
IMAGE kelpie
The Kelpie is a carnivorous horse that lives in running water. It is a dangerous beast - said to have the strength of ten normal horses. The water-horse leaves the river or stream and creates a glamour around itself, making it seem like a placid, handsome horse, saddled and ready to be ridden. The moment a person touches the beast, they'll find themselves stuck to it. At this point, the Kelpie will shed its glamour and charge back to the water to drown and eat its prey. The only way to break free is to pull a bridle over the horse's head. If this is done, the Kelpie will become enslaved. Don't ever take the bridle off, however... it's not a forgetful, nor a gentle faery. Holding a small trinket of iron will break the spell keeping the victim stuck to the horse, enabling them to break free if they struggle.
IMAGE knocker
Knockers are small sprites which can be found in the foothills. They are prey to the ogres and hate them. Should one be saved from an orge, it will knock on areas of the walls that contain precious ores.
IMAGE korreds
Guard vast amounts of treasure. Will repair a knife if left buried with a coin beside it and will take the coin. Will not work if watched.
IMAGE leanan sídhe
The Leanan Sídhe is a seductive faery, usually targetting young men. To love her is to be her slave. She inspires, but she takes and takes and takes, until she leaves a dried and empty husk. She is a jealous lover also, and will attack those she believes are in the way of the one she loves.
IMAGE leap-upon
Hitch a ride on cold dark nights by jumping onto a person’s back and digging their fingers, knees and elbows into them. While they ride them, they are known to whisper profanities or spiteful gossip. Their breath is horrible, known for making their victims gag and vomit. Some would leap back off the person when they reach a certain destination; others would stay on until morning.
IMAGE leprechaun
Leprechauns dress all in green and delight in causing mischief - making things go missing, turning water into alcohol and vice versa etc - wherever they go. They are known to leave gold when they have taken an item, but the gold doesn't seem to stick around. Still, it could be useful in causing certain hunters to lose their heads...
IMAGE lob
These fae thrive of discord and can be found hanging over a heated argument or hovering around someone who is wrapped up in negative emotions. The Lob is difficult to see, though may appear as a dark cloud hovering just overhead or behind their food source. Especially perceptive people may notice a pair of hands gently settling on the person's shoulders, neck, or head. The Lob feeds on negative emotions and will do all it can to keep its prey experiencing them, making it hard for that person to feel hope while a Lob is attached to them.
IMAGE muryan
Muryans are old, very powerful fae who cannot produce glamour and have completely warped their bodies through wanton use of magic. They appear to be twisted humanoids, sporting spider or ant appendages. They will come if people tread on too many ants, and infest a place for a while, causing low waves of terror, or possibly curses and abductions.
IMAGE ogre
The Ogres are huge, bulky creatures who make their homes in the warren of caves within the foothills. They hang windchimes made of bone at the entrance to their caves which rattle ominously in breezes. Ogres do not question or play with their prey; they simply attempt to club them to death and then feast on them. Unlike most of the fae, iron doesn't cause an Ogre to reel back in pain or terror. They don't like it to touch them, but it proves to be more of an irritant than a source of fear. As such, they can be harmed and will stay harmed by other weapons, unlike the other fae.
IMAGE pillywiggin troops
Possibly the faeries everyone who has heard tales of would think of. These are the flower faeries, who dress in the petals of their wildflowers and have gossamer wings. While they are generally pretty and happy, if they feel threatened they will swarm and bite, sting, or sometimes poison people by force-feeding them some of the poisonous plants.
IMAGE púca
Púca are hobgoblins who enjoy taking the form of a hairy black horse. Mount up and the Púca will take you for a wild ride. They'll never try to kill a person, but they take great delight in terrifying and tricking those they appear to. Still, they will give advice and clues, and are generally more helpful than harmful. They just like a good practical joke is all.
IMAGE rawhead and bloodybones
Peer through the slats of a door to the cupboard under the stairs, and you will be greeted by a gruesome sight. A man will be sitting in the closet, flayed of all his skin, upon a pile of blood-slicked bones. Open the door, however, and he won’t be there. In fact, Rawhead will sit patiently in the closet until midnight, whereupon he will tell children to go to bed. If they do not, he will punish them. If they refuse to go to bed and are out of the Inn, he will stalk them through the town. If they live at the Inn, he will climb the stairs to their bedroom. He exudes an aura of fear that is incredibly difficult to shake off, making his punishments even more horrifying. Strangely, he cannot be seen or heard by adults, and seems to not care about them. Anyone under the age of 21 will be able to see Rawhead. This also counts for a racial equivalent - for example, an elf may be in their forties, but still in their teens by their people’s standards. They will be able to see this fae.
IMAGE redcap
Redcaps live around the mansion. They look like twisted little men, carrying a spike and with a red cap, dyed with the blood of their victims. They must murder regularly, for if their caps dry out, they will die. They are very strong creatures, hard to kill and outrun.
IMAGE satyr
Men with goat’s legs, tails, hooves and horns. Satyrs are an all male people, fond of creating a riot. Some of them are simply mischievous, but others have been known to maim, rape and kill. They are best avoided.
IMAGE screaming skull
These skulls lie haphazardly around the mansion. They are generally silent until moved, whereupon they will scream and shout hellishly until they are returned.
IMAGE slaugh
Slaugh fly in swarms around the graveyard, a collective mass of unhappy, bitter souls. They will surround a person and harrass them, poking and clutching and grabbing at them, trying to drag them into the center of their mass, where they can kill them and make them one of their own. They will enter west-facing windows at times, when they soar over the town. This does not happen too regularly.
IMAGE spriggan
Ill-temepered, and ugly little things. Spriggans are tiny but are able to inflate to monstrous proportions. They are destructive and dangerous trespassers, known to cause structural or bodily harm before they are detected.
IMAGE spunkies
These creatures will swarm around people who are unfortunate enough to be ensnared by the Will O’ The Wisps. They resemble ethereal butterflies, and will lead people back to safety. They sound gentle and urging, and grip softly at the people they swarm around like children tugging on clothes.
IMAGE stone fae
In the mountains, various roughly carved statues stand on little outcrops. Duing the day, they simply seem to be an odd scattering of rocks, carved and then abandoned. Come nightfall, however, these fae will move about, following anyone who is out walking.
IMAGE shellycoat
Shellycoat is a practical joker. He lives down by the water, dressed in a suit made entirely of shells, which rattle and clink together when he moves. He is known to cry “Lost! Lost!” out into the mist, the cry growing further and further away. If someone comes out looking, he may well laugh and applaud them when they realize that the voice comes back to its starting point.
IMAGE stray sod
Some faeries like to pretend to be part of the grass. If an unwary traveller steps on them, they will find themselves unable to go any further. Be this by holding the traveler in place or by twisting their ankle is not always certain.
IMAGE tatty bogle
Scarecrows that wander at night. The Tatty Bogles do not mean any harm, but can be very unnerving to watch. During the day, he will stand in his field and protect crops.
IMAGE tree people
Some of the trees in the forest are sentient creatures. Most are content to remain where they are and not bother anyone who comes walking in their wood. Others, however, interact with their visitors. Willows walk at night following wanderers while whispering very softly, setting them on edge and giving a feeling of fear. Apple Tree Men give delicious apples but must be placated with the first cider made from the crop, or their wrath would be incurred. Oaks tend not to bother humans and spend much of their time looking after the animals and plants in the forest, but have been known to seek terrible revenge on people to chop down trees or kill wildlife. Elder Mothers, of Elder Trees, will offer protection to those who defend their tree, and allow people who ask politely to take from them what they need. If they are bothered, however, they send out curses and lead evil creatures to the ones who harmed them.
IMAGE urisk
This fae can be found sitting in a forest clearing. He is a gentle-natured fae, looking only for someone to pass time with and speak to. Most people, however, may feel repulsed by his frightening visage and refuse to have anything to do with him, which is a shame; he knows rather a lot, after all.
IMAGE virika
These unpleasant spectral creatures are eighteen inches tall and can be recognised by their flaming red colour and horribly pointed teeth. They can be found in the graveyard, but will sometimes congregate under windows and chatter excitedly, instilling fear into the owner of the house.
IMAGE water leaper
Going fishing? Watch out for these horrible little monsters. Water Leapers look like frogs with snake's head and barbed tails. They fly out of the water and lunge for the throat or face of a fisherman.
IMAGE will o' the wisp
Seen out in dark nights through the trees of the forest, these little lights seem to show the way. Follow them at your peril, however, for you may be taken directly into a bog or the jaws of a hungry monster.
IMAGE white wyrm
This creature lives on the island in the middle of the loch. White wyrms are known to guard treasure in mythology, and this wyrm is no exception. Its bite is venomous, dehydrating those it strikes gradually and killing them within the day. No amount of fluid will slack the thirst caused by this bite. The creature is also nearing fifteen feet long with jaws that could snap steel. To kill it, one must cut the wyrm into three segments and remove the middle piece. The wyrm will regenerate from any other wound. If the middle piece is cooked and eaten, it will bestow magical power.
IMAGE wire gremlin
These gremlins jump into anything technological and scramble it. In serious cases, they can cause appliances to shut down or malfunction.
IMAGE wood woe
Men of the forest. While some are violent imbeciles, others are wise men and mystics, willing to give aid if offerings are made to them.
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