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Player Email: [email protected]

Name Tylwyth Teg

Species Fae

Map Color Palatinate Blue (033cfc )

Government Rotational Council of Monarchs

The rotational monarchy of the fae is divided into three councils: Winter, Summer and Wild. The Summer Council rules during the warmer seasons, and the Winter Council rules during the colder ones. The Wild Council does not rule, but instead advises and helps ensure the transitions go smoothly.

The Winter Council is comprised of Mother Winter, the Winter Queen, and the Winter Lady. Members of this Council are frequently logical and cold.

The Summer Council is comprised of Mother Summer, the Summer Queen, and the Summer Lady. Members of this Council are frequently warm and emotional.

The Wild Council is comprised of the King, the Fool, and the Huntsman. The Wild Court presently has dominion over the colonies. They are advisors to the other Councils, and ensure that there is a level of consistency in matters both domestic and foreign. The members of this Council are varied in temperament and disposition.

Heiriarchy: Mother/King Queen/Fool Lady/Huntsman The Nine Knights Noble Fae (Dukes, Counts, Barons) (primarily Sidhe, although there are several other races represented) Common Fae (Any Fae without a noble title)

Culture: The values of the Fae can change season to season, but there are some constants, such as beauty, fun, mastery, and pleasure. In addition, the Fae greatly value personal freedoms and honor. Many are also practical jokers.

The Fae approach to religion is to stay out of the way of the Gods as much as possible. Popular belief is that upon death, a Fae's spirit returns to the world, helping refresh and renew the world.

Many Fae take up hobbies when young, and over the centuries become quite skilled in their chosen distractions. Some claim to be mastercrafters, although only those who work within Ull’ Navick can hold that title.

Racial Phylogeny: The Fae are a collective of several races, all sharing the same origins. The most well known Fae include sprites, pixies, trolls, brownies, and the Sidhe.

Sprites - Small, winged Fae frequently mistaken for pixies. Sprites are known to enjoy feats of daring and skill, and have an obsession with going fast. Sprites discharge bursts of lightning to defend themselves. This results in many Sprites seeming to buzz, hum, or crackle.

Pixies - Slightly smaller than Sprites, Pixies form large colonies called hives. A hive can hold between 100 to 200 Pixies. Pixies are frequently described as being drunk on life, as they enjoy everything to the point of appearing drunk. Pixies specialize in using Glamor to hide from harm, and are among the best when it comes to its use.

Trolls - Legends say that these massive Fae are large, violent, greedy, and dumb as a rock. While the average Troll is unlikely to be the smartest person in a room, they are in fact only about the size of the average human, are a peace-loving people, and live simple, humble lives in the bridge-homes they construct. Because many of the bridges in Tylwyth Teg were built by Trolls, the Councils have granted them the right to collect tolls for the maintenance of the their bridges. Trolls are noted to heal extremely quickly, and are capable of regrowing limbs given enough time. Many young Trolls find employment in construction, saving up until they have the skills and funds to build their bridges.

Brownies - Standing about two feet high, Brownies are the most metropolitan of the Fae. Unlike in many legends, Brownies do not delight in housework, but in making things. Many Brownies live in Ull’ Navick as craftsmen. Because of their superior night vision, many Brownies also find work as miners below the City of Stone.

Sidhe - The most varied of the Fae, the Sidhe form the majority of the nobility, the Knights, and the Councils. Tale, pale, ethereal, and supremely graceful, the Sidhe seek perfection in all that they do. The Sidhe are also quarrelsome, as they find letting go of past grievances - real or imagined - almost impossible. Coupled with their long life, this means that the Sidhe can spend a century building up a plan to take revenge for a perceived slight during a tea party. Ironically, the Fool enjoys nothing more than meddling in these plans, and they inevitably go awry. It is the older Sidhe, who simply challenge each other to duels, who most frequently succeed in their revenge.

The Fae lifespan is rarely measured in years or even decades, but rather in centuries. The average Fae lives around 1,000 years, although some have lived quite a bit longer.

The Fae's greatest weakness is their low population. This is in part due to their low birth rate, and longevity. As a result, the Fae treasure their children, and the fastest way to provoke a war is to harm a Fae child.

Military: In terms of military strength, most fae are faster, stronger, better trained, and better equipped than the average human, however the Fae have no standing army. In times of war, the Council will call upon various High Fae and their vassals, who will then form an army to deal with whatever threat has surfaced. But the real powerhouses are the nine Knights - individuals with exceptional martial or magical skill who have been granted a fraction of a Council member's power. Knights are answerable only to the Councils, and have the power to back this. The Knights were created because the leaders of the Fae are frequently unable to address every problem that requires a personal touch. Thus, the Knights act with the authority of whichever Council member granted them power.

Magic: It is not accurate to say that the Fae do magic - Rather, it is best to say that they ARE magic. Fae think about using magic as much as humans think about digesting - that is to say, not at all. The exception to this is when the Fae what to find out if they CAN do a thing. Once they know they can, they do.

The most common form of Fae magic is Glamour, a perfect illusion masking whatever the caster desires. A well crafted Glamour can fool all five senses, making them effectively real. This allows the Fae to fake most spells. However, not all Fae are skilled enough to weave such Glamours. Many Fae use Glamour to mask their true selves, some use it to hide, a few use it to mask the traps they lay, and a small handful have found ways to use it offensively.

The Fae rank magic on the following scale: (8) Global - a single planet (7) Continental - a single continent (6) National - a single nation (5) War - a single war (4) Strategic - a single fortress (3) Tactical - two or three battles (2) Battle - a single battle (1) Action - a single action

*For reference, this chart refers to a single spell deciding the outcome of one or more things. Thus, 1st level magic, or Action magic, decides the outcome of a single action, such as a roll of the dice, while 6th level, or National magic, decides the fate of a nation.

Territory: Tylwyth Teg is a land many would consider uninhabitable. Summers in Tylwyth Teg are considered some of the hottest in the northern half of the world, while winters are the stuff of nightmares. The vast majority of the land is carpeted in ancient hardwood forests, making farming difficult. Several areas have been cleared of trees for cities, while others prefer to build amongst, within, or on the trees.

Port Cobh - [Port of Hope and Dreams] - What initially started out as a small fishing village in the south became the most prominent port in Tylwyth Teg in just a few decades. Port Cobh is where ships are built, fish are caught, and mysterious goods flow in and out with the tide.

Diwylliant - [Culture’s Capital] - The cultural center of Tylwyth Teg, located on the shores of a lake. After a fire several years ago, it was rebuilt. Features a large theater district, along with homes of many famous artists. There is a popular story about a Fae noble granting a human a magic sword.

Croi Cridhe - [The Green Heart of Summer] - The winter residence of the Summer Council, deep in the forest. A city built amongst the branches and trunks of the great trees near the heart of the forest. Because of it’s multilayered and organic design, many visitors get lost, and spend hours trying to find their way. Even during the height of winter, here it is always summer.

Arctis Vlat - [The Frozen Heart of Winter] - The summer residence of the Winter Council, on the far northern shores of Tylwyth Teg. A city carved out of ice that never seems to melt. Because of its geometric design, it is easy to navigate. Even during the height of summer, here it is winter.

Ull’ Navick - [The City of Stone] - Deep underneath a mountain near the north-western border, is the city of stone. A city of craftsmen, for craftsmen, by craftsmen. Here is where the great furnaces belch sparks and smoke, as the master craftsmen of the Fae work on their latest project. Here is where the ringing of hammer on anvil sets the beat for a merry dance amongst the children. Here is where the rhythm of the bellows echos the ring of pickaxe on ore and stone. The manufacturing center of Tylwyth Teg. Here is the city of stone.

Avalon - [Land of Apples] - The capital of Tylwyth Teg, where the Wild Council lives year-round. Situated at the base of an ancient apple tree that stretches high enough to almost scrape the clouds, is perhaps the most temperate city in Tylwyth Teg. Located halfway between Arctis Vlat and Croi Cridhe, Avalon stands as a monument to what the Fae can accomplish when the entire Council works together. By far the single largest city in Tylwyth Teg, Avalon contains nearly 10% of the Fae population, and as such, is a place of marvels. Almost all of the Fae nobility maintain mansions here, although there are a few eccentrics in Diwylliant, Arctis Vlat, and Croi Cridhe. No matter what time of year it is, be it the height of summer or the depths of winter, here it is always warm enough to be pleasant, with a sweet-scented breeze keeping it from getting too hot.

Noble Domains - Many, if not all, Fae nobles hold territory, frequently including one or two small towns. These nobles live in ancient ancestral keeps, mysterious towers in the mist, and some of the more morbid live in family crypts. Each of these Nobles maintains a number of soldiers, trained for fighting in whatever terrain their Lord/Lady’s domain is in. The Nobles are responsible for protecting the people within their domains from attacks and disaster, along with collecting taxes for the Council. Some are a little overzealous on the second, and not zealous enough on the first.

Mag Mell - [Land of Delight] - Possibly the number one tourist destination in Tylwyth Teg, Mag Mell is a combination of healing springs, stunning views, at least three hundred bars, and more shopping than you can shake your coin purse at. If you’re looking for a weekend getaway or a trip to the spa, Mag Mell has it all! Located conveniently near Port Cobh!

In addition to these, many strange and ancient structures can be found dotting the landscape: crooked towers wrapped in mist, stone archways unconnected to anything, circles of standing stones, and carved pillars of wood that have stood for as long as anyone can remember, make up just a fraction of the structures hidden in the forest.

Wildlife: In Tylwyth Teg, there is very little normal wildlife. While there are certain creatures that are the same as elsewhere, such as bears and squirrels, there are also creatures such as Gryphons, Unicorns, Alicorns, and Phooka. In addition to these, there are numerous nature spirits and elementals. Most interestingly however, are the Endlings, creatures that are the only of their kind.

The White Stag - A magnificent stag with 100 points on his antlers. Capable of speech, running for days on end, and turning invisible. Legends say that if you manage to catch him, he will grant you a wish.

Karavalth, the Forest Serpent - A being some speculate to be the kin of dragons, Karavalth is a serpent nearly 100 feet long, with scales that seem to glow with the green of forest leaves. Karavalth is capable of speech, and delights in telling stories to those he encounters. He is said to be a symbol of good luck.

The Star Wolf, Salrani - A great red wolf, standing nearly twenty feet tall. It is unknown if Salrani is capable of speech. Salrani spends her days drawing out the patterns of the constellations in the dirt. No one has ever seen her eat.

Tareth, the Blue Pheonix - A mysterious bird wreathed in blue flames that stands ten feet tall. Folklore claims that it’s flames burn cold, inflicting severe frostbite on those who dare touch it. Has never been observed to move from it’s perch.

Calto, Silver Scaled - A fish with shimmering silver scales sometimes seen in the rivers and lakes. Believed to be a powerful water spirit tasked with maintaining the purity of the waters.

Simurgh - A mighty bird wrapped in golden flames. Claims to have seen the world be destroyed and recreated three times. Will answer one question for those who seek it out, however the answer you get may not be something your sanity can endure.

Lonzalk - A ball of light, possibly a wisp, occasionally seen in the higher branches of trees. Calls out warnings to travelers.

Malg - A mysterious spirit wearing a dark cloak trimmed in a deep, luminous blue. Only ever seen in the hours around twilight, nearby a specific stone arch. It’s eyes glow a soft, pulsing purple. Speaks in a quiet, raspy voice that is vaguely reminiscent of silk being dragged over gravel. The only known spirit that can talk. Will not let anyone come within 100 feet of it’s arch. Refuses to explain itself. Considered aggravating by the majority of those who try to get information out of it.

Legal: The Fae operate according to a set of rules and regulations that are referred to as Fae Law. Fae Law seldom makes sense to outsiders, but a few of these rules are well known outside Tylwyth Teg.

(These Laws are known to outsiders) First, Fae are honor, duty, and magically bound to keep their word. Second, with the exceptions of Knights and Council Members, one should never address a Council Member directly, without first obtaining permission. Third, any form of harm to a Fae child or to a pregnant Fae woman, is to be punished with death. Forth, Three chances. No more, no less. Fifth, the Council reserves the right to vote on, and alter Fae Law, at will. Sixth, the Knights speak with the Council's voice, and act with its authority. Knights are answerable only to the Council. Seventh, Respect and follow the Accords. Eighth, Legally and Magically binding oath to do no violence, harm, or evil to Sadowan Emperor or his line, until such time as they render violence, harm, or evil unto us. Ninth, No Fae may wield Cold Iron against another Fae. These laws apply to all Fae, be they nobility, Knights, or even members of the Council.

Those who break Fae Law suffer consequences depending on which Council holds sway at the time. Under Summer, Fae who break the First, Third, Seventh, or Ninth Laws are simply slain, usually in a public execution. Their remains are then scattered over the ocean. Under Winter, those who break any of the Fae Laws tend to vanish shortly thereafter. The few who are seen again are changed, some would say broken, and bear many scars inflicted by a multitude of weapons, tools, devices, and magics. Some have even had their teeth carved into something resembling scrimshaw. On the few occasions where there is treason, notable theft, notable murder, or other common crimes, the Wild Council steps forward as a tribunal, and assesses the guilt or innocence of both the accused and the accuser. The punishments are tailored to meet the crimes, with thieves losing fingers, murderers losing hands, traitors being both frozen and burned to death, and spies losing their eyes. In the last hundred years, the Wild Council has only delivered three sentencings: One to a thief who stole the crown of the Winter Queen, one to a commoner who killed his liege lord, and one to a rebellious young lordling who chafed under Winter’s rule and thought to raise an army to overthrow the Councils.

Festivities: The Fae recognize and celebrate 8 festivals throughout the year. Each is a week long festival that occurs in the major cities. Outside of the cities, each town holds it’s own festivals, and many of the nobility hold private parties.

Midwinter (Yule) - The deepest week of Winter, a time of remembrance for those who have been lost, and a celebration that the worst of winter is behind them.

Imbolc - The first day of the second month, celebrating the arrival of Spring. It is a celebration of purification and new life.

Vernal Equinox (Ostara) - The middle week of Spring, celebrating love. A holiday for couples. Many lovers propose during this week, and a large number of weddings are held. It is said that if you propose to your love during this festival, and they accept, then your wedded life will be one of bliss.

Beltane - The first day of Summer, celebrating art and beauty. Many works of art are revealed or created during this festival.

Midsummer (Litha) - The mid-week of Summer, celebrating light and life, but also a remembrance of the hardships of winter that are to come.

Lammas - The first harvest festival of the year, celebrating the first harvest of wheat.

Autumnal Equinox (Mabon) - The second harvest festival, occurring during the week of the Autumnal Equinox. A celebration of fire, and the beauty that can be found in darkness.

Samhain - The third and final harvest festival, occurs on the first day of winter. Where Mabon is a celebration of all that is good within the darkness of the night, Samhain is a festival dedicated to appeasing the more dangerous things that hide in the darkness. Sometimes called the Festival of Masks.

Currency: Unlike other countries who make their currency out of metal, Tylwyth Teg has its currency carved out of wood. Firstly, the most common coin, the Tra. The Tra is a coin about ¼ of an inch thick, carved from cherrywood. Depending on which council had it carved, one side has either an oak leaf or a snowflake, and the other depicts the great apple tree in Avalon. Next up, the Coeden. The Coden is about ½ of an inch thick, carved from cedar. The Coeden depicts either Arctis Vlat or Croi Cridhe on one side, and an image associated with one of the eight festivals on one side. Third, the Tir. The Tir is about ¾ of an inch thick, carved from rosewood. The Tir depicts either Mab or Titania on one side, and Oberon on the other. The fourth, and least common coin of Tylwyth Teg, is the Raith. Like the Tir, the Raith is about ¾ of an inch thick. However, the Raith is carved entirely from Glasphren, making it’s value well above that of the Tir. One side depicts the Winter Mother, and the other depicts the Summer Mother. There are rumors of a third side on this coin, but so far, nothing has been proven.

Conversions:

Tra Coden Tir Raith

Tra 1 1/20 1/400 1/8000

Coden 20 1 1/20 1/400

Tir 400 20 1 1/20

Raith 8000 400 20 1

Flags and Iconography: Tylwyth Teg has four flags, once for each Council, and one representing the country as a whole. Summer’s flag depicts a flight of gold leaves upon a red field, symbolizing heat, life, light, and growth. Winter’s flag depicts a silver snowflake upon a dark blue field, symbolizing cold, death, darkness, and decay. Wild’s flag is a black flower, growing on a field of green, representing moderate temperatures, experiences, twilight, and change. The United flag is a green flower, on a silver/gold sunburst, on a field of red and blue. This symbolizes the unity, peace, and motto of the Fae: No Summer Without Winter.

Tylwyth Teg’s national anthem completely lacks words, and can be found at https://drive.google.com/open?id=0B7sKD-zLBHVfSXF4Q0xXZUh5dms (or, if that doesn’t load:) https://www.youtube.com/watch?v=EKvyFF41dLo&list=PL01430065947B667E&index=10 (All credits for the music belong to Adrian von Ziegler) ​ ​