Aversion to Iron (neg.)

With the coming of civilisation to humanity, the Daoine Sidhe found they could no longer bear to share the Earth with man. Somehow, they slipped sideways into a parallel dimension where eventually all kinds of Faerie peoples sort refuge, as well as the last of the centaurs and dragons. The centaurs are all dead now and the dragons have disappeared.

One thing more than any other had chased them from Earth - iron. As the Faerie court remained their aloft yet stagnant selves, humans had come out of their caves and were soon living in stone houses. There were few things the Daoine Sidhe disliked, but "change" was one of them. Like most peoples of great age, they revered their glorious past when they had ruled unchallenged. But man had grown stronger and smarter, and in their progress, discovered the art of smelting.

The humans first attempts with copper and tin caused some curiosity among the Daoine Sidhe, but mostly annoyance for the intrepid humans actually dared use their new swords of bronze against the ancient silver blades of Faerie design. The bronze alloys easily dented and dulled quickly against the superior forged swords used by the Noble Faeries. These incidents didn't discourage the young mortal race though. The furnaces were relit and different ores were tested to reveal their properties.

As man discovered iron, they also improved their smelting and casting techniques, producing purer metals and finally weapons that were as study and sharp as any the Daoine Sidhe possessed. Though the hard, cold steel swords of the humans lacked the beauty and finesse of the Noble Faeries', they proved better killing weapons and soon, silver Faerie blades begun to shatter against the harder iron metals.

And for the first time in millennia, the Daoine Sidhe were afraid.

Iron became their nemesis. Whether because the element possesses a retarding power, or it may simply be their own psychological torment, when a Daoine Sidhe comes into contact with the cold, grey metal, their magic dies. Prolonged exposure to iron makes them weak, disorientated and vulnerable.

All Daoine Sidhe hate iron. It robs them of their magical powers and defences. Because of this, NO DAOINE SIDHE CAN USE ANY WEAPON, ARMOUR OR ITEM MADE OF IRON. [Spell components are another example where substances poisonous to a Faerie are sometimes needed - I tend to avoid spells with components of iron, but have used components of a 'blessed' or of a religious natural, but at a penalty.]

On a successful Wisdom check, because of their great fear of iron, a Noble Faerie has a -2 penalty to all proficiency and ability checks. They lose +1 to their attack and damage rolls. If wounded with iron and the piece of iron remains in the wound, they will loose a further 3 hit points damage per round until unconscious if it is not removed. If the iron is not removed within 10 rounds, the Daoine Sidhe will die and shrink away to nothing.

They can automatically sense iron within 20' and by just handling coins or items, can tell if they have been polluted with the metal.

NOTE: A drawn iron sword is usually protection when facing an unarmed Noble Faerie, but if armed, they will fight furiously, depending on their skills rather than the make-up of their weapons.

Stick an item of steel (nail, pin, knife) in the doors and window frames and other exits of a dwelling to entrap a Noble Faerie. This also protects against entrance by them.

If a Daoine Sidhe is enclosed in iron (such as a cage) or part of their body is bound by iron (manacles, collars) it looses its magical resistance and is unable to use its Discretionary Abilities. They still possess their normal saving throws though.

Religion (neg.)

Though there are many rumours and stories, no-one really knows why the Daoine Sidhe hate all forms of religion. Normally, this would be aimed at Earth religions such as Christianity, Catholicism, Protestantism, etc. When arriving on a new world, the Daoine Sidhe still retain this distrust, but may be encouraged to travel with parties including priests. Priest spells such as healing will work on Noble Faeries as long as the priest doesn't try to preach at them at the same time. The Noble Faerie would be more likely to try and run away screaming then.

When confronted with strong religious situations or places, Daoine Sidhe have a -2 penalty to all proficieny and ability scores and -1 to all attack rolls due to that superstition on a successful wisdom check. [It starts to get really interesting when a God is doing his best to convert a Faerie!]

Specific Location - Underground (pos.)

As the home world of the Daoine Sidhe, Annfwn, is largely a combination of large, majestic caverns and twisting, endless tunnels, a Noble Faerie feels quite at home anywhere underground. When in dungeons, caves, tunnels, anywhere underground, a Noble Faerie has a +2 bonus to all proficiency and ability checks, and a +1 bonus to all attack rolls on a successful wisdom check.

General

To gain power over a Noble Faerie, a human must make them reveal their age, which is, in every case, venerable. You must know to the day their age. Understandably, they don't allow this information out to anyone.

A Noble Faerie will die after being in the mortal world for 12 months. The Faerie MUST return to Annfwn within 12 months or dies and fades away. The unfortunate thing is Annfwn's time works drastically different to that of mortal worlds so its sometimes impossible how much time has passed at home - best to check regularly!

*Daoine Sidhe hate salt water.

*Lavender tied to a cow's horns will stop Faeries stealing its milk.


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© 1997 | Last Revised Jan 1997