Race Type : Ascended
Defining ability : Binding bargain
Any agreent made with a sidhe is binding. The greater the difference in total stats the weaker the requirents for consent. When dealing with much stronger sidhe even an errant nod of agreent could spell your doom.
Ability also allows for transfer of power between two entities though such deals are under the scrutiny of the system. Transfer of power from weaker entities to stronger ones suffer severe penalties that grow with the difference in power.
Potential weakness, any ambiguity in an agreent always favors the non-sidhe or the weaker party if both are sidhe. Sidhe must also follow any ambiguous bargain, stopping or at least making efforts to stop any plans set in motion that would violate the bargain retroactively where other races are bound only from the point of the agreent.
Appearance :
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Sidhe are natural shapeshifters often taking humanoid forms for ease of use of tools. As the ascended race most dependent on crafting over absorption, access to opposable thumbs is of key importance.
Their natural forms are a mix between a giant butterfly and a giant dragonfly with four spiderlike legs.
Behaviour : societal and hierarchical
Sidhe live in small villages tied to other villages all in a hierarchy that leads to the fairy king/queen. Kids are protected and have a portion of their parents rits until they beco adults themselves at which points the protections end, so parents look to help their progeny rise while others let them sink or swim on their own.
Power and build differences :
Sidhe are inherently casters with few rare expectations that go the hybrid route, magic cos easy to them yet their bodies are a vulnerability they make up for with illusions and defensive magic.
Sidhe commonly have Skills dedicated to ripping control over spells cast from their enemies turning their own power against them, this is often amplified by tricking the enemy into an agreent to make this easier.
Advised kill thod :
Their physical body is weak to all forms of damage from enemies of similar strength, ambush attacks are preferred yet often fail as sidhe are paranoid outside of their lands. Draining them of Mana or destabilizing their spells with a large wave of Mana works best to give a clear shot at killing them
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