FAIRIES


Fairies
Wood Elves, High Elves, Seelie, Pixie, Wisp, Nymph

Fairies
Unseelie, Bean-sidhe,

PHYSICAL ATTRIBUTES & INHERENT ABILITIES
Players can choose their Physical Attributes and Character Accessories (wings, horns etc) from the Race's lore. Basically if it is in the Original lore you can have them. Below are attributes and Cognitive abilities that all Faes have.
Fairies PHYSICAL ATTRIBUTES
FAIRY STRENGTH
Despite their size, fairies possess surprising physical strength and can comfortably carry or lift their own body weight.

FLICKER
Fae are capable of moving in sudden, rapid bursts of speed, often appearing as little more than a flicker of motion. Smaller fae tend to move faster than larger ones.​
BALANCE
Fairies possess exceptional balance and agility, able to move across narrow branches, railings, and uneven terrain with ease​

NATURAL ACCESSORIES
Accessories meaning wings, tails, horns etc are not considered to be extra abilities but natural to the character. Such as the ability to fly. To keep things balanced these accessories are just the basics..claws are just claws. Tails can't lift a house. etc

Fairies inherent Cognitive ability
FAE SIGHT
All Fae possess what is known as Fae Sight, however what each fae can sense varies depending on their type.
Some fae may be able to detect the presence of magic being used, such as a hex or curse or even when a ward is in place. This cannot identify the specific nature of the magic itself. Other fae have more specialized forms of sight; for example, leprechauns may have an innate ability to locate treasure or valuable objects with ease.
Players should choose what their character can see with Fae sight based on their lore.
NATURE SENSE
All Fairy Folk possess a Nature Sense, a natural instinct that alerts them to disturbances in their environment or approaching danger before it is seen or heard. This ability functions similarly to how animals sense storms or react to unfamiliar presences nearby.
Nature Sense is not empathy or mind reading. It does not reveal emotions, lies, thoughts, or intentions, only that something or someone is approaching and disturbing the natural balance around them.
GLAMOUR
Fairies can create illusions that alter how others perceive their appearance (hair, eyes, etc.), but this is not shapeshifting. A human form of your fae.
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Limits:
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Does not last all day (up to 4 hours) and does require the Fairy to recharge in the glade in their natural form.
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Does not change bone structure or shape you can't take on the appearance of another player.
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It requires minimal focus, with no eye contact or dice rolls.​

fairies Abilties
Players get to choose 1 cognitive ability and 1 primal ability (These abilities must come from the character's original race story.
Below are some suggestions for such abilities.
KEEP IN MIND
Abilities must come from the character's original race story
Abilities that are on the restricted list are not allowed. If you have any questions, reach out to the Admin. (*See Character Creations Abilities)
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These are in addition to the Physical Attributes and inherent Cognitive abilities.​​

cognitive abilities
SUGGESTIONS

MOOD VEIL
A fae can subtly influence the emotional atmosphere of an area, making those nearby feel uneasy, calm, joyful, paranoid, or melancholic. This affects the scene rather than controlling individuals directly.
FALSE MEMORY
Some fae can briefly alter short-term memories by whispering a false memory to a single target within 20 meters (closer is more effective). A dice roll or OOC consent is required, and only minor details may be changed, such as obscuring an identity. False memories used to implicate another character require that player's OOC consent and must contain inconsistencies that can be discovered through a dice roll. The effect lasts 1 day unless reinforced.
EMOTION PROJECTION
A fae may project emotions into another player’s mind, causing sudden fear, anger, happiness, sadness, or other strong feelings. This is a form of mental manipulation. A fae simply makes eye contact and whispers the emotion the is being projected. The fae can be up to 20ms away. The only one who can hear the whisper is the one that has made eye contact with the fae. This only last until the fae loses focus or leaves the areas. The projection ends immediately.
FAE WHISPERS
A fae may project emotions into another player’s mind, causing sudden fear, anger, happiness, sadness, or other strong feelings. This is a form of mental manipulation. A fae simply makes eye contact and whispers the emotion the is being projected. The fae can be up to 20ms away. The only one who can hear the whisper is the one that has made eye contact with the fae. This only last until the fae loses focus or leaves the areas. The projection ends immediately.
Dream Touch
A fae can subtly influence the emotional atmosphere of an area, making those nearby feel uneasy, calm, joyful, paranoid, or melancholic. This affects the scene rather than controlling individuals directly.
Enchanted Voice
Certain fae possess voices with unnatural influence, making their songs, stories, or spoken words unusually persuasive or difficult to ignore.


primal abilities
SUGGESTIONS
animal commands

ANIMAL COMMANDS
Some races share a deep bond with nature, allowing them to call nearby animals for temporary aid. These creatures are not created or controlled by magic, but choose to assist for a short time.
Limits
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Only one large animal may be called at a time.
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Small creatures (birds, rodents, insects, etc.) may arrive in groups of up to 10.
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Animals will not fight to the death and will flee if badly injured, frightened, or overwhelmed.
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The caller cannot fully control the animals; wild creatures may act unpredictably.
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Concentration is required to maintain the bond.
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A dice roll is required when commanding animals to attack or perform difficult tasks.
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Only animals native to the current environment or region may be called.
Shadow Manipulation

SHADOW MANIPULATION
This is used by darker-aligned races to manipulate existing shadows, to obscure areas, conceal themselves, or create unsettling visual distortions.
This ability acts as camouflage rather than true invisibility and does not hide sound, scent, movement, or physical presence.
Limits
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Shadows must already be present; bright light or direct sunlight weakens or prevents the ability.
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Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail.
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After three rounds of use, the character becomes fatigued and the shadows may become unstable or fade.
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Using this ability to spy on others requires a dice roll and/or OOC consent.
telekinsis

TELEKINSIS
The ability to move or manipulate small objects without physically touching them. Stronger uses require focus and quickly drain energy. A person can lift their body weight.
light Manipulation

LIGHT MANIPULATION
Some light-aligned races can manipulate existing light to brighten areas, create dazzling displays, or surround themselves with a radiant glow.
This ability does not make a character invisible. Instead, it can make details harder to focus on by creating glare, flashes, or shifting light around the user. It does not hide sound, scent, movement, or physical presence.
Limits
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A source of light must be present for this ability to function. Total darkness greatly weakens or prevents its use.
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Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail.
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After three rounds of use, the character becomes fatigued and the light may flicker or fade.
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Bright flashes used to distract, blind, or impair another character require a dice roll and/or OOC consent.
ELEMENTAL POWERS

A player may choose one elemental affinity as their Primal Power:
Air
Earth
Water
Fire
LIMITS
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Elemental users may control their chosen element in moderate ways, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Due to the island's influence, these powers are weakened and must remain reasonable.
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Large-scale effects such as tornadoes, wildfires, earthquakes, tsunamis, or other catastrophic destruction are not allowed.
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Elemental abilities are physically exhausting. After three post rounds, the character begins to experience fatigue, slower reactions, and reduced control. Continued overuse may cause the power to fail entirely until the character has rested.
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Players are expected to roleplay exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable.

fairies flaws
Flaws are part of all races and should always be played on. In Sovereign's Rest Players take on the flaws original lore flaws, the inherent flaws, and then choose 1 or more flaws.
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Original Lore Flaws
These are built into the race's lore (sunlight can kill a vampire) The written flaws must be used unless otherwise stated on this website. Feel free to reach out to an admin with questions about this.
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Inherent Flaws
These are Flaws that we wrote into our Sim story and are part of the lore. They may or may not be part of the races original lore but we have added them to help balance out power and all races in Sovereign's rest have them. (*See Flaws in Character Creation for more details)
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Players Choice
Players will pick at least 1 more flaw.
(There are no limits on the flaws characters can have) We have listed some suggestions based on lores that you can choose from or pick your own. (See Character Creation Abilities and Flaws for more Information on this)
SUGGESTIONS
fairies flaws
NATURE BOUND

NATURE BOUND
Characters with this flaw become restless or agitated after spending several hours away from forests or natural environments.
SWEET TALK WEAKNESS

SWEET TALK WEAKNESS
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Highly susceptible to flattery, compliments, or charming words, often overriding caution or logic
GLAMOUR VANITY

GLAMOUR VANITY
An obsessive focus on appearance, beauty, clothing, or personal presentation. The character may become distracted or distressed if they feel “less beautiful.”
PLAYFULNESS OVER DUTY

A strong tendency to prioritize fun, games, or entertainment over responsibility or serious tasks.
SPOONFUL OF SUGAR

SPOONFUL OF SUGAR
If sugar is spilled on the floor or on the table the fae can't help but want to count each grain of sugar. They will not be able to walk away until all pieces are counted and put into a bowl
TRICKSTER INSTINCTS

Characters with this flaw have a strong compulsion toward pranks, deception, and misdirection. While not always malicious, they struggle to resist lying, trickery, or manipulation, especially when bored, excited, or emotional. Their actions often create misunderstandings, disrupt plans, and can place themselves or others at risk.



OBESSIVE CRAVING FLAWS
Fairies are known to develop powerful obsessions or cravings that can cloud their judgment and drive impulsive behavior once exposed to the object of their fixation. When confronted with their obsession, they may become distracted or reckless in their attempts to obtain it.
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Pick one:
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Dairy – Cream, milk, butter, or soft cheeses
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Shiny Objects – Gems, coins, jewelry, or polished metals
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Sparkling Obsession – Anything that glimmers, shines, or sparkles
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Sweet Treats – Candy, pastries, honey, or sugary foods
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Gift Obsession -A compulsive need to exchange gifts, favors, or trinkets, even in inappropriate situations or without clear reason.


Magic Using non human Characters
Many lores in Fantasy and Supernatural have races that thrive using Magic along with other abilities. To keep things balanced, we have seperated the use of Magic and other abilities. Players can choose to have the primal or cognitive abilities that these races have or choose to be a Magic user.
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Choosing Magic as your ability - You can keep all physical attributes (enhanced speed, strength etc) and abilities such as flying if your character has wings. You retain your character alignment as well as the flaws that come with these races. You do give up any cognitive abilities and Primal abilities that are associated with the race you choose.
Instead you will chose a magic disipcipline to start with and have the chance to join the Magister's Coven *See Magic Users for more information.



