Fae

Famous for stealing children, tricking people into Faeryland, and having two Courts, True Fae are rare to see nowadays, just as they were in the past. The few that intermingle with humans are Lesser Fae - those that were born of human-fae mixing - and are still shy in showing their Fae heritage, glamouring themselves and charming others into perceiving what they want them to see. It's said that one should never trust a Fae, unless they've given their word in no uncertain terms. Best to tread carefully, and use your words wisely -- they have power, after all.

**A Fae can be based on any extant, winged insect.** This will primarily be from the Pterygota subclass, but so long as it has wings, a Fae's appearance can resemble it.

### Mandatory Changes

#### Physical

* Wings. All Fae have insect-like wings, generally based on some type of naturally-occurring winged insect. Butterflies, months, dragonflies, bees, wasps - if its species primarily has wings, then a Fae can have its wings. Purely cosmetic coloring and patterning can be mixed between species if desired.
* Larger eyes, more doll-like in appearance, with little to no visible sclera. They can also appear somewhat cat-like, especially at the pupil. These help Fae to see through illusions, both of Witch and Fae make, though not as clearly as Fae with fully compound-eyes; these ones leave a double-image, and only focusing on one image or another (the illusion or the truth) solidifies it.
* Elfin ears; while not long like traditional elf ears, a Fae's ears are slightly pointed at the tips and extend slightly further than a normal human's. They turn more teardrop-shaped as well.
* Faint, shimmery scales on the skin. When touched, a glittery powder comes off. These primarily start around the wings and fan outwards from there, circling around the waist and shoulders of Fae. They can also appear on the back of the hands, the wrist, and elbows.
* Shrinkage. Fae are the smallest naturally-occurring Monsters in Geargadas, with the tallest natives rounding somewhere around 5 feet (152cm). Most Fae will shrink anywhere from a few inches to a full foot, depending on the Fae.
* Like all Monsters, Fae have a more monstrous form during the full moon. Their wings become a myriad of shifting colors, their fingers and hands long and sinewy, their eyes electrically bright with magic.

#### Mental

* Psychologically, Fae have the tendency to switch between being harmlessly mischievous and being incredibly petty, even over the most minor of things, and exacting their revenge in a less harmless manner. These tricks can range from maze-like illusions or illusions of common phobias, to ones that pose the danger of bruises, cuts, and minor breaks.
* Fighting against these changes will worsen a Fae's mood, making them more inclined to the worse side of the spectrum for illusions and tricks -- and one may find themselves suffering their worst fears or memories.

### Optional Changes

* More insectoid traits, such as: antenna, compound-eyes, a covering similar to exoskeleton as is the case with Arachne Monsters, larger wings. Antenna will help Fae sense illusions and other magical anomalies, compound-eyes will assist in seeing through illusions completely, an exoskeleton will help Fae be more durable and give them the ability to have segmented limbs, and larger wings will enable them longer flight.
* Segmented limbs; these will completely replaced ordinary limbs, and are only available after an exoskeleton is achieved.
* An extra set of limbs, either of the ordinary or segmented variety, to total six limbs.
* Further shimmery scale coverage, extending down legs, further around the torso, etc. A Fae can be covered completely in it at max.
* Possible psychological changes that come with their respective insect or Fae lore. In example, throwing wild parties, feeling inclined to taking young creatures and replacing them with a fake, playing tricks, getting people to owe them favors and quickly taking care of any they owe, etc. Anything behavioral that shows up in Fae lore can be used at the discretion of the player. Abilities not listed in the Bestiary should be run by the mods.

### Strengths

* **Illusion magic**; Fae are naturally skilled at it, creating both minor and major illusions, primarily of the landscape-type.
* Due to their skill in illusions and their specialized eyes, **Fae are able to see through other peoples' illusions** with very little trouble; this also makes them **impervious to enchantment magic**.
* Fae are **capable of flight**, though they tire quicker than Harpies.
* **Fae are able to give blessings**; these are minor and take the form of small trinkets. Examples include rabbit's paws for good luck, a black hairpin that can curse its wearer to trip more often, a brooch that grants its wearer quieter steps - not necessarily completely silent, but quieter, and so on.
* **More experienced Fae can make fairy rings** like in lore that can trap a person or force them to dance. They can also learn to use these rings as teleporters able to transport the Fae and up to one other person (connected by touch) to a location with another ring.
	+ Fairy rings may be made of any material befitting fairy lore (stones, mushrooms)
	+ Fairy rings must be physically laid down, i.e. a Fae can’t teleport somewhere they've never been
	+ Having two connected portals at a time will take a bit of practice, but is generally achievable without too much effort once the Fae has learned the technique. It is possible to add one more eventually, for a maximum of *three* active teleporter rings at one time, but the magic will be more unstable and harder to control.
	+ The rings require upkeep. If the Fae does not physically go to their location for some time -- a few days for new learners of this technique up to 2-3 months for experienced Fae -- then their connection to the ring they've set down will degrade and the magic is more likely to backfire. If the Fae visits only one of the rings, for instance, but they haven't been to the other side in a long enough time that the magic might have faded, it's possible for them to accidentally teleport into a completely random and possibly dangerous location, like in the middle of a lake or on top of a tree. (The same thing happens if the ring is destroyed by an outside force.)
	+ If the Fae wants to lay down a new ring somewhere and change the route of their teleport, one of the old rings will have to be destroyed.

### Weaknesses

* **More susceptible to the Cwyld**, due to their innate connection to the pulse of magic in the world.
* **Fire and ice will inflict more permanent, and potentially life-threatening, damage to a Fae** even in small doses.
* **Iron will also burn them horribly**, and while it can be used to restrain them, it can cause the same harm that silver will to a Turnskin -- especially with prolonged contact.
* Fae have **an extremely low threshold for intoxication**, and will become intoxicated from both alcohol and any particular favorites they have - literally drunk off of happiness, as it were.