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CHASM FAE

A Rough Guide to how to Fae-ify Your Chasmhome Character and How They Differ From Awakened
By Kitsu

Hello everybody, IIIXKitsuneXIII here with a bit of a lore dump on the Gentry, as understood by myself and pawstepsinthesnow!

We do not own the concept of Fae, obviously, however our personal interpretations have been created by a decade of research and exploration into Fae stories and myths. So let's start with what exactly this guide is.

This guide is a Lore guide for the "Awakened", or mine and Sian's interpretation of Fae based on research into primarily Welsh and Irish sources, as well as other supplemental materials and the tales of King Arthur. It is also a guide to a "branch" of these Fae, who have been ported into Anarchisme's setting of the Chasmhome, and a rough, currently non-visual design guide for both varieties.

As a general rule: All rules between Awakened and Chasm Fae are the same, the primary difference is that Chasm Fae are also bound to the rules of Anarchisme's Chasmhome universe.

Let us begin!

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LORE

The Gentry, the Fair Folk, the Faery, and the Fae, are all names you'll hear to refer to the Awakened. They answer to all of them, though with varying degrees of cordiality. Their morals are Different from the majority of mortals. As a species, they can be worked into most settings, but function most comfortably in less technologically advanced settings. Sci-Fi is a hard fit for reasons that will be explained later in this guide.

The Awakened, at their core, are inherently Magical, functionally immortal shapeshifting nature spirits, who in their natural state exist to bring balance to whatever planet they are on. In a way, they are embodiments of Magic Itself, and they exist in all worlds where (nature) magic can be used. If they go extinct on a given world, nature magics will die with them, and the world itself will often begin to die as well. They are most abundant on planets that have large amounts of nature and biodiversity, and most are most powerful where those planets have seasonal cycles. They age and grow extremely slowly by human standards, with most Fae not reaching "Adulthood" until they are at least a century old. This can slow or hasten depending on how quickly seasons pass on a given world. This slow aging and slow "passage of time" for the Fae results in ideas among them being very slow to change. This also, due to this slow uptake of new ideas, an extremely long memory, and their differing morals and values from most mortals, drives them into conflict with mortals more often than not. However, they are not, as a whole, opposed to working with mortals, it is simply that mortals, to them, are inherently dishonest and immoral and greedy.

In worlds or settings where there are no natural seasons, the Regentry create Pocket Dimensions that are either perpetually late spring or perpetually late fall where Fae congregate. There are typically only a few entrances to these pocket dimensions that require very specific instructions to be followed in order to enter or leave.
Why specific instructions?
Because words are power. Ideas are power. And the Awakened are Bound to their word. Awakened cannot lie. They physically cannot lie, the magic that makes up their beings will not allow it. If they make an oath, promise, vow, or "give their word", they are magically bound to that word. They speak truth, and can will it into existence with words alone; they say their name is "Fred" it is now Fred, and all memory of it having ever been anything else will be lost to all but the newly named "Fred", however if they try to say that the grass in Britain is pink, when it is decidedly not, they will find themselves suddenly rendered mute and gagging on the lie unless they genuinely believe that the grass in Britain is pink--in which case it will become pink. One may wonder how then, the Fae might have stories, embellishments, cautionary tales, or why then Mortals say that Fae are the liars.

The answer of course, is that Fae can declare ahead of time that they are speaking an untruth (allowing them to act and tell stories), or announce their uncertainty in the truth, or that what they know may only be hearsay, again allowing for stories and acting. They can also write whatever they wish. As for lies, well, they are bound to the exact letter of their oaths, no more, no less. If a Fae promises not to harm a single hair on your head, you must assume that they mean the only one singular hair on your head is safe from harm. They could mean your whole person, but always assume they Do Not. If you make a trade for a baby, you will have a baby. If that baby remains a baby and does not grow or age, congratulations you were not specific enough in what exactly you were after, and no amount of "I wanted a mortal child who would grow and age like a normal child!" will earn you the sympathies of the Fae.

Fae are ruled by Regentry, usually a Queen, who are the oldest and most powerful Fae. Most Regents have been around since the first life appeared in their world, unless the previous Regent has been killed or has chosen to retire.

While the Awakened are functionally immortal, it is in the sense that no natural causes will kill them. At least not permanently. Several non-permanent means exist. Non-permanent methods are basically anything that stops the heart or brain activity, but does not damage either. Time heals all wounds with Fae. Awakened are also fond of sealing organic beings into plants.

Permanent deaths come from unnatural means. Murder, irrecoverable injury (being crushed, properly beheaded, vital organs being removed from the body, somehow draining them of all the magic in them), infections, unnatural materials, and oh, right, the number one method: cold-forged iron ("Cold Iron" from here out). Raw and cold iron absorb the magic that makes up Awakened. As a result they cannot touch raw iron (as in, the iron still in the ground), and cold iron leaves them with injuries best described as "necrotic".

Awakened Culture, Magics, and the Courts

Rules of Interacting With The Fae

  1. Be very careful when giving your name. If asked "May I have your name" only respond with a false name and "You may call me by;", similarly, never ask if you can "have" a Fae's name, only what you may call them, what they are called, or what they are referred to by
  2. Speak respectfully.
  3. If a Fae decides to do you a favor, never return the favor with a favor or a gift as this is offensive, unless a deal is established. I.e. if brownies have taken to cleaning your house you may leave them gifts of honey mead to encourage them to stay but never as a sign of gratitude for cleaning your home.
  4. To thank them is to acknowledge a debt owed. Eventually they will collect. Accept gifts with graciousness and phrases like "you have my gratitude".
  5. To apologize is also to acknowledge a debt owed. Eventually they will collect. Always offer sympathies with "you have my condolences", "you have my sympathies", or "I understand your feelings", never with "my apologies" or "I am sorry" particularly if you are not at fault.
  6. Never say your true name (easily avoidable as a Mortal as you will likely never Learn your true name).
  7. Be as specific, concrete, and detailed as you can when speaking.
  8. NEVER LIE.
  9. LYING IS NOT AN OPTION
  10. NEVER break a deal or you will face consequences that can only be imagined by the most inventive of torturers.
  11. The claim that they cannot read mortal signs or mortal languages is propaganda and a LIE. They can. They will. They LIKE written contracts.
  12. Verbal contracts are contracts and they WILL remember the Exact Words Used.

Soul Wings

A Fae's Wings are their defining physical feature. Every Fae has a pair and no two pairs are exactly the same, though the differences can be extremely subtle if not invisible to the human eye. These wings resemble those of bugs, spider webs, or hopping insect legs, most typically taking their appearance from moths, butterflies, and grasshoppers in shape and form.

These wings are a physical manifestation of a Fae's soul and their inherent magic, are pseudophysical/metaphysical (they have effects on the physical world and can be affected by the physical world, but are themselves not physical), and link a Fae to their magic.

If a Fae's Wings are damaged or, heaven forbid, removed, their power is greatly diminished. It also hurts. A lot. Like minimum of 8 on the pain scale a lot. That is their SOUL thank you. They do heal and regrow given enough time but enough time could be decades.

Wings initially take form of a "wing bud", an extremely sensitive organ that absorbs the ambient magic in the air, and can be "fed" magic by an older Fae in order to form the wing faster. This "Wing Feeding" is typically done by the Fae's primary mentor or a close friend (or in Changelings, a Fae partner, parent, or sibling) and is a deeply intimate process. The wing bud is also extremely itchy in order to incentivise nurturing the magic of the Fae so the wings can emerge sooner.

Wings can be forced back into a budded state by another Fae--this is typically only done when the wings are damaged and need better protection in order to heal properly. Any time the wing is rebudded for any reason, it re-emerges with an altered appearance--this may be a small change such as markings changing places or hue or the wing becoming more or less exaggerated, or it may be a large change such as new markings entirely, depending on the following factors:

  • How much the Fae has changed at their core self since their wings previously emerged
  • If new magic was added to the Wing to forge another link of magical lineage
  • The Court alignment of the ambient magics they are absorbing.
For full Fae/Half Fae (Fae born of a Fae and a mortal or a Changeling and a Mortal) the wings typically emerge around when the Fae reaches physical maturity, whatever is standard for their "base" species. Once the buds form, it can take as little as a few weeks to as much as 20 years to fully emerge, depending on the ambient magic, who is feeding the wing, and the Court alignments of the Fae involved. More on Court alignment later.

For Fae-touched and Changelings, the process of forming wings can take as little as a few weeks to as long as a century, depending on how dedicated a Fae is to "converting" a mortal to being Fae, and how receptive the mortal is to ambient magic, and what the Court alignment is of the Fae vs the natural Court alignment of the Fae-Touched or Changeling.

Wings themselves are incredibly sensitive to physical touch, and when in physical contact with a Fae's wing one has the ability to perform the following actions:

  1. Force an oath out of a Fae. This is regarded as extremely taboo among the Fae, and is typically only performed by those who dabble in "dark magics"
  2. Forcefully convert a Fae to another Court. This is one of the few crimes among Fae that is punishable by death. It is an incredibly painful violation of the soul itself--thankfully it can be reversed and treated, but if completed this process leaves a permanent mark on the wing similar to a scar.

Courts and Magics

Awakened are split into three Courts; Seelie (sii-lii-uh), Unseelie (uun-sii-lii-uh), and Wild. These Courts also determine what sort of Magic a particular Fae is able to utilize. A Court is the broader "type" of Fae, as well as their culture and community. Seelie and Unseelie are diametrically opposed, their needs, comforts, and preferences differing strongly between the two. It is worth noting that a Fae can be Trans-Court. The balance between Seelie and Unseelie is a spectrum, and few individual Fae are 100% one or the other. Even so, this is something deep and intrinsic to a Fae and in the vast majority of cases this is something that is "treated" by allowing the Fae to relocate to a pocket of their true court and be willingly converted to the new court, or simply allowed to spend larger amounts of time in the opposing court and gradually take in the ambient magics to balance themselves.

However, particularly with Changelings, this is sometimes not allowed to be treated or addressed--Lancelot's natural alignment Unseelie, but as the chosen heir to the Seelie throne he cannot be permitted to convert his Court, lest the balance of the Courts be destroyed.

The "base" of an Awakened is the Wild Court, a sort of Neutral ground between Seelie and Unseelie. All Fae can access Wild Magics, and the Wild Court is less of a Court and more of a conglomeration, a series of tribes and villages scattered in dimensional pockets through the world.

Wild Fae typically have a very stable power level, which has only small fluctuations through the seasonal cycle.

They blend most easily with Mortals, and prefer to avoid conflict with Mortals if possible. Wild Courts do not have any singular Regent, as each tribe, village, city, etc. has its own ruler.

Wild Fae interpretations of their rules and words varies wildly from Fae to Fae, but is largely "selfish" in interpretation. In general, they prefer smaller, more immediate trades and barters, rather than long term or recurrent deals. Gifts from Wild Fae are commonplace, and they tend to "Underpay" on favors owed. Please note that "Underpaying" from a Fae will not necessarily align with human underpayment. A Fae granting you a pebble could be the greatest gift a mortal receives in their life, while a golden unicorn could be a curse.

Wild type magics include:

  • Plant manipulation
  • Organic transfiguration
  • Scrying
  • Wind magic
  • Illusory Magics
  • Very very basic light spells (i.e. Harry Potter's "Lumos")
  • Healing Magic
  • Soothsaying, Premonition, Small Curses, Small Blessings, Oaths.
  • Dimensional Space Magics
Seelie Fae are "Summer" Fae, known for being warmer and "friendlier" to mortals than their cousins in the other courts. They are more playful, and work with living materials for their art (i.e. flowers) and plant life for food. Another way to look at them is as "Creation" Fae. The Seelie Court is ruled by a singular Regent with a council of Dukes, Viscounts, and Earls. The current queen is the Lady of the Lake; Lady Nimue (Nii-myu).

They are most powerful during the peak of summer and daytime, and least powerful during the peak of winter and night time. Their power also waxes with the fullmoon and wanes with the new moon.

The Seelie are the court that sees the most Mortal interaction. As a Court they generally are more willing to honor the spirit of an oath or deal than stick strictly to the letter, as long as the letter of the deal allows it. There is a looseness to them, a willingness to bend and grow. Their deals are often more mutually beneficial in nature, with their preferred payments (when not being children) usually being things that the mortal will not miss, or favors returned, or, rather often, the payment being some form of carnal favor.

Gifts and trinkets are free flowing but are typically of lower value to the Fae. However favors are often "overpaid"--though when this is abused those gifts quickly become curses. As with all Fae, gifts should be taken with grace and only with permission.

Seelie magics include:

  • Life/Creation
  • Fertility boosting
  • Organic Material Conjuration
  • More powerful blessings
  • Fire Magic
  • Powerful Light Magic
  • Water Magic
The Unseelie are the Court that sees the least Mortal interaction and strive to keep hidden. As a Court they generally hold much more tightly to the letter of an oath. There is a rigidness to them, a steady but slow forward movement, an unwillingness to bend. Their deals are often very personal, often to the perceived detriment of the mortal, with payments being long term boons to one or both parties. Very long term. Of all the Awakened, Unseelie are the most resistant to change. Generally more cynical and bitter than their cousins, they do not make deals with mortals often. As a court they tend to create art using dead or dying materials such as fallen antlers, pressed flowers, or animal pelts, and heavily feature meats in their meals. If Seelie are the "Creation" Fae, Unseelie could be described as the "Destruction" Fae. The Unseelie court is ruled by a singular Regent with a council of Viscounts and Dukes, with most meetings occurring with an audience of the common folk. The current queen is the Gem of the Fellwood; Lady Mab (May-b).

They are most powerful during the peak of winter and night time, and least powerful in the peak of summer and daytime. Their power also waxes with the new moon and wanes with the full moon.

Deals made with the Unseelie tend to have the highest cost to the person seeking the deal, stick strictly to the letter of a deal (Never EVER try to rules lawyer with an Unseelie), and the payment (when not children) is typically of great benefit to the Unseelie community rather than an individual member. The requested payment is usually something like one's first born, next born, or something the mortal will miss such as food, half one's harvest, a new lamb. They typically prefer more immediate payments, rather than favors owed.

Gifts and trinkets are rare, and usually something of great sentimental value to the Fae or something they will dearly miss. Favors are typically repaid as close to equal as the Fae can get, with hidden tricks for if this is not appreciated. More than with any other Fae, gifts should be taken with grace, humility, and nothing should ever be taken without permission from the Fae who owns the item.

Unseelie Magics inclue:

  • Rest and Sleep enhancement
  • Skill Enhancement and improvement of physical conditions particularly related to vision, hearing, and scent
  • Death or "Life draining" or Decay
  • Inorganic Material conjuration
  • More powerful curses
  • Earth and Rock magics
  • Powerful Darkness magic
  • Ice Magic

Culture

Universal Truths

Every Awakened has a "Bower". This is an organic home forged from some sort of plant life. Typically this plant life is a copse of trees that have been woven together and magically sealed against time, often with a pocket dimension that allows the Fae more space. The external sizes of these spaces may be as small as the Fae in question is--but if the Fae can fit into the space, they can make a bower there.. The trees are Usually alive.The interior of these bowers can be very bare and Spartan, or filled with amenities such as beds, basins for collecting water to be used for cooking or cleaning, "counter" spaces (made by bending trees onto their sides). When Awakened move in together, they often "dismiss" their previous bower and allow nature to take over.

Very little inorganic material will be found in a typical Fae's bower, and what is there will serve some sort of purpose--rocks may serve as counters, gems as external magic containers, or mortal knick knacks for sentimental purposes.

Relationships between Fae are even, with power imbalances watched Closely by those outside the relationship. Mutual respect is demanded by society. Even the Queens cannot Simply Have Their Way--they Must answer to their people and their people's needs. This carries over into every type of relationship involving Fae. Business, familial, romantic, platonic, it does not matter, Relationships Are Respect.

They are ever so slightly obsessed with children. Fertility rates among Awakened are very low, and mortality rates are very high (mostly due to conflict with mortals). Paired with their very long life spans and their knowledge about how slowly a Fae's mind works, grows, and develops, and the fact that their magic is also infectious, there is a strong culture of… well, child stealing. Family among the Awakened is often not defined by blood, but by magical lineage. They steal mortal children in particular as they grow faster and have quicker minds and can drive social and technological change on something closer to a mortal time scale (in the span of centuries rather than millenia), and because Mortal children are magical blank slates, and the Fae can ensure their magic is the primary influence on the child's own. That said, while mortal children are the preferred targets, other Fae are not immune to their neighbors' deciding to take a child. Wars have been fought over which Fae has custody of a given child after multiple rounds of the child being kidnapped back and forth.

That said, the Mistreatment of a child is something regarded with absolute disgust. When "taking in" a child, a Fae is entering a social contract where they agree to do their utmost to ensure the child is cared for, raised well, and raised with minimal distress. Breaking of a Contract is punishable by fates worse than death.

The Awakened have no time for gender politics. They are ancient primordial beings who can change their physical sex with a Word. Gender as particularly humans understand it, is fundamentally Not A Thing. They are, essentially, omnigender. They are whatever they say they are, and they take great insult to Mortals trying to insist otherwise. You Do Not Want To Insult The Gentry. Please keep this in mind when creating Awakened OCs, in that while they may have a gendered lean, they very simply do not have gender as humans (particularly Western humans) understand it, and their choice of gender presentation and pronouns is extremely superficial and aesthetic. Human understanding of gender is something they basically wear like a hat.

Related to this, gendered terms of address are… something private, and kept between individuals. If referring to Someone Else's Relationship, always use the most gender neutral word (e.g. parent, sibling, partner, friend, child). Only use a gendered term for your Own Relationships (e.g. "mother/my mother", "my husband", "my brother", "my daughter"). Awakened treat the particular gendered terms more as titles and descriptors of the relationship than as descriptors of the genders involved--two masculine Awakened may refer to their own relationship as "sisters", or a Fae to their primary caretaker regardless of gender and presentation as "mother". These terms are also not always consistent across relationships: among siblings one may refer to an individual as "brother", while another refers to that same individual as "sister", and children may refer to the same parent as whatever term best describes that parent's role for them.

Siblings referring to each other's parents are the ONLY exception to using gendered terms for another's relationship.

Similarly to their lack of gender politics, the Awakened have very little time nor patience to offer to mortal quibbles over relationships. As a general rule: while Awakened may have preferences on their personal partners, as a whole their preference is sapient and consenting adults. What might be between those adults' legs, or what species those adults may be, is not something that is particularly cared about.

That said, they take abuse very seriously, and there are harsh penalties for anyone who knowingly harms or takes advantage of another in a relationship.

Court Specific

Seelie
The Seelie are the Fae of Spring and Summer. Their havens are green and bright, they celebrate new life with a wild exuberance and glee, and they mourn losses and death with abject grief and dismay and funerals. Many have a bit of "momma cat syndrome" where they will adopt anything they regard as a child. They are incredibly free spirited and independent. Novelty is the best way to win a Seelie's attention, new things and things that are transient are the domain of the Seelie. Movement and life and color are their playthings.

Seelie art typically is made with living materials and is intended to be short lasting. Seelie music is typically regarded by mortals as "upbeat" and "cheerful" and "romantic".

Meals are typically made of things most abundant in the spring and summer--on Earth this would be plants, eggs, insects, and rapidly reproducing game like rabbits and fish. Most foods are light and there are more meals throughout the day.

A massive festival is held at the Spring Equinox, a large and wild outdoor banquet party celebrating the return of warmth to the world. This celebration ultimately warms the earth for summer.

Another festival is had at the Summer Solstice, during which many find Seelie Awakened to be "More beautiful than at other times" due to their power being at its peak. This festival spans three days, beginning with song and dance and courtship and ending with a massive group meal, and the majority of Fae-Mortal flings happen as a result of this time.

Unseelie
The Unseelie are the Fae of fall and winter. Their havens are generally warm earth tones or shades of ice, and they greet life with a cynicism and chilly cordiality, while greeting death like an old friend, thinking fondly of those who have passed. Where Seelie have funerals, Unseelie have celebrations of the life that was. While not as prone to mama cat syndrome, Unseelie are more prone to taking adults to become Changelings, rather than children. Unseelie are incredibly communal within their own circles, and wary of outsiders. They prefer stillness and subtlety and permanence, and the best way to win an Unseelie's attention is with a long-lasting gift or things meant to be shared by the Unseelie and their Kind.

Unseelie art is generally made with materials such as antlers and pelts and stones, or carved from preserved materials, and meant to last for long stretches of time. Their music is typically regarded by mortals as "somber", "eerie", or "discordant".

Meals are typically animal based, or heavy on stored harvests and preserved foods such as pickles and jams, and is often heavy on spices. Meals are typically heavier and fewer are eaten--both for rationing purposes and because there's less need to. Meals are typically heavily social events.

A festival is held at the Autumnal Equinox. It is closed to outsiders, but entails a massive bonfire and harvest feast and storytelling, and group songs and chant with little dancing. It lasts all through the night, breaking at dawn with the Awakened returning then to their beds. The magics spun by this festival bring a chill to the earth, and signal that it is time to prepare for winter--hibernators begin hibernating in earnest, migrating species flee whichever direction they will head for winter, and temperatures begin to drop.

The Winter Solstice brings another festival, a near perfect echo of the Seelie Solstice--Unseelie also become "more beautiful than at other times" with their power at its very peak, and the festival also spans three days. Like with the Seelie festival this one spans three days, beginning with song and dance and courtship, but the second day is one of fasting. Of quietude. Unseelie begin to draw their power back from the earth, sitting in near silence from dusk to dawn, and on the third day they feast and resume their party. Unlike the Equinox, this festival is open to all.

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Designing Awakened OCs, and Chasm Fae, and Fae-ifying Your Chasmhome Characters

Awakened and Chasm Fae are a Semi-Open and a Closed Species respectively. Awakened are free to make, however they cannot be made official until their design has been approved by IIIXKitsuneXIII.

Chasm Fae are allowed to be made Only by members of the Chasmhome community--a standard Chasm Fae OC has all of the same rules as an Awakened OC, however you cannot make a Rixixi or B-Nomaly into a Chasm Fae without a specific item and getting the design approved by IIIXKitsuneXIII. (for the Chasm-Connected Open Species, treat them the way you would treat a standard Awakened)

So, how to explain How To Design An Awakened.
These are an extremely freeform species design wise. There are only a small handful of actual requirements, and very very few things that are actively Not Allowed.

Particularly Chasm Fae, where the rules are honestly bordering on being as open as the rules for Horsemen.

Requirements (References, Glamours, and Tells)

An Awakened/Chasm Fae needs at least two references (these can both be on one page).
  • Their Fae form (requirements below)
  • Their primary Glamour
Glamours are, put simply, the disguises Fae wear to be around Mortals safely. These disguises are Typically whatever the dominant species in their current world is. They are usually nearly indistinguishable from the mortal species. However every Glamour has a "Tell" that exposes what the Fae really is.

You can optionally include any additional Glamours that your Awakened/Chasm Fae has. Also remember that while Glamours are illusions, they are just as real as the true Fae form and can be harmed, damaged, or scarred.

If you are turning a Rixixi or B-Nomaly into a Chasm Fae you will need a Faery Circle.

A Faery Circle will put your Rixixi into Redesigns, where it will act as a Pigment Restyling Laser, x1 Mutation Station, and x1 Accessory OR Contact Lenses (for changing eye color and/or removing pupils ONLY). A Faery Circle used on a B-Nomaly will act as a Cut and Color.

You will need to post both the Rixixi/B-Nomaly into Redesigns and their new Fae reference, even if the Rixixi's design remains completely unchanged. Essentially, the Rixixi/B-Nomaly import becomes the Glamour reference. This means you may need to add a Tell to the import. Some genes and mutations are inherently tells and their presence means there will be no need to change the import at all.

Inherent Tell Mutations (Rixixi)

  • Insect Wings, Shield Wings, (non feathered) Vestigial Wings
  • Sleipnir, Hooves, Prehensile Tail, Multi Tail
  • Four Eyes, Misplaced Eyes, Many Eyes, Hypno Eyes
  • Dragon Body, Partial Translucence, Translucence, Mumbling, Misplaced Maws, Prism Pitch, Runemeld, Ultraviolet
  • Tongue Teeth, Flats, Sharps, Rows, Fanged, Whorl, Triple Maw, Mandible Fangs
  • Drake Scales, Drakespines, Tendrils, Snared
  • Frilled, Fringehead, Leyline
  • Incense
  • Gills, Wide Vents
  • Perky Ears, Split Ears, Lop Ears
  • Funerary Subspecies
  • Warped Elemental
  • Forgeblood, Anodized Forgeblood, E. Porphyria

Inherent Tell Traits (B-Nomaly)

  • Fogholder, Doppleganger, Fogshard
  • Aura Wings, Shield Wings, Bug Wings
  • Fringehead, Flat Face, Leyline, Triple Maw, Dullahan, Double Bird Maw, Double Rabbit Maw, Forked Tongue
  • Sleipnir, Mismatched Limbs, Stilts, Hooves, Multi Tail, Prehensile Tail, Scorpion Tail
  • Four Eyes, Misplaced Eyes, Many Eyes, Internal Eyes, Eyes in Matter, Hypno Eyes,
  • Dragon Body, Window Belly, Liquid Filled, Amphisbaena, Bisected
  • Pointy Little Teeth, Flat Teeth, Sharps, Rows, Tongue Teeth,
  • Forked Tongue
  • Crown of Thorns, Sunbeams, Halos, Glitter, Incense
  • Gills, Fishtail, Finned
  • Split Ears
  • Washer Hands, Washer Feet, Armless
  • E. Porphyria

Inherent Tell Genes (Rixixi)

  • Lunar, Horizon, Blaze, Iridescent, Mirror, Lava Lamp Chameleon, Sylvan
  • Bioluminescent, Jack o'Lantern, Regal,
  • Scaled, Eyespots
  • Bloom, Penumbra
  • Topiary, Kaurphyt Lines, Ripple,
  • Glitter (only the spots version)
In case your Rixixi does not have any of the above genes or mutations, I'm also providing a list of non-Gene tells that can be added through the use of Faery Circle. Please note this is not a complete list, so much as a list of examples to be used as inspiration:

Non-Gene (Plus Free Mark) Tells (Rixixi+B-Nomaly)

  • Lack of pupils, or a naturally occurring pupil shape that is not round or vertical slit. Star or similar unnatural shaped pupils will require an extra contact lens.
  • Non-White Sclera
  • A defining mole/birthmark (Rixixi's Birthmark gene)
  • Heterochromia (B-Nomaly, not visible on import in Rixixi)
  • Extra or missing fingers/toes. (NO SCARRING)
  • Rounded or extra long tongue (Rixixi) or an extra deep slit in the tongue.
  • Extra or missing vents (Rixixi)
  • A non standard nose shape
  • Unnatural eye colors (so, Gold on an Albino, for example)

Requirements (Fae Design)

There are very few requirements. They are as follows:

  1. Somewhere in the design, there must be at least one pair of insect type wings that are based on one or more of the following:

    1. Butterflies, Moths, Dragonflies, Spider Webs, Bees, Beetles, Grasshopper wings (or jumping legs), Cricket wings (or jumping legs), Katydid wings, Fantasy interpretations of any of the above, Particularly showy fish tail fins but as wings (should resemble butterfly/moth wings in some form).


      If your Awakened/Chasm Fae is part of a magical lineage, their wings must include at least one marking, trait, and/or color that is present on their Primary magical-lineage parent. (i.e. Lionel has Nimue's pink false eyes, while Lancelot has Mab's bioluminescent wing-tassels and Spikeyness)

    2. These wings are the physical manifestation of your Fae's soul, and while they can be hidden outside of the full reference art, they MUST be readily apparent in the full reference.

    3. These wings can and DO appear in conjunction with feathered and membranous wings (such as bat or dragon). In these cases, the soul wings can MODIFY the physical wings--such as by forming an insectile/spider silk webbing between the feathers of feathered wings, or segmenting and scaling over the membrane of bat or dragon wings. If the modifying route is taken, the Soul Wings cannot be hidden in any form.

    4. Wing design should reflect the Court your Awakened/Chasm Fae belongs to, though exactly how this is done is up to you.
      Bioluminescence in wings is Stupidly Common.
      There are basically no requirements here, however, just Ideals.

      1. A Seelie's wings ideally use summer inspired palettes when not pulling their colors straight from the rest of the design. Wing shapes are generally rounder/softer/lace-like, or more typically "Tinkerbell" styled. Markings are ideally rounded and soft-edged. Ideal colors include sky tones, natural greens, flower colors, saturated warm colors as the primary color block, and pastels.

      2. An Unseelie's wings ideally use winter inspired palettes when not pulling their colors straight from the rest of the design. Wing shapes are generally harder and pointier. Wing markings are ideally hard edged and "sharp" looking, with jagged or disjointed shapes. Ideal colors are earth tones, animal colors, saturated cool colors as the primary color block, and jewel tones.

      3. A Wild's wings are more likely to resemble hopper legs or spider webs than Seelie or Unseelie. Otherwise, their wings are restricted to colors found in Moths, Grasshoppers, and Crickets, unless a color comes from their Magic Lineage.

    5. Pure white and pure black (#000000 and #FFFFFF) are not allowed in standard MYO OCs. As Fae Wings represent the soul, pure white and pure black are regarded as giant red flags. How Fae can tell the difference between, essentially, Vanta black and Black 3.0 is anyone's guess, but they can and it means bad things. If you want to use #000000 or #FFFFFF on your Fae's wings, you're going to need to run it by me to confirm that your Fae is in fact problematic enough that their soul reflects it in that manner. This WILL be color checked.

      1. Problematic in this case is essentially Extremist Views Of Literally Any Variety. This means everything from Militant Vegans to Fascists to Religious Zealots. If it's an extreme view that leads to the Fae attempting to control the actions of others, it might warrant Pure White/Black in the wings.

      2. This does not include if black is used as the membrane scale divisions.

  2. The core of the Fae must be based on or inspired by something organic in the Fae's home setting OR an existing mythological creature or existing Fae (such as Phouka, Kelpies, Selkies, or Elves). From that basis, it must then be Warped so that it is at least ever so slightly Not Right. This could be a wolf with a cat's tail, a humanoid who looks like they've been put through a taffy machine, a cheshire cat, a humanoid with too many eyes, a mushroom, a horse and pumpkin carriage except both are made of flesh and bone.

    1. Organic things include plants, animals, invertebrates, and fungi.

    2. The single most subtle way to make something unnerving is to move or alter the eyes. However, anatomical changes beyond that will be required.

    3. If pulling from an existing mythological creature please be sure that the creature is from an "open" culture rather than a "closed" one. Notably: W*ndigo and Sk*nwalkers in particular are explicitly not allowed unless you yourself are part of one of the nations or tribes the stories originated from. (Here's an article about cultural appropriation)

      1. Known Closed cultures, list may be updated as time goes on: Judaism, the vast majority of indigeanous American nations (as in all of America, not just the US. Maya, Inca, Innuit, and Aztec all count), many African cultures, the Saami, many forms of Shinto (Jinja Shinto is fine), Hawaiian, Haitian Vodou, many forms of Voodoo, Hopi, Raastafari, Voudon, Druidism, Gardnerian and Alexandrian Wicca, many denominations of Hindu, Zoroastrianism,

      2. While you're allowed to pull from mythology, do not pull from other culture's Gods. Awakened are not Gods, they do not pretend to be Gods, and they should not take the form of Gods. This isn't even getting into the appropriation factor.

  3. Whatever your Fae's Tell in their Glamour is, it is required to appear on the Fae. So if your tell on a Rixixi/B-Nomaly is Ultraviolet, congratulations you're making four references total now.

  4. Plant growths, exoskeleton type bone growth, Antlers/Horns/Tree branches in Weird Places are all excellent ways to make your Fae more Fae.

Examples: