As exiled nobility, the sidhe remember a time when they ruled proudly in a living dream. Known and feared as the Good Folk, their whims enchanted and terrified mortals for millennia. Now that tale has ended. The gates to Arcadia have closed, the song has ended, and their new kingdom grows cold. Though they fear death like few faeries could, they are facing their fate with regal bearing. While others consider them cold and arrogant, the sidhe refuse to lie down and die. For them, the dream is still alive and they strive to awaken the world from its slumber. Faerie passions run deep – love or vengeance is never forgotten. The ideals of the sidhe are even fiercer, and it cost them dearly. Such passion has its price, though. Even Seelie heroes would rather destroy themselves in a blaze of glory than fade away. Their less energetic brethren lose hope and become self-indulgent, letting their freeholds fall into despair as easily as they fall into melancholy. Others become Unseelie tyrants, ruling through cruelty and intrigue. Though exotic in their beauty and lost in their ideals, a few travel among the commoners. The blessing and curse of the sidhe is to live deeper in the Dreaming world than most fae ever will. This walking dream state gives most sidhe a glazed look and unfocused air. Sidhe are also notorious for switching between Courts without warning. Considering their whims, it’s no wonder few changelings trust them. Banality is a deadly curse, and sidhe suffer more from it than any other Kithain. Death is an even greater fear, for sidhe are not believed to be reborn as other changelings are. In these dark times, most never return from death; it is speculated that the few that do are reincarnated as commoners – for them, a fate worse than death. Faced with this dire fate, they resent the Arcadian sidhe for exiling them from paradise. The most hopeless of the Earth-bound sidhe quest in vain for Arcadia or throw themselves into orgies of Glamour gathering to sustain themselves. The sidhe resemble humans of unearthly beauty; their bodies are perfect, their features pleasing and their hair richly colored. They are ethereal and carry a hint of sadness even when they laugh. Tall and lean, they are fierce and regal, with tapering pointed ears, angular features and a commanding gaze. Their eyes are of odd, yet striking colors, such as violet or silver. Most tend to hold valuable positions in the mortal world. Wealth and privilege are common to them, and they are expected to live affluent lives. Those who cannot often become resentful and fall into a very Unseelie state of mind.

Childlings know of the blessings of their inheritance from a very early age. The best of them act like perfect little gentlemen and ladies, but the worst of them are spoiled rotten and throw tantrums when things don’t go their way.

Wilders know they have the opportunity to indulge their every whim outside of the court. Although high spirited and presumptuous on occasion, they are watched carefully once court begins. Seelie wilders are overconfident that their chivalry and nobility will prevail; Unseelie wilders are rebellious and scheme for power.

Grumps fully realize the weight of their lofty positions. Many carry the burden of memories of years gone by. They pine for their glory and grieve the mistakes they have made. Their greatest release from this introspection is the intrigue of the court.

Affinity: The Sidhe have not spent enough time on earth to acquire an Affinity.


  • Awe and Beauty — Sidhe get two extra dots of Appearance during character creation, even if this increases scores above 5. They cannot help but stand out in a crowd. The fury of a sidhe scorned is a majestic and terrifying sight. When one is impassioned, all of her Social rolls ( especially Empathy or Intimidation rolls ) are at a -2 difficulty. Anyone who tries to attack an angry sidhe head-on must make a Willpower roll; this difficulty ranges from a 6 ( for the average sidhe ) to an 8 or 9 ( for one of a suitably higher station ). These abilities only affect other Kithain and the enchanted, unless the sidhe calls upon the Wyrd.
  • Noble Bearing — Whether heroes or villains, all sidhe are dignified. Any cantrips that would directly make them look foolish immediately fails. Sidhe cannot botch Etiquette rolls.


  • Banality’s Curse — Sidhe are truly not of this world. The taint of banality affects them more strongly than it does other fae. Each temporary point of Banality that a highborn gains becomes two points. If a sidhe character must make a roll at a difficulty equal to her Banality ( or a roll that’s resisted by Banality ), treat it as one level higher. Sidhe are also prone to fits of depression. The weakest of them can overcome these fits by changing their Legacies back and forth. When this happens, the spell must last at least from moonrise to moonrise, or sunset to sunset. Strong willed sidhe escape the mania by retreating further into their Legacies; Seelie become impossibly idealistic and Unseelie sink to the very depths of villainy. Their great extremes can make them almost unendurable.


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