The book contains a description of how Sidhe can tap into the power of their magical ancestry and its close ties with their environment to achieve access to Mysteries beyond the reach of lesser creatures. The practices described use a blend of extensive martial training, deep understanding and access to magical powers, and a practice of meditation and mental exercises meant to enhance the balance of body and mind with the practitioner’s martial and arcane expertise.
Table of Contents
- Table of Contents
- Sidhe Mysteries
- Levels of Dedication
- Practices of Expertise
- Progression Summary
- Other Sidhe Qualities
- Some Terminology
Sidhe Mysteries
A Sidhe with an appropriate teacher may embark upon the process of acquiring the knowledge of the Sidhe Mysteries. This is a layered progression of knowledge and self improvement that brings the Sidhe into exquisite harmony with themselves and their environment and able to bring forth certain powers from that cohesion. The greater the level of mastery or Dedication, the more effects that the Sidhe is able to bring forth within the span of a day. This is reflected in their daily access to a number of Sidhe Blood Points. Blood Points are, in turn, spent to produce learned effects. Most cost a single point to produce, some rare and powerful effects may cost more.
Each Level of Dedication that a Sidhe achieves will not only unlock additional Blood Points available each day, and some additional minor abilities, but gives access to a wider range of Practices of Expertise. Practices of Expertise are essentially new abilities that the Sidhe can learn to perform as their experience and expertise progresses. Some practitioners may choose to concentrate on getting a wide range of Practices and relatively few Levels of Dedication, giving them a variety of abilities to draw on as needed. Others may choose only a few Practices, preferring to concentrate on advancing their Levels of Dedication as much as possible giving them the ability to use those Practices they know more often.
Only a truly talented and experienced Sidhe will advance far in both Levels of Dedication and Practices of Expertise.
Levels of Dedication
Initiate (Level 1)
8 Point Quality
Prerequisite: Must be a member of the Sidhe species.
The possessor has one Sidhe Blood Point that can be used to power Practices of Expertise once per day. The Initiate regains their spent Blood Point the following dawn. The Initiate also has a +1 to Stealth rolls made in natural environments.
An Initiate may select a traditional Sidhe weapon to which they will be bonded, subsequently called their Luthacarma. The Sidhe must have at least assisted in the creation of the weapon. Creating the Luthacarma requires a WIL+DEX check with 3 success levels. At most, this bonding check can be attempted once per day. If the Initiate is unable to bond with that weapon within a moon phase (a week) they will not be able to bond with that weapon and must begin again with another.
If the Sidhe attempts to bond with their Luthacarma when not in Tir-Na-Nog, they use a d8 for the roll rather than a d10.
Apprentice (Level 2)
10 Point Quality
Prerequisite: Must be an Initiate.
The possessor has two Sidhe Blood Points that can be used to power Practices of Expertise. The Apprentice regains 1d4 Blood Points, up to their maximum of two, each dawn. The Apprentice also has a +2 to Stealth rolls made in natural environments.
An Apprentice gains the ability to bond with a Fey creature becoming a companion or Cuimandur. In some cases other forms of magical creatures may also become a Cuimandur. The Cuimandur will generally try to remain near the Sidhe and will follow basic requests as best it can. However, in some cases it may leave for short periods to hunt, exercise, or if the Sidhe goes somewhere they cannot readily follow. If the Cuimandur is killed, the Apprentice must wait a moon cycle before bonding with another. The Sidhe Apprentice always has some awareness of where their Cuimandur is.
Adept (Level 3)
12 Point Quality
Prerequisite: Must be an Apprentice.
The possessor has three Blood Points that can be used to power Practices of Expertise. The Adept regains 1d4 Blood Points, up to their maximum of three, each dawn. The Adept also has a +3 to Stealth rolls made in natural environments.
An Adept can take a moment of contemplation while touching a plant to gain a basic understanding of the relative health and well-being of the plant and, to a lesser degree, the surrounding environment. The older and more entrenched the plant is in the surrounding environment the more accurate the information is likely to be.
Hunter (Level 4)
14 Point Quality
Prerequisite: Must be an Adept.
The possessor has four Blood Points that can be used to power Practices of Expertise. The Hunter regains 1d4 Blood Points, up to their maximum of four, each dawn. The Hunter also has a +4 to Stealth rolls made in natural environments.
A Hunter has the ability to mimic the sounds of small natural creatures with which they are familiar. A Hunter may share their Life Points with their Cuimandur at will as long as it is within sight or earshot of the Hunter.
Forest Warden (Level 5)
16 Point Quality
Prerequisite: Must be a Hunter.
The possessor has five Blood Points that can be used to power Practices of Expertise. The Forest Warden regains 1d4 Blood Points, up to their maximum of five, each dawn. The Forest Warden also has a +5 to Stealth rolls made in natural environments.
A Forest Warden gains an Acute Senses Quality of their choice.
Exemplar (Level 6)
20 Point Quality
Prerequisite: Must be a Forest Warden.
The possessor has six Blood Points that can be used to power Practices of Expertise. The Exemplar regains 1d4 Blood Points, up to their maximum of six, each dawn. The Exemplar also has a +6 to Stealth rolls made in natural environments.
The Exemplar can make themselves understood by natural or Fey creatures within earshot as long as what they are trying to convey is within the understanding of the creatures.
The Exemplar may bond with a second Luthacarma. The process is the same as for their first Luthacarma, but the check requires 5 success levels.
Practices of Expertise
Always Ready
10 Point Quality.
Prerequisite: Must be a Hunter. Must have a Luthacarma.
Cost: 2 Blood Points
At the flexing of their fingers in a specific pattern, and with the expenditure of 2 Blood Points, the Sidhe is able to instantly call their Luthacarna to their hand. The Luthacarna must be within 3 breaths (about 100 metres) of where the Adept is when they summon it. When using this ability the practitioner doesn’t need to know exactly where their Luthacarma is, so long as it is sufficiently close.
If the Luthacarma is being held by another at the time it is summoned they can make a WIL+STR check with target success levels equal to the Level of Dedication of the Sidhe.
Archer’s Wrath
8 Point Quality.
Prerequisite: Must be a Hunter. Must have a bow Luthacarma or similar.
Cost: 1 Blood Point
As the Sidhe fires or throws a projectile (typically an arrow) it becomes sheathed in flame. When it hits it will do both arrow and fire damage (2d8) as well as having a chance to set the target on fire, depending on the nature of the target and what they are wearing.
Optionally, the projectile can cast significant light, or be relatively subdued.
Cleansing Rain
6 Point Quality.
Prerequisite: Must be an Apprentice.
Cost: 1 Blood Point
The Sidhe traces lines of power in the air before them and then takes a step through that space. Once they complete that step both they and their clothes are clean, free of any grime, dirt, blood, and smell.
This effect does not fix any cuts or damage on the clothing, nor does it have any restorative or healing effect.
Optionally, the practitioner can apply a light natural fragrance of wildflowers, pine forest, salt and sand, or any other natural scent they are familiar with.
Endless Quiver
7 Point Quality.
Prerequisite: Must be an Apprentice. Must have a bow Luthacarma or similar.
Cost: 1 Blood Point
The Sidhe is able to spontaneously create an arrow as they reach for one from their quiver as they prepare to fire it from their Luthacarma. The projectile otherwise works as normal in terms of attack rolls and damage. After the arrow or projectile has hit or lands it fades back into non-existence.
Each use of this ability provides the ammunition to take one shot or throw.
Finishing Shot
8 Point Quality.
Prerequisite: Must be an Adept. Must have a bow Luthacarma or similar.
Cost: 1 Blood Point
The Sidhe fires an arrow, but reality ripples slightly around their hands and the arrow they are firing. This creates a second arrow that is fired at the same opponent and with the same attack rolls and damage.
Effectively, if their attack roll hits, the target will be hit by two arrows rather than one. Dependent on the armour the target wears this may double the damage taken.
Heavy Rain
6 Point Quality.
Prerequisite: Must be an Initiate. Must have a bow Luthacarma or similar.
Cost: 1 Blood Point
The Sidhe fires an arrow from their Luthacarma as normal, but when it hits it does an additional 1d6 piercing damage and pushes the target back 10 feet. The push back can be resisted by the target with a STR+WIL check with target success levels equal to the Level of Dedication of the Sidhe firing the arrow.
Herald of Will
8 Point Quality.
Prerequisite: Must be a Forest Warden. Must have a Luthacarma.
Cost: 1 Blood Point
The Sidhe imbues their Luthacarma or a projectile fired from it with a spell they cast. The spell takes effect on the creature or location next hit by the Luthacarma rather than however the spell is usually targeted. For a projectile weapon, the effect takes effect wherever it hits, whether or not it is the intended target.
Hunter’s Whisper
7 Point Quality.
Prerequisite: Must be an Adept.
Cost: 1 Blood Point
The Sidhe whispers a short message quietly as they make a gesture in front of their mouth. They select another person or creature they can see, and that person then hears the message immediately and clearly as if it were spoken directly into their ear. This can affect two targets if they are next to one another. An Exemplar can choose to have this effect as many people as they can see.
Infiltration
7 Point Quality.
Prerequisite: Must be an Initiate. Must have a Luthacarma that fires projectiles or can be thrown.
Cost: 1 Blood Point
The Sidhe imbues their Luthacarma or a projectile fired from it with their sight. The Sidhe is able to see from the point of view of the Luthacarma or the projectile for the duration of its flight. Once it stops or lands the effect ceases.
The ability to see is limited in the same way as if the Sidhe themselves were traversing that distance and seeing from the same positions. The ability to see given lighting conditions and any Acute senses would apply as normal.
Inspiring Maneuver
9 Point Quality.
Prerequisite: Must be a Forest Warden.
Cost: 1 Blood Point
The Sidhe engages an enemy in combat using their Luthacarma and expends the blood point cost. The Sidhe then takes an attack with a d12 (rather than d10) to hit, but, due to their dedication to striking their enemy, they also have to use a d8 (rather than d10) to make Dodge or Parry rolls until their next action. The actions of the Adept must be within sight of an ally within 15 feet. When resolving the effects of the attack, any allies within that range will heal half the damage dealt by the Inspiring Maneuver.
Note that allies must be conscious and able to observe the Sidhe performing the maneuver.
Leaping Predator
10 Point Quality.
Prerequisite: Must be an Exemplar. Must have a bow Luthacarma or similar.
Cost: 2 Blood Points
The Sidhe fires an arrow from their Luthacarma, or throws it, as appropriate. Once the projectile hits, the Sidhe immediately vanishes from where they were, leaving behind a small cloud of mist, and immediately arrives at the location where the projectile hit. The Sidhe does not cross the space between the two points but immediately vanishes from one point and appears in the other.
Predator’s Instinct
9 Point Quality.
Prerequisite: Must be a Hunter. Must have a Luthacarma.
Cost: 1 Blood Points
When the Sidhe hits an enemy with their Luthacarma, they are able to spend a Blood Point to gain additional knowledge about the target of their attack. They may learn one of the following pieces of information about their target at their own discretion:
- Any resistances or immunities the target may possess.
- Any particular vulnerabilities the target may possess.
- Whether or not the target originates from this dimension.
- Some indication (to the Director’s discretion) of the primary current intent of the target.
- Whether the target has access to magic (has the Sorcery Quality).
- Whether or not the Sidhe and the target have fought before.
The Predators Instinct can be repeated against the same target if desired for the same cost on subsequent rounds.
Shapechangers, Changelings or targets that employ magic specifically designed to mask their nature or appearance may be able to resist this ability to some degree using either WIL+CON or CON+Spell Power Level vs PER+Level of Dedication of the Hunter.
Reconnaissance
10 Point Quality.
Prerequisite: Must be an Apprentice. Must have a Cuimandur.
Cost: 1 Blood Point
The Sidhe can connect their senses with those of their Cuimandur. They are then able to sense anything their Cuimandur is able to sense, but lose the ability to sense from their own body for the duration. The effect lasts as long as the Sidhe wishes up to about 10 minutes, or until they want to cancel it. The effect is also difficult to maintain over more than 18 breaths (about 500 metres), and will require a Sidhe Blood Points+CON check. Over 40 breaths (about 1 kilometre) the effect is broken.
Alternately the Sidhe can touch their bonded creature and concentrate briefly to gain access to the memories of what the creature has seen and heard for the previous 10 minutes. This may include other senses where the creature particularly relies on that sense (such as a dog’s sense of smell).
Striking Ûl
7 Point Quality.
Prerequisite: Must be an Adept. Must have a bow Luthacarma or similar.
Cost: 1 Blood Point
The Sidhe fires an arrow from their Luthacarma, or throws it, as appropriate. The projectile is able to pass through solid objects to reach its target unimpeded. It also ignores armour (excluding Natural Toughness) when calculating damage. Note that objects that the projectile passes through may still make it difficult for the Sidhe to see exactly where their target is, increasing the difficulty to hit them in the normal way. For example, if the target is hidden behind a tree or a wall aiming at them will still be difficult as their exact location is still visually obscured.
Vanguard
6 Point Quality.
Prerequisite: Must be a Sidhe Initiate. Must have a Luthacarma.
Cost: 1 Blood Point
The Sidhe can cause their Luthacarma to emit a glow of light equal to bright firelight or lantern light. This is sufficient to see clearly within about 40 feet, with reduced visibility past that point. The Sidhe can choose the colour and appearance of the glow to some degree, such as it’s colour and whether or not it flickers or pulses.
Progression Summary
| Level | Title | Blood Points | Available Qualities (always includes above) |
| 1 | Initiate | 1 | Heavy RainInfiltrationVanguard |
| 2 | Apprentice | 2 | Cleansing RainEndless QuiverReconnaissance |
| 3 | Adept | 3 | Finishing ShotHunter’s WhisperStriking Ûl |
| 4 | Hunter | 4 | Always ReadyArcher’s WrathPredator’s Instinct |
| 5 | Forest Warden | 5 | Herald of WillInspiring Maneuver |
| 6 | Exemplar | 6 | Leaping Predator |
Other Sidhe Qualities
Changeling
20 Point Quality
Characters with this ability can change their appearance through force of will. They are able to achieve this feat up to their Constitution times per day. The shapeshifter is able to alter their appearance in a range of ways from the relatively simple to a thorough transformation. However, the extent of the change affects the difficulty in performing it.
When changing appearance the Changeling calculates the difficulty according to the following table. Add all modifiers that apply and that gives the required success levels for the change:
| Modifier | Notes |
| +4 | Person never seen |
| +3 | Person seen only once |
| +2 | Person seen a few times or only from photos |
| +1 | Person that the Changeling is very familiar with (family member, close friend, etc) |
| +1 | Change of physical gender |
| +1 | Change of height by more than 6 inches |
| +2 | Change of height by more than 12 inches |
| +1 | Significant change in weight |
| +2 | Addition of new body element (tail, horns, extra limb, etc) |
| +1 | Emulate voice as well as appearance |
| +1 | Per previous different appearance taken today. The current form doesn’t add this modifier to maintaining rolls. |
Once the target Success Levels is calculated the Changeling can roll CON+WIL to attempt the change. If the Changeling fails the roll they simply find themselves unable to take the form, and can try again the next day.
Changing to a new appearance does not grant any of the abilities that the changeling did not already possess. For example, if the new form appears to be more muscular the changeling does not undergo a significant change in strength.
Maintaining a new appearance puts a strain on the Changeling. To maintain a new appearance the roll for the change must be repeated after 10 minutes, 1 hour, 3 hours, and 12 hours. Once the changeling has successfully held the form for over 12 hours they can do so thereafter without further checks. Further, they get a +1 bonus to any check made to adopt that same form in the future.
The Changeling is also able to make smaller alterations to their own appearance. Small changes such as a change of hair colour or length, hiding or emulating minor injuries, change of eye colour, or other smaller changes where the majority of the Changelings appearance remains the same merely require a successful CON+WIL test. In a similar way the Changeling can increase their Attractiveness by one level with a check of 2 success levels. Or, can decrease their Attractiveness by a number of points up to the success levels of their check.
Example 1: Adora wants to attend a VIP party under the guise of being Victoria Beckham. She has seen and even studied many pictures of her, so the familiarity modifier is only +2. However, Victoria is much taller, so there is another +1 for change in height over 6 inches. Earlier she was pretending to be blonde, however, so she also has a +1 modifier for a previous form taken today. So, she needs 4 success levels on her WIL+CON check.
Example 2: To scare some kids at halloween Adora decides to appear to be Ogda. She has only met him twice, and in dim light, so the familiarity modifier is +3. He is much taller than Adora so there is also a +2 modifier for a change in height over 12 inches. He also has a lot more body mass (mostly muscle and fur) so that is a +1 for significant change of weight. This is also a change of gender so that adds another +1. Oh, and Ogda has horns so that is another +2. She decides she probably can’t get away with her own voice in that form, so she also changes her voice. That’s another +1. So that’s 10 success levels all up. That is going to be pretty tough. Time for a Drama point?
Example 3: To mess with Lindy, Adora decides to turn up at the Cobweb Club as her own twin brother, Adrian! He is her identical twin, so she wants to look exactly like herself but, like, the boy version. That is +1 for change of Gender. She keeps her own voice and just talks a little deeper. Lindy isn’t really fooled, but is startled and seems a little confused, so it’s a good joke regardless.
Deep Breaths, Long Strides
6 Point Quality
Some Sidhe achieve a deep level of synergy with their body and their breathing and are able to push themselves into a state of physical and mental equilibrium where they are able to run vast distances at good speed with relatively little strain. Sidhe who have this quality can run at around 20 kilometres an hour for a number of hours equal to their Constitution score and remain in decent condition at the end of that distance. After each hour of rest thereafter they can make a WIL+CON roll with success levels indicating how many more hours they will then be able to run if they desire to, with a maximum of their Constitution score. Each time they complete a run this check gets a cumulative -2 penalty.
Example: Calliope has an urgent message to deliver to her King, but he is far away hunting a particular prey for a feast. Calliope has a Constitution of 4, so she can run about 4 hours, covering just about 80 kilometres in that time. After that she takes a rest for an hour. After an hour rest next to a stream in the woods where she can take some water and listen to the sounds of the forest she rolls to see if she can run again. Her WIL+CON comes to 8, and she rolls a 6, giving her 14. Three success levels. She can run another 3 hours. However, Brinn’s hunting camp is only about 30 kilometres further away, so she is there in about an hour and a half. She rests again while Brinn ponders his response. She takes some food by the cooking fire, and one of the hunters shares some spring water and honey wine with her. After a couple of hours King Brinn gives her the reply to memorise and asks her if she will be able to return to the throne room with the message by end of day. Calliope rolls to make an additional run today. She rolls a 10, giving her 18. But, she has a -2 because she has already rolled for an additional run today. This brings her result down to 16, or 4 success levels. She can definitely run most of the way. With another rest she should be able to push through the last few kilometres, but is likely to be getting back around dusk. Brinn nods, and thanks her. “I would trust no other with a message of this import”, he says. He bids her make the journey in safety and to take some time for leisure until his hunt returns in a few days time.
Sidhe Bloodline
10 Point Quality
The character that takes this Quality is a descendant of a Sidhe bloodline, a child of Sidhe parentage.
The Sidhe are a proud people, dedicated to the improvement of their own species and living in symbiosis with their environment. They are incredibly long lived and have excellent memories. Slights against them are well remembered. Often for centuries. But they are also forgiven readily as their understanding of how to use the time they are given differs from the short-lived species around them. They have a sense of humour, but it is wry, subtle and slow. And rarely shared with outsiders. So, they can sometimes appear overly serious to others. Because of their long lives they are rarely in a rush. Plans and objectives that may take years or decades to unfold are not uncommon. Also, when they take a life partner, they expect to do so for, perhaps, centuries. So, they are usually slow to do so and are especially selective of who they may choose, ensuring they are just right. This also leads them to try to experience many things and many types of relationships before they determine who and what suits them best.
In appearance the Sidhe have delicate, well defined features and tend toward the beautiful. Their bodies tend to be slender, and their muscles strong but not bulky. Their eyes are bright and deeply coloured, often very effective. They can see better in the dark than most species only taking a slight penalty for seeing in the dark, especially if there is natural light (such as moonlight) present. And their ears grow to a sharp point. Some family lines have longer sharper ears than others, some have more of a curve in their length. All are considered a blessing and a sign of their proud heritage. Because they work hard, and mix hunting, arcane, and martial training into their lives they tend to remain in good shape and of sharp mind for the hundreds of years their lives can span.
Sidhe spend their lives among nature and do not like to hide themselves away from feeling the wind on their skin or feeling nature around them. As such they generally wear simple and thin clothing that keeps them connected with their environment. Because of this they have grown relatively resistant to feeling ill effects of heat or cold from their environment and their rolls to resist such effects gain a bonus compared to other species.
Those with a Sidhe Bloodline inherit some of the magical and genetic nature of their parentage. Members of the Sidhe species gain the Acute Senses (Sight) quality as well as the first level of the Sourcery quality.
Not all inheritors of the Sidhe bloodline gain the Changeling quality, but most are still able to make themselves look a little more human than their natural Sidhe features indicate. Similarly, not all will study the Sidhe Mysteries. However, those secrets are closely guarded and not shared with those that do not have Sidhe heritage.
Some Terminology
Some of the terms used in the document above are derived directly from the language of the Sidhe.
| Breath | The Sidhe measure distances differently to humans. A breath is a rough measure of distance indicating how far a Sidhe can typically run having taken one breath. Three breaths is about equivalent to 100 metres. This is something of a sliding scale as the distances get longer, more breaths are assumed for the distance, as the run becomes less a sprint and more of an endurance. |
| Cuimandur | An animal companion that is magically bonded to a Sidhe. Literally: animal trusted friend |
| Fey | Creatures or things native to Tir-Na-Nog. Or something that is heavily affected, even created, by the magic of the Sidhe. |
| Luthacarma | A weapon or tool with which a Sidhe has spent extensive time practicing and has a somewhat magical connection. Luthacarma are considered mildly enchanted. Literally: enchanted weapon |
| Tir-Na-Nog | The name of the kingdom ruled by the Sidhe in their home dimension. Also used more generally to refer to the whole of their home dimension. |
| Ûl | A ghost or specter. Something that is and is not physically present in the world. |