Wukara

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Mysterious, adamant protectors of the forests.

Appearance

The Sidhe are lithe, thin, humanoid creatures of the woods. Their features resemble the forest from which they come, some of them barky and gnarled, others smooth and colorful like petals, some green and prickly, others mossy and soft. The women possess hair full of flowers or harvest wheat, or red leaves. Their many fingers and toes are long and willowy. Sidhe have up to twelve digits on each hand. Their appearance changes as they age, mimicking the seasons, starting lush and green as they are born and turning to a withering grey in the winter of their life.

Their clothes are made of leathers, cotton, and hardened, petrified wood.

OldSidhe.jpg

Personality

Sidhe are proud and defiant and can be callous or antagonistic toward those who do not accord the forests or their kind with respect. Yet in times of plenty, when they are approached with respect and consideration, Sidhe are likely to share the splendors of their forests with weary travelers and provide guests with salves, wines, and provisions.

Habitat

The Sidhe sometimes live inside the trees themselves. The Sidhe speak with the trees, and it is not uncommon for a Sidhe to adopt a particular tree like a child or pet. The largest Sidhe population by far is in the forest of Qaeld, at the Sidhe Court, but they can be also be found in Tenebra, Bosemya, The Blue Wood, The Dusk Wood, and Haven.

Society

The Sidhe are clanlike, referring to their clans as "branches." Sidhe are extremely like-minded within their particular community, valuing unity. Sidhe distrust books and prefer a vocal impartation of wisdom as opposed to the widespread dissemination of printed knowledge. Most Sidhe are of a Naturalist bent, and Sidhe with Entropist or Industrialist tendencies are quickly ostracized by others of their kind who do not share their views. Sidhe get along best with Trowls, Sobaki and Woodlanders.

Adventurers

A quest to save a sapling, last of its kind, or a hunt for the evil beast which destroyed not only an entire grove, but a group of Sidhe children would make fine reasons for a Sidhe to join in an adventure. As would fighting off a horde of wardrones, seeking an end to an evil mage’s curse of endless winter, or solving the mystery of a farming town blight. Sometimes solitary Sidhe are the result of estrangement from a branch or the sole survivor of some catastrophe, and may be in search of a new place in the world.

Max Caps

Powers

  • Wardrone Menace: Whenever a Sidhe makes a hand-to-hand attack against a mechanical creature, he or she can spend one or more Mana Points. If the attack succeeds, the mechanical creature progresses one step down the Condition Track for each Mana Point spent.
  • Touch of Gaeis: A Sidhe can spend a Mana Point and make an Insight + Lore: Medecine or Occupation: Healer check against a DL of 15. For each point of success, the Sidhe heals a point of damage (even Tainted Damage) sustained by a target the Sidhe is touching.
  • Healing Aura: Each time an ally within ten feet of a Sidhe artificially heals damage (by drinking a potion, applying a salve, casting a healing spell, eating healing fruit, etc) they heal for an extra point.
  • Forest Children: In wooded areas, Sidhe receive a +2 racial bonus on Hide and Sneak checks.