Atlantean Trilogy Archive
Dragonfly-winged sprites fly among carved standing stones under a full moon while oak-bodied oakmen and nymphs rest by a glade pool.The Sidhe, painted for this archive

The Sidhe: overview

Creature, The Sidhe

The faery folk, older than time: they live in deep woods and forest streams, leave faery rings in meadows and are seen only when they choose. Time runs differently in their world.

Also called The Sidhe

From the book

The Sidhe are the faery folk, a race said to be older than time itself, who make their homes in deep forests and woodland streams. They are magical, strange and impossible to fully understand. The rings they leave in meadow grass are the most visible sign of them, and their tricks can range from merely puzzling to genuinely harmful. Although they share ordinary woods with everyone else, nobody sees a Sidhe unless it chooses to be seen, and their magic bends time so that a moment spent among them may equal a year in the outside world.

Every kind of Sidhe shares a few traits. They move through any sort of woodland without leaving tracks or other signs of passing, and they gain +2 on saves vs Perception. Their great weakness is cold iron: ordinary weapons forged of it deal double damage to them, and simply touching a tool or device made of it costs a Sidhe 1-8 points of damage. In return, they can sense any cold iron weapon or tool within 20 feet.

At a glance

Epigraph source
The Lore of the Druids
Members in this chapter
Zazir, Sprite, Oakmen, Boggart, Rabican, Roane, Bakru, Nymphs (dryads, hyads, naiads, nereids, oreads), Spriggan
Time
A moment in their world is said to equal a year in ours
Woodland passage
leave no tracks in any woodland
Saves
+2 vs Perception
Cold iron
non-magical cold iron weapons do 2x damage; contact does 1-8 damage
Sense cold iron
range up to 20 feet