"Big Bad Wolves? Girls getting stuck in towers? Gold spinning Faeries stealing firstborns? What if I told you Faerytales were real, they just haven't happened yet?"
"With a Kiss"
"As the Sun Sets"
• Faery Dust: Sprite Dust cast into the eyes to blind the user from strong spells that overcome the senses.
• Faery Food: Unnecessary for Faery survival, an indulgence. If outsiders to the Sidhe partake of this faery food, they are inseparably connected to the Sidhe and its powers.
• Faery Hunter Guide: A guide constructed by *The Cursed, *Scientists, and *Skinwalkers to fight faeries, using the Fae’s strengths and weaknesses against them.
• Faery laughs: A Fringe Power used to cause emotion in the hearer: terrifies, soothes, encourages, discourages.
• Faery Locks: Tangled hair caused by faeries in the night. Also known as bed hair.
• Faery Marked: Birth marks, birth defects, freckles, dimples: any mark caused by faeries that influence the skin.
• Faery Masquerade: These parties are a favorite amongst faeries. It is the preferred way to mingle the Seelie Courts with the Unseelie Courts to avoid disruptions and clan wars during important ceremonies where all Fae citizens must attend for magical and legal purposes. Favorite materials for masks include the usual lace, beads, chains, spikes, thorns, leaves, flowers, and horns. More unusual decorations consists of flapping butterfly wings, Cyclops eyeballs centered on the forehead, growling fox fur, beating hearts, captured stars, and bat wings with no eyeholes. It isn’t unusual for some Faery faces to be confused as masks.
• Faery Music: Hypnotizes, entrances, and puts the hearer in a daze where time is lost.
• Faery Ring: Darker grass making a ring on dead grass, a portal caused by faeries to travel from the mortal world to the Sidhe. All stars must be aligned for it to work.
• Faerytales: Prophecies passed down from druids; the stories of which have traveled over the continents of the mortal world and are collected by the *Cursed into a book of faerytales. They are forbidden in the Sidhe because when opened there, the pages fill with actual events as they happen. Prophecies work in cycles; as the story is fulfilled, it begins again (like a cliché with its own twist). Also known as bedtime stories.
• Faery Time: Times moves swifter in the Sidhe than it does in the mortal world; it moves erratically, is difficult to predict. Time is marked by cloud drifts and star movements—though a general rule of thumb is that three months in the Otherworld can be estimated to a day in the Sidhe. Though time, like midnight, can be delayed. Certain faery Holidays coincide with mortal ones.
• Falias: There are four cities in the Sidhe. Falias is the capital in the mountains located in the north. It sustains the *Stone of Fal, and serves as the headquarters of the ruling court, be that Seelie or Unseelie, depending on the Sovereign in power. See *Four Cities.
• Fate: Destiny caught up in the pages of the faerytales. The Norn hold the life and fates of Fae and mortal alike in their claw-like hands. See *Norn (list of creatures).
• Fey stone: An enchanted stone that resembles a hand mirror or a baby rattle. Depending on the connection between the giver and the receiver (and the levels of *Sensitivity), the reflection on the face of it displays what the one who gifted the stone wants the receiver to see and/ or what the giver sees. Time and/ or distance from the giver to the receiver affect its power. The greater the time and distance, the more power the giver has over it. In the absence of this separation and when in the Sidhe, the receiver may see what they wish to see, instead of the other way around. Under these same conditions and in places where time moves slower, the stone is rendered useless between giver and receiver. Also known as Swirly toy, Rattle, and Mirror.
• Findias: There are four cities in the Sidhe. Findias is the capital set in a land pitted with craters, sands, and lava, located in the south. It sustains the *Sword of Nuadha. It is a popular hangout for Unseelie Creatures. See *Four Cities.
• Firstborn: In a typical Fae family, this is the one who inherits certain *Core Powers passed down from a long line of magic users. In royalty, it is the one who inherits the power of sovereignty.
• Flair: A power reserved for a *Keeper (see list of creatures). The ability to recreate one of the four elements: fire, water, air, earth.
• Four Treasures: These treasures are the lifeblood of the faery kingdom; where all magic and power originates that sustains and nourishes all faery kind, without which, the faery kingdom and all of its inhabitants would perish. Only a *Keeper or someone of the royal *bloodline can handle the Four Treasures and survive. Keepers hold the right to work the power found within a treasure. See also *Stone of Fal, *Cup of Dagda, *Spear of Lugh, *Sword of Nuadha, *Magic Deprivation.
• Four Cities: Capital cities in the Sidhe on the four corners of the island, each of them are ruled by a Keeper Princess, each represents a different element and protects one of the *Four Treasures: See *Falias, *Findias, *Gorias, *Murias
• Fringe Power: One of the three powers that the Fae possess. It’s extra power that can be gained by curses, spells, enchantments. Shed or worn as easily as clothes. See *Powers.
• Frogs’ breath: Magical substance that duplicates one of the four elements of fire, water, earth, and air without the nasty repercussions, an illusion that creates a real physical response in the user. When duplicating fire, it makes the perfect campfire to sleep on…though a bit stinky.
• Gawain: Unseelie Prince raised in the Seelie Court by adoptive parents.
• Geis: A sacred vow made from and/ or to a faery. The promise is more powerful when both hands are placed on either side of the face when the vow is spoken. If broken, the face will scar where the hands have touched. A broken promise can cause weakness, deformity, and sometimes death.
• Gold: Symbolizes magic in faerytales.
• Gorias: There are four cities in the Sidhe. Gorias is the capital set in the kingdom made up of islands of clouds floating through the skies, located in the east. It sustains the *Spear of Lugh. See *Four Cities.
• Half mortal/ half Fae: Once in a blue moon, a faery and a mortal will fall in love. When this happens, the subsequent children will either carry the characteristics of both parents or just the one. When carrying the characteristics of both parents, this half mortal can be more powerful than a full Fae since they are immune to certain faery weaknesses.
• Hair: Certain species of faeries keep their core powers and virtues in their hair. The stronger the hair, the stronger the powers and virtues held within it. See *scissors in Faery Hunter glossary.
• Healing: Some Fae have the ability to heal. However, no faery has been known to bring a mortal or another Fae back from the dead. See *Tears.
• Holidays: Also known as Day Alignments when the veils between the Sidhe and the mortal world are at their thinnest and portals are more easily opened. These specific celebratory rituals and religious holidays are observed in both the Sidhe and the mortal world at simultaneous times, i.e.; Midsummer’s Eve, Solstice, Brigid’s Day, Hallow’s Eve. Beltane Day, Yule. See *Time.
• Iron: Faeries need a connection to the Sidhe through means of the *Four Treasures. Iron breaks that connection and grounds faeries to the Mortal world by blocking their powers. Touching iron is quite painful for the Fae. When in contact, it causes heat and sparks as reaction. Loss of powers depends on intensity and longevity of iron contact. Iron is fatal to the *Stars, and signals the end chain of fusion. It makes up the core of the mortal world, and acts as a vacuum, pulling on Fae power and consuming it. See *Spindle, *Spinning Wheel, *Four Treasures, and the *Faery Hunter Guide.
• Keepers: *Princesses, guardians, and workers of one or more of the *Four Treasures in the Sidhe. See *Stone of Fal, *Sword of Dagda, *Spear of Lugh, *Wand of Nuadha. Original princesses, who were also keepers, were named *Niamh, *Ratis, *Cailleach, *Onagh (see List of Creatures). No one, but those with the correct *Bloodline can touch the treasures and live.
• Kisses: A dangerous practice, especially from faery to mortal. Depending on the faery’s intentions, results can be disastrous or beneficial. If the faery’s intentions are noble, it works like a sixth sense; bestowing visions, foretelling, healing, courage, power, protection and/ or faery sight. If intentions are malicious, kisses may cause banishment, curses, enchantments, deformities, and even death. Kisses from a *Leannan Sidhe or someone of the correct *Bloodline, can break a *Curse, *Enchantment or *Counterspell, but only in accordance to the related prophecy.
• Last breath: Glue sealing spirit to body (in Mortal and Fae).
• Leannan Sidhe: Also known as faery sweetheart, soul mate, or the other half between a male and a female faery. It is the natural counterpart, like two pieces of a broken soul reconnected. In order to become man and wife, a proper ceremony will make the union official, but no magic words like I do need seal the two together, but a kiss where magic is exchanged. It is binding and impossible to break without nasty repercussions to both parties. Finding a Leannan Sidhe is a rare occurrence, even with the Fae. It sometimes is discovered through a touch, a kiss, or the breaking of a curse or enchantment.
• Loom: A device used to make up clothes made up of * Snáth den saol. Weaves clothes instantaneously. The Emperor’s New Clothes was the result of such a magical heirloom.
• Love: Love is the closest thing mortals have to magic. It is the most powerful magic with both Fae and mortals, and is the least understood. Fae and mortals must never fall in love with each other. It is the last and most important law of the Sidhe. It complicates things, might throw the Sidhe in the middle of a crown war. See *Leannan Sidhe.
• Love potion: Causes enhanced feelings that already exist at a minor level, dangerous in the wrong hands.
• Magic beans: The keys to open the portal from the mortal world to the Sidhe through the means of a beanstalk.
• Magic deprivation: When cut off from the power of the *Four Treasures, a Fae’s body undergoes sickness, and if not treated, eventually suffers death. The Fae’s power source depletes as follows: Fringe, Vitals, followed closely by the Core. See *Core, *Fringe, *Vital, and *Power.
• Marriage: Similar to a *Geis. A powerful spell in the Sidhe binding two individual souls together as man and wife. There is no way to undo this spell without serious psychological and physical repercussions, the consequences more dangerous than breaking a *Geis. Both participants must be in accordance when making this vow. If the participants are too young to marry at the time of contract, it acts as a long betrothal until they are of age.
• Marriage spell: In order to marry, a bright shell is placed over the bride’s heart, along with a straw wand. She chants the spell and the male repeats it. The ceremony is then sealed with an agreement of marriage by means of three kisses stolen, three kisses returned. If it is not, the marriage spell remains on both the male and female for a full season until it loses its power. Before this time, the male or female may finish the ceremony with another party. The marriage spell is not necessary when a faery finds their *Leannan Sidhe, though a civil ceremony before the High Court is still required.
• Matriarchal rule: Females carry most of the magic in the Sidhe, and therefore they rule after their Sovereign Powers are sealed to them by their husbands after a proper *Marriage Spell.
• Medallion: Worn close to the heart, so that its magical properties are more closely attuned with the *Core powers of the wearer. See also *Enchanted Jewelry. Also known as *Talisman.
• Memories: Directly linked to a Faery’s *Core power. The more a faery remembers of his or her present life, pre-life, and destiny, the more power he or she gains. See also *Names.
• Midnight: In the mortal world, midnight is when the Fae’s powers are at their peak. It is a dangerous time. See *After Midnight.
• Milk: Sprites are attracted to, and devoted to milk. They hardly drink it, but use it to bathe. See *Faery food.
• Mirrors: The means of communication and transportation in the Sidhe, though only a faery with the *Core power to manipulate the mirror, or one who receives permission from the former through a special spell has this ability. To communicate spells through the mirror, one must speak backwards through it. Smashing mirrors to avoid confrontation and/ or trap a faery is a common practice among *Wizards, *Witches, *Scientists.
• Mirror of Reason: Located in the Sidhe in the City of Falias. Depending on the ruling Sovereign and the season that results from it, the Mirror of Reason may be a crystal clear lake or a block of ice, both which mirror true reflections (after the correct spells).
• Murias: There are four cities in the Sidhe. Murias is the capital flooded with streams and canals that run into the sea. Mermaids swim through its waters. A canal encircles the town square where faeries from the four corners of the Sidhe meet to discuss politics. When trapped by this flowing water, it becomes neutral ground where faeries are unable to cast spells should tempers arise. Murias sustains the *Cup of Dagda. See *Four Cities.
Copyright © Stephanie Fowers
'Faery Glossary of Terms'
From Twisted Tales Trilogy
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