"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"
• 3: A significant number in the Sidhe. All meaningful magic comes in threes; seen often in *Faerytales (three pigs, three bears, three wishes).
• 4: A significant number in the Sidhe: Four *Keepers, Four corners of the Sidhe, Four Seasons, *Four Cities, *Four Treasures, Four princesses.
• 7: Seven days of the week. Signals completion. Seven rules in the Sidhe for Fae, seven rules in the Sidhe for Mortals.
• 12: A significant number in the Sidhe. Represents midnight, twelve hours of the day, twelve divisions in the Sidhe, twelve months, and the *Twelve in the High Courts.
• 16: A significant birthday in the Sidhe. Majority of female princesses in faerytales have great adventures and misadventures during their sixteenth year. A cursed and enchanted time.
• After Midnight: When the clock strikes twelve. In the mortal world, after midnight is when the Fae’s power is at its weakest. It is a time for breaking curses and spells. See *Midnight.
• Apples: Faery food, representing forgetfulness, rebellion, disloyalty. Forbidden for mortals because it ties them indefinitely to the Sidhe. A favorite magic amongst *Hags (see list of creatures).
• Beanstalk: Faery prison for Fae who commit serious crimes. (See *Dryad on list of creatures).
• Black Forest: A deep forest in the center of the four cities and four corners of the Sidhe, on the edge of Crystal Lake. Holds Nymphs and other highly dangerous Unseelie Creatures. Precaution necessary.
• Bloodlines: A faery or half mortal who carries the *Core Powers inherited from its magical parentage. Only Fae and half mortals of the correct bloodlines can perform certain tasks. See *Prince Charming.
• Brideag: Works as a Celtic voodoo doll, made up of straw.
• Cats: Guardians of the mortal world. Pets of *Wizards and *Witches (see List of Creatures). Faeries don’t trust them for good reason.
• Clothing Transformation Spell: Perfect for a faery who needs a good change of clothes. Works the same as hair transformation. See *Fringe Power.
• Core power: One of the three powers that the Fae possess. Like skin color to a mortal, this power is genetic. Examples include shapeshifting, royal blood, etc. This power is inherited at birth and stays with the faery until its death. See *Powers.
• Crowns: Can only be worn by a *Sovereign or *Keeper. Also known as Circlet or tiara. Holds powerful magic.
• Counter-Spells: Fae use it only in extreme cases when a malevolent faery casts a curse, spell, or enchantment on intended victim. Must rhyme. Possibility of unintended consequences.
• Cup of Dagda: “Dagda: Cup of Emerald Hue; Spills o’er and heals: Undying Youth.” One of the *Four Treasures, protected by a *Keeper in the city of *Murias in the west, ruled over by a *Sovereign. Stolen by the *Otherworldly (List of Creatures).
• Crystals: Magical insulators. Faery powers, spells, curses, and faeries can be held in hollowed out crystal vials, so as not to harm the user and to safely store the magic.
• Crystal Lake: The lake between *Findias and *Falias on the edge of the *Black Forest. *Merrow swim the swampy, soupy depths (see List of Creatures). Full of seaweed. All faery kind agree, not a fitting name.
• Curses: Spells, banishments, disabilities meant to harm or control the victim. Though usually the work of a malicious Faery, some are performed on accident or to fulfill a prophecy. Usually must rhyme.
• Dancing: Faeries can dance forever. When a mortal is caught in the arms of a faery in a dance, it is possible for the faery to dance the mortal to death. Speed times up and Mortals starve to death. Some faery races, like *Vilas, (see List of Creatures), are more prone in their abuse of this power.
• Dimples: Faery marks on a mortal’s cheeks where a faery kisses it.
• Dreams: Faeries take dreams very seriously; it is destiny communicating to your subconscious, the body’s inner power. Besides love, it is the closest mortals have to magic.
• Druids: The first wizards and witches who stole magic from the Fae.
• Enchanted Jewelry: Also known as *Talisman, Amulet, Charm. Used by the Fae to hold certain powers that transfer to the wearer. Spells and/ or curses can be held in certain jewelry. The powers are retained by means of runes and/ or the names etched into the magical properties. The jewelry then holds part of the spell-caster’s essence. See also *Medallion. Vulgar imitations come in the form of *Snáth den saol wrapped crudely through jewelry to create similar results with stolen power.
• Enchantment: Faery slang for haunted, though in other cases, it is a term for when a being is a recipient of a faery spell that may or may not be good, depending on the faeries’ intentions.
• Enchantment Melody: “Twinkle, twinkle little star” is an example of a melody that has a magical influence on the hearer; this one has a forgetful effect. These songs influence strong emotions that control the subject.
Copyright © Stephanie Fowers
'Faery Glossary of Terms'
From Twisted Tales Trilogy
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