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Leprechaun

Basic Information
The Daoine-ádh Could be found all over Arethil 15-20,000 Omnivore They are a subspecies of Fae, and one of many "Greater" Fae
Physical description
6-8ft The wishes they grant appear upon their skin, golden eyes
Cultural
Most leprechauns are Wyld, but some do align to the Courts Fae, Common and usually six or seven different ones Iuk-'u Delta
Out-of-character information
https://www.artstation.com/artwork/RYq0NE

You don’t believe in leprechauns.
A myth you say they be.
You don’t believe in pots-o-gold,
or four-leaf-clover tea.

You don’t believe the rainbow’s end
alights on treasured finds.
They are illusions meant for fools
you say ‘ave lost their minds.

You don’t believe in whispering
your wishes to the wind,
You don’t believe in magic spells
or longings coming true.

And Yet...


Hailing from the mysterious Isles of Iuk-'u Delta, the Leprechaun is often considered a legend by most of those who dwell in Arethil. They were once considered great warriors, the protectors of dragons golds and treasures beyond the minds of man. To stop adventurers seeking them out and attempting to take their treasures they began to twist their own versions of their histories. With silver tongues they transformed their whole race into little more than a children's story and something to be laughed at.

All to keep their true selves a secret.

Appearance

Despite the tales and legends about them being short with curly mops of ginger hair and particularly partial to suits made of green rough wool, Leprechauns are in fact as varied in appearance as humans. There was once a time where they were born all across Arethil and their looks often reflected their location from the fair haired Daoine-ádh of the North, to the ebony skinned Daoine-ádh of the Western Isles. In truth they were as diverse as humans themselves and with slightly less pronounced pointed ears in comparison to the Duanann, it meant they had a much easier time of passing off as human.

There are only two common features which unite the Leprechauns. The first is their haunting golden eyes which have a faint glow even in the darkest of caves. The second is that the wishes they grant people appear in fae script upon their bodies and only vanish when the wish has run its course. This could be when the person who made the wish dies, or the gold they've demanded has run out, or the object of their desire is broken beyond repair. The script itself is usually miniscule and at a first glance will simply look like tribal ink. The Leprechaun has a way of being able to decide how it looks and move the words into a pattern of their liking. It's a thing of pride amongst their kind and so they like to show it off in various manners.

Habitat

In today's Age Leprechauns are not a common sight. After the Great Cull, roughly 20,000 survive and they all now live amongst the tropical Isles of Iuk-'u Delta. As with all other Fae lands, these exist on a pocket realm to the Mortal one and are twisted to meet the tastes and needs of those who inhabit it. After their numbers were slashed many Leprechauns wanted a place of peace and simplicity, shunning the more extravagant and obnoxious lifestyle of the world they had once known. For the most part their home is full of flush fertile lands, rivers with plenty of fish, and adorned with rainbows.

Leprechauns can and will, however, live in any climate.

Traits

Unseelie

Leprechauns are overwhelmingly Unseelie Fae.

This is not to say that they are therefore all evil, as both Seelie and Unseelie fae are prone to mischief and more likely to cause harm than do good. However, as unseelie fae they are a lot less principled and make no false claims of goodness of righteousness like the Seelie. It is this mindset which is almost necessary for their Wish magic to work - for like them, wishes are never wholly good whatever their intentions. They do not carry the same disdain for anything un-fae like their Seelie counterpart and so will mix and rub elbows with all species and races. Leprechauns are quite commonly known to take a partner who isn't fae and so half-leprechauns are quite common. It is often thought that almost all humans have a Touch of the leprechaun in them.

Celestial Alignment: Solar

Leprechauns are all Solar Fae. This means that their power is at its height during the Summer Equinox but also on a day to day basis when the sun is at its highest point. It is often thought that this also has some impact on their wishes and that why those made and granted at Night or when the moon is bright have a more twisted and dark edge to the results.

Elemental Alignment: Water & Air

Every fae aligns to at least one of the five recognized elements of magick: fire, air, water, earth, and light. Fae of a specific element have a higher resistance against its effects. Fire-aligned faeries may never burn (with the exception of iron and silver). Water cannot drown water-aligned fae -- who, more often than not, are born with the ability to breathe in water. Earth-aligned fae can pass through thorns and brambles without taking damage to their bodies. Fae aligned with air cannot freeze nor be suffocated.

More often than not Leprechaun's tend to have an affinity either for Water or Air, sometimes both. Both relate the most strongly to wishes e.g. wishing wells.

True Names

The names of things have power in several schools of magic, but never so much as with the fae. More than just a rumor, the "true name" of a faerie can grant those who wield it against them incredible power and sway. A true name can be a name given to the faerie at birth (as it often is with mortals) or a name that they innately know. Invoked, a true name can command a faerie or undo them completely. Despite being 'Greater' fae, Leprechauns are particularly at danger of this.

Commanding a faerie by their name is instantaneous, and lasting as long as the terms of the instruction. A word to the wise: faeries are often clever and known to slip through any possible loophole to circumvent unfavorable terms and deals.

Alternately, a fae in the possession of a mortal name can wreak equal havoc. The extent of the risk is contingent upon the individual possessing it, but is often akin to any other name magics.

Faerie true names do have the caveat of limited use, however. Once a command has been issued by the use of their name, that individual cannot command that faerie again until the next cycle of the celestial body that governs it, in this case Solar.

There are several means by which a name can be stolen and for fae like the leprechauns, this process generally means a quick death.

Laws of Hospitality

Though faeries are prone to mischief, they are often incredibly polite. Folktales warn mortals of this, with rules for strict etiquette regarding the fae's often welcoming nature as traps and tricks. Partaking of food and drink, dancing with them, even allowing them to comb your hair -- all means to ensnare mortals with their wily tricks.

In reality, many fae are rather quite conscious of manners and, in some cases, bound to laws of hospitality. Not really laws so much as a code, many fae (regardless of alignment) place great stock in their social perception. To be branded a rude host is to ruin one's reputation among its peers. Thus, a welcome into a faerie's home is oftentimes a guarantee of relative safety. Fae are impressed by good manners, and they may be more inclined to depart from one's company pleasantly if the individual was polite.

Faeries can be forcibly ejected from the premises by verbally revoking their welcome. As a form of name magic, this must be done on an individual basis, using some name or alias the faerie assumes (or that the individual knows them by). This banishment may be as permanent as the life of the individual banishing the faerie, but can also be reversed with an invitation back to the premises.

Iron Sensitivity

All fae, regardless of alignment, are sensitive to iron. As a substance that negates magick, not only does it serve to warn faeries away where they are not welcome, but it can also significantly harm faeries it comes into contact with. Mere touch with the element burns, and wounds created with iron heal at a drastically slowed rate.

Biology

As magical beings governed by celestial bodies, faeries may only conceive on solar cycles. These cycles coincide with the solstices and equinoxes. Even during these windows, however, faeries still have low fertility rates compared to most other species.

A unique quirk of faerie bloodlines is that no half-fae are ever truly conceived. In unions between faeries and mortals, the species of the mother determines the species of the offspring. Faerie mothers beget children of the same, while mortal mothers bear mortal children. There is no exception from this rule among fae.

Mortal children of fae fathers often manifest stronger magical aptitudes as natural mages. Both human and fae children born of these unions are regarded as "half-fae".

Magick

Universal Fae Magick

Faeries, as magical entities, can tap into the veins of magic that run through Arethil. Called leys, these lines stretch to every corner of the world and often connect magical locations. Subsequently, areas with high concentrations of magic form where these lines converge. "Magick", as it is simply called, is borrowed temporarily from the leys and channelled through the user. As temporary vessels, fae may hold their own stores of magick or draw from the leys for larger needs than they can normally carry. The amount of magick one may carry or channel varies greatly by species, but the categories of strength dictate the hierarchy of fae. While borne of magic, even faeries are beholden to the same laws as mortals. This type of magic allows Leprechauns to do the following:
  • Ley Travel
  • Wards and Glamours
  • Minor spells

Luck Magick

Leprechauns are able to manipulate probability to a minor degree which is what over the years has given them their Lucky reputation. The greater the risk or chance the more ability the leprechaun has to divert the outcome to their desires. For example, in a game of poker if a leprechaun were to bet everything they owned without once glancing at their cards the probability they would lose would be extremely high. It's this risk however which generates a greater store of the type of magic they are able to manipulate and, ironically, means they are much more likely to be able to manipulate their luck to be favourable. This often leads to the personality trait of being great risk takers.

Often leprechauns will get themselves into positions where this type of energy builds up but instead of using it will store it in an object or "Lucky Charm". This means that when the wearer of said charm finds themselves in a situation where they do not want to take such high risks but still need to manipulate a scenario in their favour they can draw on this to make it come to fruition. These charms can be used by anyone, though people who aren't Leprechauns will have no control over what situations the luck magic leaks out into. It could be that their cow who had stopped producing milk suddenly produces the sweetest milk for miles around, or it could just be that they don't get spots for a month.

These charms are often the reason why leprechauns are hunted.

Wishes

Wishes are a unique type of Fae Deal or Magick known only to Leprechauns. Similar to when other fae are granted offerings in exchange for a deal, Leprechauns accept a payment in return for a wish however, unlike other fae deals there are strict Laws which these fae are bound by. In their lifetime a person is only ever able to be granted one Wish by a Leprechaun. Nobody is certain of why but the Magick simply will not work on them again, even if a leprechaun desperately wants it too.

The type of offering must be a single golden coin and usually it must be thrown into water or up into the air whilst the wish is spoken. A leprechaun can sense when a wish is made - it is stronger when they are close to where the person has made a wish but even on the other side of the world they can hear the wish like a faint whisper in the wind. There is often a need or desire to grant the wish that does not go away until another leprechaun has granted it, though it is easy enough to ignore when they are far away.

Wording is extremely important as a leprechaun can only grant a wish exactly as it is spoken by the wisher even if they know that those words were not the intention of the wish. More often than not a wish never comes about how a person imagines.

Despite there being a physical payment it is not the gold that the leprechaun seeks out when granting wishes. It is the same energy that imbues and powers their luck magick and granting a wish allows for them to tuck a bit more of that power away into their own charms. As such, if a town or large group cast wishes into wells, or rivers, leprechauns tend to be drawn by the unharvested magic there and will often stay to gather more power from unspoken wishes. They will move on once they have given everyone their one wish.

Lore

History

The history of the Leprechaun is as long and as varied as the fae themselves. They have experienced great highs but also great lows, though none quite as low as the dip they currently find themselves in...

Long ago, in Ages that have faded from the Records, Leprechauns were a common sight in every Court but also in the mortal realms. They did not bother to hide themselves and would often advertise themselves and their services proudly. As such amongst their own kind - that is, other fae - they often had an arrogant reputation and were often warned about the dangers of bringing attention to themselves and the fae race. But the leprechauns didn't care. Many can be found in Arethil's histories as great adventurers, lovers of famous Queens, and leaders of vast armies.

Most commonly, leprechauns were hired in order to protect large troves of gold. Common stories will say that this is because leprechauns were greedy and wanted the vast fortunes for themselves however, the real reason - now lost to time - is that the owners of such fortunes recognised the advantages to having beings able to manipulate their own luck guarding their most prized possessions. It seemed unlikely that they would lose a fight or fail at their job when they couldn't lose a game of dice. These gambles paid off. Leprechauns gained a fearsome reputation as some of the best Guardians anyone could hire. They were invincible.

Or so, they had thought.

Their arrogance was their great undoing. 8,000 years ago after a particularly bad run of wishes made by powerful Rulers went sour, mortals turned on their once beloved fae-friends. Known as the Great Culling, a universal decree across Arethil was proclaimed to eradicate the leprechaun population. Thousands died. Settlements that had been made close to mortal cities were razed from existence. Men, women and children murdered violently or kept in iron cages to starve to death and serve as warnings to other. What remained of them fled to Iuk-'u Delta.

References

  • https://chroniclesrp.net/threads/a-long-way-from-home.2460/
  • https://chroniclesrp.net/threads/a-wisp-of-shadows.2468/
  • https://chroniclesrp.net/threads/dangerous-ground.3022/
  • https://chroniclesrp.net/threads/healing-of-the-heart.3458/