GLAISTIG

By Stacey Lawless

Scholars among the Kithain theorize that the glaistig (GLASS-tic) arose from humanity's dreams of the water. The early humans were at the mercy of rain and river, and the water sometimes extracted its payment in the form of flooded fields and drowned children. Like the ponds and brooks that once were their homes, the glaistig present a calm surface that hides dangerous currents.

In the time before the Shattering, the glaistig were dwellers in freshwater who emerged at dusk to interact with the humans and the Courts. To the mortals, the glaistig were both valuable allies and dangerous predators. Something in their natures seemed to drive them to offer help to those in need: Seelie glaistig would aid their human neighbors, herding cattle or tending children, while Unseelie glaistig would lure travellers into danger, then rescue them at the last minute -- for a price. However, both the Seelie and Unseelie glaistig posed a danger to their charges. Many humans died by lake and stream, not by drowning, as one might suppose, but by exsanguination, their blood stolen to feed the ravenous glaistig.

In modern times, the glaistig can no longer dwell in the water, but they have adapted admirably to the expanding cities. Still driven both by a need to be needed and by their predatory instincts, the glaistig have become adroit manipulators and politicians. Cunning and amoral, they are respected in the Courts for their smooth tongues and tactful ways. They love intrigue, and their machinations rival those of the sidhe for complexity. They are renowned for their ability to turn nearly any situation to their personal advantage.

Glaistig know they are not born to rule, and this suits them just fine; the sidhe can wear all the crowns they like, and the peasants will always resent them. However, this does not stop the glaistig from playing "kingmaker", and they are almost indecently happy to be the power behind a throne. Unlike boggans, for whom work is its own reward, or trolls, who vaunt their loyalty, glaistig serve their superiors chiefly to better their own lot - though you'll never hear one admit it.

Appearance: Glaistig are tall and willowy, with a liquid, fine-boned grace to their movements and eyes like still, deep pools. The Seelie are usually dark of skin and hair, while their Unseelie cousins are luminously pale. Both sexes wear their hair long and flowing; male glaistig (sometimes called nixies) often sport beards as well. Glaistig attire is usually loose and draping, simple in cut but with elaborate patterns. Their mouths are full of small, sharp fangs, and they have goat's feet. They are usually embarrassed by their hooves (considering them uncivilized) and take pains to conceal - or more rarely, decorate - them.

Seemings: Childling glaistig are always polite, quiet, and helpful. Adults love them for this, but other children often despise them as the glaistig tend to be tattletales. They excel at swimming and water activities, and the Unseelie ones will sometimes use their superiority in the water to bully other children.

Wilders are charming and friendly, always ready to lend a hand, support a scheme, or throw a party. Seelie wilders act like valedictorians and class presidents, while their Unseelie counterparts come across more like dashing rogues. At this age they are most ambitious, and can take great risks to amass personal power. Wilders usually eschew violence in favor of influence-peddling, but are not above cruder methods if they think it would be effective.

Grump glaistig are a little colder then their younger kithain, and their voices take on a quality reminiscent of running water. They often serve as advisors to the nobility. The Seelie ones are strong supporters of the status quo, as they have carved out considerable amounts of power for themselves and are loath to lose any of it. Unseelie grumps are downright ruthless about protecting what they see as theirs, and usually demand strong oaths from all who deal with them. Glaistig grumps who have been disenfranchised are rare but frightening creatures, full of mad schemes and desperation.

Lifestyles: Glaistig prefer to live near bodies of fresh water and choose isolated locales whenever possible. All but the most reckless keep livestock to feed on when the hunting goes poorly. In their mortal seemings they choose work that allows them to aid and manipulate others, but which often flirts with Banality: lawyers, lobbyists, bankers, talent scouts, agents, and advertising.

Affinity: Actor

Birthrights

Adoring Public: Glaistig know the truth of the old adage, "You can catch more flies with honey than with vinegar", and with them charm is an art form. All glaistig get one extra dot of Charisma (even if this raises the Trait above 5) and cannot botch Charisma rolls. The downside to this is that many glaistig have trouble expressing dislike of anything, and tend to find themselves surrounded by people they can't stand, who won't go away.

River's Blessing: Glaistig retain some of their old affinity with water and subtract two from all difficulties relating to swimming, diving, or otherwise moving in water. They also subtract one from all Perception-based rolls related to water. They still need to breathe air, but a glaistig who is holding her breath can hold it for an unusually long time. In games terms, they can hold their breath three times as long as normal. The River's Blessing works in the sea, but most glaistig feel out of their depth, as it were, when dealing with the ocean.

Frailties

Water of Life: As an eerie side effect of their watery origins, glaistig are vampiric (though, it should be noted, not undead). They are nourished by blood and blood alone. Though they can drink other liquids, they take no sustenance from them, and they cannot eat solids at all. The Frailty comes into effect immediately after a glaistig emerges from the Chrysalis, and many who Sained as wilders or grumps were bulimics even before they realized they were fae. Glaistig do not have a Blood Pool and cannot use blood to heal themselves as vampires can. On the plus side they can drink from any warm-blooded creature or chimera (though most prefer human blood). Human-hunting glaistig sometimes run afoul of the Kindred, who resent competition.


Quote: "Council was really rough today, eh? Here, let me fix you a drink and you can unwind...So, what was so awful?..." (switching on hidden tape recorder while pretending to look for club soda)

Outlook:

Boggans:The eavesdropping is annoying, but if you treat them decently and flatter their work, they'll be eating out of the palm of your hand.

Eshu: Listen to their tales; you can learn much from them. Keep in mind, though, that you'll be the star of the next story.

Nockers: All the nockers really need are praise for their fine work and a sympathetic ear. Give them this, and they're in your pocket for keeps.

Pooka: When all else fails, blame these little darlings. . .

Redcaps: . . . or these monsters. If you do, though, be very sure that there is nothing to lead them to you.

Satyrs: Fine allies and fun to be with, but no manners to speak of. If I hear one more comment about my feet. . .

Sidhe: The sidhe would be nothing without us.

Sluagh: Beware the underfolk and court their favor. If they hate you you will not hear them coming until it is far too late.

Trolls: (Sigh. . . ) If only they could grasp that we work for the betterment of all Kithain, we would commend them for their integrity and honesty. Stubborn, stubborn creatures.