By Chris O'Toole (cmotfoofur@aol.com)
They have an innate aptitiude for all things medicinal. There are reports of secret gardens hidden on islands in the middle of lakes, which are impossible to find except by a special entrance which is only opened on New Year's Day. Everything in these gardens is sacred and removal of even the most trivial of items, such as a flower, leads to the permanent closure of the garden, except to the Gwragedd Annwn. Now, these precious few secret gardens serve as moderately powerful freeholds, but those which still exist are difficult in the extreme to enter, having long been left by their faerie denizens.
It is said of Gwragedd Annwn who take mortals for partners that if they should be struck three times causelessly, they must leave their partner, never to be seen by them again, and to Gwragedd Annwn, this is as strong as the most powerful oath. Gwragedd Annwn have contrary reactions to most collective emotions; they might cry and lament at a wedding, or laugh and sing at a funeral. These unusual feelings must be learned to be dealt with if the kithain is to get along in ordinary society.
Wilder: By this stage, Gwragedd Annwn are adept in all forms of watersports, from swimming to deep-sea diving to jet-skiing. Prodigies of the watersports world, wilders also show an impressive academic record, particularly in physical sciences.
Grump: Often favouring to settle down in a lakeside cottage, grumps are serenely happy and good-natured, and do not wrinkle with age, never being short of moisture.
Water affinity: Gwragedd Annwn show an ability to survive underwater for long periods of time, without gills and without artificial breathing apparatus. They can "breathe" normally underwater, and their motions are not made sluggish by the water density, as affects almost everything underwater. This makes them disturbingly dextrous underwater, and should be masked in the prescence of mortals. In addition, they may not botch any athletics rolls whilst underwater.
Possessive: Even the smallest personal belongings of a Gwragedd Annwn are closely guarded, and they are even reluctant to lend something as trivial as a comb to a friend, even if it was used and returned in plain sight of the owner. Special personal belongings, such as a family heirloom, if taken, even if not in theft, will usually result in the Gwragedd Annwn completely segregating herself from the person who took the item, for whatever reason. Only very rarely would a kithain turn to violence or direct abuse as a result of "theft", but it is possible it runs through the mind of the Unseelie. This is difficult to interpret mechanically, but also demands appropriate roleplaying, even if this means the abandon of the character as she vanishes from the life of the "offender", if he was part of the troupe.
Eshu: Decent people, but forever with their minds to wandering.
Nockers: Their fiery temper is but a mask for a heart they would never willingly acknowledge.
Pooka: Playful, but ultimately harmless.
Redcaps: Distressing sorts; better to avoid than anything else.
Satyrs: Promiscuous, but maybe not always for the wrong reasons.
Sidhe: Noble and beautiful, but too tangled in high-seated affairs to really appreciate the Dreaming.
Sluagh: I would like to believe they are gravely misunderstood.
Trolls: Good, honest people, but, I feel, too concerned with the worries of others.