Sidhe: Beliefs & Traditions

Customs & Beliefs

The Festival of the Vanished Moon

Elani’s passing is a great if sad festival. It recurs every twelve years. The festival is celebrated by all the populace seeking out the Temples of the Three, to attain a flame and light thousands of Lights out on the ice, in remembrance.

The Hunt for the Moon

Every twelve years when Elani’s passing nears, The Captain of the Silver (Head of the Knighthood) will call forth a “Hunt for the Moon.” This is a search for Elani’s physical traces, fragments of her shattered body. It is actually a hunt for Shards of the Talisman. Sidhe wishing to enter a warrior society will enter the hunt. Other adventurous Sidhe will also enter it. Bringing home a fragment gains them respect and enhances their reputation.

Renewing the Tree

One of the three Yg’dranár (Saplings of the World Tree) stands in Altyr’Darasmai. While the oldest surviving sapling, it is also the frailest. Thousands of Sidhe gather each year at the Feast of Ciar’s Darkening. The assembly includes as many Tree-Singers as can be found. They share their strength while the Tree-Singers sing to strengthen the Tree.

Ciar’s Darkening

Annual great eclipse of Marnwr, when only the rings are visible, the moon itself is dark. Among the Sidhe, Marnwr is also named Ciar, and his yearly shadowing is celebrated as the remembrance of the eternal cycle that Turani begins, Kalior guards and Baranor finally ends.


Sapling of the World Tree

The Sidhe believe that Yg’dranar’s eldest sapling, Yg’draile, grew in Simyala and links their spirit to the eternal world. As long as Yg’draile endures their race is much longer lived, some even were immortal, as their fea would not tire. But when the Battle of the Clouds was lost and Simyala razed, Yg’draile burned in black flames, and the fea of all Sidhe was weakened. Fae-Knight Lir of the Raven’s Perch fought his way back into the ruins of Simyala as it was still occupied by the Undead of the Endless Host and managed to rescue one silver nut of Yg’dranar, which was later planted in Altyr’Darasmai to grow into Yg’dranar.

Major Religions & Cults

The Sidhe’s beliefs center around the Light that they perceive as three emanations. Turani and Baranor form a balance, while Kalior is the Light that brings truth and order into the chaos of the world.

The Sidhe believe that their people were called upon by those Three after Elani, the Bringer of Hope, was stolen by the Shadow. They also believe that they have to guard the world against the Dark One until the Three can return with Elani and return Hope to the World.

While the Sidhe regard their pantheon as inseparable from each other, there are Temples dedicated to each of the Three in Altyr’Darasmai.

Kalior, the Gryphon, the Bringer of Truth

The Temples of Kalior are easily recognized by their golden shimmering crystal domes and the Statue of the Gryphon before the stairs. Acolytes and clerics of Kalior are often talented seers – seeing the truth is a gift and a curse the Guardian of Truth bestows on his followers. The Sun-Guards (Temple Guards) are traditionally all Sun-Elves, and the number of Sun-Elves in the Priesthood is great. People seek out Kalior’s temples for advice, guidance and when haunted by dark things.

Turani, the Unicorn, the Giver of Life

The Temples of Turani are usually surrounded by great gardens and have adjacent public hospitals. The Turani priesthood and the Isdiria, the Healing Hands, are closely linked. The relationship between the two is such that many outsiders cannot tell where one ends and the other begins. The great Turani Temple in Altyr’Darasmai is considered stark and bleak by many Sidhe. The cold climate does not allow for the lush gardens that mark many of the other Temples of the Unicorn. Temples of Turani do not have Temple guards, but many helpers from the ranks of the Isidira.

Baranor, the Raven, the Bringer of Death

The Temples of Baranor are dark, ascetic halls, with lots of empty space. The statue of the Raven and the Eternal Flame stand at its heart. Baranor’s followers are the Guardians of the Sleep, the Keepers of the Dead. While the Sidhe do not have graveyards, not all their Fea can leave the world easily, and the dead of other races sometimes rest uneasily in their graves when the shadow closes in on them. The Golgarites, Baranor’s Knights, take their name from Golgaris, the black raven that Baranor sends across the Dreaming Seas to bring the souls of the fallen home.

The Golgarites have several duties. They must assist the fea of those that cannot leave the world. It falls to the Golgarites to fight the Necromancers wherever they encounter them and end the infestation of undead creatures in all lands. The dark, often silent fighters of the Death God recruit their ranks mostly from the Moonfolk and Frostfolk although Woodlandfolk may occasionally join their ranks. The Sunfolk shudder at their grim duty.

The Golgarites are the only religious Sidhe organization that is open to outsiders if they feel Baranor’s call in their hearts. Golgarites regularly enter the deep lands of the Dwarrow to assist with corpses reanimated by the Dark Taint. They have excellent ties to the Dwarven Guardians of the Flame.

Minor Religions & Cults

The Sidhe, while tolerant of other religions, will not allow any sanctuary of other cults on their grounds. Individuals may pray to whatever gods they can name, but they may not raise temples to other cults. The single exception is the Temple of the Flame of Altyr’Darasmai. The dwarven temple is something of an oddity inside the Sidhe’s citadel. It stands opposite to the Raven Temple and is a reminder of Helvar’s Aid for Simyala.