Children of the Forest
An ancient race of beings whose powers are not only deeply rooted with tradition, but also with the very Earth itself. Fae are lauded for their superior intelligence be it magical, physical, mechanical, or even chemical and their ability to employ their craft to battle. Fae hold a rich and deep history, twinned only by the great mystical powers they wield. Despite this past, they have only recently emerged from the Veil, and are new to Rhy'din.
Easily Distracted by Shiny Objects
Inability to Lie
Poison and Toxin
A race divided, joined once again
Divided they ran for years, each court run by one singular King or Queen -- never a pair, though often either would take consorts. Children were scarce to come by and some from both claimed it was their interactions with those without their blood. Those around them began to fight amongst themselves, attempting to pull the Fae this way and that into the fray. When both fae courts refused threats were made to bring about the end of the Fae as they could not be trusted and depended upon.
Within the Veil they hid. Nestled deep within the thick wood of the Shadowlands, the Fae watched as tradition died to innovation. Soon, the Great Woods of the past were torn down, one by one, and the Fae, as humanity turned its back on nature, they would turn their backs on them. As the years turned into centuries, the Fae continued to thrive within their natural way of life - respecting nature and her children. Yet a house divided will always seed contempt.
When it came to Rhy'din, the Fae were no longer recognized as real, their history in humanity's eyes was nothing more than a fable. It wasn't until very recently when a Fae disguised as a marooned human washed ashore, that the Fae had unknowingly revealed themselves. Whether the Veil lifted was fortuitous to the race remains to be seen...
Rumors claimed the King and Queen were repressing the Fae from reaching their full magic potential. Additional claims spoke that this was just an excuse to fall to the darkside and touch magics that had been forbidden to them when the universe spun them into existence. A split came upon them, a great divide. This was the birth of the Seelie and the Unseelie.
The Seelie choose the court of Summer and the other choose the court of Winter. Good and evil, and their merits, are easily argued. One of the summer court throngs could dance you to your death just as someone from the winter court could happen upon you in battle and rend aide. The lines of light and dark often blur.
Divided, they existed for centuries, each court run by one singular King or Queen -- never a pair, though often either would take consorts. Children were scarce to come by and some from both claimed it was their interactions with those without their blood. Those around them began to fight amongst themselves, attempting to pull the Fae this way and that into the fray. When both fae Courts refused threats were made to bring about the end of the Fae as they could not be trusted and depended upon.
With a threat to their people and their lands, both courts came together and decided to leave the mortal plane. They would create their own realm, hiding behind the hedge, hidden by a magical veil.
In Faerie, they would hide their people from the threats that loomed and wished to further tear apart their divided kingdom. Here, they could protect themselves and live in their own world peacefully separated from all others who may wish harm upon the fae. But something is coming as a prophecy has foretold since the day the veil was created. The fae would reemerge and once again be a part of the world -- a piece on the board of the game of life.
The day had come and from the unknown spilled the fae, the veil vanishing from their beloved realm to the bring them back into the world once more. Some had agreed upon the act, others had not, but in the end, Queen Lisbet and King Waylin came to a rare agreement to throw the Fae gauntlet back into the mortal world.
Notable Fae Attributes
Fae are a very ancient and revered race that is broken down into numerous subcultures. Each subculture boasts various abilities and strengths. Yet all Fae seem to share these attributes:
Notable Fae Weaknesses
Severe Iron Weakness - All forms of iron glows red when inches near and disintegrates your flesh when in contact. Weapons made of iron are fatally exceptional against you. 300% damage taken.
Weakness to Poison and Toxins - Specific herbs are also keen at thwarting off Fae, but the nature-based blood coursing in your veins is highly susceptible to corruption. 200% damage taken.
Distracted by Shiny Objects - Although this may seem like a simple and mild weakness, the Fae are so drawn to shiny objects, they can completely lose track of their current train of thought, even in the midst of life-threatening combat! Lose your next turn within the presence of shiny objects.
Inability to Lie - A lying Fae can have some serious repercussions - primarily, the Wild Hunt. Although Fae can lie, they are fearful of the consequence of being hunted down and therefore, prefer to be truthful or bend the truth to suffice. Whenever your character wishes to tell a lie, roll Willpower, a roll of 8 or higher is required to be able to do so.
Fae are infamous for their difficulty in bearing children. This difficulty is exponentially more when attempting to mate with other immortals. There are female Fae that live numerous centuries trying and fail to reproduce with their own kind, however, this chance grows when mated with Mortals.
Subrace Bonus: skill, hunters' mark
+5 Trap damage, +1 poison damage
The Mighty hunter. Known for their prowess in the shadows, their majestic grace, and adept skills with a bow and arrow.
Gain an ability to your Reflex.
Increased damage while stealthed from your enemies.
Gain access to specific Bow and Arrow Traits available only to this exotic subrace.
The effervescent and playful gnome - creator of things that can go boom, or slowly poison you. Lover of jokes and tricks. Gnomes are inventive and quick on their feet when it comes to thinking, they love a puzzle of wits, and often employ their own against others.
The ability to see clearly in the dark with Darkvision.
Create traps and other such mechanisms.
poison your victims using your devices and other such items available only to gnomes.
Subrace bonus: +5 Elemental damage
Connected to feywild, the nymphs have the ability to tap into the power of the elements and bend them to their whims.
Access all elements with Rites of the Faewood.
Gain a bonus to elemental magic and a shield to use to protect your allies.
steal your enemy's most powerful skills or specials with Spellthief.
subrace bonus: +5 healing spells
Though tiny and reclusive, these fae will jump to defend those they believe to be trustworthy with their healing prowess.
Deemed so trustworthy, even merchants give Brownies a discount on all items created with Cunning Merchantile.
Heal your allies and remove status effects with Danu's Gift and Gift of the Wood.
provide additional defensive auras for those in battle.
Subrace bonus: 2 Hands of power
viewed to be descended from the pureblood line of seelie, possibly even the fae gods themselves, the sidhe are stunning and beautiful creatures.
Summon a mighty champion to your side with the Hand of Champions.
Focus your elemental ability with Hand of Fire and Hand of Air.
Boost your damage, bring a healing chalice into battle or duplicate a potion with Hand of Reaching.
subrace bonus: -1 perception aura
Subrace Bonus: +5 physical damage
The mighty stonemasons, short and stout, and able to drink even the seasoned drinker under the proverbial table. Dwarves boast an incredible physical prowess and desire to smith.
Massive physical damage dealt with weapons or hand to hand combat.
ability to create +6 weaponry with Blood of Creation.
stun targets and go berserk, dealing massive damage to enemies around you.
the smallest and shinest of the fae, pixies are known to be tricksters and users of wild magics.
gain wings and fight in the air with your magical damage using aerial artistry.
You're so tiny, the enemy can barely see you! Confuse multiple targets using Trickster.
Misdirect attacks made on your allies and taunt the enemy from your friends.
Subrace bonus: +5 defense
Mischievous and greedy, Goblins often use vile tricks and are known to be malevolent. Though some Goblins prefer the life of merchantile and profit, other's malevolence take form in brutal violence and need to make their enemies suffer though more physical methods.
Blind your target with the use of Eye Gouge.
Gain additional defenses, and boosts to perception.
Gain your poison and iron resistances.
subrace bonus: -1 Willpower
A powerful and beautiful seductress, able to lure foes to their side to do their bidding. Sirens are fabled to lure sailors to their doom, yet the real Fae Siren do not need to cling to the waters.
Gain immunity to mind control through The Steel Trap.
Gain a boost to willpower, and use this to mind control your foe, or foes on the battlefield.
Release a violent sonic scream that shatters the minds of your enemies and causes damage.
Subrace bonus: 2 Hands of power