Lesser Fae

Fae creatures come in countless sizes and shapes and they existed before the creation of Geos. The Fae watched the mortal races of Geos develop and they wanted to join in, to shape mortal lives and to changes the hearts of minds of mortals. The Fae, using humanoid guises, blended themselves into every culture and many important figures throughout the history of Geos, (Good and Bad, Hopeful and Oblivion aligned) have actually been Fae. As the centuries have passed the disguised Fae have subtly taught the mortals their magics and skills and the Fae are still believed to be the absolute authority on matters of magic, especially Arcane magic. It has been hypothesized that Elder Fae exist in a sort of middle ground between substance and void. An Argead scholar hypothesized that the forms of Fae may be mutable and even suggested that the dragon creatures found across all of Geos-in the common folklore and legends of every culture-may be the war forms of Elder High Fae, however, this was debunked in the years following the death of Inritius. Every Elder Fae could assume Draconic form, but not every Draconic form was an Elder Fae.

On Geos, the High Fae lived in three courts, the Seelie (or Summer) Court, ruled by Titania, was a place of joy, dancing, and Light. The UnSeelie (or Winter) Court, ruled by Oberon, was a place of mischief and Dark power. The Void Court, hidden for centuries, was made up of those Fae who were willing to assist Oblivion as knew they would exist in the void and they would enjoy the fall of the planet.

The Lesser Fae races are more animalistic than their highborn cousins. it has been suggested that the Lesser Fae races are the embodiments of Fae High magic that have taken spiritual and physical form. The Lesser Fae races live lives similar to the lives of other Nature spirits. Low Fae races include species such as Dryads, Satyrs, Sprites, Gremlins, Sluagh, and Pixies.

The Elder Fae were an intrinsic part of the world of Geos. Unfortunately the forces of Oblivion learned how to destroy the Fae in the same way that a mortal could be destroyed; by tying the Fae to their physical forms and destroying their physical forms the Fae could be killed. In this way, Titania and Oberon were destroyed. During the coming of the Elder Gods, which stripped the mortals of their Gods, the Fae moved their Courts many worlds away, there to regenerate Titania and Oberon. Very few High Fae remained on Geos: all wanted to leave and be a part of the new Feyri that was to be found around a new world.

Puck, Herald to the UnSeelie Court, and Gwynn, Fae Prince of Death, remained on Geos taking on deity roles in the new order. Many of the so-called Lesser Fae races remained on Geos, for they were more used to the mortal realm than they were to the Courts. Almost all of the Satyrs and Sluagh stayed as to remain close to their leaders. The Gremlins were already filled with Puck’s power and when Puck became a God assumed new roles as Lesser Fae.

Dryads

In the hearts of the densest forests live the Fae known as Dryads. These tree-spirits develop a bond with a tree that is so absolute that they can feel its needs and pain. These Fae linger close to their trees, which they meld with when threatened. Many have lost their lives or mind in search of the beauty of the Dryad; children from such encounters are either full-blooded Dryads or full-blooded members of the father’s line, non-Dryad children are delivered to the father while he sleeps. Those who would seek to abuse or harm a Dryad or her home quickly find that behind her beauty is a fierce capable protector.

At birth dryads are linked to their mother’s soul tree. They develop a bond to their own soul tree as soon as they are mobile and able (usually between 4 and 10 years old). Dryads believe that Gaea guides their hands to select their soul tree, most of them accept the tree they feel steered to, a very small minority do not. If a Dryad’s soul tree dies, the Dryad dies, this can take a few hours, or a few weeks [[Dryads effectively gain an Extreme version of the Dark Fate Flaw with a 90% chance of death]]. Dryads who lose their own souls for whatever reason tend to stay with their soul trees because while they are within the tree they feel like they are still complete; they still emerge from time to time, but rarely for long. Dryads are very social creatures, however, it is not uncommon for them to select solitary soul trees. Most major forests, especially those with Druid Groves or Treants, have a few Dryads. Unlike other races, Dryad communities are extremely rare, from an anthropology angle this makes perfect sense because Dryads cannot reproduce with other Dryads. Dryads and Satyrs are always drawn to each other, however, they rarely live together their passions and styles simply do not line up for very long.

Race: Fae
Subrace: Dryad
Alignment Guideline: NGH
Banned Alignment: Lawful
Religion Guideline: Gaea
Banned Religion: None
EXP Adjustment: -25%
Boon Cost: 200
Racial Lores: Lore Nature Rnk 2, Lore Fae Rnk 2, Lore Men Rnk 2,
Suggested Geographies: Forest, Jungle
Barred Geographies: Urban, Ocean
Suggested Heritages: Fae, Gaean, Bestial
Barred Heritages: Undead, Null, Construct
Multiplier Reduction: Nature or Connect by 2
Multiplier Increase: Might and Arcane by 2.
Language: S Argead, S Fae.
Loc: 2
Con: 10
Halo: 20
Mana: 20 (Nature)
Willpower: Rank 1 Offensive
Wealth: 0

Costuming:

  • Dryads are natural creatures as shown by their body and dress. Dryads have pointed ears, and green/brown skin adorned with leaves and knot holes. Dryads wear very little and never wear armour.

Racial Advantages:

  • Nature’s Warden: Dryads start with Natural Attunement, Craft Herbalism, Craft Poison, Handle Animal and Contribute to Ritual at Rank 3. They also have Climb and Balance at Rank 2. Dryads count as pure and gender neutral for the purposes of Nature Magic.
  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability.
  • Embodiment of Fertility: Anyone whose skin touches that of a Dryad sees that Dryad as incredibly attractive, for 10 halo a Dryad can Induce Lust in a touched target, for 20 halo a Dryad can Induce Pleasure, and for 30 halo Induce Orgasm; these abilities are resistible by Willpower. If a Dryad Induces Lust in someone whose preference includes women then the Dryad is the target of that Lust. Dryads have a 50% chance of being impregnated by any fertile man they sleep with.
  • Tree Gate: Dryads are able to step into trees as humans step into houses, for 20 halo a Dryad can merge with a tree, for another 20 halo they may step out of another Tree within 20ft. For 100 halo a Dryad can Return to their Soul Tree (This is a Fair Escape Ability).
  • Dryad Innates: For 10 halo a Dryad can activate a Speak with Animal or Speak with Plant spell, for 20 halo, a Dryad can activate a Bark Skin spell, and for 30 halo a Dryad can activate a Charm spell.
  • Nature’s Friend: Dryads are a positive force by natural animals and spirits. They are rarely attacked by natural creatures even if the creature is raging or drugged.

Racial Disadvantages:

  • Racial Skill Restrictions: Dryads may never wield Axes, wear Armour, or Learn Fire magic of any sort. They may not learn Rage, Strength, or Brutal Strike above rank 3.
  • Fae Creature: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane.
  • Nymphomania: Dryads are up for it, all the time. That is not a boast or an opinion it is damp medical fact, they put it around, you know. Dryads target those with most testosterone first. This race is not available to anyone under eighteen or who is not comfortable with roleplay of this kind.
  • Soul Tree: Dryads must return to their Soul Tree daily, or they take one point of Con damage per day (which only contact with their tree can heal). If her tree is destroyed, the Dryad dies permanently and irrevocably. As part tree, Dryads consider Fire and Axes to be Bane.
  • Nature’s Friend: Dryads never attack animals or nature’s servants and are required to aid the Druidic Council where possible.

Gremlins

During the early days of the Horde, Orks and Goblins made up a functional society. In time, however the Orks worked to crush the Goblin's spirits and abused them in every way. Despairing, the Goblins turned to forbidden magics to free themselves from their oppressors. When the Orks discovered the fell magics being practiced by the Goblins they turned and committed genocide upon them, nearly eradicating the entire race.

A few of the Goblins had developed a relationship with a powerful Fae princess who had taught them magics however, and she protected them and established a safe haven where they could reside in secrecy. After decades, when they believed they had learned everything from her, the Goblins captured her with a ritual and used her to power their city. Or so they thought. Their Fae Maiden secretly ruled their society for many years with the support of her powerful Fae allies, even while the Goblins believed that they kept her prisoner.

The biggest power behind the Goblin’s escape from the Horde, and the cause of their transformation was Puck who protected them from the Horde, fed them power and even took one of their number to be his consort. When Puck raised himself to become a deity he further empowered the Gremlins and Hobgoblins to be his dedicated worshipers. While the Horde valued strength above everything, the Gremlins consider cunning, wit, and magical power to be the qualities of value.

Race: Fae
Subrace: Gremlin
Alignment Guideline: CNH
Banned Alignment: Lawful
Religion Guideline: Puck
Banned Religion: Any Other
EXP Adjustment: -25%
Boon Cost: 100
Racial Lores: Lore Horde Rank 2, Lore Fae Rank 2, Lore Arcane Rank 2, Lore Stealth Rank 2.
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Fae, Elemental
Barred Heritages: Bestial, Giant
Multiplier Reduction: Arcane 2,
Multiplier Increase: Might 3, Nature 2.
Language: RWS Horde, RWS Argead, RWS Fae
Loc: 2
Con: 4
Halo: 20
Mana: 20 (Arcane)
Willpower: Rank 1 Offensive
Wealth: 10gp

Costuming:

  • Gremlins have purple skin and pointed ears. They must also carry one charm or trinket for every three levels.

Racial Advantages:

  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability.
  • Forever Empowered: Gremlins begin play with Arcane Attunement, Contribute Rank 2, Ritual Rank 2,
  • Way of the Goblin: Gremlins begin play with Pick Pockets, Disguise Persona, Stealth, Disguise and Handle Animal at Rank 2.
  • Creature of Stealth and Darkness: Gremlins have an innate link to Stealth and Darkness magic. They have DR 10 Dark and may use Invisibility for 100 halo, but no more often than once an hour.

Racial Disadvantages:

  • Racial Skill Restrictions: Gremlins may not learn Strength, Brutal Strike, Rage, or even Burst of Strength.
  • Neither One Nor Other: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane. Gremlins also consider items which are Bane Horde to be Bane as well. They are the newest Fae race and as such as the least accepted and the Horde is also still hunting the Goblins they used to be.
  • Creature of Darkness: As creatures of Darkness and Stealth Gremlins avoid bright light and take double damage from Light, Solar, Lunar, or Star damage sources.
  • Talisman: Gremlins are dependent on their birthing gift, without it they lose access to their mana and halo.
  • Fae Conditioning: Gremlins have been conditioned so that they consider requests from a True High Fae to be a domination if they start “Would you kindly?”

Satyrs

Satyrs are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights; they are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wake. Though their bodies are almost always those of attractive and well-built men, much of the Satyrs' talent for seduction lies in their talent for music; with the aid of pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires. In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the Satyr. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce; children born from such encounters are either full-blooded Satyrs or full-blooded members of the mother’s line, Satyr children are generally spirited away by their riotous kin soon after birth.

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Race: Fae
Subrace: Satyr
Alignment Guideline: CNH
Banned Alignment: Lawful
Religion Guideline: Puck
Banned Religion: Any other
EXP Adjustment: -25%
Boon Cost: 200
Racial Lores: Lore Fae Rank 2, Lore Nature Rank 2, Lore Drugs Rank 2, Lore Sex Rank 4.
Suggested Geographies: Forest
Barred Geographies: Underground
Suggested Heritages: Fae
Barred Heritages: Vampiric
Multiplier Reduction: Connection, Psionic, Nature, or Agility by 2.
Multiplier Increase: Intellect by 2
Language: S Argead, S Fae.
Loc: 5
Con: 12
Halo: 20
Mana: 20 (Nature)
Willpower: Rank 1 Offensive
Wealth: 0

Costuming:

  • Satyrs must have cloven hooves, horns, pointed ears, and the tail of either a goat or a horse.

Racial Advantages:

  • Sylvan Guardian: Satyrs begin play with Heightened Senses Rank 2, Dexterity Rank 2, and Natural Attunement.
  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability.
  • Embodiment of Fertility: Anyone whose skin touches that of a Satyr sees that Satyr as incredibly attractive, for 10 halo a Satyr can Induce Lust in a touched target, for 20 halo a Satyr can Induce Pleasure, and for 30 halo Induce Orgasm; these abilities are resistible by Willpower. If a Satyr Induces Lust in someone whose sexual preference includes men then the Satyr is the target of that Lust. A Satyr’s genitals are immune to all damage unless from Cold Iron. They have a 50% chance of impregnating any fertile woman they sleep with.
  • Skilled Entertainers: Satyrs gain a Constant +2 bonus to Bardic Performance. Satyrs begin play with any two performance skills of their choice.
  • Satyr Innates: Satyrs can, for 10 Halo, induce Uncontrollable Laughter or Irresistible Dance in a target they touch. Both abilities have a duration of one minute and are resistible by Willpower.

Racial Disadvantages:

  • Racial Skill Restrictions: They may not learn Rage, Strength, or Brutal Strike above rank 5. They may not learn skills-research or Meditation-based skills.
  • Fae Creature: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane.
  • Satyriasis: Satyrs are up for it, all the time. That is not a boast or an opinion it is bone hard medical fact: they put it around, you know. Because of this requirement this race is not available to anyone under eighteen or who is not comfortable with physical and suggestive role-play of this kind.
  • Addicted: Satyrs are already addicted to drugs and alcohol and find it almost impossible to turn them down.

Sluagh

When Gwyn Ab Nudd chose to remain on Geos many members of his household chose to stay with him. These dark Fae are often mistaken for the undead, they are extremely somber, quiet, and subdued. Though rumors persist of underground catacombs, Sluagh prefer crumbling mansions to dank sewers. The Sluagh are creatures of secrets and treasure their privacy; those who intrude into their inner sanctums often leave with nightmares. Despite their preference for quiet and for secrets, adventurous Sluagh do exist, for the world holds many secrets and mysteries. While they have dark hearts, they will go out of their way to aid or protect an outsider who has shown them respect and friendship. The Sluagh collect information and secrets, which they barter for more information and things they need. Revelation is joy; the more unsettling the revelation, the greater the joy. Sluagh feed on death energies that leak from dying beings and do not consume regular food. Legends suggest that the Sluagh carry the souls of the departed to Gwynn. Shrouded in mystery, the Sluagh hold their own secrets closest of all.

sluagh_sml.jpg

Race: Fae
Subrace: Sluagh
Alignment Guideline: NNN
Banned Alignment: Good
Religion Guideline: Gwyn Ab Nudd
Banned Religion: Any Other
EXP Adjustment: -25%
Boon Cost: 500
Racial Lores: Lore Fae 2, Lore Death 2
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Fae, Vampiric
Barred Heritages: Yddrasil
Multiplier Reduction: Intellect and Arcane by 1
Multiplier Increase: Might and Connection by 1
Language: RWS Fae, RWS Argead, RWS Elven
Loc: 2
Con: 8
Halo: 20
Mana: 20 (Divine)
Willpower: Rank 1 Offensive
Wealth: 0

Costuming:

  • Sluagh have pointed ears, white or light blue skin, and dark shallows around their eyes.

Racial Advantages:

  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability.
  • Defense of the Dead: Sluagh are immune to spells which target the living such as Touch of Death, Life Drain, Level Drain, Wracking Pain, Cause Pain, Torment, Agony, Accelerate Bleeding, and Blood Burst. They also have DR 3 against Cold.
  • Creatures of Knowledge: Sluagh generate free lore points at a rate four times their intellect multiplier rather then the rate of a normal character. Sluagh also begin play with Detect Deceit. Gwynn gathers information from the souls of the dead and grants the Sluagh the ability to cast Speak with Dead for 10 halo and to cast Divine Guidance for 50 halo.
  • Gwynn’s Touch: Sluagh have the ability to curse a target in Gwynn’s name, they can either lay a Black Mantle Curse on someone or use Touch of Death once per month, however, if they do they generate no XP or Lores points for that Month.
  • Fade Away: Sluagh can slip between the lands of the living and the dead, by level draining themselves they may Fade Away (this is a Fair Escape ability).

Racial Disadvantages:

  • Racial Skill Restrictions: Sluagh cannot sing or play music, they may never learn any Bardic Music or Performance skills, although they can write bad poetry. Sluagh cannot learn Rage, Strength or Brutal Strike above Rank 3.
  • Fae Creature: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane.
  • Weakness of the Dead: Sluagh consider Jade to be Double Bane, cannot cross areas warded against the Undead, can be killed with Destroy Undead, and controlled with Command Undead.
  • Lure of Death: Sluagh receive only half of the effect from all Magical healing effects and all Resurrection effects take twice the usual toll. If another is dying or bleeding within 20 metres of a Sluagh then they bleed at twice the normal rate and, when restoring individuals to life, all effects count the time that the individual has been dead as double what it has actually been.
  • Cannot Lie: Sluagh deal in true secrets and actual knowledge and as such, cannot lie.

Sprites

After the Fae Courts left Geos, many thousands of Fae beings remained. Many of these creatures are small and undefined creatures that are as close to Elementals as they are to True Fae, but the majority of those that remained were Sprites, Pixies, or Brownies. The classical image of a fairy is one of the lowest forms of Fae.

Sprites are purely playful beings who rarely seek involvement in politics or adventure. They adore their ability to fly and spend much of their time flying. Some Sprites tend to seek to create entertainment for all, while others Sprites simply do not care who gets hurt by their tricks and games.

Race: Fae
Subrace: Sprite
Alignment Guideline: CNN
Banned Alignment: Lawful
Religion Guideline: Gwiddion
Banned Religion: None
EXP Adjustment: -30%
Boon Cost: 200
Racial Lores: Lore Fae Rank 2, Lore Puzzles Rank 2
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Fae
Barred Heritages: Vampiric, Null, Elan
Multiplier Reduction: Arcane, Nature, Connection, or Agility by 2
Multiplier Increase: Might by 5.
Language: S Argead, S Fae
Loc: 1
Con: 4
Halo: 30
Mana: 20 (Arcane)
Willpower: 0
Wealth: 0

Costuming:

  • Sprites wear very little and are extremely sparkly. Sprites must have wings. Sprites tend to have pointed ears.

Racial Advantages:

  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability.
  • Wings: Sprites have unique wings and can fly, however, they cannot fly higher than 20ft or faster than a walk.
  • Sprite Innates: Sprites may select any two first level common Arcane spells which they can cast for free with no casting time and no mana or halo cost; once a particular innate has been cast they cannot cast it again for a full minute. At Mid, High, and Epic level the Sprite adds another first level common Arcane spell to their list of innates.
  • Diaphanous Form: Sprites start with Rank 2 DAC and have a Constant +2 bonus to DAC. They cannot wear any armour or use Shields without losing their DAC.
  • Familiar: Sprites are playable Arcane Familiars. These Sprites must obey their master. Playable Familiars, unlike normal familiars, use their own Loc and Con and gain Experience and Lore Points normally. If a Master wishes to do so they may purchase, with Boons, ability from the Familiars list; in this circumstance the ability takes up a magical item slot for the familiar and the master and cannot be of a higher category than the level of the Sprite.
  • Sting of the Sprite: Normally, Sprites are forbidden from striking others, however this ability allows them to spend 10 halo to ignore this limitation for a single blow or spell.

Racial Disadvantages:

  • Racial Skill Restrictions: Sprites cannot learn Research, Meditation, Strength, Brutal Strike, or Rage.
  • Fae Creature: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane.
  • Flighty: Sprites cannot focus and start with Insatiable Curiosity, Overactive Imagination, and Short Attention Span for which they gain no benefit.
  • Puny: Sprites have a Constant -2 Penalty to their Strength and Burst of Strength skills. If the character ends up with a negative strength score their Standard and Maximum damage are reduced to a minimum of zero.
  • Non-Combatant: Sprites may not cause damage direct LOC (lethal or non-lethal) or CON damage with attacks or spells. They can however use DOT (Damage over time), Halo, Willpower or Mana damage normally.

Pixies

After the Fae Courts left Geos, many thousands of Fae beings remained. Many of these creatures are small and undefined creatures that are as close to Elementals as they are to True Fae, but the majority of those that remained were Sprites, Pixies, or Brownies. The classical image of a fairy is one of the lowest forms of Fae.

Pixies are probably the most adventurous of the lesser Fae. In collective groups of lesser fae the Pixies are the guards, the hunters, and the scouts. Pixies are usually friendly, but those who have been hunted or stalked by Pixies are often unable to separate them from Redcaps.

fey.jpg

Subrace: Pixie
Race: Fae
Alignment Guideline: CNN
Banned Alignment: Lawful
Religion Guideline: Gwiddion
Banned Religion: None
EXP Adjustment: -20%
Boon Cost: 250
Racial Lores: Lore Fae Rank 2, Lore Survival Rank 2
Suggested Geographies: Any
Barred Geographies: Subterranean
Suggested Heritages: Fae
Barred Heritages: Vampiric, Null, Elan
Multiplier Reduction: Arcane, Nature, Connection, or Agility by 2
Multiplier Increase: Might by 5.
Language: S Argead, S Fae
Loc: 2
Con: 6
Halo: 20
Mana: 20 (Arcane)
Willpower: 0
Wealth: 0

Costuming:
Pixies tend to wear very little, but they dress to suit their surroundings and camouflage their skin. Pixies do not have wings, but always have pointed ears.

Racial Advantages:

  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability of True Fae.
  • Pixie Innates: Pixies may select any one first level common Arcane spells which they can cast for free with no casting time and no mana or halo cost; once a particular innate has been cast they cannot cast it again for a full minute. At Mid, High, and Epic level the Pixie adds another first level common Arcane spell to their list of innates.
  • Natural Agility: Pixies start with Rank 2 DAC, and a +1 Constant bonus to DAC, Escape Artist, Stealth, Climb, Balance, and Vital Strike.
  • Familiar: Pixies are playable Arcane Familiars. These Pixies must obey their master. Playable Familiars, unlike normal familiars, use their own Loc and Con and gain Experience and Lore Points normally. If a Master wishes to do so they may purchase, with Boons, ability from the Familiars list; in this circumstance the ability takes up a magical item slot for the familiar and the master and cannot be of a higher category than the level of the Pixie.

Racial Disadvantages:

  • Racial Skill Restrictions: Pixies cannot learn Research, Meditation, Strength, Brutal Strike, or Rage.
  • Fae Creature: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane.
  • Flighty: Pixies find it hard to focus and start with the flaws Insatiable Curiosity, Overactive Imagination, and Impatient for which they gain no benefit.

Brownies

After the Fae Courts left Geos, many thousands of Fae beings remained. Many of these creatures are small and undefined creatures that are as close to Elementals as they are to True Fae, but the majority of those that remained were Sprites, Brownies, or Brownies. The classical image of a fairy is one of the lowest forms of Fae.

Brownies are probably the least adventurous of the lesser Fae. In collective groups of lesser Fae the Brownies are the farmers, the healers, and the servants. Brownies rarely leave Fae communities but when they do it is always to spread healing and goodwill.

brownie_sml.jpg

Subrace: Brownie
Race: Fae
Alignment Guideline: CGH
Banned Alignment: Lawful, Evil
Religion Guideline: Gaea
Banned Religion: None
EXP Adjustment: -20%
Boon Cost: 250
Racial Lores: Lore Fae Rank 2, Lore Healing Rank 2
Suggested Geographies: Any
Barred Geographies: Subterranean
Suggested Heritages: Fae, Yddrasil, Gaean
Barred Heritages: Vampiric, Null, Elan
Multiplier Reduction: Divine, Nature, Connection, or Agility by 2
Multiplier Increase: Might by 5.
Language: S Argead, S Fae
Loc: 1
Con: 4
Halo: 20
Mana: 20 (Divine)
Willpower: 0
Wealth: 0

Costuming:

  • Brownies tend to wear very little, but they dress to suit their surroundings and camouflage their skin. Brownies do not have wings, but always have pointed ears.

Racial Advantages:

  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability of True Fae.
  • Brownie Innates: Brownies may select any two first level common Nature or Divine spells which they can cast for free with no casting time and no mana or halo cost; once a particular innate has been cast they cannot cast it again for a full minute. At Mid, High, and Epic level the Brownie adds another first level common Nature or Divine spell to their list of innates.
  • Natural Agility: Brownies start with Rank 2 DAC, and a +1 Constant bonus to DAC, Stealth, and Escape Artist.
  • Servants and Healers: Brownies start with Rank 2 Chirurgery and Rank 2 Lay on hands. They also gain a +1 constant bonus to any one normal Profession and any one normal Craft Household (Specific).
  • Familiar: Brownies are playable Arcane Familiars. These Brownies must obey their master. Playable Familiars, unlike normal familiars, use their own Loc and Con and gain Experience and Lore Points normally. If a Master wishes to do so they may purchase, with Boons, ability from the Familiars list; in this circumstance the ability takes up a magical item slot for the familiar and the master and cannot be of a higher category than the level of the Brownie.

Racial Disadvantages:

  • Racial Skill Restrictions: Brownies cannot learn Research, Meditation, Strength, Brutal Strike, or Rage.
  • Fae Creature: Fae creatures consider all forms of Iron to be Bane, and Cold Iron to be double Bane.
  • Flighty: Brownies find it hard to focus and start with the flaws Insatiable Curiosity, Overactive Imagination, and Impatient for which they gain no benefit.
  • Natural Pacifists: Brownies are natural pacifists; however, they may still defend themselves, their masters, or their patients. Brownies rarely choose to attack Undead and Constructs, but may do so. If a Brownie ever chooses to suspend their own pacifism to avenge someone who has done a great wrong they may do so, however, they receive no experience for that session. Brownies tend to heal anyone who they themselves do not see as an enemy.

Redcaps

After the Fae Courts left Geos, many thousands of Fae beings remained. Many of these creatures are small and undefined creatures that are as close to Elementals as they are to True Fae, but the majority of those that remained were Sprites, Redcaps, or Brownies. The classical image of a fairy is one of the lowest forms of Fae.

Most of the lesser Fae are kindly, but Redcaps are the fly in the ointment, the bill at the end of supper, the venereal disease which follows an excellent evening’s entertainment, or more concisely the knife in the hands of a madman. Redcaps are quite simply psychotic killers. They often stalk their prey for ages, and only slay their target when their prey is ready to collapse from terror or exhaustion. They are the brutal masters of the knife in the dark and they say that the only thing worse than being stalked by a Redcap is to fall prey to their torture; it is believed that the Cathayans learned their ‘death by a thousand cuts’ execution method from these little bastards.

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Subrace: Redcap
Race: Fae
Alignment Guideline: CEN
Banned Alignment: Lawful, Good
Religion Guideline: Gwynn
Banned Religion: Greymayre
EXP Adjustment: -50%
Boon Cost: 1500
Racial Lores: Lore Fae Rank 2, Lore PSTTSTTSAB Rank 4
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Fae
Barred Heritages: Gaean, Yddrasil,
Multiplier Reduction: Divine by 1, Might by 1, Agility by 2
Multiplier Increase: Connection by 2, Intellect by 2, Nature by 2.
Language: S Argead, S Fae
Loc: 2
Con: 6
Halo: 0
Mana: 20 (Divine)
Willpower: 0
Wealth: 0

Costuming:

  • Redcaps tend to wear very little. Redcaps must always wear red headgear. Redcaps expecting violence will always paint their faces with fresh blood or to look like a skull. Redcaps do not have wings, but always have pointed ears.

Racial Advantages:

  • Fae Creature: Fae creatures do not age and will not die of old age. They have a +2 constant bonus to their Defensive Willpower and are immune to the Glamour ability of True Fae.
  • Redcap Innates: Redcaps may select cast Nosebleed for free with no casting time and no mana or halo cost; once a particular innate has been cast they cannot cast it again for a full minute. At Mid, High, and Epic level the Redcap adds another first level common Evil spell to their list of innates. Redcaps can use Cause Fear (Lesser), Bleed, and Accelerate Bleeding (Lesser) once an hour each for 20 Halo.
  • Tools of a Killer: Redcaps start with Rank 2 DAC, Rank 2 Torture, and a +1 Constant bonus to DAC, Stealth, Brutal Strike, Torture, and Vital Strike. Redcaps start with proficiency with knifes and gain a +1 constant bonus to a suitable Style Mastery.

Racial Disadvantages:

  • Racial Skill Restrictions: Redcaps cannot learn Research, Meditation, Chirurgery, Lay on Hands, Profession, or Crafting.
  • Weapon Restrictions: Redcaps can only use sharp melee weapons, typically they prefer knives, however, stories of Redcaps with axes or scythes are common. Redcaps may not use shields.
  • Flighty: Redcaps find it hard to focus and start with the flaws Insatiable Curiosity, Overactive Imagination, and Impatient for which they gain no benefit.
  • Curse of Ashes: Redcaps have been cursed so that food or drink turns to ashes in their mouths, the only sustenance a Redcap can enjoy comes from shedding the blood of a living, frightened, sentient creature.
  • Curse of Blood: Redcaps have been cursed so that they must always wear red headgear. If another being takes off their red hat, the Redcap will react violently and will seek to regain their headgear.
  • Psychotic: Redcaps gain the following flaws for which they gain no benefit: Derangement (Psychotic), Vengeful, Prone to Rage, and Wanted (Major). Redcaps also feel a gentle compulsion to shed the blood of a living, frightened, sentient creature at all times.