Last Updated: 10/24/2017
The magical beings of the Faewild, also known as the dream world, are more varied than in the waking world. While chaos and change is inevitable in the Faewild, some beings were touched by Compassion and given more permanent forms and identities. Aligning into their courts ruled by the gods Mab and Auberon, they wage a superficial war against each other within the Faewild for purposes not entirely understood by the mortal races. While there are many types of Fae across the realms of Falleron, they all share a deep connection to the Faewild: the source of all magic.
All Fae are beings of the Faewild and creations from the imaginations of Mab and Auberon. As such they have a terrible fear of the First Blade, the weapon created to prune the Faewild at Alethia’s whim. This fear of the First Blade carries over to all sources of iron and steel, especially those of cold iron, which are unpleasant to painful for them to touch against their skin for long. A Fae might lift an iron bar gingerly for a few moments of discomfort, but in being pressed against a piece of iron for a long period of time would feel unease, followed by discomfort, then great pain as time passes. Cold iron burns them as flames do most beings, and the touch causes active and immediate pain to a Fae.
The Summer and Winter Courts
At the core of the Faewild are the Summer and Winter Courts, the two nations that remain constant in their eternal struggle over the rest of a plane that is filled with chaos and change.
The Summer Court is ruled by Mab and primarily consists of Elfkin and Greenkin. While there is no set geography in the Faewild, their domain tends to extend over places of growth and light, where things are thriving and fighting to survive. The Summer Court seeks, in all things, to encourage growth and life and finds humor and valor as valuable traits in their companions. Elfkin embrace this through tricking and manipulation of the mortal races wit their curiosity driving them, while the Greenkin are more direct and drive their great hunts to the mortal races alongside, and frequently against, the mortal races.
The Winter Court is ruled by Auberon and primarily consists of Fiendkin and Stoutkin. Their domain tends to fall into places of permanence and darkness, where beauty and knowledge can be forged and hidden. The Winter Court seeks, in all things, to encourage perfection and beauty and finds competence and gracefulness as valuable traits in those they work with. Stoutkin seek perfection through the crafting of objects and tools, for both themselves and others, and are constantly seeking the betterment of their craft. Fiendkin seek perfection in the mind and self, and tend to be drawn to those they can assist as advisors or that can help them better themselves.
Between the two courts are innumerable beings of wild magic that make up the majority of monsters and elementals found across the world. These are generally unaligned, but occasionally can be found working in one court or another.
In the most rare of circumstances, a Fae of one court may flip sides and join that of the opposing court. The change is typically more than just symbolic, and usually requires a great show of loyalty to the other court to prove their intentions. Changing courts literally involves a transformation of self, and at the end of it, a Greenkin or Elfkin might find herself transfigured into a Fiendkin or Stoutkin upon switching sides as the magics of the Faewild alter the balance.
Beyond these rare exceptions, the two courts frequently see each other less as healthy rivals and more as bitter enemies. A Summer Court Fae will be hostile in sight to a Winter Court Fae, and vice versa, whenever they encounter each other in the Faewild. On the mortal planes they may be a bit more reserved out of respect for the mortal races around them, but they will rarely be willing to tolerate a rival court member for long.
The Wild Hunt
Only one thing brings the two courts together in harmony, and that is the Wild Hunt. A great traveling pack within the Faewild, which offers a choice to all who come across it: become a hunter or the hunted. Those mortals who join the hunt become akin to hunting beasts, often hounds, which serve the Fae lords of the hunt. Occasionally they survive the encounter and return to their waking lives with lingering lycanthropy, if not fully transfigured into a werefolk. While the hunt is usually associated with Greenkin, and they are the Fae race to embrace it the fastest, all Fae races can be found amongst its ranks and even the most flighty of Elfkin, reserved of Fiendkin, or diminutive Stoutkin finds joy and exhilaration in participation.
Leaving the Faewild
Fae are beings of magic, and while they frequently leave the Faewild to wander the waking world for a time, they cannot remain their permanently without hardship. A Fae in the mortal world for over a year at a time begins to find their magic is fading and their natural traits become erratic. A Fae in the mortal world for decades might be diminished so much as to become unrecognizable as a Fae. Left long enough on the mortal plane, a Fae will eventually have their native traits diminish until they become only slightly odd looking humans. A Stoutkin might gain height, an Elfkin’s ears or Fiendkin’s horns and hooves might recede, and a Greekin’s skin and teeth might diminish to that of more normal human tint. Returning to the Faewild reinvigorates these traits, and over a short period of time will restore them to their native appearance. A similar trend happens in reverse to humans who stay in the Faewild for long periods of time, eventually causing them to gain the traits of the Fae they live with until there is no practical difference between them.
Fae can vary significantly depending upon their nature and the world around them. All Fae have a few traits that are universal, though most are dependent upon their subrace.
- Ability Score. Fae gain +1 to two different ability scores.
- Age. Fae ages are impossible to determine, both due to the long-lived natures of their being and the fact that living in the Faewild frequently can alter the perception of time, both faster and slower, for those within it.
- Alignment. Summer Fae tend to be highly malleable in opinions and attitudes, and generally find lawful alignments too constraining for them. Winter Fae tend to be rigid and orderly and tend to avoid chaotic alignments.
- Cold Iron. Fae aligned to the Summer and Winter Courts hate the touch of cold iron and take double damage from cold iron weapons. Regular iron and steel also cause discomfort and they cannot bear the touch of it against their skin (preventing use of such weapons and armor). These Fae may, as a ritual lasting a long rest, transform an iron or steel weapon into a heartwood, ivory, glass, or bronze weapons with the same statistics, though it becomes a useless, but possibly sellable, trinket in a non-Fae’s hands.
- Home Court Advantage. Fae that are aligned to the Summer and Winter Courts gain advantage on all saving throws while on their Court’s plane (Faewild or Sidhe), and disadvantage when on the opposing plane.
- Unaligned Fae. Some Fae subtypes are naturally unaligned either through their powerful natures or by living for a long time in colonies on the mortal planes. Some of these Unaligned Fae choose to return to the Faewild or Sidhe, aligning with one of the Fae Courts and gain the Cold Iron and Home Court Advantage traits. Others who choose to remain unaligned live unburdened by the Cold Iron and Home Court Advantage traits.
- Languages. Fae can speak Ovidic (Common) along with the language of the Faewild.
- Subraces. Fae are highly variable by their subraces, and while all can interbreed and frequently have mixed bloodlines, their appearances tend to be exaggerated towards one of the following archetypes. Fae players choose their bloodline either by their subrace, or by choosing two Fae Racial traits. Due to their conflicting natures, Industrious and Wild Fae may not be combined.
|Fae Racial Subtypes Table:|
|Choice One||+||Choice Two||=||Fae Subtype||Bonus Skill||Court|
|Wild||+||Graceful||=||Summer Elf||Animal Handling||Summer|
|Slight||+||Luminous||=||Pixie||Sleight of Hand||Unaligned|
Fae Subrace Traits:
- Fiendish. Fiendish Fae have traces of their fallen brethren sealed in the demonic tombs. This bloodline grants them the horns or tusk-like fangs for which they are known along with an abnormal amount of magical affinity. You naturally perceive magic around you and gain the ability to cast detect magic at will. In addition, your years of playing with magic grants you one cantrip of your choice. You may choose which casting ability (Intelligence, Wisdom, or Charisma) is the spellcasting ability for this cantrip. You gain advantage on all saving throws against magic of the chosen casting ability,
- Graceful. Known for their lithe figures and pointed ears as much as for their physical grace, Graceful Fae move with ease even over the most difficult terrain. Fae of this background ignore difficult terrain (both magical and non-magical). In addition, they may walk on top of piles of leaves, mud, snow, or slow-moving water without penalty, but may not stop on top of them without sinking. Graceful Fae tend to wander unseen amongst the mortal races, and can cast alter self at will in order to remain hidden from their sight.
- Industrious. Industrious Fae are hardworking, muscular, and are known for their thick beards and long manes of hair. Many Fae are expert craftsmen and have the ability to copy flawlessly the magical and industrial creations of others. As a ritual, a Fae with this trait may craft an exact duplicate, including magical qualities, of any item they encounter. This copy is made out of enchanted wood and precious metals. Once created, this object takes up one of the Fae’s total attunement slots, but may be worn, equipped, or used by anyone without requiring attunement. As an action, the Fae may release the natural bindings keeping the item together to regain their attunement slot and the item instantly becomes a painted facsimile of wax.
- Luminous. Many Fae have a natural light that always shimmers around them due to their connection to magic. While in well lit places this appears as a faint, but noticeable glow, in dark places the power of this light becomes manifest. You always shed bright light in a 5-foot radius and dim light for an additional 20 feet of a color of your choice. In addition, you can use your Action to unleash the mana within yourself, causing raw magic to radiate from you unchecked. Whenever you make this transformation, choose the type of magic radiating from you: Healing, Cold, Fire, Force, Lightning, Necrotic, or Radiant. This transformation lasts for 1 minute or until you end it as a Bonus Action. During it, your light doubles in distance, and at the end of each of your turns, you and each creature within 10 feet of you take the chosen damage type or healing equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra damage of the chosen type to one target when you deal damage to it with an Attack or a spell. The extra damage or healing equals your level. Once you use this trait, you can’t use it again until you finish a long rest. Starting at level 10, you may recover this ability on a short or long rest.
- Slight. Slight Fae are physically diminutive compared to other races and are considered Small in size. Slight Fae use their size to their advantage to get in close to both their enemies and allies, darting between their legs and arms with remarkable speed. Due to your small size, you are naturally quick on your feet. You may add an additional +1 to the maximum Dexterity bonus from your armor. If you are wearing light or no armor, you instead gain +1 AC. You may also occupy the same square as a creature Medium size or larger, granting both you and the creature advantage on melee and spell attacks against each other as you dart beneath it. If you are attacked by another creature while sharing a space in this way, if the attack misses you, the creature you are under is considered a valid second target of the attack. If they are willing, the creature you are beneath may choose to take the attack for you if hit.
- Wild. Known for their green-tinted skin and capacity for chaos, transformation, or general mayhem, Wild Fae tend to stay true to their name, rampaging through the Faewild with little care to the whims of others. When you score a critical hit with a melee weapon or spell attack, you can roll one of the weapon’s or spell’s damage dice an additional time and add it to the extra damage of the critical hit. Whenever you score a critical hit or failure you are subject to a random effect from the Wild Magic table. Whenever a creature scores a critical hit or failure on you, they are subject to a random effect from the Wild Magic table.