Race: Fae

Last Updated: 1/13/2017

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.

Cold Iron

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.

Traits: Fae

Fae can very 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.

  • Age. Fae ages are impossible to determine, bot 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. Fae tend to be highly malleable in opinions and attitudes, and generally find lawful alignments too constraining for them. While a rare Fae might uphold lawful goals when properly motivated, such things are rare.
  • Being of Magic. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Cold Iron. Fae 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). All Fae may, as a ritual lasting a long rest, transform an iron or steel weapon into a heartwood, glass, bronze, or ivory weapon with the same statistics, though it becomes a useless, but possibly sellable, trinket in a non-Fae’s hands.
  • 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 four extremes.


One of the two races of the Summer Court, Elfkin are known for their slender, human like bodies, long pointed ears, and attunement towards both magic and trickery. Generally more manipulative, indirect, and nimble than their Greenskin siblings, they tend to infiltrate other races to play tricks and use to their own ends. They are masters of transformative magic and frequently change their appearances at whim. Elfkin tend to favor weapons made of heartwood.

    • Ability Score Increase. You increase your Dexterity, Wisdom, or Intellect by +2 and another ability score of your choice by +1.
    • Size. Elfkin tend to be slightly smaller than humans, and range from 4 to 5 feet in height. They tend to weigh between 70 and 140 pounds. They are of Medium size.
    • Speed. Your base walking speed is 30 feet.
    • Changeling. Elfkin gain the ability to cast alter self as a cantrip. This ability resets after a short rest and the Elfkin always reverts to their native form at the end of a short or long rest.
    • Sylvan Grace: Your reflexes and agility allow you to you move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
    • Tricksters: Gain proficiency in either Deception, Sleight of Hand, or Acrobatics.


One of the two races of the Summer Court, Greenkin are known for their thickly muscled green-to-yellow tinted skin, large, often protruding teeth, and ferocity in all that they do. Far more passionate, strong, and charismatic than their Elfkin siblings, Greenkin favor the hunt and choose to consume nothing but the flesh of their prey (where possible) or whatever carnivore oriented substitutions are available. They find companionship out of the Faewild frequently with Werefolk and more aggressive and passionate humans. Greenkin blood is thick, dark green, and has curious regenerative properties. Greenkin tend to favor weapons made of ivory.

  • Ability Score Increase. You increase your Strength, Constitution, or Charisma by +2 and another ability score of your choice by +1.
  • Size. Greenkin come in a wide range of sizes and range from 3 to 7 feet in height. They tend to weigh between 80 and 300 pounds. They may be of Medium or Small size.
  • Speed. Your base walking speed is 30 feet for a Medium Greenkin or 25 feet for Small Greenkin.
  • Greenkin Blood. On a short rest a Greenkin’s blood regenerates their wounds swiftly. You may regain a bonus hit die in HP on every short rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  • Expert Hunters. Gain proficiency in either nature, survival, or intimidation.


One of the two races of the Winter Court, Stoutkin are known for their cunning craftsmanship and small size. While many are thick of shoulder with heavy beards to match, others are quite slender and nimble, but all have clever minds that allow them to craft wondrous works of magic, art, and craft. Stoutkin, while they abhor the touch of iron as all Fae, have great fondness for the softer metals of silver, bronze, and gold and craft great wonders from these. Stoutkin are regularly found among the other races as experts in craft and as loyal and valiant companions. They tend to favor bronze weapons.

  • Ability Score Increase. You increase your Strength, Dexterity, or Wisdom by +2 and another ability score of your choice by +1.
  • Size. Stoutkin are quite small, and are considered of the Small size category. Ranging from 2 to 4 feet, they can have a wide range of sizes and weights.
  • Speed. Your base walking speed is 25 feet.
  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • The Bigger They Are. When you damage a creature with an Attack or a spell and the creature’s size is larger than yours, you can cause the Attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or Long Rest.
  • Master Craftsmen. Stoutkin gain proficiency in an artisan tool of their choice and may begin the game with that tool.
  • The Wee Folk: Gain proficiency in either Sleight of Hand, Stealth, or Survival.


One of the two races of the Winter Court, Fiendkin are known for their cloven hooves, horn-like protrusions from their foreheads, and deep reservoirs of knowledge and wisdom. Unlike many of the Fae races, Fiendkin rarely choose to leave the Faewild to dally in the mortal planes. Instead they tend to find themselves isolated pockets deep in the Faewild where they gather knowledge and magical power for themselves. Many mortals attempt to conjure them from these enclaves to steal their secrets or seek their council, and some are willing to sell them for extraordinary prices. They tend to favor glass weapons.

  • Ability Score Increase. You increase your Constitution, Charisma, or Intellect by +2 and another ability score of your choice by +1.
  • Size. Fiendkin tend to be about the same size as humans, and range from 4 to 6 feet in height and from 100 to 250 pounds. They are of the Medium size category.
  • Speed. Your base walking speed is 30 feet.
  • Magical Secrets. Gain one cantrip of your choice from any casting class. If you have no levels in a casting class you use your Intelligence score to cast this spell. Otherwise, you use the ability score of your highest casting class to cast this spell.
  • I Meant To Do That: Fiendkin are extremely prideful creatures and are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an Attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
  • The Devil is in the Details: Gain proficiency in Arcane, Insight, or Investigation (pick one).