Alfland

Alfland is one of the two Pallinite Islands. Where Pallin itself is nearly devoid of magic, and its people rely more heavily on technology rather than mysticism, Alfland is entirely the opposite. For the entirety of its history, Alfland has been ruled by the Elves and the Fey races, and has enjoyed relative peace (with a few scattered conflicts with conquest-bent Pallinites crossing the Elven Channel).
For at least sixty years, Alfland has existed as a province of the Pallinite Empire. Each of its five major cities has a representative in Pallin's Parliament, and of all the provinces of the Empire, Alfland is given the most political enfranchisement. The relationship between Alfland and Pallin is mutually beneficial, by all accounts: the Pallinites benefit from Alflanders' magical expertise, and the Alflanders have been exposed to some of the boons of Pallin's technological superiority.
Geopolitical Background
Alfland's native government is a body called the Midsummer Court, which meets in the forest city of Goodfellow. Within the Midsummer Court, representatives from all of Alfland's races gather to make local decisions. As Alfland is a nation dominated by the Faerie races, government is very rarely taken seriously. One of the most important duties of the Midsummer Court is officiating the elections that send Alfland's five Members of Parliament to Pallin.Alfland has no true military forces. The country is largely reliant upon Pallin's military might, though it must be said that the Alflanders are by no means entirely incapable of mustering their own defense, if needed. Each of the five major cities of Alfland is home to an informal Militia Registry, and various combat and magic schools throughout the island instruct students in the various arts handed down by Alfland's races.
Internal Background
The island of Alfland is dominated by an immense forest, in and around which are the five major cities, which in turn name the five provinces of Alfland. The political capital and physical center of Alfland is the city of Goodfellow, nestled deep in the heart of Alfland's large forest. It is in this city that the Midsummer Court presides, meeting within a large hall formed by a copse of ancient, sleeping treants. The treants stand close enough together that their bodies and intertwined roots form a completely solid wall, and their dense canopy an impenetrable ceiling. Natural light enters through the high "windows" formed by the places where the Treants' trunks thin, and their upper branches spread apart. Thousands of tiny spiders have strung webs in between these gaps, creating natural silken window panes that provide some minimal protection against inclimate weather. For nighttime meetings, a family of benign Will O' Wisps generously provides artificial lighting throughout the structure.Goodfellow is the traditional capital of Alfland, and the home of the Midsummer Court. The Lord and Lady Milamber, Rilfen and his wife Luothia, Gray Elven nobles who preside over the Court, make their homes here. They are as near to "national" leaders as Alfland has. Alfland's senior Member of Parliament, Zaxi McRill, also hails from Goodfellow.
Oberon is known as the city of Bladesingers, particularly because the Glarwendel Bladesong School is located here. The High Elf Erwen Silveredge is both Oberon's Member of Parliament, and also the head of the local swordsmithing guild.
Titania is an Elven port city on the Southeastern tip of the island, and the location of the esteemed magic academy of Melis Andara. This exclusive magic school is highly restrictive in its enrollment, preferring Elves first, other Alflander races second and humans and other races within the Pallinite Empire last. Quarion Holimion, the Archmage and headmaster of Melis Andara, serves as Titania's Member of Parliament.
Morwel is the city of revelry, a popular stopping-off point for sailors in the Pallinite Navy. This city in the North of Alfland is dominated by mostly Satyrs and Dryads, but Alflanders of all races who just enjoy a good party are also frequently found here. Of all of Alfland's five major cities, it is the one in which it is most common to find non-Alflanders. Morwel's Member of Parliament is a human named Dutch Anoleg, who was raised by the Elves of Alfland and makes his home in the Twilight Festhall.
Emerald is the Leprechaun City, a miniaturized metropolis in the far North East of Alfland, dominated by Leprechauns and, to a lesser extent, the other faerie races (Brownies, Pixies and Sprites). Emerald's Member of Parliament is a reformed Leprechaun Red Cap named Dyrk O'Shea, who has made a name and reputation for himself as an outspoken advocate of Alfland independence from Pallin.
Alflander Elves are comprised of mixed populations of High, Gray
and Sylvan Elf stock. The Elves have historically been the leaders of
Alflander society. Though they spent years resisting Pallinite rule,
the current Elven leadership has accepted Pallin's King as a
superior, and the Alflanders now lend their modest magical know-how
to Pallin's quest for power and expansion.
Currently, Elven nobility dominates the Midsummer Court, and three of
Alfland's five Members of Parliament are Elves. The most prominent
Elven leaders are Lord Rilfen Milamber and Lady Luothia Milamber,
Gray Elves and presiding co-chairs of the Midsummer Court; Master
Liander, a High Elf and headmaster of the Glarwendel Bladesong School
in the city of Oberon; Archmage Quarion Holimion, the High Elven
headmaster of the Melis Andara mages' academy; Mazithra Liardon, a
High Elf and General of the Goodfellow Militia; and Zaxi McRill, a
High Elf and senior M.O.P. for Alfland.
Ability Score Adjustments: Each Elven sub-race takes its own ability adjustments. Gray Elves take adjustments of +2 to Intelligence, +1 Dexterity, -2 Constitution and -1 Strength. High Elves take +1 Dexterity and -1 Constitution. Sylvan Elves take +1 Strength and Dexterity and -1 Constitution and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Book of Elves and the Complete Fighter, Wizard and Bard handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Elves move on land at a rate of 12.
Bonus Languages: Elves begin play knowing how to speak Elven and Common. They also begin with an additional bonus Faerie language (Sprite, Pixie, Brownie or Leprechaun).
Special Advantages:
(High Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Gray Elves)
Infravision: 60' range.
Gray Elven Libraries: Gray Elves of any class may
purchase the Sage Knowledge proficiency without a cross-class
penalty. Further, when consulting Gray Elf sages, a Gray Elf pays a
reduced price for information than he would elsewhere.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Sylvan Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Animal Empathy: Sylvan Elves can easily befriend natural
woodland creatures, in a manner similar to Rangers. This ability only
functions on non-hostile natural animals native to a forest
setting.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
Special Disadvantages:
(Gray Elves)
Haughtiness: Because of their arrogance, Gray Elves
suffer a -3 reaction adjustment penalty when dealing with non-elves.
This penalty is reduced (but still in effect!) to -1 when dealing
with other Elven subraces. There is no penalty when dealing with
other Gray Elves.
(Sylvan Elves)
Neuroses: Sylvan Elves are uncomfortable in most
settings other than the forest. When indoors or underground,
claustrophobia sets in, and Sylvan Elves also have an irrational
dislike of travelling across the sea. Whenever forced into any one of
the above mentioned situations, a Sylvan Elf suffers -2 to all
attack, damage, ability check and proficiency check rolls, and
endures a 20% chance of spell failure. A Sylvan Elf may learn to cope
with civilization and being inside buildings by purchasing the
Survival non-weapon proficiency (specific to Indoors), but the
claustrophobia from being underground and the distaste for sea travel
are not so easily overcome.
A diminutive faerie race related to both Leprechauns and Halflings. Brownies are naturally a helpful, good-inclined race, and in Alfland society they are eager to contribute to society as a whole. They are the only Lawfully-inclined race in Alfland, and as lawful creatures they have a special appreciation for a good-aligned, orderly society. The community created in Alfland suits them wonderfully; and at the same time, they appreciate Pallinite rule -- although they wonder if the Pallinite urge to conquer and expand meshes with their "good" alignment.
Ability Score Adjustments: Brownies take ability score adjustments of +1 to Dexterity and Wisdom, and -2 to Strength.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Thief
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 3; Brownies move on land at a rate of 12.
Bonus Languages: Brownies begin play knowing how to speak Brownie, Elven and Common.
Special Advantages:
Heightened Senses: Brownies' senses are so keen that
they are impossible to surprise.
Hiding: Brownies have the ability to Hide equal to a
Ranger of the same level's Hide in Shadows ability.
Spell-like Powers: Protection from Evil, Ventriloquism,
Dancing Lights, Continual Light, Mirror Image (3 images), Confusion
and Dimension Door. These may each be used 1/day.
Save Bonus: +3 bonus to all saving throws.
Special Disadvantages:
Small Size: Brownies are unable to use L- or
larger-sized weapons, and must wield M-sized weapons with two
hands.
Experience Penalty: Brownies require twice the normal
amount of experience to advance as Fighters, Clerics or Thieves.
Unseelie Temptation: If a Brownie should happen to fall
to the lure of Evil (by committing one too many explicitly evil
acts), the character becomes a Red Cap. Red Caps are shunned by other
Alflanders, and are often attacked on sight (as they do undergo a
physical change that all Alflanders recognize). Brownie Red Caps lose
all of their innate Spell-like Powers and their save bonus is reduced
to +1.
As the largest of Alfland's races, the Centaurs have been looked to in times past to serve in the capacity of Alfland's defenders. In modern times, the majority of the Centaur herds are devoted to a more pastoral life, working on the few cleared acres of farmland and living out generally peaceful lives.
Ability Score Adjustments: Centaurs adjust their ability scores with a +1 to Constitution and Wisdom and a -2 to Dexterity.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Fighter-Bard, Ranger-Shaman
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class, with a +4 bonus HP at first level.
Natural Armor Class/Move Rate: 5; Centaurs move on land at a rate of 18.
Bonus Languages: Elves begin play knowing how to speak Elven and Common. They also begin with an additional bonus Faerie language (Sprite, Pixie, Brownie or Leprechaun).
Special Advantages:
Hooves: Centaurs may make two additional attacks in a
round with their forehooves, dealing 1d6 damage with each crushing
blow. If the Centaur gives up all other attacks in a round, he may
make a rearward-bucking attack with his hind legs for 3d6 damage.
Lance Charge: Centaurs armed with lances, spears or
other piercing-damage polearms can make a charging attack for double
damage -- again, only if all other attacks in a round are
forsaken.
Special Disadvantages:
Size: Centaurs take damage as large creatures.
Cramped Quarters: Centaurs have difficulty negociating
underground settings; while underground (except in the largest of
underground caverns) Centaurs suffer a -2 to all attack and
proficiency rolls.
Female counterparts to Satyrs, Dryads appear as beautiful young women, with slightly Elven features and vibrant green hair. The Dryads are the keepers of Alfland's trees, and most adult Dryads actually bind their life forces to an individual tree as part of the traditional coming-of-age ritual. Dryad PCs are assumed to be adolescents who have not yet made such a bond.
Ability Score Adjustments: Dryads take a +1 to Dexterity and Charisma, and a -1 to Constitution and Intelligence.
Class Restrictions:
Multi-Class Allowances: Ranger-Druid
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 9; Dryads move on land at a rate of 12.
Bonus Languages: Dryads begin play knowing how to speak Satyr, Dryad and Common. All Dryads are also able to Speak with Plants, as the priest spell.
Special Advantages:
Charm Person: This spell-like power is gained when the
Dryad reaches 2nd level, and may be used 3/day. While Dryads who have
bonded to a tree impose a penalty on their victims' saving throws,
unbonded PC Dryads do not, and their targets make unadjusted saves
against the effect.
Magic Resistance: 20%. This resistance is flat, and does
not improve until and unless a Dryad eventually bonds with a tree (at
which point it becomes 50%).
Special Disadvantages: None.
The Gnomes of Alfland are equivalent to the Forest Gnome variety. They live in homes made in low tree-hollows, and more than most Gnomish races prefer living above ground, in and among nature. Alflander Gnomes wear their hair and bears quite long, and prefer to dress in simple clothes (often tunics in cool shades of blue or green) and wear tall, pointed hats. It has become something of a fad in Pallin to put out lawn sculptures of Alflander Gnomes, something that this race takes extreme and uncharacteristically violent offense to.
Ability Score Adjustments: Forest Gnomes take a +1 to Dexterity and Wisdom, and a -1 to Strength and Intelligence.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Illusionist, Fighter-Thief, Cleric-Illusionist, Cleric-Thief, Illusionist-Thief.
Kit Allowances: From the Complete Book of Gnomes and Halflings.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Gnomes move on land at a rate of 12.
Bonus Languages: Gnome, Common. Forest Gnomes are also able to innately communicate with forest mammals.
Special Advantages:
Pass Without Trace: Forest Gnomes can move through any
kind of wooded terrain without leaving a sign of his or her
passage.
Magic Resistance: Forest Gnomes gain a +1 bonus to their
saving throws vs. magic for every 3.5 points of Constitution.
Hide in Woods: Forest Gnomes have a 90% chance to Hide
in natural surroundings.
Combat Bonuses: Due to their size and quickness, Forest
Gnomes have a +4 AC bonus when being attacked by Gnolls, Trolls,
Bugbears, Ogres, Ogre-Magi, Giants or Titans.
Racial Enmities: Forest Gnomes have a +1 bonus to hit
Orcs, Lizardmen, Troglodytes or any creature which they have observed
directly damaging woodlands.
Special Disadvantages: None.
Half-Dryads are the result of racial mixing. When a Dryad or Satyr couples with a Human or Demihuman of the opposite gender, the resulting offspring (if female) are always Half-Dryads. They appear much like their mothers, with green hair and exceptional beauty, though their Demihuman/Human father's features tend to dominate more strongly than the mother's.
Half-Dryads have been common in Alfland for a very long time, often the result of Satyrs coupling with elfmaidens. A popular saying in Alfland is that the mother of a Half-Satyr or Half-Dryad traded one horn for two (a reference to the superstitious contention that only female Elven virgins are permitted to ride on unicorns).
Ability Score Adjustments: +1 Charisma, -1 Constitution.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Ranger-Mage, Fighter-Thief, Ranger-Thief, Mage-Thief.
Kit Allowances: From the Complete Book of Humanoids and the Bard's and Fighter's Handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Dryads move on land at a rate of 12.
Bonus Languages: Satyr, Dryad, Common.
Special Advantages:
Identify with Nature: Half-Dryads have a 50% chance to
correctly identify any plant or animal they come across. They are
also able to identify pure water.
Charm Resist: Half-Dryads have a 90% resistance to charm
spells cast by any creature associated with nature (Dryads, Nixies,
etc.), and a 50% chance to resist charm spells in general.
Special Disadvantages:
None.
Half-Elves are the result of racial mixing between Alfland and Pallin. They tend to be the most common of the cross-breeds in the Empire.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Druid, Fighter-Thief, Fighter-Mage, Cleric-Ranger, Ranger-Druid, Cleric-Mage, Druid-Mage, Thief-Mage, Fighter-Mage-Thief, Fighter-Mage-Cleric, Fighter-Mage-Druid.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Book of Elves and the Complete Fighter and Wizard handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Elves move on land at a rate of 12.
Bonus Languages: Elven, Common.
Special Advantages:
Infravision: 60' range.
Magic Resistance: Half-Elves enjoy a 30% resistance to
Sleep and Charm-based effects. Even if their resistance fails, they
still get a normal save against the effect.
Door Detection: Elven senses allow Half-Elves to locate
secret or concealed doors. Passing within 10 feet of a secret door,
Elves will detect the opening on a roll of 1 on 1d6. If a Elf is
actively searching for secret doors, this chance increases to 1 or 2
on 1d6. Concealed doors can be detected by Elves on a roll of 1, 2 or
3 on 1d6.
Special Disadvantages:
None.
Half-Satyrs are the result of racial mixing. When a Satyr or Dryad couples with a Human or Demihuman of the opposite gender, the resulting offspring (if male) are always Half-Satyrs. They resemble generally taller versions of their Satyr fathers, with vestigial horn-stubs and an excess of body hair. Their legs do not joint the way that Satyrs' do, though their feet eventually do develop hoof-like coverings.
Half-Satyrs have been common in Alfland for a very long time, often the result of Satyrs coupling with elfmaidens. A popular saying in Alfland is that the mother of a Half-Satyr or Half-Dryad traded one horn for two (a reference to the superstitious contention that only female Elven virgins are permitted to ride on unicorns).
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Ranger-Mage, Fighter-Thief, Ranger-Thief, Mage-Thief.
Kit Allowances: From the Complete Book of Humanoids and the Bard's and Fighter's Handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Satyrs move on land at a rate of 12.
Bonus Languages: Satyr, Dryad, Common.
Special Advantages:
Identify with Nature: Half-Satyrs have a 50% chance to
correctly identify any plant or animal they come across. They are
also able to identify pure water.
Charm/Song Resist: Half-Satyrs have a 50% resistance to
charm spells cast by any creature associated with nature (Dryads,
Nixies, etc.), and a 50% chance to resist spells or effects cast
through music or singing (a harpy's song, a bard's playing, a satyr's
pipes, etc.).
Talent with Languages: Half-Satyrs are very gifted at
learning new languages; they can learn additional languages above the
limits prescribed by the Intelligence table in the PHB. For every
point of Intelligence over 15, a Half-Satyr may learn one new
language, or two new Sylvan languages (as given for Druids). They
must still pay NWP slots for modern languages, though they may learn
one of each pair of Sylvan languages for free.
Special Disadvantages:
Armor Restriction: Half-Satyrs cannot wear metal armor,
because it interferes with their connection with nature. The two
exceptions to this rule are shields and Elven Chain.
Tiny faeries, Leprechauns are related to both Brownies and
Halflings. The Leprechauns founded and are the most prevalent race in
the northern city of Emerald, which is rumored to be built above an
expansive network of caves that houses the secret treasure troves of
the Leprechauns. If such a trove does exist, it is so secret that not
even the Midsummer Court is privy to it.
Of all Alfland's races, the Leprechauns seem to object the most
strongly to Pallinite rule.
Ability Score Adjustments:+2 to Charisma and Dexterity, -2 to Strength and Constitution.
Class Restrictions:
Multi-Class Allowances: Thief-Mage, Thief-Illusionist, Bard-Mage, Bard-Illusionist.
Kit Allowances: None.
Hit Dice: By class.
Natural Armor Class/Move Rate: 8; Leprechauns move on land at a rate of 15.
Bonus Languages: Leprechaun, Gnomish, Common.
Special Advantages:
Spell-like Powers: Leprechauns can use
Ventriloquism and Invisibility (12th level of ability)
5/day each.
Magic Resistance: 80% flat resistance.
Thievery: Leprechauns have a 75% chance to pickpocket
(Rogues add this 75% to their base score).
Polymorph Objects: Leprechauns can polymorph nonliving
objects from one substance to another. The target must save vs.
disintegration or be Polymorphed. The maximum size of the
object is 1,000 cubic feet or 2,000 lbs, whichever applies. The
object must be polymorphed as a whole; part of an object cannot be
changed. This may be done 1/day/level.
Illusion: Leprechauns can cast an illusion equal in all
ways to a Spectral Force at 12th level ability. Concentration
is required, or the effect ends three rounds after the Leprechaun's
attention is broken. This may be done 1/day/level.
Special Disadvantages:
Small Size: Leprechauns are unable to use L- or
larger-sized weapons, and must wield M-sized weapons with two
hands.
Experience Penalty: Leprechauns require twice the normal
amount of experience to advance as Wizads or Rogues.
Non-Violence: Traditionally, Leprechauns adhere to a
code of strict non-violence. Most Leprechauns seek to do no harm --
well, no real harm -- in all that they do. Thus, they are
hindered somewhat in normal combat: all Leprechauns (even Rogues and
racial-classed Leprechauns) use a Wizard's THAC0 progression chart,
and take an additional -1 penalty to hit in physical combat (though
no Leprechaun character will have less than a 20 THAC0).
Magic Resistance: The Leprechaun's magic resistance
hinders their use of magical items, as they must check against this
resistance for any held device to be used. This resistance also
hinders any magical effect cast on them, even if the spell is
beneficial.
Unseelie Temptation: If a Leprechaun should happen to
fall to the lure of Evil (by committing one too many explicitly evil
acts), the character becomes a Red Cap. Red Caps are shunned by other
Alflanders, and are often attacked on sight (as they do undergo a
physical change that all Alflanders recognize). Red Caps do not have
the Leprechauns' Non-Violence penalties, but they lose all of their
innate magic (Spell-like Powers, Polymorph Objects and Illusion) and
half their magic resistance (40%).
One of Afland's faerie races, Pixies are naturally invisible creatures with silvery moth's wings and pointed, almost Elven facial features. They are close relatives of Sprites, with whom they get along exceptionally well, and are also related to the Nixies of Atalanta (who may have once been Pixies before the god Triton transformed them). Pixies are far and away the most martial of the Faerie races, placing an emphasis on battle much moreso than the Sprites, Brownies or Leprechauns, and are often looked to by the other Faeries as defenders (at least, when there aren't any big folk around).
Ability Score Adjustments: +1 to Intelligence and Dexterity, -1 to Strength and Constitution.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 5; Pixies move on land at a rate of 6 and can fly at a rate of 12 (B).
Bonus Languages: Pixie, Sprite and Common.
Special Advantages:
Naturally Invisible: Pixies are naturally invisible, and
they can become visible at will. Creatures without the ability to
detect invisibility who attack an invisible Pixie suffer a -4 penalty
to hit. Pixies can attack while invisible with no penalty.
Weapon Affinity: Pixies have a +4 to hit with a Pixie
Bow.
Magic Resistance: Pixies have a flat 25% magic
resistance.
Spell-like Powers: Pixies can Polymorph Self at
will, and can use Know Alignment, Dispel Magic,
Dancing Lights and ESP each 1/day.
Illusion: Pixies can create illusions with visual and
auditory components, which last without concentration until
dispelled. They may do this 1/day.
Confusion: Pixies can cause confusion by touch
1/day if a touched victim fails a save vs. spell. This confusion
lasts until dispelled or until the Pixie cancels it.
Special Disadvantages:
Small Size: Pixies are unable to use L- or larger-sized
weapons, and must wield M-sized weapons with two hands.
Experience Penalty: Pixies require twice the normal
amount of experience to advance as Fighters or Thieves.
Dispel Magic: A Dispel Magic spell, successful against
8th level magic, will force a Pixie to become visible for one
round.
Unseelie Temptation: If a Pixie should happen to fall to
the lure of Evil (by committing one too many explicitly evil acts),
the character becomes a Red Cap. Red Caps are shunned by other
Alflanders, and are often attacked on sight (as they do undergo a
physical change that all Alflanders recognize). Pixie Red Caps lose
their Spell-like powers, their Confusion touch and their Illusion
abilities. They are no longer naturally invisible, but instead have
the ability to become invisible 3/day, and their magic resistance
drops to 10%.
The male counterparts of Dryads, Satyrs appear as short, hairy human males with the legs of goats. Their heads are capped by small goat horns, and their ears tend to be pointed and goat-like as well. Their primary concerns are entertaining with the music of their Satyr pipes, and carrying on with their Dryad mates (and any comely human or elven females that happen to be in the neighborhood).
Ability Score Adjustments: +1 to Dexterity and Constitution, -1 to Intelligence and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 5; Satyrs move on land at a rate of 18.
Bonus Languages: Satyr, Dryad and Common.
Special Advantages:
Keen Senses: Satyrs can only be surprised on a roll of
1.
Hide in Forest: In forest settings, Satyrs have a 90%
chance to blend with foliage and become completely undetectable to
all but those able to see invisible creatures.
Infravision: 60' range.
Magic Resistance: Satyrs have a magic resistance equal
to 10% per level, with a maximum of 50% at 5th level.
Horns: In melee, Satyrs can head butt for 2d4 damage if
they find themselves unarmed.
Satyr Pipes: If a Satyr has constructed his own set of
Satyr Pipes (and devoted at least three non-weapon proficiency slots
to their use), he can use the pipes to cast Charm,
Sleep or Fear on all listeners within 60'. All who hear
the pipes must make a save vs. spell or suffer the effect of the song
the Satyr is playing. No proficiency check is required to invoke
these effects, but they may be countered by a Bard's Counter Song
ability.
Special Disadvantages:
Pleasures of the Flesh: Satyrs are easily distracted --
and with good reason. Whenever a Satyr is confronted with a female
humanoid/demihuman with Charisma 15 or better, or an expensive bottle
of wine, or a hot freshly-cooked meal, the Satyr must make an
Intelligence check to remain on-task. If the Satyr fails, he
immediately devotes his entire focus to the woman/drink/food. A
player who role-plays this handicap well sees his Satyr actually
earning experience while being distracted (e.g. successfully wooing
the Charisma 15 woman earns experience as though he had defeated her
in combat; experience is earned equal to the GP value of the
food/wine consumed, etc.).
Kin to Pixies, Sprites appear as tiny faeries with semitransparent insectoid wings. Of all the faerie races, Sprites are the most in-tune with the natural world, and they often accompany (or train to become) Druids.
Ability Score Adjustments: +1 to Intelligence and Dexterity, -2 to Strength.
Class Restrictions:
Multi-Class Allowances: Fighter-Druid
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 6; Sprites move on land at a rate of 9 and can fly at a rate of 18 (B).
Bonus Languages: Sprite, Pixie and Common.
Special Advantages:
Spell-like Powers: Sprites can Detect Good/Evil
within 50 yards and become Invisible, both at will. Creatures
without the ability to detect invisibility who attack an invisible
Sprite suffer a -4 penalty to hit.
Attack Bonus: While invisible, Sprites have a +2 bonus
to all attack rolls, in addition to other attack bonuses.
Group Cursing: A group of five or more Sprites together
can cooperate to cast a special Bestow Curse spell on a
victim. The Sprite's curse has a duration as though a caster of a
level equal to the combined levels of the Sprites involved had cast
the spell (so two 7th level sprites and three 10th level sprites cast
their curse as a 44th level caster; their curse lasts for 44 turns
[about 7 hours]). The nature of the curse is up to the
discretion of the Sprites who are casting it. A good Sprite curse
should be amusing to the Sprite and embarrassing to the victim, but
should not be malicious or else the Sprite risks Unseelie Temptation
(below).
Special Disadvantages:
Small Size: Sprites are unable to use L- or larger-sized
weapons, and must wield M-sized weapons with two hands.
Experience Penalty: Sprites require twice the normal
amount of experience to advance as Fighters, Rangers or Druids.
Unseelie Temptation: If a Sprite should happen to fall
to the lure of Evil (by committing one too many explicitly evil
acts), the character becomes a Red Cap. Red Caps are shunned by other
Alflanders, and are often attacked on sight (as they do undergo a
physical change that all Alflanders recognize). Sprite Red Caps lose
the ability to Detect good and evil, and can no longer cast their
curses. They retain the ability to turn Invisible, but only
3/day.