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There are some slight changes in the races available from the PHB, although for the most part the differences are related to renaming rather than actually changing rules. Some of the Monster Manual races are also playable as detailed in the DMG. Playable races include all of the following:
- Sidhe: The Sidhe are the nobles of the Fae Courts. They represent all that is beautiful and magical about the Fae, and are the ones that are most likely to deal with the kingdom of Gilraevan. Many Sidhe live amongst the humans permanently, and many Changeling children as well. The Sidhe are represented by the rules in the PHB for Elves, and the High Elves (standard PHB race) are the ones that belong to the Seelie Court of the Fae, while the Gray Elves are the nobles and rulers of the Seelie Court. Some of the Sidhe belong to the Unseelie Court, however -- the Fey Ones -- and they are represented by the Wood Elves. Their Changeling children are the half-elves of the PHB.
- Dweorgan: The Dweorgan are dour and dark Unseelie Fae, short, tough and gruff. Many of them live amongst the humans as well. They are good warriors, but their real love is the fashioning of magic items. Dweorgan are represented by dwarves from the PHB. There is only one variety of dweorg in faerytale, although dweorgan may also have Changeling children, represented by the new race detailed below.
- Wee Folk: The small people belong both to the Seelie and Unseelie Courts of the Fae. Amongst the Seelie, they are jolly and clever, loving magic and their quiet villages. The Seelie Wee Folk are represented by the gnomes of the PHB. Amongst the Unseelie the Wee Folk take on a darker aspect; they are often cruel and malicious; they are not as magical, but have an almost supernatural ability as spies and assassins. The Unseelie Wee Folk are represented by the Halflings of the PHB. The Wee Folk do not have Changeling children.
- Goblins: All of the myriad goblin tribes belong to the Unseelie, but they are wild and independent at heart, having little love of the Courts. They live a strange segregated life, the women and children in villages and fortresses, and the men living as wandering hunters in the darkest forests. The women are represented by the rules in the Monster Manual for goblins (although obviously none of them are male) while the males are represented by Hobgoblins, and in fact are often called hobgoblins. Goblins live very seldom amongst the humans, and do not have Changeling children.
- Orcs: Orcs are the pure warriors of the Unseelie Court. They are fierce, strong and highly disciplined, living only for contests of strength or skill at arms. Because of their solidarity, few among them live in the human lands, but some do. They also have Changeling children, which obviously are represented by half-orcs from the PHB.
- Centaurs: These graceful guardians of the spring and summer woods are the warriors of the Seelie court. They specialize in guerrilla-like tactics, and almost all favor the ranger class. Few of them live amongst the humans; in fact in many places the humans doubt their very existence.
In addition to these standard fae races, the fae, because of their magical nature, are known to occasionally have children that are touched by one or another magical element. These individuals are called Wildlings, and they occur about once for every thousand faery individuals. They come in six varieties, which are applied as a template over the character as detailed below. Humans cannot be Wildlings, nor can changelings. Each Wildling has at least one distinguishing physical characteristic, often two based on the type of Wildling that it is.
- Holy Wildlings: Holy Wildlings typically occur amongst the Seelie Fae, although occasionally one will be born to the Unseelie, if they are living in a Seelie or neutral environment. Their physical characteristics include silver or white hair, golden eyes, and pale skin. Very rarely, one will actually have metallic silver skin. In addition, each holy Wildling should recieve the following changes to their profile:
- Light (Sp): Holy Wildlings can use light once per day as cast by a sorceror of their same character level. This light can be used to infuse a weapon with light for 1d4 x the caster's character level minutes. This will make the weapon magical, as it now does holy damage rather than simply regular damage. Creatures that are normally not affected by normal weapons will take damage from this weapon as long as the light is active. In addition, evil creatures, such as evil outsiders or undead, take an additional 1d4 damage from every successful hit with such a weapon.
- Holy Wildlings recieve a +2 to their Spot and Listen checks as a racial bonus.
- Holy Wildings make the following stat adjustments: +1 WIS for their holy insight and -1 CHA. Although Holy Wildings are often beautiful, they are aloof and often too rigid in their beliefs to be truly charismatic.
- Unholy Wildlings: Unholy Wildlings are almost exclusively the province of the Unseelie Faeries. They are identified by the following suite of characteristics: red or yellow eyes, tiny horns on their foreheads, gray or even jet-black skin, and rarely, cloven hooves on their feet. Each unholy Wildling has the following changes to his profile:
- Darkness (Sp): Unholy Wildlings can use darkness once per day as cast by a sorceror of their same character level. This darkness can be used to infuse a weapon with unholy energy for 1d4 x the caster's character level minutes. This will make the weapon magical, as it now does unholy damage rather than simply regular damage. Creatures that are normally not affected by normal weapons will take damage from this weapon as long as the light is active. In addition, good creatures, such as good outsiders or obligatory good creatures, such as unicorns etc., take an additional 1d4 damage from every successful hit with such a weapon.
- Unholy Wildlings recieve a +2 bonus to their Bluff and Hide checks.
- Unholy Wildlings make the following stat adjustments: +1 to CHA as many of them are glib and accomplished liars and temptors, -1 to WIS as they are more inclined to be rash and impetuous.
- Air Wildlings: Air Wildlings come to both the Seelie and Unseelie courts with equal frequency. They have one or two of the following characteristics: light blue skin, blue or white hair, white eyes, or even a breathy, wind-like voice. In addition, each air Wildling should recieve the following changes to his profile:
- Lightning Bolt:Once per day the Air Wildling can use Lightning Bolt as a sorceror of the same character level (Although even 1st and 2nd level air wildlings can do so as a 3rd level sorceror. As the other wildlings, this can instead take the form of electrifying a weapon instead of casting the spell, which will make the weapon act as a magical weapon for purposes of damaging creatures that are immune to mundane weapons. This effect lasts for 1d4 + character level minutes.
- Air Wildlings are gain an additional +2 on all saving throws vs. air spells and effects. Air wildlings are also immune to gas attacks and suffocation.
- Air wildlings make the following adjustments to their profile: -1 to INT due to their flighty nature, and -1 to CON due to their frail builds and airy demeanor. Air wildlings amongst the Sidhe are often particularly frail and delicate.
- Earth Wildlings: Air Wildlings come to both the Seelie and Unseelie courts with equal frequency. They have one or two of the following characteristics: grayish or brownish skin, a gritty, dirt-like complexion, green grass-like hair, dark pit-like eyes. In addition, each earth Wildling should recieve the following changes to his profile:
- Merge with Stone:Once per day the earth wildling can either pass without trace as a 5th level druid or call forth the earth to hold an opponent as the spell Hold Monster cast by a 5th level sorceror.
- Earth wildlings gain a +2 on all saving throws against earth spells and effects.
- Earth wildlings make the following adjustments to their profile: -1 to CHA due to their slow and gritty personalities, and -1 to DEX due to their sturdy builds.
- Fire Wildlings: Fire Wildlings come to both the Seelie and Unseelie courts with equal frequency. They have one or two of the following characteristics: fire-brick red skin, glowing yellow eyes, dancing magical fire for hair and/or beard (without actual heat) or a crackling, fire-like voice. In addition, each fire Wildling should recieve the following changes to his profile:
- Command the Flame:Once per day the fire Wildling can cause any non-magical flame within 10 feet to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. The effect lasts for 1d4 + character level minutes. He can also choose to express this ability by causing a weapon to become a flaming weapon. This will make the weapon magical, as it now does fire damage rather than simply regular damage. Creatures that are normally not affected by normal weapons will take damage from this weapon as long as the fire is active. In addition, creatures that are especially susceptible to fire damage, such as cold creatures, take an additional 1d4 damage from every successful hit with such a weapon.
- Fire Wildlings are gain an additional +2 on all saving throws vs. fire spells and effects.
- Fire wildlings make the following adjustments to their profile: +1 to INT due to their quick, perceptive nature, and +1 to DEX due to their fast reacions and burning intensity.
- Water Wildlings: Water Wildlings come to both the Seelie and Unseelie courts with equal frequency. They have one or two of the following characteristics: blue or green skin, dark blue eyes, blue or green or white hair, or either the mossy scent of freshwater, or a faint briny odor of salt-water. In addition, each water Wildling should recieve the following changes to his profile:
- Call the Water:Once per day the water Wildling can create water as a druid of equal level as the character's level. He can also choose to express this ability by causing a weapon to become a frost weapon. This will make the weapon magical, as it now does cold damage rather than simply regular damage. Creatures that are normally not affected by normal weapons will take damage from this weapon as long as the effect is active (1d4 + character level minutes). In addition, creatures that are especially susceptible to cold damage, such as fire creatures, take an additional 1d4 damage from every successful hit with such a weapon.
- Water Wildlings are gain an additional +2 on all saving throws vs. fire spells and effects. They also gain an additional +5 to any Swim checks.
- Water wildlings make the following adjustments to their profile: +1 to DEX due to their quick, flowing reflexes, and -1 to CON due to their liquid ties.
Dweorg Changeling (Half-dwarf): Dweorgan are able to have children with humans, and in some of the wilder Fae-touched fringes of the kingdom of Gilraeven dweorg Changelings are quite common. Even in the heart of the kingdom they are not a strange sight. Very seldom are they raised by the dark and unsmiling Dweorg society, but usually occur only in the human lands.
Personality: Most dweorg Changelings are serious and gruff; a legacy of their Fae parent, but they also are more flexible and adaptable than dweorgan tend to be. They often rebel against the regimented life of their Fae parent, purposefully attempting to "find the human" as they say; or come to terms with their more chaotic urges. Few of them accept their Changeling heritage, and try to live as close to the human standard lifestyle as they can.
Physical description: Dweorg Changelings stand about 5 feet tall and are heavily built. They are typically somewhat dark complexioned, although many of their human parents are from the Morraent northerners, so blue or green eyes and fairer hair is not uncommon. Although these changelings are often quite hirsute, dweorg Changelings often make a point of shaving their beards.
Relations: Dweorg Changelings are usually seen in the company of humans, and prefer to spend their time with them. However, individual Changelings may get along with any of the Fae. Seelie Fae are often somewhat mistrustful of them, for they already look askance at both Unseelie Fae and humans both for different reasons. However, Sidhe or Wee Folk that live among the humans already typically look at dweorg Changelings as little more than any other member of the society.
Racial Traits:
- +1 Constitution, -1 Charisma.
- Medium-sized.
- Base speed of 30 ft.
- Darkvision 60 ft.
- +2 saving throw bonus against poison, spells and spell-like effects.
- +4 Craft bonus on any material: dweorg Changelings are able to take their dweorg nature and apply their human flexibility to it to be amongst the finest craftsmen known.
- Dwarven blood.
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