The Faeriefolk are said by some to be the oldest race in the world, and certainly the first race to appear in the Weirding, their nebulous extraplanar homeland.
Faeries are closely related to the many other fae species, to which elves are distantly related. They are easily mistaken for other members of their kind, including pixies, brownies sylphs and others, but faeries are a proper species in their own right, apart from these cousins.
Faeries are also capable of coming from either the seelie or unseelie courts of the Weirding, reflecting the nature of the faerie’s interest in the mortal world. Among the seelie, the mortal world is a curious playground of constant wonder. Among the unseelie, the mortal plane is a playground, but one full of playthings that make funny noises when you poke them hard enough. A faerie’s appearance and aspect is a reflection of their connection to either of these courts.
Faeries, finding it easier than ever to come and go from the fae realm of the Weirding, are found throughout sylvan lands of the world. Some are especially adventurous, and take up tiny arms to go off exploring.
Height: 10 inches to 1’4” tall
Weight: 5-15 lbs.
Languages: Faespeak, elvish, and Middle Tongue
Skill Bonuses: +2 Insight, +2 Stealth
Speed: 4 or 8 flying
Attributes: +2 Charisma and either +2 Dexterity or +2 Intelligence.
Faeries have a maximum Strength score of 12 (anything higher is reduced to 12); Roll 2D6 for faerie strength if using the rolling method; otherwise Faeries on point-buy start with a 3 strength and 10 in all other attributes; they do not gain additional points over the base of 22 to build the character because of this, but must treat a “3” strength as if it were a 10 instead for purposes of point buy (thus, raising a 3 to 6 would be equivalent in cost to raising a 10 to 13.)
Tiny Fae: All Faeries are of the Fey subtype, and are tiny creatures (1 foot tall). They gain a +2 modifier to AC and Reflexes due to size, and are subject to all special conditions of being small beings.
Flight: Faeries have wings and can fly.
Fae Archers: Faeries receive proficiency with tiny bows for free, regardless of class. The faerie may choose tiny long bow or tiny short bow. Faerie bows are tiny weapons and normally do only 1-2 points of damage. They gain the glamoured shot basic attack (below).
Glamour Magic: Faeries may choose any four wizard cantrips as at-will abilities.
Aspect of the Fae: Faeries are able to detect the presence of other fae for 100’ at will.
Special: As mentioned in the Pathfinder listing, faeries have special size considerations that the DM should take in to account when moderating powers. Any power or action that would require the leverage or size of a small, medium or larger entity should be barred from use by the faerie, for example.
Glamoured Shot - Faerie Racial Basic Attack
Your tiny arrows lull foes into a sleepy haze.
At-Will – Standard – Martial, Ranged
Requirement: faerie bow
Target: one foe; Attack: Dexterity vs. Reflexes
Hit: 1D2+Dexterity damage and target is dazed (save ends) .
Special: If the target is still dazed when struck a second time with this bow, then the target is Dazed and Immobilized (save ends).
New Weapon: Faerie Bows
Faerie Bows: piercing weapon; Proficiency: +2; Damage: 1D2; Weight: .25 lbs.; Range: 10/20; Cost: 5 GP; Special: Can’t be wielded by anything less than tiny creatures; small creatures can use the bow with a -5 penalty to attack.
Gnomes come in two varieties in Lingusia: the forest gnome and the civilized gnome. One comes from the other, but rarely ever the other way around.
Gnomes of the Forest
Gnomes remain a rare but regular denizen of Niras Forest, and the likeliest candidates in Lingusia for “little people adventurers.” They dwell mostly in small warren-villages throughout the woods, and near other locales where you find elves. Gnomes, by virtue of their traditional avoidance of the big folk, and a tendency to stay firmly ensconced within their forestlands, have avoided much of the cultural upheaval of the other lands. Still, even within their domain in the woods of Niras, the gnomes have had their share of strife, as the hobgoblins of the region rose to power once more and came to arms against the fey folk of the woods.
Traditionally it is believed that gnomes are a fey species, but this is only partially true, for the gnomes are as comfortable in the elemental chaos of earth as they are in the Weirding Realm. Indeed, gnomes are hardly ever seen in the fey lands, preferring instead to live in the mortal plane, deep in the forests of Niras and abroad, making their deep tunnels and warrens. They are occasionally found by those rare planar travelers in the elemental plane of earth, as well.
The Madness of Civilization
Some gnomes inevitably leave their underworld earth homes or their deep forest enclaves to seek out a life of adventure and intrigue. These gnomes are usually young, and prone to a curious sort of wanderlust. They usually arrive for the first time ever in a vast city, a bustling civilization of men and dwarves and elves, and become keenly aware of the strange world outside of their remote homelands. These gnomes see wondrous inventions, complicated works of craft and art, technological devices such as water clocks, mills, ships and more. They encounter curiosities and unique inventions, strange languages and complicated social structures, bureaucracies, political schemes, theatre, dance…it is, in a word, a life changing experience.
Such gnomes usually become corrupted, rather quickly, by the wonders of cilization and progress. They find that their true calling is not that of remote forest guardians, fey-like elementals who seek to care for the earth, but in fact they are driven by an insatiable, unquenchable desire for more. More!
These gnomes are described by elders as having been struck by the “madness of civilization.” Entire families and clans of gnomes have been known to spring forth from this corruption, inhabiting regions of the largest cities in the world such as Octzel, Naminthia, Hyrkan’ien and even Starthias. These gnomes arrive at a young, impressionable age and discover that they want to be cartographers, artists, thieves, thespians, inventors, collectors, antiquarians, or devil-may-care adventurers. They lose themselves forever more in the trappings of civilization.
Civilized gnomes make ideal adventurers. They tend to be gadget and magic oriented. They love new stuff. They are often kleptomaniacs for the simple and pure joy of ownership, however brief it might be. They are prone to terrible vices. They can be a great nuisance. Despite all this, they are also very efficient at whatever it is they obsess about.
Gnomes are functionally the same as the standard gnome (either in the PHB2 or the MM). Forest gnomes tend to favor more earthy, friendly classes (such as ranger, druid, shaman or warden) while civilized gnomes are a bit flashier, favoring warlock, wizard, artificer and rogue classes.
Goblins have always been a reclusive, beaten-down underclass in the Lower Dark. They can be found almost anywhere that you find dark elves, orcs, ogres and other larger kin, usually serving as grunts and slaves in armies as well as cheap labor for underworld construction efforts. Goblins do not like being the runts of the Lower Dark, but they don’t have much choice.
Some larger metropolises have modest goblinoid populations of exiles who sought to escape their underworld tormenters. Hyrkan’ien is known to have a few thousand goblins within its walls, a huge population by human standards. These goblins work dirty, unpleasant jobs, maintaining sewer and canal works, killing vermin, and acting as spies and agents on the goings-on of the Lower Dark for those agencies of the Empire that keep tabs on such.
Functionally most goblins are short, no taller than their gnome or Halfling kin, and are considered ugly even by their own standards. They are surprisingly outgoing, however, and very personable amongst those they trust (or are trying to earn the confidence of) due to their fey origins.
Goblins have statistics in the MM can serve for player characters, if desired.
The Halflings of Lingusia are more common now than they were in prior eras, for they are more frequent when civilization and the danger of chaos is less invasive. There are several Halfling towns along the Coast of Hyrkania in the western peninsula and still more in the south near Eastonia and the Jhakn. Halflings are a surprisingly hardy folk, and the syleni have come to be seen as a friendly and productive neighbor to have. Their main problem is their predilection to hearty living, and this in turn makes them look delectable to troll, orcs and other monstrous races.
Halflings are physically small folk, looking much like children to humans; because they have proper proportioning (unlike the squatter forms of gnomes) they are rarely mistaken for other smaller kin.
Halflings work as indicated in the PHB, and are regarded by most as brave little souls (when they aren’t mistaken for children).
Sidetrek: Seelie vs. Unseelie
If you are playing some of these fey races, you might want to consider whether your character is aligned with the dominat Seelie Court of the Weirding, or one of the rapacious miscreants of the Unseelie Court. A few details follow:
The Seelie Court
Ruled by the enigmatic faerie queen Titania with her diminutive consort and king Oberon, the faerie court of the Seelie has dominated for ages under their dominion. Called by her followers the “Queen of Air and Water,” Titania is a benevolent ruler, ancient by human standard though the faeries always speak of her presence as something new and glorious. In the mysterious Weirding Realm where time runs erratically, this might make sense.
The Seelie Court is benevolent, in that it does not actively seek the harm of mortals nor does it seek dominion over any lands other than those of the fey. The members of this court are numerous, and it is rumored than some ancient spirits, perhaps even gods such as the little-known Sylenus (patron of the Halfling Syleni) are counted among their number.
The Unseelie Court
Less coherent and not dominant in power, the Unseelie are part of an old movement that seeks to identify the fey and their kin as naturally dominant over mortals. The simplest unseelie fey are mischief makers and problem causers., while the more frightening among their kind include aberrant elvish knights who have sworn fealty to the last known queen of the unseelie, the witch queen Corrigan, and her dark mother Black Annis. Corrigan is commonly known by her title, the Lady of the Thorne Crown.
The Unseelie maintain a simple philosophy of natural dominance. It is the right of their kind to recognize their stature as immortal spirits and to embrace it. They seek nothing less than the control of both the Weirding Realm and the Mortal Plane of Lingusia, and they regard mortals such as humans and the like as nothing more than cattle to be disposed of or used as they see fit. Their malicious nature knows no limits.
The Satyrs of Lingusia are a rare breed as adventurers, but not unknown to exist. Most satyrs one will likely encounter will be enigmatic or possibly even hostile, but on rare occasion a Satyr gets the wanderlust and seeks to go adventuring.
There are on very rare occasion female satyrs, the most recent such being spotted in the Greyspire Mountains of Yllmar. Such female satyrs are an enigma in their own right, for satyrs are supposed to be exclusively male, and must breed with human (and elven, and dwarven, and Halfling…) women to prosper as a species, it is believed. Even male satyrs, when confronted about the existence of these females, go wild at the very notion of such a thing.
One rumor is that the female satyrs are, in fact, a product of Oberon’s indiscretions with human and elven women, and that the seelie king’s bastard daughters are all female satyrs. This could be nothing more than a rumor, though!
Physically satyrs are humanoids with the lower quarters and legs of goats. They have goat horns, which on some satyrs can grow quite large and may allow for a goring attack (see Satyr racial feats, below).
Satyrs are much closer than many other races to the Weirding Realm of the fey lands, and are also considered the personal children of the two fey lords, Oberon and Titania, who rule the Seelie Kingdom of the Weirding. Because of this, the satyrs are regarded by most other fey as specially touched by the rulers of the fey realm.
Satyrs gain access to a uniquely powerful power (the pan pipes) which are presented here as an encounter power that gets better as the Satyr levels. DMs may wish to scrutinize the race carefully if you are concerned about balance. Satyr characters should be most likely to choose primal classes, though by no means are they exclusively required to choose from such.
Height: 5’2” to 6’ tall
Weight: 100-250 lbs. (or greater for the gluttons)
Languages: Faespeak, elvish, and Middle Tongue
Skill Bonuses: +2 Thievery, +2 Stealth
Attributes: +2 Charisma and either +2 Dexterity or +2 Intelligence.
Speed: 6 squares
Master of Pan Pipes: Satyrs can imbue any set of pan pipes with melodious and hypnotic magic. Satyrs can learn to perform multiple hypnotic tunes with their pan pipes, to various effects. At the start of their career the Satyr may choose from one of the following effects; additional tunes may be learned using the appropriate racial feat (see below):
Pan Pipes - Satyr Racial Power
You can weave hypnotic melodies with a set of ordinary pan pipes, seducing and luring your foes in to agreement, danger, or worse.
Encounter – Standard, Sustain Standard – Arcane, Psychic - Implement (instrument)
Target: close burst 5
Effect: choose one song the satyr knows and activate the indicated effects. Some effects can be sustained as a standard action (as indicated by the song).
At Level 11: you may use this power twice per encounter.
At Level 21: you may use this power three times per encounter.
Song of Delirium: You can weave a hypnotic tune that lulls your foes in to a stupor.
Target: each target in burst.
Attack: Charisma+2 vs. Will
Hit: the target becomes dazed until the start of your next turn.
Sustain: Yes (requires a new attack roll each turn it is sustained).
At 11th Level: becomes Charisma+4 to attack.
At 21st Level: becomes Charisma+6 to attack.
Song of Ferocity: You pipe a ferocious tune that sets your allies’ blood a’boiling.
Target: each ally in burst.
Effect: all allies in the burst gain a +1 bonus to attack and damage rolls until the end of your next turn. Sustain: yes.
At Level 11: Gain a +2 bonus to attacks and damage.
At Level 21: gain a +4 bonus to attacks and damage.
Song of the Wild: Your furious music sets your allies or enemies dancing madly about.
Target: each enemy and ally in burst.
Attack: Charisma+2 vs. Will.
Hit: each target in burst shifts 2 squares determined by the satyr.
At 11th Level: becomes shift 3 squares.
At 21st Level: becomes shift 4 squares.
Song of Escape: Through the wild pipings you energize your allies to recover from their plight.
Target: one ally in burst.
Effect: Ally in burst may immediately make a saving roll against one effect to end it.
Sustain: no. At 11th Level: Saves at +2. At 21st Level: saves at +4.
Song of Understanding: Through your enrapturing songs you sew the seeds of communication. Target: all creatures in burst. Effect: each creature gains the benefit of the Comprehend Languages ritual for the duration of the song effect.
Song of Seduction: Through your hypnotic music you weave complex charms which draw in those around you, charging them with passion and lust.
Targets: each creature in burst.
Attack: Charisma+2 vs. Will.
Hit: each creature in burst becomes enamoured with the creature closest to it or a satyr, chosen by the song caster (save ends). See enamoured effect, below.
Sustain: yes; requires a new attack roll each round.
Enamoured Condition: the target creature is effectively charmed in to desire and lust for a designated target, regardless of previous affiliation. For the duration of the encounter or until the effect ends the enamoured target will attempt to aid, seduce, copulate with or otherwise party with the target of his or her attentions. This can even overcome the hostile intentions of otherwise mortal enemies when in effect.
Daughter of Oberon
Prerequisite: female satyr
Benefit: You are a rare beast, for not only you are a coveted female satyr, but you are born a true daughter of Oberon. On discovering your heritage you find that you have some of his fey glamour to light your blood with arcane power. Choose one of the following effects:
Pick one wizard’s cantrip and gain that ability as an at-will power.
Pick one bard’s or wizard’s at-will spell powers and gain it as a bonus encounter power.
Gain Diplomacy or Bluff as a trained skill
You may choose this feat multiple times, picking a different effect each time.
Dance of Madness
Prerequisite: Satyr, trained in Acrobatics, Dex 13+
Benefit: you dance madly when using your Pan Pipe to cast your hypnotic songs. When you do so, you increase your Reflexes and AC by -2 for the duration of any given song cast with the Pan Pipes racial power.
Enhanced Song Range
Prerequisite: Satyr, Level 11+
Benefit: When using your Pan Pipes racial power you may increase the effective range to Close Burst 8.
Master of Songs
Prerequisite: Satyr, Level 21+
Benefit: you can extend the effective range of your songs with the Pan Pipes racial power. You may increase the power’s range to Close Burst 10.
Benefit: You are a master of the pan pipes, and can learn a new hypnotic song when using your Pan Pipes power. You may choose to use this song in place of any other additional songs you know. You can take this feat multiple times; each time you choose it, gain a new song.
Benefit: Some satyrs have long goat-like horns and can use them as a melee weapon if needed. You gain access to the following at-will basic attack:
Goring Attack - Satyr Racial Basic Attack
You level your horns against your foe and with a swift charge you strike.
At-Will – Standard – Martial, Melee or Unarmed
Target: one foe; Attack: Strength+2 vs. AC
Hit: 1D6+Strength damage. You may move up to 3 squares before making the attack.
Special: Your goring attack counts as both melee and unarmed.
Son of Titania
Prerequisite: male satyr, Cha 13+
Benefit: You are a blessed child of Titania, created by the queen of the Seelie and caretaker of the Weirding. Once per day as a free action you may automatically succeed at one save condition before its harmful effect occurs.