E-Faeries: Credits
E-Faeries: Credits
e-Faeries
In a field of grass,
Very lightly step around,
Tip-toe as you pass.
Last night Fairies frolicked there
And they’re sleeping somewhere near.
If you see a tiny fairy
Lying fast asleep
Shut your eyes
And run away,
Do not stay to peek!
Do not tell
or you’ll break a fairy spell.
-author unknown
Thanks to: Andrea—my wife and best friend—for her support and encouragement during the writing of this product
and indulging me in this hobby over the years… Steven for being a great friend and editor… Jim for opening the door
to FaerieLand… Kevin for helping to understand their magical nature… Trent for adding mortal insight into the life of
the fey… Josh for revealing other facets of the fey personality… Erin for introducing the faeries and their outlook to
me… Ed Greenwood and Eric L. Boyd for their guidance… and to all the gamers and designers I have known over the
years.
Credits
Lead Designer
Bryon Wischstadt Cover Artist
Doug Kovacs
Editor
Steven E. Schend Interior Artists
Anthony Francisco, Ben Eargle, Ginger Kubic,
Art Director Michael Orwick, and Todd Morasch.
Todd Morasch
Creative Director
Jim Butler
Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com) and regional distributors.
Bastion Press and the Bastion Press logo, are trademarks, and Oathbound is a registered trademark of Bastion Press, Inc. ‘d20 System’ and
the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License
version 1.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. and are used with
permission. A copy of this License can be found at www.wizards.com. © 2003 Bastion Press, Inc. All Rights Reserved. Printed in the
U.S.A. by Walsworth Publishing of Marceline, MO.
1
and those involved with them, including the Fae-walker,
Introduction and Faerie Hunter to mention a few. Prestige Races guides
Welcome to e-Faeries, a d20 preview of Bastion’s full Faeries you through the enchantments of the flesh that many fey
release, providing you with the information necessary to undertake and the many different manipulations of the
open the Doorways from any d20 campaign world into fey and quasi-fey form are revealed. The Aspects of Nature
FaerieLand and introduce more fey, magic, and possibilities are also introduced as a new sub-type of prestige race.
for game play. The majority of the concepts presented in Chapter 2: Lore of Faerie gathers obscure information
this book use rules found in the Players Handbook, DMG, regarding the fey and their home for easy access, allowing
and MM, all published by Wizards of the Coast. A few of the DM to give flavor and authentic feel to a campaign.
the concepts refer to monsters or rules from Minions: Understanding the Fey is a brief peek into the everyday
Fearsome Foes (the Deep Fey) and Oathbound®: Domains of lives of the fey. Laws of Faerie, covers the laws (written
the Forge (Prestige Races), both by Bastion Press); while and implied) that govern FaerieLand’s visitors and
you may find these books handy at the game table, they denizens alike, as well as the rules fey must follow while
are not required for use of Faeries. in non-fey worlds. Also of note are rules of thumb all
adventurers should know when dealing with a fey.
Philosophical and Political Groups uncovers what most fey
How to use Faeries take for granted and would rather leave undisturbed: the
Faeries describe many concepts regarding fey, FaerieLand, groupings within fey society. Many fey would rather see
and the magic surrounding them. All the information this kept quiet, likening it to discussing religion or politics
needed to incorporate—and possibly adventure in— among strangers in our world.
FaerieLand are detailed in the following chapters. This Chapter 3: World of Faerie is divided into several
book is divided into four major sections each devoted to sections. Here, There, and Parts Between provides a general
a particular portion of FaerieLand; the player character overview of the world of FaerieLand, as well as a simple
heroes; the geography and locations within FaerieLand; primer on FaerieLand geography. There and Back Again
the laws, lore, and legends of the fey and FaerieLand; and charts the routes to and from the lands of the faeries. The
the spells and magic items of
FaerieLand. Following the body
of this work are appendices with
miscellanies. While much of the
material is designed for use by
characters interacting with faeries
or their homeland, part of it can
be of use without adopting the
rest of the material into your
game.
Chapter 1: Fey Characters
covers everything you need to
know when creating a fey PC or
NPC. Character Races unveils the
bogie, deep fey, faerie, feeorin,
half-fey, scath, and sprite
character races. In addition to
these new races, suggestions and
rules are provided for players and
DMs intrigued by the idea of
playing one of the many other fey
creatures found in d20 products
today. Classes include optional
guidelines for modifying
standard player character races to
better suit the motives and
methods of the fey. The Skills &
Feats section divulges many
feats—general, item creation,
metamagic, and the new fey
category—for use in your
campaign. As this chapter
describes, encounters with the fey
and the ambient magic of their
homeland will open doors to new
and powerful abilities. Prestige
Classes delves into the
adventuring professions of the fey
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magical roads and doorways are detailed, as is information
necessary to those who might find themselves the
unwilling guests of the fey. Places of Faerie maps out the
points of interest in FaerieLand, from the boisterous and
exciting mobile gathering place of Market to the elusive
and dangerous village of Shadows.
Chapter 4: Magic of Faerie divulges the various magics
of the fey. Faercana reveals magical power sources used
The fey and their world of FaerieLand are not real. by the fey, such as magic sand and the breath of life; it
Ask any fey and she will tell you the same. Now the also touches on a few magical rituals and the power of
stories I will relate to you in the following pages are true names. The Spells section lists scores of known spells
narratives of adventures real—to the best of my common among the fey and their friends. Magic Items
knowledge—and the journey I personally undertook catalogs numerous magical weapons, armors, and
to FaerieLand was itself quite real! wondrous items for use in your campaign with faeries.
As if to promote this dichotomy of real or The Creature Appendix contains information on
imaginary, scholars continue to dispute the physical creatures for your campaign, from old familiar creatures
nature of FaerieLand. Is it another Prime Material to many new and strange fey creatures to serve as
world? Is it a plane unto itself? Could it be a pocket adversaries or companions to the characters in your game.
dimension or is it part of the Ethereal Plane? I believe Templates allow GMs to introduce some interesting aspects
it is all these things and more! FaerieLand is a place and variants to ‘predictable’ monsters.
that reaches into our world with magical roadways, E-Faeries itself contains even more materials that we
and visits its curious faeries upon our world. Its just couldn’t fit into Faeries. FaerieLand Vocabulary
wonders beg our attentions and its magic is as provides a pronunciation key as well as a list of common
mysterious and primal as when the first fey charmed terms and phrases used among the Fae. The Wild Hunt
its way in this world. details the manifestation of Nature’s will against evil.
As for the fey themselves, well, what they are
and where they are from are more a part of our minds
than a part of our world. Now, I know this may
Use of the word ‘Faerie’
seem confusing, but theirs is a world grown from There are numerous spellings—too many to list here—
our own belief and peopled by facets of our own for the creatures, magic, and homelands of the creatures
emotion and manifestations of Nature herself. discussed in this book. Instead of confusing the issue, this
Ah, Nature! Now there is the first of many terms book adheres to fey when referring to the creatures and
that seems to be intertwined into the fabric that is a all things related to them.
faerie. It seems that our concept of a divine Nature, What are fey? According to the MM, “a fey is creature
or more exactly a goddess of nature, is not far off. with supernatural abilities and connections to nature or
However, we have missed the essence of Nature, that to some other force or place.” The official creature type
She is a consciousness that needs no divine name “fey” is used when referring to faerie character races
representation. She merely is. So faeries, then, are as well as creatures. The term fae is used to refer to objects
‘flowers’ that have bloomed from the concentrated or concepts native to FaerieLand.
emotion of Nature; Her exhilaration, excitement, Elves are often referred to as faeries or sylvan. These
and joy of simply being. comparisons, while not wholly incorrect, should be
To say that this is all Faeries are again misses avoided, especially in the presence of faeries. The reasons
the essence of the question surrounding them. They will be apparent in later sections. Conversely, goblins, and
have an identity that is separate from Nature. other creatures of non-fey worlds may have had their
Faeries live an existence steeped in the Dreams of origins in FaerieLand. Some even suggest that the greater
mortals. Dreams, to mortals, are fleeting wisps of dragons Bahamut and Tiamat owe at least some of their
imagination. Yet, to a Faerie, they are as real as the power to FaerieLand and its bizarre magics. Most
book you now hold. Dreams, or more importantly residents of FaerieLand will not dispute this, but most
the free thoughts they represent, enable Faeries to prefer to not speak of them. Mortal sages have difficulty
quickly travel from their world and step sideways researching this point, especially when they have gone in
through the borderlands that separate their land search of a confirmation of their information among the
from our own. goblins.”
—Merle of Endswick The homelands of these wondrous creatures also have
Dabbler in All Matters Arcane many names, yet this book adopts “FaerieLand” as the
overall standard. Many mortals have visited these far
lands, and they have tried to explain the location and
geography of the region in far too many ways. This book’s
more simplified approach hopefully promotes more
understanding of this strange and wonderful world the
faeries call home.
3
The other fey races—as well as the occasional half-
Chapter 1: Fey Characters fey—are found everywhere among the varied geographies
of FaerieLand and the mortal realms. Over the millennia
Belief sees a fey, not logic; the heart sees a fey, not the eyes. of FaerieLand’s history, numerous mortal races had the
- Brian Froud, (paraphrased) good fortune to be born there. The magic of this land
strongly influences the biology of fey races, and many of
these mortal beings have taken on faerie characteristics
Character Races or, through spells or rituals, become fey themselves.
Fey have called FaerieLand home as long as there have
been mortals on the Prime Material plane. They have been Introducing Fey Characters with ECLs
referred to as the Gentry, the Good Folk, Green Men, Little
People, and Lordly Ones, but this abbreviated list of Depending on the focus and tone of the campaign, the
monikers comes from a narrow view of the fey and what DM may wish to introduce a fey PC at the beginning of
they are. For simplicity’s sake, fey divide into six basic the game or when the other characters are of an
categories: those who disperse good and bad luck to “equivalent character level” or ECL. In the case of a new
mortals; those who actively help mortals; those campaign, the fey character will be of an effective level
who tempt mortals; those who cause mischief; higher than that of the other PCs and most likely
those who defend nature; and those who seek will be extremely prominent in the adventuring
to destroy mortals. To most, this would party (unless all are fey characters). The extra
suffice, but others desire more knowledge physical abilities, spell-like abilities, and role-
of the mystical inhabitants of the lands of playing benefits may outshine the
fey. effectiveness of the other PCs in the game,
FaerieLand is home to countless rendering them somewhat useless or
intelligent races, and the lands upsetting the players. Later, when the
themselves have native races of their other characters are advancing through
own. These native beings, known as fey, higher levels, the fey PC may still be
are as diverse as natives of a mortal first level due to the level adjustments
world, yet their differences are more the race has.
striking than the characteristic Alternately, the fey PC can be
differences among mortals. Some fey introduced to the campaign at a
appear as one foot tall winged point when other characters have
humanoids; some look like over-tall reached a higher average level. At
elves; still others have appearances this stage, the abilities of the fey
not much different than that of a tree character will be more balanced
stump with legs. Every fey race can with those of the other characters
be found throughout FaerieLand, but in the adventuring party.
their numbers tend to fluctuate While normal ECL rules apply as
depending on the type of terrain. per standard fey races, one further
The wild areas of FaerieLand alteration and adjustment comes in
are home to faeries of all shapes, applying the Prestige Race or the
sizes, and varieties. Faeries Aspects of Nature rules. Look
typically inhabit the region in below for details on these radical
which they are most suited to live. alterations of characters and races
Pixies with a water aspect, for as well as their ECL adjustments.
example, would not be found in
the Badlands, unless they are
nurturing a wooded glen near a
pond, whereas a faerie with focus of
the hordes might find the Badlands’
barren surroundings quite appealing.
Similarly, the more civilized and
noble feeorin are found in fey hill galleries or among the For more information about Fae races
elaborate pavilions of their roaming festivals and
caravans. Feeorin tend to be interested in the personal (the Bogie, Deep Fey, Faeries, Feeorin,
benefits derived from their locale; a fey hill constructed Half-Fey, Nymph, Scath, Sprite get a
overlooking the Fields of Golden would be more tranquil
and impressive than one built with a view of the Badlands. copy of Faeries.
The deep fey, conversely, make their homes beneath
the surface of FaerieLand on the shores of underground
lakes in enormous caverns, and deep crevasses. Deep fey
are quicker to jump to Nature’s defense, and tend to be
more suspicious of outsiders.
4
Chapter 2: Lore of Faerie
Fate is only what you make of it. If you can alter fate, then
you are truly creating your own path.
—Merle of Endswick, Dabbler in All Matters Arcane
5
Between remain in constant motion, and those within
Chapter 3: World of Faerie sometimes never find their way out again.
The world of FaerieLand is an infinitely large place
governed by bizarre physical magics that can help or
hinder you in your travels. Before embarking, it is FaerieLand’s Planar Characteristics
important to understand the terminology surrounding this
magnificent place. FaerieLand, like the Astral Plane, is a plane sitting beside
our own material plane and connecting to it via countless
distinct points. This relationship between FaerieLand and
Here, There, and Parts Between the Material Plane is coterminous, meaning the two planes
Here and There are terms used not to merely tell where share connections at their edges or termination points.
one is, but also to differentiate FaerieLand from the mortal Travel is possible via these connections if one knows the
world. Typically for fey, FaerieLand is ‘Here’ and the locations of the termination points.
mortal world is ‘There’. While in the lands of mortals, • Normal Gravity: The physical nature of
however, they often refer to their homelands as There, FaerieLand concurs with that of the mortal
with a hint of hushed reverence in their voices. Mortals worlds. Gravity works similarly most often,
not at ease with this concept simply refer to their homes though some areas, by their magical natures, may
and FaerieLand by name. have altered gravity (to allow snow to softly drift
more slowly, etc.)
• Normal Time: Creatures in FaerieLand do not
Mortal Worlds age, although they do experience other effects
A term used more often by the fey than others, mortal due to the passage of time, such as hunger, thirst,
worlds distinguishes the worlds of the Material Planes natural healing, and the effects of poison. Travel
from FaerieLand. to the mortal worlds from FaerieLand, however,
can incur a time shift on the beings that have
FaerieLand made the journey. See “The Flow of Time” below.
• Infinite Size: Though manifested as a seeming
FaerieLand is the land from which all faeries come, where finite physical space, the realm can stretch to
the source of their power lies, and to where their hearts infinite size due to the inherent magic of
are drawn when in mortal worlds. The lands themselves FaerieLand combined with the magical abilities
encompass two distinct areas: The Twilight Lands, most and skills of the resident creatures.
commonly referred to as FaerieLand; and Between, often • Alterable Morphic Trait: Travel times change if
sweepingly called Shadows. While it is not utterly wrong one knows how to alter the physical dimensions
to use both terms interchangeably, the fey frown upon of FaerieLand through the use of the Crossing
this. To them, the Twilight Lands are a portion of Over feat and some magics.
FaerieLand and Between contains a city by the name of • Mildly Good Aligned: The primarily good
Shadow. Twilight Lands and mildly evil Between have
resulted in a mildly good-aligned plane overall.
Twilight Lands • Enhanced Magic: Healing spells work very well
Typically thought of when mortals hear of FaerieLand is in FaerieLand—all 1s, 2s, and 3s rolled are
this land of perpetually blazing sunsets, long shadows, considered 4s. Enchantment and illusion spells
and joyous fire-lit fey celebrations. A fluctuating belt of function in FaerieLand as if cast by someone of
land known as Between separates the Twilight Lands from one caster level higher, as do Chaos and Trickery
the mortal world and numerous roads knit them all spells cast in Between.
together. While the lands Between define the borders, the • Elemental and Energy Traits: Air, earth, water,
geography itself defies customary expectations of distance and fire all play a major role in the weather of
and space. Where a journey from one particular each season in FaerieLand and the adjacent lands.
destination to another might take a week or more, that The Positive Energy plane looms close to
same journey could take but a day’s travel by someone FaerieLand, as manifested in healing magics,
versed in the ways of the fey (and possessing the Crossing however rumors suggest the Negative skulks
Over feat). similarly close in Between.
Between
This nebulous and shifting space separates Here and
There. Like many things fey, this fantastic physical space
reflects the will of those in or adjacent to it. It is thickest For more information about the
where those who want to stay hidden reside. Though some
dispute the direct tie of the Twilight Lands to Between FaerieLand (plus a two-page map),
(namely the inhabitants of both lands), this region indeed you’ll need the printed version of Faeries...
falls within the borders of FaerieLand.
Some faeries have chosen to reside Between because
it is neither here nor there. Mortals wishing to lose
themselves in this land do so at their own peril. The lands
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Chapter 4: Magic of Faerie Magical Power Sources
The water flowing in this river passes by us on its way to the
“I learned nine songs; I learned eighteen charms; I learned nine ocean. Once in the ocean, some of the water turns to mist and
times nine names—names of gods, and mortals, and of the wild vapor, returning to the sky to form clouds. From the clouds it
folk, names of cities, and trees, of eagles and serpents.” will fall as rain to fill the rivers of the world once again. Such is
—Neil Gaiman, “The Land of Summer’s Twilight”, the flow of the Sands of Time.
Books of Magic - Merle of Endswick
Unlike the mortal worlds, FaerieLand and all its denizens It seems strange to some mortals that fey spellcasters
accept magic as a normal and essential part of life, not a would want or even need sources from which to draw
mystery understood only by a sagely few. Thus, to mortal magical power. After all, they and their home of
eyes, FaerieLand overwhelms them with magic of all FaerieLand is so suffused with magic…and that is the
kinds, from spells and abilities to items high and lowly. reason the fey often use power sources. Whereas mortal
Below, we’ll discuss the Faercana, or the broader concepts sorcerers pull magic from the very air around them or
and sources of magics in the Twilight Lands. After that, from within themselves, magic to faeries and their ilk is
we’ll enter Spells and catalogue all the new spells found life; to haphazardly pull magic could possibly harm the
throughout FaerieLand. Lastly, Magic Items provide new land or someone they know, so some rely more on power
and unique ways to bring the magics of the fey back to sources.
mortal lands. Magical power sources simply work very similarly to
spell components, although each of the standard fey
Faercana power sources has its quirks and benefits (as well as
drawbacks). The three most common sources that fey use
The arcana that mortal wizards study are nothing to manipulate magic are the Breath of Life, True Names,
compared to fey magics and faercana for one simple and Magic Sand.
reason—While wizards’ arcana provide power, faercana
in many ways are the lifeblood of many fey creatures. It
Breath of Life
is still a focused look at magics and how they operate to
change the rules of reality, but to the faeries and feeorin The malevolent fey of Between are barred from using the
and their ilk, it is as essential as breathing. magic sand from the Sands of Time to help power their
spells. Instead, they harvest the Breath of Life from mortals
and fey alike. Most often, victims are left severely
weakened if not killed outright by having their breath
stolen from them, but this matters little to the Unseelie of
Between. In fact, they relish what they have stolen all the
more if it kills the donor. Their most favorite targeted
donors are mortal children and infants, as they insist the
unused potential in their lives powers their spells even
more. (Each Breath of Life equals a point of Constitution.)
More potent than its counterpart, the Breath of Life
can be captured by use of a spell developed by the Queen
of Air and Darkness. She, in her treachery, developed the
spell and tested it by stealing the Breath of Life from faeries
abducted and brought to Between. See harvest breath of life
in the Spells section for more details.
When a caster uses a Breath of Life, he gains an
effective caster level for 1d4 rounds for each Breath used.
Each use of Breath is considered a separate act and the
bonuses do not stack, so a caster cannot use three Breaths
to temporarily gain three levels. The Breath of Life also
does not stack with other temporary bonuses to caster
levels.
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should be easily read and spoken. The single solitary word
FaerieLand Vocabulary in Fae—which suggests it was adopted from another
Merle of Endswick provided us with his priceless notes tongue like Earth Gaelic—that does not follow these rules
that he compiled during his earlier trips to FaerieLand. is the feeorin tribe name of the Sidhe, and it is pronounced
He currently plans to cobble together a far more “SHEE” instead of “SEE-dgk-eh.”
comprehensive list of terms and words and create the
mortal worlds’ first Fae to Common dictionary and
linguistic primer. Below are the most basic notes to start. Fae/Common Glossary
The following allows players and GMs alike to pepper ai ice
their games and fey game encounters with some actual aile air
fey vocabulary. The language itself is called Fae and it aklas blinding darkness
can be assumed that all native denizens of FaerieLand athar sky
and Between can at least understand it, if not speak it awen divine muse
fluently. barbaragh barbarian
bard bard
ben oasle lady
ceffil horse
Pronunciation Key ceob dark nook or corner
Like Common, those who speak Fae can often write and chaghter emissary
read in that same language, and any exceptions are duly cogadh fight, war
noted among NPCs and PCs alike. Unlike human and colg sword
other mortal languages, Fae has very direct relations din, dun fort
between how words are written and how they are doilleir dim
pronounced. The vowel sounds—the first and most likely dorcha dusky
place where languages confuse new learners—are all dorche dark
noted below. Unlike Common, the letter y is always a dour water
vowel, never a consonant. draoi druid
• a = “ah” as in father druai sorcerer
• e = “eh” as in ten du inky black
• i = “ee’ as in dubh black
• o = “oh” as in home dubhliadh gloomy
• u = “u” as in blue eilli armor
• y = “ih” as in synch fine clan, subdivision of tuath
froshagh murky
Fae has no homynyms or confusing “like-sounding” garadh cave home
words with different spellings—the vowel sounds never glam dicin bard’s song of death
change, even when used adjacent to each other. Also, very grian sun
few consonants change their pronunciation or inflection, holh cave
though there are specific compound consonants with keeir blackish
special laoch warrior
• bh= “v” as in hover but with more breath leth half, a derogatory term used to refer
and a longer sound than a v-sound to half fey and half deep fey
• ch = “ch” as in change—one of three letter lias ree regent
constructs identical in Common liath gray
• dh = “dgk” is a unique velar consonant that luan moon
sounds close to the word duck, though the marrach castle
stress is always in the front, not back, and marvaanagh mortal
the vowel sound becomes a hard “g.” mierghe flag, banner
• gh = “uh” as the missing Common vowel mitchoor rogue
sound like duck; this is not a vowel but a mo I, my
consonant and signals a hard exhalation myr, mor sea
within the word. obbee wizard
• Sh = “sh” as in shush—one of three letter obbeeys magic
constructs identical in Common oidhche night
• th = “th” as in thought—one of three letter oie night
constructs identical in Common reul star
• u = “u” as in blue rig king
rioghan queen
Both of these factors make Fae a slightly easier language scath shadow or shade
to learn if one has a visual primer, such as the table below. seun charm
With the pronunciations of all other consonants the same sgiath shield
as the same in Common and the notes above, all the words sidchanta peace
8
sidh you night oie
sinn we peace sidchanta
sorcha bright people tuath
teine fire queen rioghan
tiamda dark regent lias ree
tiamhaidh gloomy region tuath
tir earth rogue mitchoor
triath lord sea myr, mor
tuath people of a region, also the region itself shade scath
vate cleric shadow scath
shield sgiath
sky athar
sorcerer druai
star reul
Common/Fae Glossary sun grian
air aile sword colg
armor eilli war cogadh
banner mierghe warrior laoch
barbarian barbaragh water dour
bard bard we sinn
bard’s song of death glam dicin wizard obbee
black dubh you sidh
black, inky du
blackish keeir
bright sorcha
castle marrach
cave holh
cave home garadh
charm seun
clan fine, subdivision of tuath
cleric vate
dark dorche
dark, blinding darkness aklas
dark, gloomy tiamda
dark nook or corner ceob
dim doilleir
divine muse awen
druid draoi
dusky dorcha
earth tir
emissary chaghter
fight cogadh
fire teine
flag mierghe
fort din, dun
gloomy (day) dubhliadh
gloomy (dark) tiamhaidh
gray liath
half leth (a derogatory term used
to refer to half fey and half
deep fey)
horse ceffil
I mo
ice ai
king rig
lady ben oasle
lord triath
magic obbeeys
moon luan
mortal marvaanagh
murky froshagh
my mo
night oidhche
9
Saves: Fort +17 (+13 Base, +4 Con), Ref +13 (+6 Base, +5
The Wild Hunt Dex, +2 Lightning Reflexes), Will +12 (+6 Base, +4
The Wild Hunt is a manifestation of Nature’s will and the Wis, +2 Iron will)
balancing force of Nature against evil. It manifests in the Abilities: Str 23, Dex 21, Con 18, Int 18, Wis 18, Cha 15
mortal realms and FaerieLand alike when some evil act Skills: Climb +9 (+3 Rank, +6 Str); Craft +23 (+18 Rank,
has been committed or when a great evil threatens an area. +4 Int); Handle Animal +17 (+15 Rank, +2 Cha); Hide
The Wild Hunt always appears as a large stag-antlered +15* (+5 Dex, +10 magic); Intimidate +8 (+6 Rank, +2
male humanoid over seven feet tall running a few feet Cha); Intuit Direction +12 (+8 Rank, +4 Wis); Jump
behind a pack of twenty large jet-black hounds. The Wild +13 (+7 Rank, +6 Str); Knowledge (Nature) +23 (+18
Hunt manifests 1d10+1 miles from the source of evil that Rank, +4 Int); Listen +4 (+4 Wis); Move Silently +5
“summoned” it and runs toward it. (+5 Dex); Profession (Hunter/Tracker) +14 (+10 Rank,
The night air fills with the Pack’s howling and the +4 Wis); Spot +22 (+16 Rank, +4 Wis, +2 Focus);
blasts of the Master’s hunting horn. Those bystanders Tumble +6.5 (+1.5 Rank, +5 Dex); Use Rope +22 (+17
within earshot of the noise are often drawn into the Hunt, Rank, +5 Dex); Wilderness Lore +22 (+18 Rank, +4
finding the call enticing. If a person actually sees a member Wis);
of the Wild Hunt, he must make a DC 25 Will save or be Feats: Dodge, Endurance, Improved Initiative, Iron Will,
compelled to join the Hunt. Beings who have participated Lightning Reflexes, Mobility, Power Attack, Skill
in even one previous Hunt find it even more difficult to Focus (Spot), Track
resist the call (DC 30). The magical momentum of the Wild
Hunt propels any creature caught up with it, enabling Climate/Terrain: Any
them to run along with the Master at full speed. If an Organization: Pack (Master of the Hunt and his Pack)
obstacle gets in the way or terrain becomes impassible, Challenge Rating: 20
the Wild Hunt runs upon the air until the land becomes Treasure: None
navigable again (like a collective air walk spell). Alignment: Neutral
For every mile the Hunt runs, there is a 10% chance a Advancement: —
bystander gets noticed by the Wild Hunt and becomes
the hunted instead of the original evil that inspired the The Master of the Hunt is a towering male being over
Hunt. The Wild Hunt will attack the being, attempting to seven feet tall with a set of stag antlers adorning his head.
kill it, and then continue to the summoning evil presence His skin is jet black, and his eyes blaze with an eerie green
before disappearing. Any beings drawn into the Wild glow. His nearly black emerald hair flows long past his
Hunt will attack the targeted prey as if under the influence shoulders and whips about in the wind wildly. His clean-
of a charm person spell. shaven face, while always severe and stern, has attracted
If the Wild Hunt travels ten miles without finding a many females that have run with the Hunt, although the
target, it passes within inches of the evil that created it Master has never returned their interest.
and continue for another 10 miles in search of new prey. He never talks, preferring instead to work the Wild
Any beings encountered during this time must make a Hunt into a bloodthirsty frenzy with his relentless running
DC 25 Will save or be drawn into the Wild Hunt or risk a and blasts of his hunting horn. Oddly enough, he runs
90% chance of becoming the new hunted prey. barefoot and neither he nor any of the Hunt leave
If no being becomes the hunted after the second 10 discernible footprints; any attempts to track the Wild Hunt
miles, the Pack and the Master go after the nearest wild must rely on their impact on surrounding undergrowth
big game animal or monster to it. Anything that could be or the bodies of their target, not actual tracks.
considered dangerous may fall victim to the Hunt. Once The Master wears a suit of black shadow leather armor+5,
the Hunt has brought down either its original target or which grants him a bonus +10 circumstance bonus on
two others, the Master and his hounds all dissipate into Hide checks. His hunting horn’s call aids the power that
mist and vanish. pulls mortals and fey alike into the Hunt.
10
Skills: Due to the armor worn by the Master of the as a free action without making a touch attack or
Hunt, he gains a +10 circumstance bonus to Hide checks provoking an attack of opportunity. If the trip attempt
(included in stat block). fails, the opponent cannot react to trip the hound.
Skills: Hounds from the Pack receive a +1 racial bonus
to Listen, Move Silently, and Spot checks, and have a +4
Treasure racial bonus to Wilderness Lore checks when traking by
scent (included in stat block).
The only treasures carried by the Master are his shortspears
and his Hunting Horn.
Hunting Horn: The Master’s Hunting Horn allows him Legends & Lore
to access the following spells by blowing the horn: charm Common: The only way to survive being the victim of the
person, dominate person, or enthrall (at will up to 4 times Wild Hunt is to leave the ten-mile radius of the
each per Hunt; save DCs as if cast by a 12th level caster). summoning evil, face-off against the Wild Hunt and slay
The effects last until the targets make successful saves them, or elude them until daybreak.
against the effects or until the Hunt ends and the Master Uncommon: Any member of the Wild Hunt slain will
releases any recruits. The Master blows the horn upon the be recreated to hunt again the next night.
summoning and once for each mile crossed by the Hunt. Rare: Casting remove curse can negate the power the
The Horn attracts additional hunters to the Master’s side Wild Hunt has over you.
beyond those drawn in by the sight of the Hunt itself. Obscure: There will only be one Wild Hunt active at
any given time. If you happen to slay the Master of the
Hound of the Wild Hunt Hunt and his Pack, you will have the use of his equipment
until all returns to him the next night.
Large Fey
Hit Dice: 8d10+16 (64 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative) Campaigns
Speed: 50 ft., fly 50 ft. (average) Low-Level: The characters are drawn into the Wild Hunt,
AC: 18 (-1 size, +3 Dex, +6 natural) and they help it kill a medium-level evil cleric. While the
Attacks: Bite +10 melee local people will be happy with the results, the religious
Damage: Bite 1d8+7 sect of the evil god who lost the priest sends investigators
Face/Reach: 5 ft. by 10 ft./5 ft. and militant-clerics to seek out the killers and bring them
Special Attacks: Call of the Wild Hunt, trip to justice.
Special Qualities: Scent, SR 16 Medium-Level: Somehow, a trusted wizard contact
Saves: Fort +11, Ref +9, Will +6 has turned evil, and has attracted the notice of the Wild
Abilities: Str 20, Dex 17, Con 18, Int 13, Wis 17, Cha 14 Hunt. The Master and his Pack want the contact dead,
Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +11, while the adventuring party must defend themselves and
Wilderness Lore +7* find a way to help their friend become his former self.
Feats: Alertness High-Level: The Wild Hunt relentlessly pursues the
Climate/Terrain: Any. adventuring party night after night. Until the adventurers
Organization: Pack (1d10+10) discover that an evil intelligent magic item is in their
Challenge Rating: 7 (individually) midst, the Hunts continue. It is up to the characters to
Treasure: None evade the Wild Hunt and destroy the item.
Alignment: Neutral
Advancement: 8-11 HD (Large); 12-18 HD (Huge)
11
draconic, sylvan, and the sylvan dialect of Fae. Faerie
The Creature Appendix dragons are most at home is the forests of FaerieLand,
A myriad of creatures call FaerieLand home and there but when found in the mortal worlds they favor the
are far more creatures that are fey than are noted in the densely wooded forests in temperate, tropical, and
core d20 manuals. Below are some of the more interesting subtropical regions.
creatures or the more standard beings one could expect Faerie dragons are impulsive creatures that will stop
to meet while wandering the wilds of the Twilight Lands. at nothing to play a practical joke. Faerie dragons love
fresh fruit (especially apples) and pastries. It is the
Faerie Dragon quickest way to their hearts, but once you are out of good
things to eat, they normally leave. Grigs, pixies, and true
Tiny Fey sprites enjoy the company of faerie dragons and frequently
Hit Dice: varies by age live with them or are found in their company.
Initiative: +4 (+4 Improved Initiative, modified by Dex) According to legend, the first faerie dragon had its
Speed: 15 ft., fly 60 ft. (good) origins with the conception and birth of a pseudodragon
AC: varies by age in FaerieLand. Many fey beings have had a faerie dragon
Attacks: 2 claws, bite (bonus varies) companions at one time or another, and a rare few wizards
Damage: claw 1d3, bite 1d4 (bonus varies) have had them as familiars.
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Breath weapon, spells
Combat
Special Qualities: Natural invisibility, telepathy, SR (see
below), Faerie dragons avoid combat when they can, and refrain
Saves: varies by age from inflicting damage unless protecting their lairs
Abilities: varies by age (containing treasure and young), or finding themselves
Skills: Bluff +7, Escape Artist +8, Hide +12, Intuit in a life or death struggle. When they find themselves in a
Direction +3, Listen +5, Move Silently +8, Search +3, combat situation, their first reaction is to turn invisible.
Sense Motive +5, Spot +5 While invisible, they attack with their breath weapon and
Feats: Alertness, Dodge, Improved Initiative spells, along with a vicious melee attack.
Breath Weapon (Su): A faerie dragon has one type of
Climate/Terrain: Temperate, tropical, and sub-tropical breath weapon—a cloud of euphoric gas. Anyone caught
forests. in the cloud of gas must succeed at a Fortitude saving
Organization: Wyrmling to young adult: solitary or throw or be struck with a euphoria that causes them to
clutch (2-5); adult to great wyrm: solitary, pair, or wander around blissfully for the 3d4 minutes. During that
family (1-2 and 2-5 offspring). time, the victim is unable to attack, cast spells, or defend
Challenge Rating: 2 themselves (view as Stunned Condition). While in the state
Treasure: Double standard (gems, magic) of euphoria, the victim can make an Intelligence check
Alignment: Always chaotic good each round versus the DC of the breath weapon to keep
Advancement: Wyrmling (tiny); Very his mind on the situation. If a check fails, the victim is
Young (tiny); Young (tiny); Juvenile
(tiny); Young Adult (tiny); Adult
(tiny); Mature Adult (tiny); Old
(tiny); Very Old (tiny); Ancient
(small); Wyrm (small); Great Wyrm
(small)
12
Faerie Dragons by Age
Attack Fort. Ref. Will Breath
Age Hit Dice (hp) Color AC* Bonus Save Save Save Weapon (DC) SR
Wyrmling 1d6/2 (2) Red 20 (+2 Dex) - +4 +3 +4 13 13
Very Young 1d6 (4) Red-orange 20 (+2 Dex) +1 +4 +3 +4 14 14
Young 2d6 (6) Orange 20 (+2 Dex) +2 +5 +4 +5 15 15
Juvenile 2d6+2 (8) Orange-yellow 20 (+2 Dex) +3 +5 +4 +5 16 16
Young Adult 3d6+1 (10) Yellow 21 (+3 Dex) +4 +6 +5 +6 17 17
Adult 3d6+2 (12) Yellow-green 21 (+3 Dex) +5 +6 +5 +6 18 18
Mature Adult 4d6+2 (14) Green 21 (+3 Dex) +6 +7 +6 +7 19 19
Old 5d6+1 (16) Blue-green 21 (+3 Dex) +7 +7 +6 +7 20 20
Very Old 6d6 (18) Blue 21 (+3 Dex) +8 +7 +7 +8 21 22
Ancient 6d6+2 (20) Blue-violet 22 (+4 Dex) +9 +8 +7 +8 22 24
Wyrm 7d6+1 (22) Violet 22 (+4 Dex) +10 +8 +8 +9 23 26
Great Wyrm 8d6 (24) Black 22 (+4 Dex) +11 +8 +8 +9 24 28
* All faerie dragons have a +2 size bonus and +6 natural armor added to their Armor Class. This does not advance with
age.
* All faerie dragons fly at a speed of 60 (good) and have a ground movement of 15 ft.
** Caster Level
unaware of events that may occur during the remaining Common, Sylvan, or Draconic and other faerie dragons
duration of the breath weapon’s effect. up to two miles away.
Natural Invisibility (Su): Faerie dragons are equally
comfortable being visible or invisible. A faerie dragon can
Treasure
attack and use its special abilities while invisible and not
be revealed. Faerie dragons can become invisible at will Faerie dragons love glistening gems and sparkling magic
as a free action. items, and frequently hide them in a horde in their hollow
Skills: All skills need to be adjusted for the abilities tree trunk homes.
reflected in the Faerie Dragon Abilities by Age table
above.
Spells: A faerie dragon has the ability to cast spells as
if it were a wizard or cleric. Faerie dragons are often
wizards (65%) and occasionally clerics (35%). Those that More monsters await you in the pages
cast wizard spells favor animal growth, animate object,
distance distortion, forget, legend lore, limited wish, of Faeries...
obscurement, suggestion, unseen servant, ventriloquism, and
water breathing.
Telepathy (Su): Faerie dragons can communicate
telepathically with creatures within 60 feet that speak
13
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