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Færies are small sprites that live in the forest and assist the Animist notions of Life within the greater feywild. XXX.move this: They are like embodied love, for they were saved by the great mages who survived the First Age and the wars over magic and light. They are found sometimes in abandoned birds nests, much like elves, but no one really knows where they come from.

They have wings and can fly. Contrary to common belief, they don't commonly emit light, except when they feel love from others and it over-powers them (because they're so CUTE!). They are the only race which does not specialize into a class (and for this reason they don't LEVEL the same way). They do not have an infant stage, depending on how they are created. They only(?) age if they believe in it or they don't find an adult partner committed to them to be their sponsor-protector.

Their primary trait is: "agile" with two subtypes: excitable or etherial. If this race loses mana, they'll fall narcoleptic and collapse asleep.

Faery wings grow from the darkness in the human(?) soul, where it turns it into something like carbon-fiber nanotubes that bend around to two special vertebrae. One at the neck and one at the (saccral?)lumbar boundary. Rather than growing from experience, the XP goes to the feywild elders. If they grow enough power, they can glow naturally, without being embarrassed (a blush-response).

Since they don’t have much strength in magic nor might in strength, their abilities are mostly in getting out of predicaments alive without use of violence. When they think of a new clever way to get out of a tricky situation, they get to gain another level (if it’s successful and regardless of whether the party goes with them). They don't necessarily get the XP that a regular player would have, though, so you might have the case where a LVL65 faery is made, yet they only have 15K XP. (Sounds like someone's been using their human brain, instead of their own!) They have an extra time-slot (actually a saving-throw) that allows them to move out of the way when their absent-mindedness puts them too close to danger.

Similiarly, they can gain XP by doing regular "class-like things" (at generally half of the competency - unless they innovate), yet it doesn't help them to gain levels. Instead, this special XP can be redirected and used for flying.

XXXMANA consumption is twice the rate when flying (which is already 2x?) when encumbered (holding a metal key), etc. This can take the form of future rounds not having any energy and they need to rest after wards. The power taken when flying is entirely dependent on how much power the Tree Elders have relative to civilization. When they don't have much power, it takes more mana, otherwise they get to fly, unemcumbered, for free.

Nature is their God. Their advantage is flying and they are quite quick when they need. They are attracted to magic, yet they don't know what to make of it and have to learn to be careful around it. That is, they may move towards a magic trap only to inadvertently set it off. Fortunately, they are quick enough to move out of the way -- they always have a hidden "critical" saving throw (available no more than once per day) from a sort of extra time-slot.

Faeries burn through mana faster if they're flying, rather than in a magician's breast pocket, for example. Mana gets consumed twice as fast if they're flying in the Underdark as it's full with "heavy air" ("It was like swimming," one faery said.). Despite their extra speed advantage, they consume all their mana flying in the equivalent of what would be one round for regular players. So, if they stay still, they can accumulate 500 mana per round (vs normal 400). This mana also gets expended if they get admired so much it makes them emit light (approx. 200 mana per time slot??). This makes their extra time-slot balanced with everyone else — as they have to use it to keep up with everyone.

They level through building greater knowledge of smoothing conflict and turning it into higher-level gains -- each time s/he convinces a party not to kill, they gain a level. For this they must master conflict, have greater knowledge of the interconnections between NPCs ("Don't kill the Redbrand, he's connected to the leader with the map of the hidden mine!"), and master them. This means, s/he mustn't try to be the decision-maker for the group, otherwise s/he decided for the party, instead of the party trusting her/him when they would have killed the NPC(s). If the party does, however, decide to make this race the sole decision-maker, instead of leveling, s/he silently gets to store power each time they follow her as decision-maker. With each time it amounts to a secret death saving-throw that she gets to keep. Since she's small, this is all it takes. These are not transferrable.

NEED: if they don't have a class (like feywild generally) what new abilities arise as they LVL? OR how do they attain XP? Milestones might indeed be the right way that feywild players get levels from the goddess.

However, if the party ends up getting smeared all over Undermountain, they can lose the level and the DM can distribute the equivalent XP to party members. Alternatively, if the consequences were less dire, the party can ask for a gift. Otherwise, they lose and can't rebuild their mana until they make up for it. Sometimes, they just have to keep their mouth shut and help the party get more XP or choice loot.

Sometimes Tree-Elders divine knowledge to this race if there's an attunement established. The faery has to learn to trust these intuitions, or rather which channels are trustable.

Faeries need ASM to fly, INT to stay alert, PTY for their safety, and PER to have the advantage of their greater SPEED. Notably, and uniquely, since they had no gods (XXXTree Elders, though…) but just believed in love, it is their PTY/WIS that is channeled into flight energy which grants them an extra time quanta -- up to 2, depending on the value. If they are typecast to their race, a PTY/WIS value of 19 or greater gives 2 extra saving throws per day, otherwise a 15 or more value give +1. If their value is less than 9, they may be clumsy. XXXIf they are not typecast, then they get a one time increase of +1 if their PTY value is over 15. This is one race which doesn't get more tier-based bonus modifiers, because all that speed is used to make the universe work. So no more than 2 quanta are rewarded, ever. If they were not typecast and their PTY was not over 15, they might get a bonus if their INT is over 18. That is the only other consideration for more bonusii.

Since they level unlike others, they should not have a class, but be seen as a combination of all classes. It was the faery, Sìhmaen, that taught citizens of Faerun that killing wasn't the best way to win with dragons when she learned to tame him and he bestowed gifts. Faery mates don't have babies as normal, they're somewhat neuter anyway, and instead they must wish for it and wait to find the child inside a flower before bloom.

Faeries know where to find gemstones scattered in the realm, if they're not buried deep into mountains. Getting that information out of them, however, is a whole other encounter. Trickery is generally required.

Their race originates after the establishment of civilization sometime after the fall of the Second Age, trapped by it's failure, but awarded wings by the gods as consolation for their hearts. Their name has the same root as the Faeruni.

DM notes:

  • The excitable type can have a tendency to use too much energy if there's too much that the heart knows what to do, but their party's minds are too focussed on other things. If you want, you can start draining mana from the faery player if they have an idea that other's are deliberating too much on.
  • The ethereal type can be too lazy when they're not in their feywild environment. Because the world of Man is too boring, fucussed on power and machinery, loot or whatnot (what can a feary do with these things?). They secretly long for their magical world that is full of love and light. They lose mana when they're not in the home environment. For them, extra bonus actions (or time-slots), translate into mana they use for flying on their missions.
  • If the fairy uses a technique s/he has used before, they do not *gain* a level. Also, if you think they are too high level for their expertise in gameplay, you can make awful results that get the whole party mad or disappointed at/in her/him. This should be done to exercise the fairy’s ability to think creatively and THOROUGHLY.
  • If a fairy is held by one of the famous, good mages, s/he automatically gets the WIS of the mage that helped her/him exist, (but it may fail occasionally).
  • No free actions when flying (consuming all 400 extra mana/round); however, they may make a defensive action at the cost of 1HP or make a non-offensive action and quit flying or drop for a round (taking 1d4 HP damage if the fall was “chaotic”).
  • While leveling happens by not engaging in violence, they do have an aversion to negative-dimensional beings. This includes many underwater types of creatures.


  • Aging happens by the consumption of the pre-transformation self.
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