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Faeries
If you see a faerie ring
In a field of grass,
Very lightly step around,
Tip-toe as you pass.
Last night Fairies frolicked there
And theyÔre 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 youÔll break a fairy spell.
-author unknown
Chapter 1: Fey Characters ..................................... 4
Character Races ............................................................ 4
Other Fey Monsters as PCs ....................................... 14
Classes ......................................................................... 16
Skills ............................................................................. 16
Chapter 3: World of Faerie .................................. 51
Here, There, and Parts Between .............................. 51
FaerieLandÔs Planar Characteristics ........................ 51
There and Back Again ............................................... 57
Places of Faerie ........................................................... 59
Credits
Lead Designer
Bryon Wischstadt
Cover Artist
Doug Kovacs
Editor
Steven E. Schend
Interior Artists
Anthony Francisco, Ben Eargle, Ginger Kubic,
Michael Orwick, and Todd Morasch.
Art Director
Todd Morasch
Creative Director
Jim Butler
Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com) and regional dis-
tributors.
Bastion Press and the Bastion Press logo, are trademarks, and Oathbound is a registered trademark of Bastion Press, Inc. Ód20 SystemÔ
and the Ód20 SystemÔ 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.
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Introduction
Welcome to Faeries, a d20 sourcebook providing you with
the information necessary to open the Doorways from any
d20 campaign world into FaerieLand and introduce more
fey, magic, and possibilities for game play. The majority of
the concepts presented in this book use rules found in the
Players Handbook , DMG , and MM, all published by Wizards
of the Coast. A few of the concepts refer to monsters or rules
from Minions: Fearsome Foes (the Deep Fey) and Oathbound:
Domains of the Forge (Prestige Races), both by Bastion Press);
while you may find these books handy at the game table,
they are not required for use of this product.
professions of the fey and those involved with them,
including the Fae-walker, and Faerie Hunter to mention a
few. Prestige Races guides you through the enchantments
of the flesh that many fey undertake and the many different
manipulations of the fey and quasi-fey form are revealed.
The Aspects of Nature are also introduced as a new sub-
type of prestige race.
Chapter 2: Lore of Faerie gathers obscure information
regarding the fey and their home for easy access, allowing
the DM to give flavor and authentic feel to a campaign.
Understanding the Fey is a brief peek into the everyday lives
of the fey. Laws of Faerie , covers the laws (written and
implied) that govern FaerieLandÔs visitors and denizens
alike, as well as the rules fey must follow while 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 take for granted
and would rather leave undisturbed: the groupings within
fey society. Many fey would rather see this kept quiet,
likening it to discussing religion or politics among
strangers in our world.
Chapter 3: World of Faerie is divided into several
sections. Here, There, and Parts Between provides a general
overview of the world of FaerieLand, as well as a simple
How to use this book
Faeries describe many concepts regarding fey, FaerieLand,
and the magic surrounding them. All the information
needed to incorporateÐand possibly adventure inÐ
FaerieLand are detailed in the following chapters. This
book is divided into four major sections each devoted to a
particular portion of FaerieLand; the player character
heroes; the geography and locations within FaerieLand;
the laws, lore, and legends of the fey and FaerieLand; and
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 featsÐ
general, item creation,
metamagic, and the new fey
categoryÐfor 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
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primer on FaerieLand geography. There and Back Again
charts the routes to and from the lands of the faeries.
The 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 by the fey, such as magic sand and the
breath of life; it also touches on a few magical rituals
and the power of true names. The Spells section lists
scores of known spells common among the fey and their
friends. Magic Items catalogs numerous magical
weapons, armors, and wondrous items for use in your
campaign with faeries.
The Creature Appendix contains information on
creatures for your campaign, from old familiar creatures
to many new and strange fey creatures to serve as
adversaries or companions to the characters in your
game. Templates allow GMs to introduce some interesting
aspects and variants to ÓpredictableÔ monsters.
The fey and their world of FaerieLand are not real.
Ask any fey and she will tell you the same. Now the
stories I will relate to you in the following pages are
narratives of adventures realÐto the best of my
knowledgeÐand the journey I personally undertook
to FaerieLand was itself quite real!
As if to promote this dichotomy of real or
imaginary, scholars continue to dispute the physical
nature of FaerieLand. Is it another Prime Material
world? Is it a plane unto itself? Could it be a pocket
dimension or is it part of the Ethereal Plane? I believe
it is all these things and more! FaerieLand is a place
that reaches into our world with magical roadways,
and visits its curious faeries upon our world. Its
wonders beg our attentions and its magic is as
mysterious and primal as when the first fey charmed
its way in this world.
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
seem confusing, but theirs is a world grown from
our own belief and peopled by facets of our own
emotion and manifestations of Nature herself.
Ah, Nature! Now there is the first of many terms
that seems to be intertwined into the fabric that is a
faerie. It seems that our concept of a divine Nature,
or more exactly a goddess of nature, is not far off.
However, we have missed the essence of Nature, that
She is a consciousness that needs no divine
representation. She merely is. So faeries, then, are
ÓflowersÔ that have bloomed from the concentrated
emotion of Nature; Her exhilaration, excitement,
and joy of simply being.
To say that this is all Faeries are again misses
the essence of the question surrounding them. They
have an identity that is separate from Nature.
Faeries live an existence steeped in the Dreams of
mortals. Dreams, to mortals, are fleeting wisps of
imagination. Yet, to a Faerie, they are as real as the
book you now hold. Dreams, or more importantly
the free thoughts they represent, enable Faeries to
quickly travel from their world and step sideways
through the borderlands that separate their land
from our own.
Have Questions?
If you have questions about this product, please send an
email to questions@bastionpress.com . In addition, you can
also talk with other players at the Bastion Press message
boards (www.bastionpress.com ) .
Use of the word ‘Faerie’
There are numerous spellingsÐtoo many to list hereÐ
for the creatures, magic, and homelands of the creatures
discussed in this book. Instead of confusing the issue,
this book adheres to fey when referring to the creatures
and all things related to them.
What are fey? According to the MM , Ña fey is creature
with supernatural abilities and connections to nature or
to some other force or place.Ò The official creature type
name ÑfeyÒ is used when referring to faerie character races
as well as creatures. The term fae is used to refer to objects
or concepts native to FaerieLand.
Elves are often referred to as faeries or sylvan. These
comparisons, while not wholly incorrect, should be
avoided, especially in the presence of faeries. The reasons
will be apparent in later sections. Conversely, goblins, and
other creatures of non-fey worlds may have had their
origins in FaerieLand. Some even suggest that the greater
dragons Bahamut and Tiamat owe at least some of their
power to FaerieLand and its bizarre magics. Most
residents of FaerieLand will not dispute this, but most
prefer to not speak of them. Mortal sages have difficulty
researching this point, especially when they have gone in
search of a confirmation of their information among the
goblins.Ò
The homelands of these wondrous creatures also have
many names, yet this book adopts ÑFaerieLandÒ 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 bookÔs
more simplified approach hopefully promotes more
understanding of this strange and wonderful world the
faeries call home.
ÐMerle of Endswick
Dabbler in All Matters Arcane
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Chapter 1: Fey Characters
prominent in the adventuring party (unless all are fey
characters). The extra physical abilities, spell-like abilities,
and role-playing benefits may outshine the effectiveness
of the other PCs in the game, rendering them somewhat
useless or upsetting the players. Later, when the other
characters are advancing through higher levels, the fey PC
may still be first level due to the level adjustments the race
has.
Alternately, the fey PC can be introduced to the
campaign at a point when other characters have reached a
higher average level. At this stage, the abilities of the fey
character will be more balanced with those of the other
characters in the adventuring party.
While normal ECL rules apply as per standard fey
races, one further alteration and adjustment comes in
applying the Prestige Race or the Aspects of Nature rules.
Look below for details on these radical alterations of
characters and races as well as their ECL adjustments.
Belief sees a fey, not logic; the heart sees a fey, not the eyes.
- Brian Froud, (paraphrased)
Character Races
Fey have called FaerieLand home as long as there have
been mortals on the Prime Material plane. They have been
referred to as the Gentry, the Good Folk, Green Men, Little
People, and Lordly Ones, but this abbreviated list of
monikers comes from a narrow view of the fey and what
they are. For simplicityÔs sake, fey divide into six basic
categories: those who disperse good and bad luck to
mortals; those who actively help mortals; those who tempt
mortals; those who cause mischief; those who defend
nature; and those who seek to destroy mortals. To most,
this would suffice, but others desire more knowledge of
the mystical inhabitants of the lands of fey.
FaerieLand is home to countless intelligent races, and
the lands themselves have native races of their own. These
native beings, known as fey, are as diverse as natives of a
mortal world, yet their differences are more striking than
the characteristic differences among mortals. Some fey
appear as one foot tall winged humanoids; some look like
over-tall elves; still others have appearances not much
different than that of a tree stump with legs. Every fey race
can be found throughout FaerieLand, but their numbers
tend to fluctuate depending on the type of terrain.
The wild areas of FaerieLand are home to faeries of all
shapes, sizes, and varieties. Faeries typically inhabit the
region in which they are most suited to live. Pixies with a
water aspect, for 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 BadlandsÔ barren surroundings quite appealing.
Similarly, the more civilized and noble feeorin are
found in fey hill galleries or among the elaborate pavilions
of their roaming festivals and caravans. Feeorin tend to be
interested in the personal benefits derived from their locale;
a fey hill constructed overlooking the Fields of Golden
would be more tranquil and impressive than one built with
a view of the Badlands.
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 NatureÔs defense, and tend to be
more suspicious of outsiders.
The other fey racesÐas well as the occasional half-feyÐ
are found everywhere among the varied geographies of
FaerieLand and the mortal realms. Over the millennia of
FaerieLandÔs history, numerous mortal races had the 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 or,
through spells or rituals, become fey themselves.
Bogie
Bogies are the tricksters of the fey, seeing everyone as a
fair target of a mischievous ploy. While faeries are the
majority of the population of FaerieLand, bogies make up
the largest population segment in Between. They serve as
the lackeys of the Unseelie Court, cringing in the hopes
that their work is worthy of the Queen of Air and Darkness.
Beyond the confines of the Unseelie, they haunt the dark
cellars, empty homes, and abandoned places of FaerieLand
and the mortal world. Bogie tricks include leading people
on seemingly endless chases, celebrating their victory when
they have escaped or the pursuer has given up.
Physical Description: Bogies appear as 2 to 3 foot tall
humanoids with dull gray, mottled skin. They have thick
bodies, long noses, and stunted bulbous limbs and features.
Bogies weigh from 25 to 75 pounds.
Relations: Bogies are mischievous creatures prone to
group together for support, avoiding other races out of
distrust and sometimes fear. Bogies not in the employ of
the Queen of Air and Darkness are more open to strangers
and are most often those found adventuring.
Alignment: Like most fey, bogies are chaotic in nature,
and in morals, they are normally neutral and sometimes
evil. A few good aligned Ñbad eggsÒ have been driven out
of their tribes to roam the wilds of FaerieLand alone.
Bogie Lands: Bogies live in the shadowy recesses of
nearly all geographies across the planes. They favor caves,
abandoned mines, and dark places. When in the mortal
world, they haunt attics, cellars, and barns where mortals
have stored food, drink, and other goods that wouldnÔt be
missed by a careless eye.
Religion: The closest bogies come to worship is the
groveling dedication they have to the Queen of Air and
Darkness. The fear they have of the Queen of the Unseelie
drives the bogies to perform nearly any task she assigns to
them.
Language: Bogies speak their native tongue of Fae and
its Sylvan parent language fluently. Bogies find all races
worthy of spying on for their Queen, and they have deemed
it useful to learn the languages of those creatures when
gathering more information to perform their tasks;
Common, Goblin, and Orc are often learned, as well as the
languages of other servitor races.
Names: A bogie name reflects his or her current status
within the bogie society. Bogies are more focused than their
faerie counterparts, and those that are fortunate enough
Introducing Fey Characters with ECLs
Depending on the focus and tone of the campaign, the DM
may wish to introduce a fey PC at the beginning of the
game or when the other characters are of an Ñequivalent
character levelÒ or ECL. In the case of a new campaign, the
fey character will be of an effective level higher than that
of the other PCs and most likely will be extremely
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to earn good names tend to work hard to keep them
unchanged for long periods of time. The names given to a
bogie must be used, and if one is ever caught using a higher
status name, the consequences can be dire indeed. Leaders
bestow more wanted names as a reward for performing
some task perfectly. The less desirable names are normally
chosen for the bogie as part of the punishment.
Punishment names reflect the uselessness of the bogie
(to the bogie and others) and include names like Dungheap,
Mud, and Soot. Coal, Brick, and Mortar rank among the
reward names given to a Bogie, as they can be perceived
as having some function or practical use. The most
cherished names are those reflecting high status,
exceptional achievement, friendship, and even individual
identity. Cherished names include Scurry the Tunnelrat
or Listen the Skulker.
Adventurers: Bogies adventure as a task assigned by
the Unseelie Court, though they also have been known to
take the first chance at freedom and use an adventure as
an escape. They are not so easily tricked into joining an
adventuring group as faeries are, but they do appreciate
the promise of treasure. When the threat of danger arises,
bogies are just as likely to flee as join in the fray, but they
rarely leap into battle alone.
Automatic Languages: Fae, Shadow. Bonus
Languages: Common, Goblin, Orc
Favored Class: Fighter. A multiclass bogieÔs
fighter class does not count when determining
whether he suffers an XP penalty for
multiclassing.
Level Adjustment +1: Bogies are more powerful
and gain levels more slowly than most mortal
races.
Deep Fey
Also known as the Faerdath, deep fey call the deepest and
darkest caverns home, living near underground lakes and
grottos, and nurturing the lightless plant and mineral
growths below. Some say mortals drove them underground
millennia ago during an attack on FaerieLand, but other
feel that NatureÔs Ñwild callingÒ pulled their race below
ground. Also known as the Daoine Sidhe, they are the
defenders of the underground world and caretakers of
NatureÔs limited reach below ground. The deep fey shield
the good and innocent subterranean races, and often come
to the aid of surface folk in trouble with the more
malevolent subterranean races.
As a result of tough lives in a hostile environment, deep
fey are suspicious and err on the side of caution, taking a
long time before trusting or approaching outsiders.
Reflecting this, the deep fey have built their own limited
fey road system connecting their portion of FaerieLand
with the dark crevasses and deep caves of the mortal
worlds. Most underground mortal races think they are
nothing more than legends or tales from the surface used
to hold the simple-minded creatures at bay. However, those
encountering the deep fey know otherwiseÐthey are brave
beings that fiercely defend their homeland and any terrain
they have sworn to protect.
Personality: Deep fey are suspicious by nature and
would rather be cautious than rash when trusting folk the
first time. They are prone to observing outsiders long before
approaching them, finding it beneficial to understand the
motives of another being or race before actually meeting
them. Deep fey feel it is their duty to defend the good and
neutral surface races from the evils of the dark world below
ground.
Physical Description: Deep fey have a slight build and
average 4 to 5 feet tall. They typically weigh 80 to 130
pounds, men being only slightly heavier than women. They
have jet-black skin, dull black hair, long pointed ears, snaky
tails and thick ram-like horns that curve up behind their
ears before jutting down and forward again.
Relations: Being as suspicious of outsiders as the deep
fey are, they are inherently hesitant to accept someone into
their midst. Once one has won the trust of the deep fey,
they are considered a member of the clan and expected to
defend its interests as such. Anyone who wrongs the clan
is either banished to the dark wilderness or quickly and
efficiently dispatched.
Alignment: Deep fey are usually lawful good, as their
society requires complete order and cooperation to survive.
Deep Fey Lands: Darkest caves, sacred grottoes, and
underground fungal forests are all locales the deep fey call
home.
Religion: Deep fey are not an overly religious sort, yet
they fervently worship those few religions followed.
Underworld manifestations of Nature and the benevolent
Bogie Racial Traits
Racial bonuses of +2 to Strength and +1 to
Intelligence, racial penalty of -2 Dexterity to and
Ï1 to Charisma. The bogieÔs small size and stunted
limbs hampers their ability to manipulate objects,
but their strength and low center of gravity often
compensate for this. Bogies are conniving and
manipulative creatures and this often works to
their disadvantage in social situations.
Small: As Small creatures, bogies gain a +1 size
bonus to Armor Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, but they
must use smaller weapons than humans use, and
their lifting and carrying limits are three-quarters
of those of Medium-size characters (half if flying)
Bogie base speed is 20 feet.
Bogies do not age like mortals, and cannot die
from old age. They look grizzled and wrinkled at
birth, and while growing slowly larger, they never
really seem to grow older.
Fey Blood: Bogies, like their fey brethren, are
resistant to illusion and enchantment spells. They
benefit from a +1 racial bonus to resist spells and
spell-like abilities of this nature. This ability
increases by +1 for every three levels the bogie
attains.
Darkvision: Bogies are creatures of late night
darkness and can see in the dark up to 90 feet.
Darkvision is black and white only, but it is
otherwise like normal sight, and bogies can
function with no light at all.
At third level, a bogie may pick one ECL point
value of Faerie Racial Traits (including spell-like
abilities). Every four levels thereafter, a bogie can
select an additional half ECL point value of traits
or save them to purchase more expensive abilities
later.
Spell-like abilities: 3/dayÐ luck, invisibility ; 1/
dayÐ charm person . These abilities are as the spell
cast by a sorcerer of the bogieÔs character level.
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