Showing posts with label Fey. Show all posts
Showing posts with label Fey. Show all posts

Wednesday, September 15, 2021

Pixie

I could have sworn the Pixie was a Tiny creature and had a bunch of mental material prepared in order to make fun of their tiny toothpick arrows. After learning to read, we find that the pixie is a Small Fey creature of the Sprite variety. This largely just means they use Primal illusion-based spells, and taking a cursory look at their features, that's more or less what you get.

That isn't to say the pixie doesn't pack a punch. Their best tool is undoubtedly Sprinkle Pixie Dust, which basically makes a pixie a crowd-control-only ranged Magus (except it only does the effect instead of dealing damage, but you get me). Customize this feature a bit, add some other crowd control or mental/nonlethal effects and you've got a potent salvo of fey debilitations coming in from 100 feet easy.

If your party is full of murderhobos, this little trickster has a pretty good chance of getting away due to the sheer number of effects its Pixie Dust can imbue upon its arrows (assuming it gets a turn). That shouldn't be a problem, though. Did I forget to mention it's an intelligent creature that can fly? It can be permanently invisible, even when it's attacking. Oh, also, its default attack has a range increment of 100 feet. And it's a level-4 creature. You do the math.

The pixie is a potent combatant to be sure. If the pixie gets into a fight that isn't in an enclosed space, it's going to have a massive advantage. Make sure you take that into account before you pit a bunch of them against your party and make the murderhobos roleplay losing 5+ minutes of their memory.

- TJ

Hook 1 (Nemanja) - The Twins of Renwood

Two identical pixie twins reside in the Renwoods. One is extremely helpful and is happy to guide anyone who wanders astray through the woods, while the other is a sadist who enjoys feeding would-be adventurers to the many trolls, hydras, and hags that call the woods home. More experienced rangers have learned the trick to differentiate them—the good twin hates sugar and will refuse to eat it, while the evil twin is addicted to it. Hence, anyone venturing into the woods is instructed to bring a sweet roll or two with them...

Hook 2 (Max) - The Ancient Liberator

Towns and villages around Ghastwood are plagued by a curse most eerie. Children are going missing during full moons, and some claim to hear their laughter coming from beneath the dark trees of the ancient forest. None dare enter the wood, however, as no one has ever returned from it.

Some speak of spirits haunting the woods while others think that a ferocious beast lives there. Many say they've seen small eyes glinting in the dark, accompanying the ominous giggling.

Alas, there is no beast or ghost, but an ancient force that lies within Ghastwood, older than any city, one that does not comprehend the human notions of good and evil. The children are inevitably drawn to it, and it offers to free them, turning them into something... new. New, but at the same time very, very ancient. They retain their memories but are freed from the shackles of humanity, as the sovereign of the woods grants them their new forms.

Hook 3 (Reece) - The King of Thorns

The King of Thorns was of the most powerful within the Court of Dark Hearts. Before they were locked away behind the Fallowfield, the fey king reigned havoc both within The Infinite Garden as well as the material plane. His most dangerous skill—the one that gained him the status he held within the Dark Court—was his ability to twist both the ambivalent and beneficent fey into hateful, spite-fueled creatures.

Now, locked away from his access to the majority of The Infinite Garden and his access to the material plane, he instead has taken to corruption of the uncaring pixies that wonder too closely to the Fallowfield. It is said that his touch can already be felt across the land. While most pixies are mischievous though innocuous, the Thorn Pixies have taken to mastering the arts of memory manipulation, which they now are using to sow chaos across the land. From the highest of the nobility to the lowliest of peasants, their false memories have cascading effects that are quickly spiraling toward outright civil war. Families turned against one another, friends against friends and lovers against lovers, all on the falsehoods The King of Thorns instructs them to craft.

Biding his time, the chaos has created an opening from which The King of Thorns can escape—some villagers have begun to beseech fey beings for a reprieve from the chaos, and The King is happy to oblige... For a price.

Tuesday, August 17, 2021

Naiad (Naiad Queen)

Naiads are nymphs bonded to bodies of water with the caveat that, unlike other nymphs, they can travel away from their bond, though they will wither away, being unable to regain hitpoints or remove the drained condition.

As nymphs, you can always utilize naiads as the tragic victims of greater powers' sick games, as is the case in the classic greek myth—but you can also put an empowering twist on that and have nymphs get out unscathed for once.

Naiads specifically are absolutely ready to take arms when nature is threatened; as fey, their tactics might feel alien to players since they deal in eons, not years. Their queens supplement their natural abilities with high-powered spellcasting that will have nature's enemies running away and allies reminded that they tread upon thin lines.

- Nemanja

Hook 1 (TJ) - Empire of a Thousand Lakes

Despite holding territory that consists of more water than land, the Prescient Triumvirate does not control a navy. This is primarily because the water they control is the sum of thousands of lakes of varying sizes. regardless of what direction they are attacked from, the Prescient Triumverate is always prepared. The secret to their so-called prescience lies beneath the surface of each of the lakes. Each of these lakes is home to a naiad. Given the close proximity of each lake to the next, the naiads are able to communicate information from one corner of Triumvirate holdings to another in a matter of moments. To truly have a chance of attacking the Triumvirate directly, draining the lakes would be the best option. Unfortunately for the Triumvirate and the naiad they employ, the addition of parchmages to the Iorinaxi legions may be their undoing.

Hook 2 (Max) - The Guidance of Two

The Twin Gems of the South are a sight to behold. Both cities lay at the edge of enormous lakes divided by a small mountain range. Legend has it that the founders of both metropolises were guided in their efforts by the ancient spirits of their respective bodies of water. Word is that the rulers still council with them to this day!

Should one undertake travel to The Gems, they would, without fail, see how similar the two are. This has been a point of great argument over the generations—each city arguing that the other copied it.

The truth, however, is a little more interesting than a case of architecture theft. The spirits of both Gems are the same, as the lakes are connected by an underground canal. Why the queen of the lakes decided to guide the mortals on their way, remains a mystery. One can only hope her reasons are not more nefarious.

Hook 3 (Nemanja) - River Runs Red

The extremely high rate of crime in Sheballa city gave rise to a new profession—the magi-forensics. These mages of all kinds and flavours use magic, prophecies, and other such miracles to divine truth from dead bodies, bringing their killers to justice.

This, in turn, led to a different development in criminal activities—fixers working for the Lord of the Underworld have begun dropping bodies into the Red River which creates the Fool's Falls waterfall just on the outskirts of the city. Unfortunately, the waterfall is the resting place of a particularly short-tempered naiad named Deep Blue, who finds her rest disturbed by blood and gore.

In an effort to scare away the intruders, Deep Blue now allows no one bearing weapons to cross the nearby bridge—this wouldn't be an issue if not for the fact that it lies on a massive trade route...

Tuesday, August 10, 2021

Mitflit

More fey, eh? Complaints about outsiders aside, I do quite like running fey (as stated previously). I think in many cases, using fey is a great excuse to get more flexible with your rules. Should your players find themselves shunted into your fey-world equivalent, there's a lot of ways you can mix things up.

The Mitflit at creature level -1 is something you can use right out of the gate when starting a new campaign from level 1. There's a lot of Gremlins that fit this category, but the mitflit has a few fun mechanics to leverage in use. Its Self-Loathing actually pairs well with Vengeful Anger in that if it has been frightened or tormented, it deals more damage than it otherwise would—something useful for combat that also gives some insight into the mind of this vindictive villain.

Personally, my favorite ability available to the mitflit is its Vermin Empathy in combination with its constant speak with animals. A mitflit with a vendetta may not be incredibly dangerous per se, but it sure will be annoying. 

- Reece

Hook 1 (Nemanja) - Bug Bonanza

In Detroit, the city with the largest concentration of Paranormals in the post-awakening USA, mitflit exterminators are highly sought after—whether the bugs that need chasing away are regular pests or foot-long magical worms and horse-sized arthropods.

The mitflits' popularity comes from how cleanly they do their jobs; there's no toxic chemicals, blood splatter, or (still not fully accepted as real) magic. Instead, the little men simply ask the bugs to leave, and they do as asked.

While the service is well-liked, anyone perceptive enough that finds themselves passing by the Pest Control Agency's warehouse may see an odd image—mitflits seem to be collecting all the vacated pests in one place, feeding, nurturing, and even training them for an unknown purpose.

Hook 2 (TJ) - Crabby Consequences

The tide pools around the southern edge of the Hag's Head Peninsula are teeming with sea life. When the tide goes out, a wide array of urchins, mussels, and crabs remain in these miniature ecosystems. Of particular note are the crabs, who do not shy away from the presence of small humanoids. If you spend enough time around these tide pools, you may find that the crabs seem to understand you. Spend an even longer amount of time here, and the mitflits that have been teaching the crabs may begin to grow envious of your time spent with them. Spend too long here, and the mitflits might just lash out.

Hook 3 (Reece) - Lord of the Flies

Mogrederdi, The Lord of Flies, was content in his kingdom. Others in the Court of Dark Hearts had spent a great amount of time and effort learning powerful shadow magicks or had sworn pacts with Devil Lords to gain an edge in The Eternal War with The Lavender King. The Lord of Flies was not himself powerful among the court, but he had built a... reputation of sorts. His ability to slip past The Lavender King's defenses into the material realm was coveted by many in the court that drew too much attention to themselves.

Mogrederdi did not command a great army of monsters or dark warriors, though he did have one advantage—his friends. Long ago, he had disposed of ideas of grandeur and instead honed a silver tongue for the insignificant creatures of the material plane. The various small insects he brought back would not normally be a problem for his enemies, though the path back from the material plane to The Infinite Garden did strange things to them. They were warped and enlarged during the transfer, making them fearsome creatures. The monstrous beings were not only empowered, but also loyal to their lord for granting them this power.

Yes, Morgrederdi was not himself powerful, but he didn't need power. He had something better—the respect of the powerful.

Tuesday, July 6, 2021

Jinkin

Of all evil fey, the Jinkin is perhaps the most steeped in classical fey themes. Jinkins don't do much damage, have very little general combat strength, and almost are required to work in groups to be effective in combat against even the lowest level groups. 

Before I delve in properly, I recommend this video by Dael Kingsmill. It's within the context of 5th edition D&D but the advice is applicable in any fantasy tabletop game. Even if your game is not taking place in a classical medieval setting, fey creatures can be utilized in almost any game to great effect—particularly to shake up the pace of the game. This is particularly relevant to today's gremlin of choice.

Where the jinkin is strongest is in its mechanically relevant narrative abilities. For the uninitiated, the fey of the classical English, Slavic, and Celtic traditions are often not outright evil and are instead quite alien. When the fey of old are evil, it's often in the most convoluted and inconvenient way. The Jinkin is an embodiment of that theme.

Even though the jinkin is narrowly useful in combat, you may find ample room to utilize its tinker ability. This is, effectively, a free pass to mess with your players. Should they find themselves someplace particularly close to the fey, where the veil is "thin" or even in the domain of the fey itself, you might find a reason to utilize these petty curses. 

When slighted, the jinkin can be a particularly spiteful creature. Consider what small thing one of your players has done that could've set a jinkin on a path to revenge, and then design something around that behavior. A jinkin could even spurn your players to take on some greater threat, or drive them towards making a decision they would have otherwise spent a lot of time mulling over.

Is it mean? Yes. And you can be too, at least every once in a while...

- Reece

Hook 1 (TJ) - Always Trust Your Tinker

Whenever a tool malfunctions in the town of Yewbough, the townsfolk bring it to Elias the Tinker, a portly, friendly man on the outskirts of town, well out of the way. His expertise is well worth it, and he always provides advice to avoid similar malfunctions in the future. The townsfolk laugh behind his back at his offerings of charms and precautions to ward against gremlins. When he forgets to check the wards on his workshop one evening, a group of jinkin take advantage of it. The next day, his workshop is an unsurpassed labyrinth of traps and tricks, which he falls victim to. With the Tinker out of the way, the jinkin begin systematically cursing the tools of every townsperson they come across, which undoubtedly leads the hapless individual directly into the tinker's workshop, where they fall directly into the waiting traps of the jinkin.

Hook 2 (Max) - Hex for Hire

The Unseen Hexers are a mercenary group who provide a very specific service to their employers—point them to a magical item and they'll curse it, rendering it either useless or too much of a hassle to use.

Despite being gremlins, they always fulfill their contracts, which are only made by spoken agreements. As is usually the case with fae creatures, the payment for their services is never as easy as simply paying in coin. Should one have need of their service, often the one who hires their services is more at risk than the affected target...

Hook 3 (Nemanja) - Ragtime Ridge

The dwarves of Ragged Ridge Reach are a very suspicious lot, though they are highly sought after for their brutal efficiency in battle.

They refuse to use any technology nor enchantments, citing ancient customs and rules. In truth, the inner circle of their leadership are time travelers who've gone back in time to prevent the clan from starting a massive and bloody series of wars against jinkins, bloodthirsty technoparasites that the dwarves accidentally create in the far future. The only way they knew how to do that, however, was to stop the dwarves' innate ability for innovation and thirst for knowledge. The morality of such a temporal maneuver might be a bit iffy...

Wednesday, May 26, 2021

Gimmerling

 The Gimmerling is a creature that sees use in many different ways. As with other creatures that have shape-changing capabilities, you may be drawn to use a gimmerling (or more than one) as a "gotcha" while your players are on some higher level adventure through the fey world. Unlike many other fey creatures, a gimmerling is threatening enough to serve as a final boss of sorts for lower level parties. Its battlefield control through Treacherous Aura and Trip Up can wreak havoc on melee characters.

Even against as a (-2) or more creature, the gimmerling can be employed with traps, snares and the like in order to take full advantage of Trickster's Step. and remain relevant after level 15. Their powerful handcrossbow attacks and jaw poison are great ways to harry a group down while always staying just far enough out of reach to remain a nuisance.

Although they are evil, they may serve as an equally interesting narrative counterpart as well. High Crafting, Deception, Stealth, and Thievery skills can make a gimmerling a crafty and devious foe. Should you find something sufficiently worth their interest, though, you could find yourself with a powerful (and more-than-likely dangerous) magical item or ally.



Hook 1 (Max) - Merchant's Trappings

Great treasure lays in the ruins of the nearby castle. Allegedly. A lot of people went after it and never came back, so there's probably at least their possessions to be taken. Most likely.

The merchant who talks of the riches sits in the local tavern, a hearty man of middling age, who wouldn't hurt a fly.

It seems.

He is, in fact, the reason why no one comes back from the ruins. Not that he dirties his hands, not directly. He just... Appears, typically as a scantily clad woman, baiting intrepid adventurers into a labyrinth of carefully lain traps that only he can navigate. There's a lot of traps there. A ridiculous amount, quite honestly. Most of them don't make any logical sense. Like, why would you fill a room with water every time someone steps into it? Or make a twelve lever puzzle that sends you into a spike pit after you solve it? Or a chasm that you can walk over, but only if you do it backwards while dancing, and the only reward on the other end is an invisible skeleton?

It could be that he just enjoys making traps. It is a strong possibility. Probably.

Hook 2 (Nemanja) - The Coward's Way

The Snickerjaws, a local tribe of Kobolds, have grown from a minor nuisance to one of the most prolific factions in the lawless Tricrown Hills area. The change wasn't a slow one either; it seemed to happen practically overnight.

The Snickerjaws were always regarded as good trappers. While they were once effective, their tactics became common knowledge among neighbouring people, at least until a recent dramatic increase in the quality and ingenuity of their traps. The reason for this is simple; The Snickerjaw chieftain entered a partnership with a gimmerling inventor. The gimmerling is a coward who enjoys the pain his complex and brutal traps cause, though he is afraid of going out into the warzone to set them up, as it is contested by at least five different factions, in addition to one very spiteful demigod. The kobolds, in turn, are well versed in setting traps right under their enemies' noses, so they are delighted to be given a new advantage in the unfolding conflict.

Hook 3 (Reece) - Devil's Conundrum

It is said that Fegerdal Fingermaster is one of the greatest magical smiths across any known plane. Even among his gimmerling kin, the blades he forges are imbued with powerful fey magicks. Though he is a master craftsman, he is equally prone to outbursts of anger which make him incredibly difficult to work with. Should one be able to enlist his services to forge a weapon, any small slight or misstep can result in Fegerdal deciding to forgo his end of the bargain, noting the contract for his service has been voided.

A dispute of this kind is what requires your express assistance. Shybrandila Shiver-Tongue, a contract devil of some importance, bartered on behalf of her lord for a new powerful blade. When the gimmerling smith took offense at some minor slight during the final transaction, Fegerdal stated their business was concluded and had his apprentices escort her from his realm.

Too embarrassed to tell her lord what has occurred, Shybrandila has asked for your help in retrieving the blade by any means necessary. Infiltrating the fey workshop could prove difficult, especially given Fegerdal's penchant for devious and murderous contraptions.

Tuesday, October 6, 2020

Elananx

 Hey, what if the Cheshire Cat wanted to murder you? And also became an arsonist along the way?

While most elananxes, due to their inherent fey arrogance, avoid goblins, the goblins instead adore the fiery cats. The Burning Bowel goblin clan indeed managed to tame some several generations ago, and have since had a semi-successful breeding program. The goblin-bred elananxes may appear malnourished, but in addition to their fiery attacks, many of them carry the same diseases that are usually present on goblin dogs that they replaced. Although several fatalities happen when brave goblins try mounting the proud felines, the spread of arson and mayhem works out for both parties.

Mad Morgan the Firestarter is a sadistic arsonist wanted dead or alive in seven different kingdoms and thirteen duchies. While Morgan himself is a scrawny, cowardly man who can't really hold his own in a fight, an elananx has decided to follow him. The feline creature has a weird sense of adoration for the old criminal, and while it mostly follows along to bathe in the fires the man starts, it shows a level of loyalty in defending him few of its kind are capable of.

While elananxes are violent and attracted to destructive forces, they are still fey, and signs of adoration will sometimes stay their hand. Indeed, the elananx pack of Bluebloom forest have developed a strange affection for honey harvested from the giant bees that dwell in the Hintari Highlands. Offering the pack's leader (usually the quickest, most slender female of the bunch) a jar of said honey will not only get travelers safe passage, but the fickle feline will also give them three strands of their hair. These hairs each have a different effect when activated by throwing them into the wind. The first shall make the user invisible. The second, let them fly like a wind. The last one shall grant aid from an unexpected source, but once it has been used up, the pact is over, and the elananxes are free to hunt once more.

Sunday, September 27, 2020

Dryad&Hamadryad

 Dryads are the elven-looking fey guardians of single trees. Hamadryads are their jacked up versions that watch over entire forests. Both like to use charm and guile to trick folks into helping them, but the latter often bring some bigger friends into the fray as well.

Llikanthika was a Hamadryad that fell into a deep sleep several millennia ago. When she laid, her demesne was a massive, deep forest, and her subjects were legion, with dozens of dryads and other fey at her call. When she finally wakes, she finds her self in but a little park, a tiny speck of green in a massive, gray city. Some kids stumble upon her soon after, and only their childish innocence stops her hand. The kids, for their part, now bear a terrible responsibility - stopping the wraith of nature itself from being unleashed upon the city...

Not all dryads rely on charms to win allies for their cause. Drizilla, the Dealin' Dryad, is a well known card player and gambler. When playing against her, the stakes will inevitably go from gold and baubles to favours owed to the forest itself.

The emerald forest is so big that not even a hamadryad can take care of it alone. Several of them have banded together, and ritually crowned Queen Amalfia as the Archidryad. She now watches over an entire continent's worth of deep and lush forests, bonded to the Tree of Ages, the oldest living organism. While Amalfia is good-natured, if somewhat stern and impulsive, she hides a secret - unlike other hamadryads, who rule over more sinister beings of nature, Amalfia has a second form: that of a green woman, nature's wrath incarnate. If the forest is threatened, or any of her hamadryads and dryads hurt, Amalfia will fly into a rage, and her fury matches that of gods.