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07 - Shades of Fey

The document outlines the contributions and copyright information related to the fantasy roleplaying game 13th Age, published by Pelgrane Press Ltd. It introduces the concept of fey, detailing their characteristics and various iconic options for integrating them into campaigns, while also discussing the implications of their magical nature and connections to other elements within the game world. Additionally, it emphasizes the importance of names and the flexibility of using traditional terms in different campaign settings.
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0% found this document useful (0 votes)
50 views11 pages

07 - Shades of Fey

The document outlines the contributions and copyright information related to the fantasy roleplaying game 13th Age, published by Pelgrane Press Ltd. It introduces the concept of fey, detailing their characteristics and various iconic options for integrating them into campaigns, while also discussing the implications of their magical nature and connections to other elements within the game world. Additionally, it emphasizes the importance of names and the flexibility of using traditional terms in different campaign settings.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

13th Age Monthly 13th Age Monthly 13th Age Monthly


Creative Editor Concept Publishers
and Developer Rob Heinsoo and Simon Rogers Simon Rogers and Cathriona Tobin
Rob Heinsoo

Layout Cover Art Editing


Chris Huth Rich Longmore Cal Moore

Writing Copyediting Interior Art


Steven Warzeha and Rob Heinsoo Cal Moore Rich Longmore

13th age is a fantasy roleplaying game by


Rob Heinsoo, Jonathan Tweet, Lee Moyer, & Aaron McConnell
©2016 Pelgrane Press Ltd. All rights reserved. Published by  Open Content: Except for material designated as Product Identity (see above), the
Pelgrane Press Ltd. under license from Fire Opal Media, Inc. game mechanics of this Fire Opal Media, Inc. game product are Open Game Content,
 Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this
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Content: All trademarks, registered trademarks, proper names (characters, icons, place in any form without written permission.  13th Age Monthly is published by Pelgrane
names, new deities, etc.), dialogue, banter and comments from Steven and Rob, plots, Press Ltd. under the Open Game License version 1.0a Copyright 2000 Wizards of the
story elements, locations, characters, artwork, and trade dress. (Elements that have Coast, Inc. 13th Age is a trademark of Fire Opal Media, Inc. ©2016 Pelgrane Press Ltd.
previously been designated as Open Game Content are not included in this declaration.) All rights reserved.
www.pelgranepress.com
OPEN GAME LICENSE Version 1.0a an indication as to compatibility, except as expressly licensed in another, independent
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2. The License: This License applies to any Open Game Content that contains a notice Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
indicating that the Open Game Content may only be Used under and in terms of this System Reference Document. Copyright 2000, Wizards of the Coast, Inc;
License. You must affix such a notice to any Open Game Content that you Use. No terms Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
may be added to or subtracted from this License except as described by the License itself. Gygax and Dave Arneson.
No other terms or conditions may be applied to any Open Game Content distributed 13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan
using this License. Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your 13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane Press Ltd;
acceptance of the terms of this License. Authors: Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal
4. Grant and Consideration: In consideration for agreeing to use this License, the Moore, Steve Townshend, Rob Watkins, Rob Wieland.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob Heinsoo,
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as Open Game Content, You represent that Your Contributions are Your original creation Shades of Fey. Copyright 2016, Pelgrane Press Ltd.; Authors: Steven Warzeha,
and/or You have sufficient rights to grant the rights conveyed by this License. Rob Heinsoo.
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of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
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7. Use of Product Identity: You agree not to Use any Product Identity, including as
shades of fey

SHADES OF FEY
This batch of iconic campaign plotlines, monster stats, and player the only icon closely associated with the fey. You could use these
character options comes to you courtesy of the fey, shadowy connections as surprise plot elements for factions of the fey or use
travelers with ambiguous magic. an iconic association as the standard for all fey in your campaign.
Who Are These Fey? distinguishes between traditional
definitions and our use of the term, which mainly excludes the elves.
Iconic Options offers ten storyline options for integrating
A Fine Line
the magical fey into the world of the Dragon Empire’s icons. It’s of Naming
obviously useful for GMs but it might also work for players who
want their characters to draw on unusual backstories that the Names are important, so we avoided using most of the
archetypes wouldn’t predict. overtly Celtic language and terminology in these notes
Fey by Many Names is a slice of a bestiary. The monster for the Dragon Empire. With the nameplates filed
entries come with a unique complication, since certain fey off, you don’t have to think of all the original source
archetypes have multiple expressions each with its own name, material unless you want to.
appearance, personality traits, and power variants. If you’re playing in mythic Europe or a Dragon
The Faun is another option for players, specifically players Empire or world of your own creation that has no
who want to play someone who looks something like the problem using the original Celtic terms, feel free to use
Crusader-archer on the cover of this issue. We wouldn’t say the traditional names like the Aos Sí, the Seelie Courts,
faun is fey, precisely. More like a midpoint between the world of and so on.
the fey and the world of the elves.

Magic Made Flesh


WHO ARE If some of the fey seem obsessively single-minded, it could be that

THESE FEY?
they started “life” as magical spells rather than as normal people
like humans and elves. They might have been created as part of
the Archmage’s attempt to stabilize the world after overthrowing
Traditionally, the word “fey” can be used to describe elves as well the Wizard King. In this case, not all the magic that matters takes
as a number of other sprites, spirits, pixies, and brownies. For place in Horizon! The Archmage may be atypically indulgent
the most part, we’re using a narrower definition, because we’re of fey whims, excesses, and occasional rampages. Why isn’t the
happy with our three flavors of elves, their affiliation with the Elf Archmage more concerned with the trail of carnage left behind
Queen, and their tangled histories with orcs and dwarves. by a run of great hounds and malicious sprites? Because they’re
The shades of fey we’re focusing on in this article include part of the grand solution and the damage they’re causing is not
mostly non-elven magical creatures associated with faery. If worse than the alternatives.
you want to give your campaign world a big shake, you could Alternatively, these fey could be free-roaming fragments of
reinterpret elves along these lines; we’re not. failing wards. The Archmage isn’t exactly hostile to them, but
On the other hand, there is a standard 13th Age race that their increased presence in the 13th age is one more sign that
might accept a gentle push toward the fey. Given how little we wizardry is not holding the line.
have done with gnomes in published 13th Age materials, it might
be fun to apply some of the iconic campaign options appearing
below to illusion-loving gnomes. Or tell your players you’re going
Left Hand
to. But really don’t. Tricksy! of the Dark Gods
Most of the heroic icons and great powers of the Dragon Empire

ICONIC OPTIONS accept the Crusader as the lesser of two evils. The Crusader plays
along with that mindset because he knows that not all conquests
are achieved by force . . . and he has some unlikely allies.
Fey are traditionally associated with elves, the world of Faery,
In this storyline, the nastier fey are part of the Crusader’s
and the Elven Court. In the Dragon Empire, the Elf Queen is the
long-term strategy. He has plenty of frontline warriors. The fey
icon who stands for all things elven. If you want to stick with
are shadowy allies working to weaken the institutions that could
the style of archetypal thinking that generated our icons, use the
resist the darks gods once the Diabolist and her demons have
Aristocrats from Another World notes a few paragraphs below to
been taken care of. It’s an open question whether the Crusader
associate your fey, whoever they are, to the queen of the elves.
won these allies himself or whether they have been inherited via
But in a world where elves aren’t exactly unified, who says
unwise pacts between fey bargaining for power and gods that
the tricksy fey have to be? The nine other icon associations below
can’t be trusted to bargain fair.
serve as starting points for plotlines in which the Elf Queen is not

3
13 th age monthly

If you’re using this storyline in your campaign, interpret demons, and they change from helpful and insightful to horrid
affected fey in as harsh a light as possible. They’re hugely evil, and deadly with no notice.
but patient. They don’t need to indulge themselves in the types Even if you don’t use this idea for all it’s worth, how could
of petty cruelties that might reveal the grand scheme too early. you resist enlisting a few pixie knights in the quest to restore the
Golden Citadel?

Leveraged Dynasties
Hellholes corrupt the land, and the Abyss holds the focus of
Elemental Expressions
the Great Gold Wyrm, but the Diabolist was not the demonic of the Land
horde’s first attempt to project influence in the Dragon Empire.
Natural spirits have always been here and always will be. Their
Ages ago, demonic pacts turned entire bloodlines into powerful
forms are many and their minds are as fluid as the winds. The
beings of magic and madness. These dynasties may now view the
old ways are returning to these lands, and these creatures are
Diabolist as the herald of their ascendance, or they might think
among the first to return, often in the lands closest to the Koru
of her as a usurper, an overly public wielder of demonic power.
migration path.
These demonic dynasties stay hidden, upholding their
Nature cares little for mortal plans, and even the mightiest
agreements with infernal lords and passing their knowledge down
tower will crumble with time. These creatures are just more
to their children. “Eccentric” and “reclusive” are the adjectives
direct about it. Apparently, the High Druid agrees.
often used to describe these wealthy families by outsiders.
Occasional suspicions of demonic influence come to naught,
because while these families aren’t precisely human, they’re not Eternal Life, at a Price
demons either. Yes, they’re fey, and the illusions that cloak them
Remnants of the Lich King’s servants in ages past await the
in the human world aren’t evil, per se, so they’ve managed to stay
reclamation of his Empire, protecting sources of ancient power
hidden through the centuries.
from those who would trespass. Masters of illusion, they appear
Of course, player characters tend to trample through circles
as normal people or even function as beneficial spirits until it’s
of secrecy, so if these dynasties enter your campaign, they’re
time to rise in the service of their true king.
probably going to be earning some new adjectives!
If you take this approach, the fey often manifest as ghosts
before they take physical form. Slain once, they may well return
Aristocrats from for a rematch.

Another World
The fey may not entirely look like it when they’ve translated into
Sinister Reflections
this world, but they’re actually the immortal rulers of a verdant of Savagery
realm that mirrors the mortal world. Time flows in odd cycles for
Odds are that at least one of the PCs is aware that the elves
these fey, they can’t quite see the world as mortals see it, and in
created the first Orc Lord. If you want to tie some fey to the Orc
this case, the elves are the most relevant mortals.
Lord, complicate his origin story. The Orc Lord was the terrible
These Faerie courts claim they seldom interfere in the
physical result of the elven magic; these fey were the spiritual
affairs of their mortal kin; history begs to differ. Allegedly, the
result of the rituals. Unlike the Orc Lord, the savage fey possessed
Elf Queen is descended from refugees, exiles, and adventurous
magic power and mercurial intelligence—they hid in the shadow
types that left the courts behind aeons ago.
of the great orc and have lain dormant in the generations and
Visitors from the Spring Court are flighty, easily distracted,
centuries of the Orc Lord’s disappearance.
and especially close to nature. Courtiers of the Summer Court
But with the return of the Orc Lord, these savage changelings
are strong in magic and the most receptive to assisting mortals.
are gaining strength. While the Orc Lord musters hordes, the
The Autumn Court distrusts the shorter-lived races and seems to
savage fey tear communities apart from the inside. They’ve been
take delight in driving home their mortality. The most dangerous
successful while they’ve remained mostly hidden, but increasing
are those beholden to the Winter Court, because what’s pleasure
power is going to blow their cover. Now that they’re fully awake,
for them feels like pain and despair to everyone else.
the savage fey are probably too bloodthirsty to stay hidden for long.

Manifestations of a Very Benevolent Tricksters


Specific Dream World The Priestess recognizes these fey as favored children of long-
Dreams are wondrous things, but some dreams always balance forgotten gods. She may be especially fond of the simpler and more
on the edge of nightmare. Such are the ways of these mercurial joyous sprites and brownies. Their circles act as holy sites, and
beings, pulled to the world by the straining magic of the Great their tricks are reminders that life is never as it seems. They also
Gold Wyrm. These dream fey aren’t deliberately malicious, at tend to congregate at the intersection of magical currents, so any
least not for long. But you can’t count on them staying helpful; perturbations in their circles quickly reaches the Priestess’ ears.
they’re by-products of the waking dreams of a dragon beset by

4
shades of fey

Various temples and orders serving the Priestess often ask


travelers to check in on certain fey circles to ensure their welfare.
The Rascal
There may even be a mushroom path hidden in the side ways of Mischievous imps that amuse or terrorize.
the Cathedral itself.
Small, often working with others of its kind, and with a puckish
sensibility, the rascal takes one of three forms: the helpful-
Shapeshifting Brigands unless-slighted brownie, the persistent boggart, and the saboteur
gremlin. Brandishing tiny hammers and bars, rascals work
Everyone’s heard of the Dark Ones—mystical beings of untold
together to complete their tasks. Brownies and gremlins are more
power that will let you live if you pay tribute. Taverns along every
likely to inhabit homes and structures in cities, while boggarts
main trade route are full of merchants with writs of passage that
love swamps and dark places.
ensure their goods make it to market.
That’s the public story, anyway. Initiates into the Dragon 3rd level mook [HUMANOID]
Empire’s largest protection racket are taught the illusion magic Initiative +9
needed to maintain the ruse and avoid Imperial retribution.
Small tool +10 vs. AC—4 damage
Besides, this way the Prince of Shadows gets paid twice.
Ankle-biters: The rascal’s opportunity attacks deal 3 additional
damage.

FEY BY Power of a name: This creature gains different abilities based on

MANY NAMES
which name it has taken.
Brownie: When the rascal rolls a natural even hit with its small
tool attack, one nearby ally can roll a save.
The fey bear many faces and many names. There could be room Boggart: The rascal deals additional damage equal to the
for an entire book of fey creatures, or at least a substantial portion escalation die with its small tool attack.
of a bestiary! We don’t have a full book, so to maximize the Gremlin: When the rascal gets a natural even roll with its small
utility of this section of text, and because we have spotted some tool attack, the target takes a –2 penalty to AC if it’s wearing
archetypes beneath ever-shifting fey illusions, we’ve added a new heavy armor (save ends; non-cumulative but it does apply to
mechanic to several of the monsters that follow—power of a name. that attack).
Creatures with this ability have differing effects that depend
on which name they are using. Names are both fluid and eternal—
AC 18
you’re meant to make the most of their possibilities. Clever fey
PD 14 HP 11 (mook)
might masquerade as another form to throw off heroes who think
MD 17
they know the score. For example, a banshee may cast a glamour Mook: Kill one rascal mook for every 11 damage you deal to the mob.
spell upon herself and pretend to be a siren tied to another icon.
When a certain trigger is met, or deception is no longer needed, What You’ll Find in their Lairs
she will revert to her base form and powers. Brownies will have hobnails and thread in their pouches. Boggarts
You’ll see that some of the names invoked by creatures with hoard trinkets taken from fallen travelers. Gremlins always take a
the Power of a name ability have been used elsewhere, or are trophy from their work, usually a crucial bolt or pin.
going to be used again in products appearing soon. There’s more
than one way to skin a pixie. . . . Adventure Hooks
Demonic Sappers—As the Crusader’s army assaults a hellhole,

G A M E M A ST E R impish beings cripple the siege equipment and hinder the


cleansing. The sapper tunnels are the obvious point of entry.
Somebody needs to take care of the pests.
The monster stat blocks below default to treating the
A Missing Child—A child has disappeared from a small town
fey as humanoid, but that’s written in wind, not stone.
along the northern edge of the Fangs. Her mother disappeared
The Iconic Options section may have pointed you in a
while searching for her, and the rumors have it that she
new direction. If your version of the fey would make
offended a nature spirit nearby and that creature’s boggart
more sense as spirits, constructs, undead, or even
minions originally took the child. The father is frantically
demon types, go for it.
asking for help in finding his family from the nearby temple.

5
13 th age monthly

6
shades of fey

Sprite Large 5th level wrecker [BEAST]

Initiative +10
Tiny winged humanoids that punch far above their weight.
Savage bite +13 vs. AC—40 damage
Sprites tend to be effervescent and bubbly. Many are natural
pacifists, preferring to put their attackers to sleep and restrain Overbear +13 vs. PD—32 damage
them for everyone’s safety. In game mechanic terms, this may Natural 16+: The target is stuck and can’t make ranged attacks
mean their psychic damage is drowsiness and being dropped to 0 (save ends).
hp means you’ve fallen asleep.
Power of a name: This creature gains different abilities based on
But some sprite laughter is cruel. Sprites’ darkest
which name it has taken.
incarnations are as malicious pranksters who delight in toying
Barghest: When the hound scores a critical hit with its savage
with their victims until madness or death takes them. Unless
bite attack, it heals 20 hp.
you’re a supremely good judge of character, you’re not likely to
Grim: When the hound hits with its savage bite attack, the
know which type of sprite you’re dealing with until they hand
target is also vulnerable (save ends).
you a fresh strawberry or feed you a knife. (Watch out for knives
Warg: When the hound rolls a natural even miss with its savage
concealed in strawberries.)
bite attack, the target takes half damage and the warg’s rider,
4th level caster [HUMANOID] if any, takes the other half. In addition, a creature riding the
Initiative +11 hound deals only half damage with natural even misses with
melee attacks.
Tiny knives +9 vs. AC (2 attacks)—7 damage
Nastier Special
R: Whispered song +9 vs. MD (one nearby enemy)—14 psychic
damage Dire Feature: Add a dire feature. Roll a d6.
1: Armor plates—Add +2 to the dire animal’s AC, and add
Fluttering: The sprite flies, but never too far from the ground.
+1 to its PD.
Power of a name: This creature gains different abilities based on 2: Spiky bits—Whenever an enemy hits the hound with a
which name it has taken. melee attack, deal 10 damage to that attacker.
Pixie: When the sprite scores a critical hit with its whispered 3: Carnage—The hound’s attacks that miss deal 5 damage.
song attack, instead of taking damage, the target falls When staggered, its missed attacks deal 10 damage.
unconscious (save ends). 4: Poison—Savage bite also deals 10 ongoing poison.
Grig: When the sprite rolls a natural odd hit with its whispered 5: Dire regeneration—When the escalation die is even, the
song attack, the target loses its next move action as it begins hound heals 15 hp.
dancing uncontrollably. 6: Fury—While staggered, the hound gains a +2 attack bonus
and deals +4 damage, but at the end of each of its turns it
AC 21 takes 2d6 damage.
PD 15 HP 46
MD 17 AC 18
PD 17 HP 140
Great Hound MD 12

Malice is when it takes out your throat; mockery is when it What You’ll Find in their Dens
pretends to fawn for your touch a moment before. When functioning as a harbinger of death, the grim doesn’t seem
to have anything to call its own, no possessions, no trophies, and
In the shadowlands, terrible dog-like beasts howl omens of death.
no den. Wargs and barghests have bone trinkets and fetishes if
Some bear grim warnings, others carry raiders and reavers, and
they are “domesticated.” Otherwise, they have only remnants of
the most vicious will simply kill you.
their victims.
The grim is the herald of death, a dog the size of a horse with
long ebon fur; its bite prepares the ill-fated for the cull.
Wargs bear savage riders to battle, but their bloodlust makes Cold Iron?
fighting while atop one a dangerous proposition.
The barghest is a beast of pure animal hunger known to Traditionally, iron and “cold iron” are anathema to
consume its fallen enemies. When trained, barghests are effective faeries, but since we’re not dealing with weapon
guard animals as long as you don’t mind dead intruders (and materials in 13th Age, feel free to ignore them here too.
occasionally, dead handlers). If you’re feeling nasty, want to play off the old
faery stories, and want to give specific powerful fey
a powerful nastier special, you could use something
like this: Fey resistance: The fey gains resist weapon
damage 12+ except against iron or cold iron weapons.

7
13 th age monthly

8
shades of fey

Pixie Knight Spriggan


No power of a name abilities here: what you see out of the corner Gnome-like guardians with an unsettling trick.
of your eye is what’s going to hit you.
The spriggan’s unassuming size is its primary weapon, drawing
Champions of the forest or the fey lands, these tiny warriors are in trespassers and punishing their hubris. Using illusions to hide
less nuanced than their kin. They typically wear armor of snail their appearance until roused, spriggans masquerade as statues,
shells and carry blades of enchanted grass, which would be funny children, gnomes, or halflings. When pressed, their real abilities
if they didn’t seem tougher and sharper than your own magic become clear, usually when the spriggan grows to the size of a
weapons. small giant and begins tossing enemies like toys.

6th level troop [HUMANOID] 6th level blocker [HUMANOID]


Initiative +15 Initiative +10

Verdant sword +11 vs. AC—18 damage Scraggly fist +11 vs. AC—15 damage
Natural even hit: The target takes 5 ongoing damage. Limited use: Only usable when the spriggan is at its normal size.

R: Fairy bow +11 vs. AC—18 damage R: Fairy lights +11 vs. MD (1d3 nearby enemies in a group)
—20 damage
Fluttering: The pixie knight flies, but never too far from the ground.
Natural 18+: The target is dazed (save ends).
Dancing mote: The pixie knight can’t be intercepted and doesn’t Limited use: Once per battle, with an additional use for each
provoke opportunity attacks by moving. critical hit scored by the spriggan’s enemies this battle.

AC 25 Giant-sized slap +11 vs. PD (each enemy engaged with it,


PD 19 HP 64 OR one enemy engaged with it and one nearby enemy)
MD 17 —17 damage
Natural odd hit: The target is thrown somewhere far away but
What You’ll Find in a Fairy Circle non-harmful (like over a cliff ) and loses its next move action.
Small coins and wands made of pine needles, lutes made from Natural 1–3: The target can make an opportunity attack
acorns, and if you’re feeling generous, one of the knights might carry against the spriggan.
a greatsword that could work as a dagger for a halfling or gnome. Limited use: Only usable when the spriggan is at its larger size.

Hidden guardian: If a spriggan wants to stay hidden in an illusory


Adventure Hooks form instead of joining a battle, roll initiative for the spriggan
Holy Guardians—In a fairy circle deep in the Bitterwood, sprites
as normal. When the spriggan “acts,” by doing nothing, have
and their “Monarch Paladins,” aka pixie knights, defend an
the most perceptive PC roll a DC 25 Wisdom check, adding +1
ancient temple to the gods of light. Unfortunately, a relic of the 2nd
for each of their allies in the fight. On a success, the spriggan’s
age that they are guarding is the only way to subdue a rampaging
illusion is pierced and the spriggan can use a single move
living dungeon. Here’s hoping they’re feeling amenable.
action during its turn, but nothing else—it burned its standard
action trying to stay hidden.
No Nymphs? Embiggen: When the escalation die reaches 2, the spriggan grows
in size as a free action, acquiring its giant-sized slap attack.
We’ve got a longer treatment of nymphs in the works
Note that as a free action, this transformation can take place
that’s growing along a separate path. It’s possible this
any time, usually at the start of a round. If the spriggan was
article’s angles on the fey could apply to nymphs
using its hidden guardian ability, it’s not hidden anymore!
when they appear eventually, but the nymphs’ story-
in-progress has more to do with elven realities, so AC 22
perhaps not. PD 20 HP 90
MD 16

What You’ll Find in Their Hiding Places


Spriggans are usually guardians. Their personal possessions are
few. Whatever they’re guarding must be worth it!

9
13 th age monthly

River-Woman Gender Tricks


The river is eternal. You? You are fleeting, mortal.
The idea that all the alluring and dangerous magical
River-bound beings of ethereal beauty, river-women personify creatures of the world are female is a heterosexual male
the thrill and peril of rushing water. Since the rivers of the fantasy. Of course there are river-men! Or perhaps
Dragon Empire became deathly dangerous after the monsters these fey can choose their sex as they like, depending
of the Midland Sea scrambled out across the land, the river- on their targets. Males, or fey operating as males, aren’t
women fit right in. Maybe the sirens, banshees, and rusalkas hanging around the river banks for publicity. They’re
were part of the sea once called Stormmaker. Or maybe they happy to keep the focus away from themselves.
were the original embittered inhabitants of a now over-crowded
perilous riverine ecosystem! Benevolent and kind, the so-called fairy godmother protects
Sirens call to mortals, drawing them to the shore and and aids her charges.
enslaving them. Reading the threads of destiny, the fates weave the lives of
The banshee draws out souls. mortals and heroes into grand or tragic tapestries .
The rusalka entangles her victims in her flowing hair. She is not always a singular figure. The grandmother-witch
may or may not be reversed. She’s certainly feared, granting
Double-strength 7th level spoiler [HUMANOID]
boons or curses as she chooses. In some worlds, a particularly
Initiative +12
powerful grandmother witch has been known as Baba Yaga.
R: Otherworldly aria +12 vs. MD (2d3 nearby or far away
Triple-strength 10th level caster [humanoid]
enemies)—30 psychic damage
Initiative +15
Miss: 10 psychic damage.
C: Ancient spell +15 vs. PD (2 attacks against nearby or far
Enchanting touch +12 vs. MD (one enemy engaged with it)—
away enemies)—88 special damage (type determined by the
The target is confused (save ends), and two other random
grandmother’s name)
nearby enemies take 30 psychic damage.
Natural odd hit: The target becomes vulnerable to the
Miss: 20 psychic damage.
grandmother’s type of special damage until the end of the
Fear Aura: While engaged with the river-woman, enemies with battle.
36 hp or fewer are dazed (–4 to attack) and do not add the
Power of a name: This creature gains different abilities based on
escalation die to their attacks.
which name it has taken.
Power of a name: This creature gains different abilities based
Fairy godmother: Ancient spell deals force damage, and when
on which name it has taken.
the grandmother scores a critical hit with the attack, the
Siren: When the river-woman scores a critical hit with
target is weakened (save ends) and 1d4 of the grandmother’s
otherworldly aria, it also stuns the target (save ends).
nearby allies heal 30 hp.
Rusalka: Targets hit by the river-woman’s enchanting touch
Fate: Ancient spell now targets MD and deals psychic damage.
attack must start rolling last gasp saves instead of being
In addition, a target hit by ancient spell can’t use the
confused. On the fourth failure, they fall into a long sleep
escalation die until the end of its next turn.
that mortals call a coma.
Grandmother-witch: Ancient spell deals negative energy
Banshee: The river-woman’s otherworldly aria attack deals
damage, and when grandmother rolls a natural even hit with
negative energy damage instead, and on a natural 18+, the
ancient spell against an enemy engaged with her, she can
target is weakened (save ends).
make a pestle melee attack as a free action.
AC 23 Pestle +15 vs. AC—66 damage
PD 19 HP 215 Bad idea: When a creature attacks grandmother, it takes 1d6 x 10
MD 22 damage of the grandmother’s special type on a hit, or 1d3 x 5
damage of that type on a miss.
What You’ll Find on the Shore
On the banks, you’ll find gifts from enchanted suitors, and golden Flight: The grandmother flies somehow, either through a magic
nuggets from the silt. Best not to dawdle long, however: because item or by using spells that have become second nature.
it’s probably true that the river women really are eternal, turning
to foam and reforming somewhere downstream after ‘death.’
AC 25
PD 21 HP 600
MD 25
Grandmother
Whose grandmother? Maybe the world’s.

In story and fable, there’s usually an old woman of immense


magical power. Wisdom and time are a potent combination, and
these women have enjoyed both.

10
shades of fey

What You’ll Find in Their Huts


Seriously, you’re going into the grandmother’s hut without her
Faun
permission? Even though you’re pretty sure you just destroyed +2 Dex OR +2 Cha
her? Huh. Good luck or good bye!
Head Butt (Racial Power)
Adventure Hooks Once per battle as a move action, you can deal damage equal to
Discover the Crusader’s Origins—When the Crusader appeared twice your level to one enemy engaged with you and then pop
in the Dragon Empire, it was a shock to all that someone of free from it.
that much power had never been heard of before. Now that Champion Feat: You can now use head butt twice per battle.
the dark army has turned against the Emperor, the source of
Fauns are like two-legged centaurs, a human or elven torso, arms,
his power must be found. Obscure documents found in the
and head (but with horns or antlers), with the hoofed legs of a
Cathedral tell that in the western reaches of the Knee Deep
beast, usually a goat, horse, or deer. Fauns usually have a strong
dwells a “witch” who introduced the Crusader to the dark gods
connection to the forest and woods, but like other PCs, your
all those years ago.
character may be a big exception to the rules!
Altered Fates—High in one of the Archmage’s towers in Horizon
Some erroneously refer to fauns as satyrs, after a notoriously
is one of the near-immortal fates. She has apparently begun to
decadent all-male cult from a prior age. Nope, that’s just leftover
manipulate events in ways that the Archmage can’t understand,
bad PR. These fauns are not of a single gender, and although
and now she’s gone missing, though all the oracles say that
they’re regarded as a generally good-natured race, satyr-style
she’s still somewhere in Horizon’s spiraling towers. Find the
partying mostly died out with the satyr cult.
fate before fate finds you all. . . .
Fauns that spend time in stone and cobbled cities frequently
choose to wear faun-shoes—iron or bronze footwear for their

THE FAUN hooves. That’s not necessary in Concord, but walking the other
seven cities won’t be comfortable for long.

Even compared to third-party publishers using the Archmage


Steven’s original ability score assignment for the
Engine OGL license, we haven’t added many new races and racial
race provided Wisdom and Charisma bonuses. I
options to 13th Age. Relaxing a touch from our usual position,
get that; it’s an ability score grouping we haven’t
here’s a new character class race for players who want to intersect
done before. But it didn’t feel right to me.
with story options in this article or to invent their own take on
Dexterity and Charisma feels better to me,
what it might be like to live between the world of the fey and
even though it’s a slot occupied by the dark elves. But
mortals. We’ll treat this appearance as a test and do more with
psychologically, dark elves occupy different terrain, and
the race later.
we’re trying out this version of the faun first. If you’d
Depending on how magical you want your fey to be, these
rather do it Steven’s way, that’s fine.
fauns don’t feel like fey to us, or at least not the type of magical fey
we’ve been covering in most of this issue. Perhaps fauns occupy
the halfway point between the fey and the elves, spiritually fey
and physically mortal.

11

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