Playbook: Highborn Fae

The border between the mortal realm and the realm of faerie is quite permeable. The Empire has been accepting of Elves, Gnomes, and other descendants of the fae since it was still only the isolated kingdom of England. While your people are more scarce now, most having retreated into faerie, away from the troubled lands of men, your family stayed. Your mother acts as the queen of a small faerie enclave which remained, secluded in the heart of London. You have left that enclave now, and must find your way among strange people.

Prerequisites: May not be Human. Must have spell-like abilities granted by your Race.
Starting Stats: You are quick and intelligent. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Courtier’s Outfit, Leather Armor, a Dagger, a Primal Iron Longsword or Rapier (your choice), 5 days Elven Trail Rations, and no money.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 Before the rise of men, where did your elven family of old make its home? Gain
1 They lived atop the trees in a hidden glade. +2 Wis, +2 Dex, +1 Con, Natural Climber trait.
2 They ruled from slender towers of arcane construction. +2 Int, +1 Dex, +1 Wis, +1 Cha, Arcane Prodigy trait.
3 They manned delicate craft on a clear river. +2 Dex, +1 Str, +1 Int, +1 Wis, Riverfolk trait.
4 They dwelt beneath the earth with other sorts of fae beings. +2 Con, +1 Str, +1 Int, +1 Wis, Dungeon Dweller trait.
5 They roamed open grasslands, hunting the beasts that grazed there. +2 Wis, +1 Str, +1 Dex, +1 Con, Wild Stride trait.
6 They were the high fae, and ruled a court of the faeries in the heart of the forest. +2 Cha, +1 Con, +1 Int, +1 Wis, Persuasive trait.
7 They dwelt always near men, making friends more easily than others of their kind. +2 Cha, +1 Dex, +1 Con, +1 Wis, Colonial Sympathizer trait.
8 They lived far to the north in glistening spires of icy rock. +2 Con, +2 Int, +1 Wis, Ice Walker trait.
9 Your people always wandered, never staying long in one place. +2 Dex, +1 Str, +1 Int, +1 Wis, Explorer trait.
10 Their constant companions were the beasts of the wilderness, with whom they lived in simple harmony. +2 Dex, +1 Str, +1 Wis, +1 Cha, Beastkin trait.
11 They built great hidden libraries and stored the world’s forgotten knowledge. +3 Int, +1 Wis, +1 Cha, Prolong Magic trait.
12 Their home was a great city, the likes of which the earth may never see again. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Elven Bitterness trait.

Add a location to the village.

1d8 What caused you to leave the other elves? Gain
1 Your family was slain by toughs in the dark streets of London. +2 Str, +1 Wis, Lunar Birth trait.
2 Simple curiosity led you far from home. +2 Cha, +1 Int, Youthful Mischief trait.
3 Being a kind-hearted soul, you believe that men and the fae can help one another. +2 Int, +1 Wis, Stabilizing Touch trait.
4 You wanted to seek knowledge of the gods. +2 Int, +1 Wis, Elven Polytheist trait.
5 You decided that the age of exploration had arrived, and wanted to be a part of great deeds. +2 Wis, +1 Con, Elven Reflexes trait.
6 You were confident that your unusual skills would help you earn your way among men. +2 Dex, +1 Int, Naturally Gifted trait.
7 You wanted to confront the ancient enemies of your people. +1 Str, +1 Con, +1 Int, Warrior of Old trait.
8 Most of your enclave journeyed to back to faerie. +1 Dex, +1 Int, +1 Wis, Forlorn trait.
1d8 When you left your own people, you found it difficult to live with humans. However, the other characters became your fast friends. Who else became your friend? Gain
1 The blacksmith was kind to you, and you often sat at his forge, trading stories. +2 Str, +1 Cha, Masterwork Artisan’s Tools.
2 The hunters taught you much human woodcraft, and learned much of yours. +2 Dex, +1 Wis, a Footprints Book and 2 Footprints Casts.
3 Most humans found you too strange, and were frightened of you. You spent much time alone. +1 Con, +1 Int, +1 Wis, a one-month supply of Special Trail Rations (your choice of Dwarven, Elven, Gnome, Halfling, or Orc, these will work for you regardless of race).
4 One of the human elders told you ancient stories of elves and men. +2 Int, +1 Wis, an Adventurer’s Chronicle (history).
5 Grandmother Weaver said you were not the first elf she had met. +2 Wis, +1 Dex, any one Weapon with your race in the name.
6 Shockingly, you had a tryst with a young, beautiful human. +2 Cha, +1 Con, a bracelet braided from their hair (functions as per the Bestow Token feat).
7 You served your time with a human militia, aiding them in the protection of their lands. +1 Str, +1 Con, +1 Cha, an Armored Kilt and a Heavy Steel Shield.
8 The old witch was fascinated by you, and the two of you would trade secrets. +1 Dex, +1 Int, +1 Wis, scrolls of any two 1st-level Witch spells (your choice).

Add an NPC to the village.

Your family trained you to be a great warrior, but also taught you to hone your innate magical talents. What have learned since your training?

d6 As a student, you had access to the ancient records of high fae magic. What did you study? Gain
1 You learned the seductively destructive power of fire. +2 Int, +1 Dex, Firebug trait.
2 You studied the lore of the sea. +2 Con, +1 Wis, Marid’s Fury trait. 1
3 Tricking the unwary interested you the most as a fickle young student. +2 Int, +1 Str, Draconic Echo trait
4 Uncovering that which was hidden attracted you. +2 Int, +1 Cha, Tar Baphon’s Whisper trait.
5 You wanted to light the way against the enemies of your people. +2 Con, +1 Int, Lantern Spirit trait. 1
6 You learned to aid those in need. +2 Wis, +1 Str, Celestial Community trait.
d6 You were taught to fight by a great fae swordmaster. What did you learn? Gain
1 To wear down your opponents with poison and trickery. +2 Con, Martial Training I feat (Steel Serpent discipline).
2 To close distance fast and strike with surprise. +2 Dex, Martial Training I feat (Veiled Moon discipline).
3 The frightening techniques of the Dark Fae. +2 Str, Martial Training I feat (Black Seraph discipline).
4 To inspire your allies and lead from the front. +2 Cha, Martial Training I feat (Golden Lion discipline).
5 To duel in the manner of the fae nobility. +2 Dex, Martial Training I feat (Scarlet Throne discipline).
6 To mimic the ferocious strikes of predatory beasts. +2 Str, Martial Training I feat (Primal Fury discipline).

Add a location to the village.

d6 When you entered the lands of men, you soon learned how dangerous they can be. What taught you this lesson? The friend to your right was there with you. Gain
1 A mob of frightened travelers chased you off the road. Your friend helped you in your flight. +2 Dex, You and the friend to your right both gain the Escape Route feat.
2 A foul faerie took it upon himself to haunt you for a time. The friend to your right helped you ward against this creature. +2 Int, You and the friend to your right both gain the Living Fortress feat.
3 You helped the village by receiving early warning that a wild warband was coming upon them. The friend to your right struck down one of the scouts and helped you warn the village. +2 Str, You and the friend to your right both gain the Lookout feat.
4 An evil demon sought to drink your fae blood. The friend to your right helped you learn its true name. +2 Int, You and the friend to your right both gain the Extraplanar Conjunction feat.
5 When a Hapsburg army came dangerously near, you hid the village from them. The friend to your right led the first scouts far afield while you worked your magic. +2 Int, You and the friend to your right both gain the Coordinated Distraction feat.
6 When the harvest was poor, you searched the wilderness for sustenance. The friend to your right wandered tirelessly with you. +2 Con, You and the friend to your right both gain the Stick Together feat.
d6 What token did your people give you when you left them? Gain
1 A cloak that catches the wind. +2 Int, a Billow Cape (works for you regardless of size).
2 Supple elven footwear. +2 Dex, a pair of Softpaw Boots (work for you regardless of race).
3 The thing you almost forgot. +2 Cha, a 50-ft. length of Spider Silk Rope.
4 The sign of a forgotten kingdom. +2 Cha, a Noble’s Outfit and a Signet Ring.
5 The swift vengeance of your people. +2 Dex, a Composite Longbow and a quiver w/ 20 Arrows.
6 Your mother’s mourning song. +2 Wis, the memory of her voice (acts as per the Bestow Token feat).

Add an NPC to the village.

1 Select one racial spell-like ability that is usable once per day. That ability may be permanently replaced with either Hydraulic Push or Continual Flame to enable the use of these traits.

Playbook: Highborn Fae

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