In the forthcoming Pathfinder Campaign Setting book, Fey Revisited, we examine ten classic fey creatures in the context of how they function and fit into the world of Golarion. Each article presents details on the ecology of the creature (life-cycle, habitat, and so forth), its aspect of nature, and a sample creature of the type as well as a description of the sample's home. We also provide some background about each fey creature's real-world mythological origins and the fairies' tokens.
First World Problems
Saturday, May 18, 2013
Illustration by Emily Fiengenschuh
In the forthcoming Pathfinder Campaign Setting book, Fey Revisited, we examine ten classic fey creatures in the context of how they function and fit into the world of Golarion. Each article presents details on the ecology of the creature (life-cycle, habitat, and so forth), its aspect of nature, and a sample creature of the type as well as a description of the sample's home. We also provide some background about each fey creature's real-world mythological origins and the fairies' tokens.
A fey token is an item, generally crafted by the fey giving it, that can be provided to another creature as a sign of the fey's blessing or approval for a short period of time. Each fey creature in the book has different conditions upon which it grants its token, and each has a limited magical effect that generally lasts about a day before its magic fades. As an example, here's the token granted by the evil water fey known as nuckelavees.
Illustration by Helge C. Balzer
Token of the Nuckelavee
Nuckelavees are rarely pleased by anything other than bloody vengeance, but occasionally they take a liking to a mortal—usually one with some connection to nature—who has a reputation for being a friend of the waters, perhaps by virtue of clearing a river of debris or driving a coven of polluting hags from a shore. In such instances, the nuckelavee bestows its token upon the do-gooder. The recipient awakens one day to find a bracelet made of cold, gray skin that smells of brine and constantly drips water. (Some say the nuckelavees craft these bracelets from strips of their own skin, which is why they have none left to wear.) Upon donning the bracelet, for the next 24 hours the recipient gains the ability to make contaminated water clean enough to drink (as per the spell purify food and drink, but only for water). However, the fey token has a cost. For the same duration, the water inside the recipient's body becomes tainted, lowering his or her Constitution by 2. When the token's power expires, there is a chance that the devil of the sea comes after the recipient to reclaim the bracelet.
Ok, so maybe that's not the fey token most PCs would want, especially given that last bit about the nuckelavee maybe coming for them. The rest of the tokens presented in the book totally don't have hitches and gotchas like that, though. I swear. Really. Why wouldn't you trust a fey creature not to try to trick you?
Fey Revisited is available for preorder now and will start shipping to subscribers this month!
... Swamp Things! Tuesday, April 20, 2010First up, an update from last Monday's post: We're all feeling much better around here. Physically at least. (The various stresses and psychoses of the editorial pit are more the topic of an encyclopedia set than a blog post... so moving right along.) ... If you read Pathfinder Adventure Path's monthly Bestiary, you probably already know what a sucker I am for monsters, especially when we can double-dip, combining cool creature design with beasts from...
Swamp Things!
Tuesday, April 20, 2010
First up, an update from last Monday's post: We're all feeling much better around here. Physically at least. (The various stresses and psychoses of the editorial pit are more the topic of an encyclopedia set than a blog post... so moving right along.)
If you read Pathfinder Adventure Path's monthly Bestiary, you probably already know what a sucker I am for monsters, especially when we can double-dip, combining cool creature design with beasts from real-world folklore and mythology. Well, just a heads up, the Bestiary in Pathfinder Adventure Path #34 hits the swamp monster mother load! To spill the beans on the majority, we've got the ahuizotl, the river-dwelling eye-ripper of Central American; the leshy, the legendary green man of Slavic myth (which, as you can see by the art, I ended up taking a weird but open ended turn with that all you druid players might be particularly intrigued by); and, my personal fav, the nuckelavee of Orcadian legend—the second time I've developed this monster for a d20 game—who, thanks to artist Scott Purdy, looks INCREDIBLE!! I absolutely love bringing these monsters, with pedigrees as vaunted as classics like chimeras and goblins, to the game table, so expect a few more lethal legends by the end of the Kingmaker Adventure Path, and plenty more in the future.
Illustrations by Scott Purdy
And if you have any other obscure folklore or mythological monsters you'd love to see make their way into Pathfinder Adventure Path, don't hesitate to drop a suggestion in the thread for this post (along with a link so I can read more!).
... Stealth Preview Wednesday, March 31, 2009 ... Cover Illustration ... by Wayne Reynolds ... With the GameMastery Guide off to print we need something new to start teasing you all with, and while the Advanced Player's Guide seems logical, being our next next big release, I like monsters more. So where should we look for previews of Bestiary II? Why, no farther than Pathfinder Adventure Path #33, as we've got a few homeless horrors in there that will be creeping into October's tome of...
Stealth Preview
Wednesday, March 31, 2009
Cover Illustration by Wayne Reynolds
With the GameMastery Guide off to print we need something new to start teasing you all with, and while the Advanced Player's Guide seems logical, being our next next big release, I like monsters more. So where should we look for previews of Bestiary II? Why, no farther than Pathfinder Adventure Path #33, as we've got a few homeless horrors in there that will be creeping into October's tome of terrors. See for yourself. And no, none of these are new creations for Bestiary II.
Random Encounters in the Fellnight Mist—Mist Random Encounters
... Random Encounters in the Fellnight Mist Monday, March 8, 2010Here's some more bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally included some additional random encounters at the beginning of Part 2: Lost in the Mist, but they were cut for space reasons. Adding these encounters helps to reinforce the eerie atmosphere of the mist. Mist Random Encounters Roll on the following chart to generate a random encounter...
Random Encounters in the Fellnight Mist
Monday, March 8, 2010
Here's some more bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally included some additional random encounters at the beginning of Part 2: Lost in the Mist, but they were cut for space reasons. Adding these encounters helps to reinforce the eerie atmosphere of the mist.
Mist Random Encounters
Roll on the following chart to generate a random encounter for each day spent in the mist.
Roll
Type of Monster
CR
1
Desperate Townsfolk
—
2
Missing Lumberjacks
—
3
Spirit Moss
—
4
Amnesiac Elf
—
5
Pit Trap
3
6
Unicorn Sighting
—
7
Giant Bees
6
8
Will-o'-Wisp
6
9
Dire Bear
7
10
Fellnight Spriggans
8
Amnesiac Elf: A half-elf named Carith (N male half-elf warrior 2) wanders this part of the forest. He had the misfortune of falling victim to a pixie memory loss arrow (Pathfinder RPG Bestiary 228) and now finds himself lost in the mist. If the PCs escort him to a safe place (for example, leaving him in the care of other good-willed forest creatures), award them experience for a CR 3 encounter.
Desperate Townsfolk: A Perception check (DC 20) detects cries for help in the fog. If the PCs respond, they discover a family of four with a stuck wagon fleeing Bellis. A DC 30 Strength check can get them moving again (multiple PCs can assist in moving the 10-foot-by-10-foot wagon, one per square adjacent to the wagon). A Diplomacy check (DC 20) convinces them to return to town for their own safety. If the PCs free the wagon or convince the family to return to Bellis, award them experience for a CR 2 encounter.
Dire Bear: The PCs blunder into the path of a dire bear that a short time ago hungrily raided a giant beehive. Unfortunately, he's still hungry and can smell the PCs through the fog.
Fellnight Spriggans: Four Fellnight spriggans deserted Rhoswen's army to explore and pillage on their own. They attack the PCs on sight (see page 7 of Realm of the Fellnight Queen).
Giant Bees: A nest of giant bees has recently had its hive disturbed by a dire bear. Three of the bees now angrily search the mist for creatures to attack.
Missing Lumberjacks: The PCs happen upon a ruined Lumber Consortium camp littered with debris. Thorn darts riddle the tents and supplies. A DC 15 Survival check determines at least nine lumberjacks have gone missing from the site. A search of their belongings discovers 38 gp, 42 sp, 118 cp, a brass cup engraved with the likeness of Cayden Cailean worth 25 gp, and a masterwork throwing axe.
Pit Trap:
Devarre the druid has laid traps to capture animals. Along a narrow deer trail lies a camouflaged pit trap (see Pathfinder RPG Core Rulebook 420) designed to catch a bear, covered by leaves and baited with a honey-covered shoe.
Spirit Moss: A patch of spongy gray-green moss covers the sides of a massive log. A Knowledge (nature) check (DC 20) identifies the substance as spirit moss (Pathfinder Chronicles Campaign Setting 217). Those consuming it suffer 2d6 points of Strength and Dexterity damage (no save), but temporarily gain the ability to speak with dead (CL 10th). A character who makes a Survival check (DC 16) may harvest enough for two preparations.
Unicorn Sighting: Any character making a Perception check (DC 20) notices a horse-like figure in the mist. As some of the fog drifts past, a unicorn meets their gaze and then gallops away, teleporting if the PCs try to pursue it.
Will-o'-Wisp: A will-o’-wisp uses the fog to mimic the voices of desperate townsfolk trying to leave Bellis, pretending to be lost in the mist or stuck among the thickets. It draws unsuspecting victims into a patch of brambles, a ravine, or a swampy area (see Pathfinder RPG Core Rulebook 427).
... Arvormeigh, Nixie Rogue Monday, March 1, 2010 ... Illustration by Concept Art House ... Here's a bit of bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally featured this character in one encounter, but she ended up on the cutting room floor to make the adventure fit the page count. Now she's back and ready to annoy some PCs! Spoiler: Arvormeigh originally appeared in the Upper Pool area of the Dead Man's Drop...
Arvormeigh, Nixie Rogue
Monday, March 1, 2010
Illustration by Concept Art House
Here's a bit of bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally featured this character in one encounter, but she ended up on the cutting room floor to make the adventure fit the page count. Now she's back and ready to annoy some PCs!
Spoiler:
Arvormeigh originally appeared in the Upper Pool area of the Dead Man's Drop encounter, along with an allied Large water elemental (CR 5), for a CR 7 encounter. If your PCs are especially tough, you could add her to the encounter as presented in the adventure, resulting in a CR 8 encounter.
ARVORMEIGH CR 5 XP 3,200
Female nixie rogue 5; (Pathfinder RPG Bonus Bestiary 15)
NE Small fey (aquatic) Init +6; Senses low-light vision; Perception +8 DEFENSE AC 18, touch 18, flat-footed 11 (+6 Dex, +1 dodge, +1 size) hp 43 (7 HD; 2d6+5d8+14) Fort +3, Ref +13, Will +4 Defensive Abilities evasion, uncanny dodge; DR 5/cold iron; SR 12 OFFENSE Speed 20 ft., swim 30 ft. Melee short sword +11 (1d4/19–20) Ranged+1 shortbow +12 (1d4+1/x3) Special Attacks lure (as harpy's captivating song, DC 16), sneak attack +3d6 plus 3 bleed Spell-Like Abilities (CL 12th; concentration +16)
3/day—charm person (DC 16)
1/day—water breathing TACTICS Before Combat Arvormeigh observes intruders from the pool while in fish form to discern their intent. Then she reverts to her natural form to drink her potion of resist energy before swimming to the water's surface to speak with them. A Sense Motive check (DC 22) detects the nixie stalling for time during the conversation—she waits only long enough for the next obscuring mist from the wardstones before attacking (see Hazard). During Combat Arvormeigh knows the pool well enough to time the waves of mist to her advantage. On any round while her vision remains unimpeded, she keeps her distance, rising from the water to shoot opponents with her bow and making sure to use her Deadly Aim feat and bleeding attack ability if possible, selectively targeting spellcasters with sleep arrows. During rounds with the obscuring mist in place, Arvormeigh uses her lure ability instead, drawing victims into the pool and the waiting vortex of her elemental ally. She uses sneak attack underwater on anyone left in the pool. Morale As the final guardian of the wardstones, Arvormeigh fights to the death, only temporarily retreating to drink her potion of cure moderate wounds before resuming the attack. STATISTICS Str 10, Dex 22, Con 14, Int 12, Wis 10, Cha 21 Base Atk +4; CMB +3; CMD 19 Feats Deadly Aim, Dodge, Point-Blank Shot, Precise Shot, Weapon Finesse Skills Acrobatics +14, Bluff +12, Craft (jewelry) +5, Diplomacy +12, Escape Artist +15, Handle Animal +12, Knowledge (nature) +10, Linguistics +5, Perception +8, Perform (dance) +12, Perform (sing) +12, Sense Motive +8, Stealth +17, Swim +17 Languages Aquan, Elven, Sylvan SQ amphibious, change shape (Small or Medium aquatic creature, beast shape I), rogue talents (bleeding attack, combat trick), trapfinding, trap sense +1, wild empathy +13 Combat Gearpotion of cure moderate wounds, potion of resist energy (electricity) ; Other Gear+1 shortbow, sleep arrows (6), cold iron arrows (20), short sword, aquamarine necklace worth 250 gp with matching bracelets worth 50 gp each
... Oh yeah! Adventure Paths! Friday, February 12, 2010Huh. It's been a while since I've talked about an Adventure Path in the blog, I just realized. Looking back, seems the last time we talked about an Adventure Path at all was on January 6th, in fact. AIEEE! ... Now... sometime soon I wanna share with you some excerpts from Merisiel's journal that have come into my possession... excerpts that catalog her joys and frustrations over the foundation of her new nation in the northeastern River...
Oh yeah! Adventure Paths!
Friday, February 12, 2010
Huh. It's been a while since I've talked about an Adventure Path in the blog, I just realized. Looking back, seems the last time we talked about an Adventure Path at all was on January 6th, in fact. AIEEE!
Now... sometime soon I wanna share with you some excerpts from Merisiel's journal that have come into my possession... excerpts that catalog her joys and frustrations over the foundation of her new nation in the northeastern River Kingdoms... but I'm still deep in the process of translating it to English from Elven and excising all the racy parts that the MAN won't let me put on the blog.
So, since I don't have the time yet to post that preview of the kingdom-building rules that'll be appearing in Pathfinder Adventure Path #32, why don't I show off some of the art from the first Kingmaker adventure instead? Let's see... how about pictures of two of the more ferocious war chieftains your PCs will be dealing with during the course of "Stolen Land?" Names withheld to prevent the not-so-innocent...
And I promise to make public Merisiel's journal soon! Stay tuned!
Illustration by Kyushik Shin
Illustration by Eric Belisle
Illustration by Scott Purdy
PS: Yes... the third picture is of a carbuncle. For real.
... River Kingdoms of the Fellnight Queen Friday, January 29, 2010It's a busy week here at Paizo, and that means it's time for an art blog! So enjoy this sneak peek at some artwork from the upcoming Pathfinder Module Realm of the Fellnight Queen and Pathfinder Chronicles: Guide to the River Kingdoms! ... Illustration by Andrew Kim ... Illustration by Jorge MaeseIllustration by Andres Espara ... Sean K Reynolds ... Developer, Pathfinder Chronicles and Pathfinder Modules ...
... Illustration by Dave Rapoza ... Hail to the Queen, Baby Friday, January 15, 2010Ramping up to Tuesday's announcement of this year's RPG Superstar first-round winners, I wanted to remind everybody what all the hype is about. Here we see the cover to Realm of the Fellnight Queen in all its splendor, part of the trophy for 2009's Superstar winner Neil Spicer. Neil's winning proposal debuts in just a few short weeks, and it looks absolutely incredible. So that's the prize folks! The chance to...
Illustration by Dave Rapoza
Hail to the Queen, Baby
Friday, January 15, 2010
Ramping up to Tuesday's announcement of this year's RPG Superstar first-round winners, I wanted to remind everybody what all the hype is about. Here we see the cover to Realm of the Fellnight Queen in all its splendor, part of the "trophy" for 2009's Superstar winner Neil Spicer. Neil's winning proposal debuts in just a few short weeks, and it looks absolutely incredible. So that's the prize folks! The chance to bring your villain, hero, monster, story, or whatever to life with some of the best artists and editors in the biz. So check back on Tuesday, and we'll see if this is the year your adventure comes to life!
... Faster Than A Speeding Buick Tuesday, December 4, 2007When flipping through GameMastery Module E1: Carnival of Tears, one thing immediately jumped out at me. There is a creature, known as a quickling, in the module with a speed of 240 feet. At first I though this must be a misprint, but Jeremy assured me that it was correct. This fey, called Prig in the module, is so blindingly fast that catching him is half the encounter. Fortunately for you, he is in the mood for mischief, not evasion....
Faster Than A Speeding Buick
Tuesday, December 4, 2007
When flipping through GameMastery Module E1: Carnival of Tears, one thing immediately jumped out at me. There is a creature, known as a quickling, in the module with a speed of 240 feet. At first I though this must be a misprint, but Jeremy assured me that it was correct. This fey, called Prig in the module, is so blindingly fast that catching him is half the encounter. Fortunately for you, he is in the mood for mischief, not evasion. To celebrate the upcoming release of Carnival of Tears, I thought I would give you a few fun facts concerning this speedy antagonist.
1. Looking back at D1: Crown of the Kobold King, if Prig started at the beginning of the dungeon, he could make his way all the way down to the king, slap him in the face, and make it back to the surface in four rounds with time to spare.
2. If he had an open road, Prig could run from one end of the Bloodsworn Vale, featured in W1: Conquest of Bloodsworn Vale, and back again in a little over one hour, since he has a land speed of just over 109 mph.
3. With a running start, Prig could easily jump over the underground lake featured in D2: Seven Swords of Sin.
4. Check out U1: Gallery of Evil—Prig could run 16 complete circles around the Gauthfallow Mansion in exactly 1 minute.
5. Using his Spring Attack feat, if Prig started out 100 feet away from Scepter (from J1: Entombed with the Pharaohs), he could run up, pinch his nose, and then run away, ending his movement outside the range of every single one of Scepter's spells and his wand rifle.
6. In E1: Carnival of Tears, Prig can use his Jump skill (+100) to easily clear 25-foot-tall tents and cause no end of havoc for your PCs.
The Riders of the North Tuesday, November 27, 2007The fey of Darkmoon Vale were not always evil. For decades they lived and played under the spreading branches of the forest, content to remain close to the land that sustained them. But recently, things have changed within the forest. The establishment of the lumber mill in Falcon's Hollow has given rise to a veritable army of woodsmen bent on leveling the forest and plundering its wealth of darkwood. Hunters and trappers have descended into...
The Riders of the North
Tuesday, November 27, 2007
The fey of Darkmoon Vale were not always evil. For decades they lived and played under the spreading branches of the forest, content to remain close to the land that sustained them. But recently, things have changed within the forest. The establishment of the lumber mill in Falcon's Hollow has given rise to a veritable army of woodsmen bent on leveling the forest and plundering its wealth of darkwood. Hunters and trappers have descended into the forest, seeking furs and trophies to take back to the markets of Andoran. Slowly but surely, the creatures within the forest began to change. Anger and fear replaced the capricious playfulness of its fey guardians, and the icy grip of hate descended on the land. Far away, in her frozen palace in Irrisen, the Witch Queen sensed opportunity, and dispatched a cold rider to Darkmoon Vale.
With the first breath of winter's frost he arrived in the forest, and as ice and snow descended upon the land, his corrupting presence wormed its way into the hearts of the fey, transforming them into creatures of nightmare.
In E1: Carnival of Tears, the PCs must face off against this implacable foe who seeks to drive the humans from Falcon's Hollow, and in so doing, gain an unbreakable hold over the fey creatures that live there. Cold Riders are terrifying armored majesties, clad in sable cloaks of frost, a pair of almost ridiculously large crystal-blue antlers cresting their dread helms of ice and steel. These dark monsters were once princes of the forest. Brought living before the Witch Queen, she stole their songs and their love of green and beauty and replaced them with cold hate. The riders are her knights gallant and her favored minions in her war on the sun, the green, and all things that recoil from her frigid touch. They delight in perversion, slaughter, and the corruption of other fey. It is their solemn duty to bring fresh souls and candidates for transformation into cold riders back to their queen's court, and they relish this charge. The paired mini-whirlwinds of effervescent frost swirling in their visors can chill the hearts of the most stalwart with a frigid glance, and the vapor-fog floating from them often takes the shape of their former fair features, screaming in silent agony and twisting into malformed wisps in the rising wind.
I Am Afraid of Clowns Monday, November 19, 2007No, seriously, they kinda creep me out. This is not some sort of abject terror that makes me run screaming anytime I happen upon the spokesclown of a certain famous fast food restaurant, but it does make me shudder. Suffice to say, when we started planning out adventures, I knew that having one populated by horrible carnival folk would be a winner (or if you prefer... a wieenahh). Anyway, GameMastery Module E1: Carnival of Tears is scheduled to...
I Am Afraid of Clowns
Monday, November 19, 2007
No, seriously, they kinda creep me out. This is not some sort of abject terror that makes me run screaming anytime I happen upon the "spokesclown" of a certain famous fast food restaurant, but it does make me shudder. Suffice to say, when we started planning out adventures, I knew that having one populated by horrible carnival folk would be a winner (or if you prefer... a "wieenahh"). Anyway, GameMastery Module E1: Carnival of Tears is scheduled to hit our warehouse soon, so now seemed like a great time to show you some of the horrors this festival has to offer. Let's see: Horrible sideshow freaks, check. People slaughtered by the dozens, check. Carnival games that get more than a bit deadly, check. And of course, evil little clowns (well, sort of), check. To top it off, the entire adventure is set in Falcon's Hollow, the starting point for D0: Hollow's Last Hope and D1: Crown of the Kobold King. While these adventures are not necessary for play, they do add a great bit of continuity and background to the area.
Need a bit more convincing? Here's the back cover copy from E1.
IT'S ALL FUN AND GAMES UNTIL SOMEONE LOSES HIS SOUL
On the eve of a terrible winter, the carnival comes to Falcon's Hollow, bringing with it one last chance for fun before the long cold nights to come. But when mirth turns to murderous mayhem, only the heroes can stop the terror-filled ride.
Carnival of Tears is an event-based adventure for 5th-level characters compatible with the world's most popular fantasy roleplaying game. This adventure includes details on all of the carnival's many attractions, both playful and deadly, as well as the shadowy assailants bent on slaughtering the townsfolk.
This adventure is set in Falcon's Hollow, a small town nestled near the boughs of the Darkmoon Vale. This area is also the site of GameMastery Module D1: Crown of the Kobold King, available online or from your favorite local game store.
The Fey Are Coming Tuesday, August 7, 2007GameMastery Module W1: Conquest of Bloodsworn Vale has arrived in our warehouse and is about to ship to subscribers (although if you sign up now, you can still get the module and a free PDF). Although I've chatted about fey before, now is as good time to look at the fey in this module with some detail. If you plan on playing this module be forewarned—spoilers lurk below. ... Here are some facts about the Roseblood Sprites, presented as a...
The Fey Are Coming
Tuesday, August 7, 2007
GameMastery Module W1: Conquest of Bloodsworn Vale has arrived in our warehouse and is about to ship to subscribers (although if you sign up now, you can still get the module and a free PDF). Although I've chatted about fey before, now is as good time to look at the fey in this module with some detail. If you plan on playing this module be forewarned—spoilers lurk below.
Here are some facts about the Roseblood Sprites, presented as a Knowledge (nature) skill check.
DC
Information
13
Roseblood Sprites are evil fey that live in an area known as Bloodsworn Vale. They are a menace to travelers and workmen alike, and even to adventurers if encountered in a large group (known as a bushel).
18
These fey have the ability to transform into ordinary rose bushes, and have a penchant for using the beautifully thorny plants in their armor and weapons.
23
Roseblood Sprites have a number of magical abilities involving trickery, and can pass through wooded areas with ease.
28
Roseblood Sprites who congregate in large groups are often led by a king who is far more powerful than his kin, with the ability to awaken rosebushes and turn them into sprites.
Beyond this basic information, the fey living in Bloodsworn Vale have another nasty habit. As of late, their victims have been found mutilated, missing one or both of their ears. Rumors hold that this is some sort of trophy gathering by the malicious sprites, but some say that something far more sinister is afoot.
Well, that's all for Conquest of Bloodsworn Vale. If you've not checked out this module, stop by your local game store, visit our booth at GenCon, or take a look through some of the other posts on this blog. Next week, we'll start "delving" into D2: Seven Swords of Sin.
I Hate Fey Friday, May 4, 2007I've never been the biggest fan of fey....
I Hate Fey Friday, May 4, 2007I've never been the biggest fan of fey. Every time I use one in a game, there tends to be a quiet undertone of giggles and cheap jokes. Today, for example, when discussing this very blog post, we came upon the idea of chatting about the fey that play a part in W1: Conquest of Bloodsworn Vale. Within seconds, Wesley Schneider called out that I like pretty, pretty princesses. Suffice to say... you can see why I don't like fey. ... That said, when we plotted out...
I Hate Fey
Friday, May 4, 2007
I've never been the biggest fan of fey. Every time I use one in a game, there tends to be a quiet undertone of giggles and cheap jokes. Today, for example, when discussing this very blog post, we came upon the idea of chatting about the fey that play a part in W1: Conquest of Bloodsworn Vale. Within seconds, Wesley Schneider called out that I like "pretty, pretty princesses." Suffice to say... you can see why I don't like fey.
That said, when we plotted out Conquest the idea of using fey as one of the villains just made sense, and I set out to make fey something players might fear instead of mock. There is a dark side to nature, a savage side that these fey, known as roseblood sprites, fully embrace. You won't catch them frolicking through the forest or tending to a grove of flowers. These fey are more likely to paralyze you with poisoned rose thorns, murder you, and cut off your ears for their demented king. The illo sketch above is just one of the sketches from this module, showing the moment that our hero stumbles upon their grim feast (that hunk of meat might just resemble a human thigh). That ought to keep players from giggling.
And now I toss the question back to you—are fey pint-sized hippies, unhinged nature spirits, or something else entirely? Post on our messageboards and let us know what you think.