Tuesday 10 May 2022

Troubadours Amid The Trees: The Arialee for Blood & Treasure

Many are the tales of mortals coupling with the Fey - most are untrue, but there is always a pearl of truth in the oyster of mythology. Coupling does occur at times, and, although the offspring are always human, their Fey heritage comes through. There have also been cases where various Fey have cursed - or blessed - a particular family or bloodline, and the spiritual residue of such an act leads to a strain of mortals manifesting the traits of the Fey that performed such an act. Note that Feyborn almost always draw the suspicions of the superstitious, and the ire of religious fanatics.

Those humans bearing the heritage of the Brownie generally fall into the latter category of Feyborn: a Brownie, as return for a good deed (or on a whim) has gifted a human family with a Fey blessing. Thus, Feyborn with this heritage are almost always found in rural areas (or, at least, call such places home). Their Brownie heritage renders them short (average height 56", 30’ movement), timid but endearing...and blessed with acute perception, swiftness and a knack for the performing arts and tricksome magic, as well as a dislike of cities and a propensity to hide rather than fight. These Feyborn have tawny hair and pale brown complexions, and eyes of a cherry hue. In terms of alignment, these folk are almost always Neutral.

A Feyborn of the Brownie heritage gains +2 to Dexterity but loses 2 from their Strength score. They have the following minimum/maximum ability scores: STR 3/15, INT 5/18, WIS 3/18, DEX 10/19, CON 5/18, and CHA 3/18. They roll 4d4 for their Heritage score.
 
If alone - or if using an individual initiative system - an Arialee adds +1 to their Initiative roll. They also add +1 to saving throws against poison and + 2 against non-magical diseases. They are only surprised on a roll of 1.

Due to their affinity for the natural world and for illusion magic, Arialee treat themselves as if one level higher when learning Advanced Druid and Illusion spells, and treat the following spells as if they were Basic: alter self, enlarge person and reduce person.

All Feyborn of this heritage automatically gain the Musician or Poet secondary skill in addition to their randomly generated skill. Should they randomly roll the same skill selected above, they may add +2 to any task checks where this skill is relevant.

Finally, the Arialee add +1 to Lore checks related to Fey, curses, spells and Survival checks. They are, however, somewhat unsettled in cities and large towns, taking a -1 penalty on Reaction Rolls and any skills involving WIS or INT.

Arialee may select from the following classes: Acrobat, Alchemist (Arcane, Natural)*, Bard*, Beastmaster, Druid, Duellist, Elementalist, Fey-Mage, Fighter, Jester, Knight of Flowers, Magic-User (Enchanter, Illusionist, Transmuter), Ranger, Scout, Sorceror*, Thief. The Arialee may dual-class as humans do. In addition, Arialee Scouts and Thieves may multi-class as Enchanters, Fighters, Illusionists, Sorcerors or Transmuters.
* Arialee Alchemists do not gain the ability to create poisons, and those choosing to follow the Arcane path may never select the Necromancy school when choosing a new school and do not gain the ability to create incendiary devices at 10th level, instead gaining magic resistance against illusions and enchantments (beginning at 50% at 10th level and increasing by 4% per level), whilst Arialee Bards add the Summon Nature's Ally spells to the list of spells they may learn. Arialee Sorcerors are limited to the Elemental, Dragon and Fey bloodlines.

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