This is the slightly "dis-enstrangened" 3 class version of the Fair Folk I developed - I took the weird version I came up with while I was struggling last week, and blended it with the more stolid versions I had been sketching. In this version, I think I come closer to Lloyd Alexander's vision of Doli and King Eiddileg with the Coblyn class - and these are the type of Fair Folk we encounter most in the books. I have retained the "charms and talents" concept in the Ellyll class, which reflects the strange "hyper-real" elf encounters of the third kind that often appear in Welsh and Cornish folklore. Finally, the Pwca are perhaps the least adjusted from my "weird" version, and this is where I have started to inject the basics of Prydain's cosmology in the form of the Three Elements - in fact, in the weird version (which I never posted since it was too sketchy and also too off the wall for what I'm doing here...though I've saved the notes for a future project) the three classes were Elementally tied, and each had their own transformational powers. These have been melded and mellowed into the Pwca in this version.
The Fair Folk - Yr Pobl o Yr Tylwyth Teg
The Fair Folk are a mystical people intimately linked with Prydain and the forces that run through it. Legend has it that in the distant past, the Fair Folk lived at peace with the land – which was then filled with all manner of fae wonders. With the coming of Human settlers, the Fair Folk were driven into hiding. Today, the Fair Folk – or the Tylwyth Teg as they are known – are wary of Humans, and prefer not to involve themselves in the mere mundane workings of Prydain, so most people have never seen then – or if they have, they have perhaps not known it, as the Fair Folk will sometimes move among Humans in disguise. The Tylwyth Teg usually dwell in places far from Human habitation, in secret enclaves of various kinds that are linked together in a web of secret ways and paths that allow them to travel without risking being seen by Humans.
Most
of the fae creatures of the Tylwyth Teg are few and extremely shy, but three
tribes are more numerous and will occasionally enter the world of Humans
seeking adventure, searching for lost treasures, or to help achieve some heroic
goal:
Although
they normally keep themselves apart from the purely mundane cares of Prydain,
from time to time a Coblyn, Ellyll or Pwca will choose to join a Human cause –
most often with a specific goal in mind, such as thwarting Chaos, recovering a
magic item (especially one that was originally a gift from the Fair Folk in
friendlier days), or to work against creatures of the Tylwyth Ddu (The Dark
Kindred – the Chaos equivalent of the Tylwyth Teg, which includes any Chaotic
aligned fae creature)
Level
|
XP
|
Mine
|
Appraise
|
Identify
|
Climb
|
1
|
0
|
1/6
|
1/6
|
1/6
|
81%
|
2
|
2200
|
1-2/6
|
1-2/6
|
1/6
|
82%
|
3
|
4400
|
1-3/6
|
1-3/6
|
1/6
|
83%
|
4
|
8800
|
1-4/6
|
1-4/6
|
1-2/6
|
84%
|
5
|
17000
|
1-5/6
|
1-5/6
|
1-2/6
|
85%
|
6
|
35000
|
1-6/6
|
1-6/6
|
1-2/6
|
86%
|
7
|
70000
|
1-6/6
|
1-6/6
|
1-3/6
|
87%
|
8
|
140000
|
1-6/6
|
1-6/6
|
1-3/6
|
88%
|
9
|
270000
|
1-6/6
|
1-6/6
|
1-3/6
|
89%
|
Prime requisite: Con
Hit points: 1d6 per level
Save as: Dwarf
Maximum 9th level
At 3rd level, Coblynau may
turn invisible (per M-U spell Invisibility) once per day.
At 6th level, Coblynau may
summon a troop of 5 level 1 Coblynau
At 9th level, Coblynau may
summon a troop of 18 level 1 Coblynau + 2 level 3 Coblynau leaders
Sometimes
referred to colloquially as Knockers, the Coblynau are perhaps the Fair Folk
most commonly seen in the Human realms.
They are similar in appearance to Humans but short in stature, standing from
3 to 4 feet in height , but make up for their small size in sheer
doughtiness. They are best known by
miners, as they typically make their homes under ground in caves and grottos of
unusual beauty and spend their days toiling in their own mines, extracting
precious metals and gems which they craft into exquisite jewelry. Beyond
their work with metal and gems, the Coblynau are well known for their love of
fine work and skill with their hands, and excel at all crafts. They are also well known for their skill at
mountaineering and may occasionally be found in small, well-hidden villages in
the most inaccessible of rocky places or in cliffs.
Coblynau
have small clannish enclaves all over Prydain, hidden away from the prying eyes
of Humans who they claim drove them underground when they came long ago
(according to the Coblynau, Prydain belonged to the Fair Folk before the coming
of Human settlers). Coblynau communities
will ordinarily have little interaction with the outside world, and in fact: Humans
will only rarely encounter the Coblynau directly, but when an individual on
good terms with local clans (for example, by leaving out tidbits of food or
drink in places they have been known to frequent – and especially if done out
of simple neighbourliness rather than for an explicit attempt to gain favour) the
Coblynau will occasionally reciprocate by providing assistance of some kind –
e.g. miners might get hints as to the most productive places to dig, small
tasks left unfinished in the evening might be completed (typically to a higher
standard than the Humans would achieve alone).
Coblynau may also venture forth
from their hidden enclaves to render aid to lost travellers, stranded climbers,
trapped miners, etc.
Armor: Coblynau may use any kind of armor and shield,
but due to their small size any armor or shield must be made specially to fit.
(double price when purchasing in Human lands)
Weapons: Coblynau may
use any small weapon, but may not use any 2-handed weapon other than a
short-bow or crossbow. Human-sized large
1-handed weapons such as longswords may be used 2-handed (i.e. no shield)
Hiding: Like all the
Fair Folk, the Coblynau are adept at hiding, and seem to vanish into woods,
brush, rocky terrain and caves. So long
as they remain still and silent, hiding Coblynau will be found only on a roll
of 1 or 2 on 1d6.
Mine: Coblynau are skillful miners and
very sensitive to caves and constructions.
Sloping corridors, new constructions, dangerous constructions (due to
damage or age) will be noticed on a result as noted in the table. Further, deliberately concealed construction
features such as sliding walls, pit traps, concealed doors, etc may be noticed
if a conscious attempt is made to find them.
Coblynau also have twice the usual ability to find secret doors. When conditions are particularly difficult (eg deliberate concealment, poor weather, stressful circumstances, etc) a penalty of 1-3 points may apply to this roll.
Appraise: Coblynau are
very skilled craftspeople, and can recognise quality when they see it. On a result as noted, the character is able
to accurately assess the value of normal gems, jewelry, or other mundane crafted
items.
Identify: In addition to
being able to assess the value of mundane items, Coblynau have a fine enough
sense of quality that, in combination with their fundamentally magical nature,
can be used to sniff out the nature of certain kinds of enchantments. Given a day to examine it, a Coblyn character
is often able to learn 1 power of any armor, weapon, or miscellaneous magic
item.
Climb: Related to their skill with
mining and construction, and also their habit of living in lonely mountainous
areas, the Coblynau are quite good at climbing.
Invisibility: At 3rd
level, Coblynau may turn invisible once per day per the Magic-User spell of the
same name.
Call Clan: At 6th
level, a Coblyn character may send out a call to his or her clan for aid. A troop of 5 Colbynau of 1st level
will arrive in 1d6 days (travelling by secret Fair Folk ways through Prydain)
and render whatever mundane aid is needed for 1 day. This aid may be: building something,
excavation, repair, rescue, or defence.
Coblynau thus summoned will not normally fight, but are armed and
armored (chain mail, short sword) and will fight to defend themselves and the
Coblyn who summoned them from direct threats from Chaotic creatures, however
their goal will always be simply to extract their clan-mate from danger and
escape rather than to defeat the attackers.
At 9th level, a Coblyn characters ability to call clan-mates
for aid increases: the call will bring a troop of 20, which includes 18 1st
level Coblynau and 2 leader types of 3rd level.
Level
|
XP
|
Identify
|
Read
Language
|
Talents
|
1
|
0
|
1/6
|
20%
|
Fairy
Fire
|
2
|
2500
|
1/6
|
25%
|
Ventriloquism
|
3
|
5000
|
1-2/6
|
30%
|
Obscure
|
4
|
10000
|
1-2/6
|
35%
|
Charm
Person
|
5
|
20000
|
1-3/6
|
40%
|
Phantasmal
Force
|
6
|
40000
|
1-3/6
|
45%
|
Hold
Person
|
7
|
80000
|
1-4/6
|
50%
|
Sleep
|
8
|
150000
|
1-4/6
|
55%
|
Hallucinatory
Terrain
|
9
|
300000
|
1-5/6
|
60%
|
Quest
|
Hit points: 1d6 per levelPrime requisite: Cha
Save as: Dwarf
Maximum 9th level
At 3rd level, Ellyllon may
brew potions as Magic-Users do
At 6th level, Ellyllon may
enchant weapons and armor as Magic-Users do
At 9th level, Ellyllon may
craft miscellaneous magic items and rings as Magic-Users do
The
Ellyll have such smooth faces and delicate features that with their small
stature – about 4’ to 5’ in height – and slim bodies they are often mistaken
for Human children, and in fact some of the more mischievous of the Ellyll have
been known to pass themselves off as children for their own amusement.
The
Ellyll often live in the most beautiful of the grottos prepared by their
Coblynau cousins, where they spend their days playing games, singing, and
dancing. Of all the Fair Folk, the Ellyllon
are the most light hearted – though they can be terrible when slighted. Most often, Humans will encounter them at
dusk or dawn, or under the Moon at night – for these are the times when they
emerge from the grottos to gather herbs and flowers for their magical studies,
or just to play under the sky. The
places where they most often gather for their revels are commonly regarded as
mystical by their Human neighbours, who will normally avoid them if possible –
for the Ellyll are well known not only for their pranks but for their
humiliating efforts at revenge.
Armor: Ellyll may not use any armor, but may use
shields.
Weapons: Ellyll may use
any weapons.
Hiding: Like all the
Fair Folk, the Ellylon are adept at hiding, and seem to vanish into woods,
brush, rocky terrain and caves. So long
as they remain still and silent, hiding Ellyllon will be found only on a roll
of 1 or 2 on 1d6.
Identify: Ellyllon have a
natural sense of magic, and given enough time (1 day) to examine any item they
may be able to identify one of its powers.
Read Languages: Although the
people of Prydain currently use only one language, there are other tongues in
the world and many forgotten alphabets.
A combination of their magical nature, their curiosity, and their simple
sense of these things permits Ellyllon to often be able to puzzle out the
meaning of even completely unknown texts.
This ability does not allow the Ellyllon to read scrolls or spellbooks.
Talents: Ellyll are naturally magical in nature, and the closeness
of their ties to the Elements grants them special talents. At first level an Ellyll
character may add “Fairy Fire” (as the Druid spell) to his or her list of
talents known. Each time a level is gained, the character may choose ONE
additional talent from those listed as available at the new level and those
below. Talents may be used only once per day. A talent may be selected more
than once, and this permits it to be used an additional time each day. Talents
with names matching Cleric, Druid or Magic-User spells have the same effect as
those spells – refer to the spell description for details.
Craft magic items: Ellyll
characters gain the ability to craft magic items in exactly the same way that
Magic-Users can at 3rd (potions), 6th (weapons and armor)
and 9th (miscellaneous magic items and rings) levels. To do so, the character must spend time in
study and gathering the necessary ingredients, just as a Magic-User would. Cost and time requirements are as given for
magic-users in the rules.
Pwca
Level
|
XP
|
Hide
|
Move silently
|
Hear Noise
|
1
|
0
|
90%
|
20%
|
1-2
|
2
|
2500
|
91%
|
25%
|
1-2
|
3
|
5000
|
92%
|
30%
|
1-3
|
4
|
10000
|
93%
|
35%
|
1-3
|
5
|
20000
|
94%
|
40%
|
1-4
|
6
|
40000
|
95%
|
45%
|
1-4
|
7
|
80000
|
96%
|
50%
|
1-5
|
8
|
150000
|
97%
|
55%
|
1-5
|
9
|
300000
|
98%
|
60%
|
1-5
|
Prime requisite: Wis
Adjustments: -2 Str, +2 Dex
Adjustments: -2 Str, +2 Dex
Hit points: 1d4 per level
Save as: Dwarf
Maximum 9th level
Animal form gained at 1st, 3rd,
6th and 9th levels
While
both the Coblynau and Ellyllon are wary of humans, neither can match the Pwca
for shyness.
The Pwca are in many ways both the strangest of the more numerous Fair Folk tribes - from the perspective of Humans - and the easiest to understand. Both these facts are due to their deep connection to the Three Elements: Sky, Sea and Stone.
In their "ordinary" form, the Pwca appear at first glance to be diminutive Humans of 1' to 2' height. However, closer inspection (if it is permitted) will reveal strange animal-like features: tufts of hair or feathers, short tails, glittering scales. This is related to the main manifestation of their magical nature: the ability to transform between their ordinary form and that of an animal connected with their native Element (Sea, Sky or Stone). Pwca characters must choose a native Element at character creation.
Pwca clans are always welcome in the grotto realms of their Coblyn and Ellyll cousins, but Pwca are more comfortable out in the natural world where they can more easily indulge their three passions: hunger for contact with their native Element, play, and curiosity.
In the mundane world of Prydain, Pwca will often gather in places of natural beauty related to their native Element:
Sea Pwca will gather on coastlines with dramatic surf, in the reeds along languid rivers, around the edges of waterfalls.
Sky Pwca will gather on high ridges, in treetops, along cliffs, on mountaintops.
Stone Pwca will be found in forest dells, in vine-tangled valleys, in ravines and wildflower fields.
While they tend to avoid human settlements entirely, when such places are near farms or villages the Pwca who dwell there will sometimes be overcome with curiosity and creep close to watch the Humans at work and play. They will only rarely reveal themselves to adults, being made nervous by creatures so large, but will occasionally speak to children - if only because of the potential for play.
Like the Ellyll, the Pwca crave fun and moreso than their larger cousins will go out of their way to find it. Usually, play involves games among the Pwca and their animal friends, but occasionally other Fair Folk are included, and more rarely still Humans may be invited - usually children.
Although they crave play, and are generally timid and retiring, Pwca are very occasionally tempted to adventure - often to satisfy curiosity, sometimes to achieve great ends, though even then the Pwca's main goal is likely to be the advancement of great stories.
Armor: Pwca may not wear armor of any kind, though they can use specially made shields. (double price)
Weapons: Pwca may only use specially made weapons. (double price) Pwca weapons do half the usual damage due to their extremely small size.
Hide: Pwca are extremely adept at hiding, and in natural environments will be at least 91% able to evade detection. In other situations, they can successfully hide in shadows on a roll of 1 or 2 on 1d6.
Dodging: Due to their small size, Pwca are very adept at dodging and evading the attacks of larger creatures. Pwca gain +2 AC bonus when fighting man-sized creatures, and +4 against creatures of larger than man-size.
Animal Form: At first level, Pwca characters must choose their native element. Having done so, they may choose one animal form associated with that element. Animal forms must be small to medium in size. Once per day, the character may transform into that animal, and may remain in that form until the next sunrise, gaining all the ordinary abilities of that animal (except venom or poison) for the duration.
Ordinary abilities scores, hit points and alignment are retained.
Any possessions or equipment disappear for the duration of the animal form and return unchanged when the Pwca returns to ordinary form.
The Pwca may also return to ordinary form at any time.
Transformation in either direction takes one full round, during which no other action is possible.
At 3rd, 6th and 9th levels, the Pwca may choose either an additional animal form (also restricted by the selected native Element) or to use an existing animal form +1/day.
Animal forms may be selected freely from among suitable small and medium animals, but each Pwca character must select only from animal types associated with his or her chosen Element. Examples are given below:
In each case, while the transformation is complete and the Pwca will be indistinguishable from a real animal in most respects, close inspection will reveal that the Pwca's animal form is somewhat larger than smaller animals, or somewhat smaller than larger animals.
The Pwca are in many ways both the strangest of the more numerous Fair Folk tribes - from the perspective of Humans - and the easiest to understand. Both these facts are due to their deep connection to the Three Elements: Sky, Sea and Stone.
In their "ordinary" form, the Pwca appear at first glance to be diminutive Humans of 1' to 2' height. However, closer inspection (if it is permitted) will reveal strange animal-like features: tufts of hair or feathers, short tails, glittering scales. This is related to the main manifestation of their magical nature: the ability to transform between their ordinary form and that of an animal connected with their native Element (Sea, Sky or Stone). Pwca characters must choose a native Element at character creation.
Pwca clans are always welcome in the grotto realms of their Coblyn and Ellyll cousins, but Pwca are more comfortable out in the natural world where they can more easily indulge their three passions: hunger for contact with their native Element, play, and curiosity.
In the mundane world of Prydain, Pwca will often gather in places of natural beauty related to their native Element:
Sea Pwca will gather on coastlines with dramatic surf, in the reeds along languid rivers, around the edges of waterfalls.
Sky Pwca will gather on high ridges, in treetops, along cliffs, on mountaintops.
Stone Pwca will be found in forest dells, in vine-tangled valleys, in ravines and wildflower fields.
While they tend to avoid human settlements entirely, when such places are near farms or villages the Pwca who dwell there will sometimes be overcome with curiosity and creep close to watch the Humans at work and play. They will only rarely reveal themselves to adults, being made nervous by creatures so large, but will occasionally speak to children - if only because of the potential for play.
Like the Ellyll, the Pwca crave fun and moreso than their larger cousins will go out of their way to find it. Usually, play involves games among the Pwca and their animal friends, but occasionally other Fair Folk are included, and more rarely still Humans may be invited - usually children.
Although they crave play, and are generally timid and retiring, Pwca are very occasionally tempted to adventure - often to satisfy curiosity, sometimes to achieve great ends, though even then the Pwca's main goal is likely to be the advancement of great stories.
Armor: Pwca may not wear armor of any kind, though they can use specially made shields. (double price)
Weapons: Pwca may only use specially made weapons. (double price) Pwca weapons do half the usual damage due to their extremely small size.
Hide: Pwca are extremely adept at hiding, and in natural environments will be at least 91% able to evade detection. In other situations, they can successfully hide in shadows on a roll of 1 or 2 on 1d6.
Dodging: Due to their small size, Pwca are very adept at dodging and evading the attacks of larger creatures. Pwca gain +2 AC bonus when fighting man-sized creatures, and +4 against creatures of larger than man-size.
Animal Form: At first level, Pwca characters must choose their native element. Having done so, they may choose one animal form associated with that element. Animal forms must be small to medium in size. Once per day, the character may transform into that animal, and may remain in that form until the next sunrise, gaining all the ordinary abilities of that animal (except venom or poison) for the duration.
Ordinary abilities scores, hit points and alignment are retained.
Any possessions or equipment disappear for the duration of the animal form and return unchanged when the Pwca returns to ordinary form.
The Pwca may also return to ordinary form at any time.
Transformation in either direction takes one full round, during which no other action is possible.
At 3rd, 6th and 9th levels, the Pwca may choose either an additional animal form (also restricted by the selected native Element) or to use an existing animal form +1/day.
Animal forms may be selected freely from among suitable small and medium animals, but each Pwca character must select only from animal types associated with his or her chosen Element. Examples are given below:
Sea
(aquatic animals)
|
Sky
(flying animals)
|
Stone
(land animals)
|
Otter
|
Eagle
|
Mouse
|
Frog
|
Heron
|
Ferret
|
Salmon
|
Raven
|
Rabbit
|
Beaver
|
Dragonfly
|
Badger
|
Crab
|
Bat
|
Cat
|
Eel
|
Hummingbird
|
Hedgehog
|
Turtle
|
Thrush
|
Lizard/snake
|
In each case, while the transformation is complete and the Pwca will be indistinguishable from a real animal in most respects, close inspection will reveal that the Pwca's animal form is somewhat larger than smaller animals, or somewhat smaller than larger animals.