The World of Teréth End - People & Races - Faer
Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

People

Edahyla
* Faer (Adp3)
spacer

 

People & Races > Faer (earth/spirit)

 

Overview

Most people of the World of Teréth End have many stories regarding the Faeri, but fewer know of the Faer (FAY ear).  The Faer are the changeling children (or descendants of children) of the Faeri and a Mortal Race.  Those who know of the Faer tell of wild children who live on the forest's edge preying deadly mischief upon the unwary.  Others tell of aloof hermits sitting beside streams waiting for word from their immortal parents, watching their beards and teeth growing long.


Faer (Changeling)

The most common hybrid of Faer are between Faeri and Uren, though unions of Elve, Halvers and Werrid have been found.  Faer have sometimes been referred to as "changelings" as a means of defraying questions regarding the paternity of the Faer.

Physiology:   Although more sleight of built than their Mortal relatives, Faer resemble their non-Faeri ancestors in most aspects.  Their aura is another matter.  The bright Faer aura, detectable through standard divinations, betrays their immortal ancestry.  The Faeri are very sensitive to the changeling aura and can spot one from far away.  It is the aura of the Faer that defines it.  The Faer aura will survive seven progeny regardless of generation.  Therefore, a first generation Faer that has five children, may only have one grandchild that is Faer (usually the first born).  If the seventh child is a twin, both children are born with the aura, but the Faeri soon come to claim the eighth as their own.

Another difference between Faer and their non-Faer relatives is their longevity.  Unlike the immortal Elve and Faeri who never seem to age, the Faer age like their mundane relatives, but over a much longer period.  Faer typically live up to three times the age of their non-Faeri ancestors, becoming very wrinkled and decrepit with time.

Faer have a primary gender but are not limited by it.  The only time which a Faer is limited to one gender or another is during pregnancy.  Either sex of the Faer may become pregnant, but once in that state their gender is locked as female until the pregnancy ends.

Psychology:   The Faer appear and act as common members of their race, adopting all the qualities that allow them to meld into the non-Faeri culture.  In addition, most Faer have an unquenchable chaotic streak, inherited from their Faeri progenitor.  This cyclical urge (based on the the phases of the moon Woad) make even the most reserved and stable Faer act irrationally.  During this time, known among some Faer as the "quaking" (see Lyriddym) (LEER uh DEEM), the afflicted Faer becomes very emotional, prone to outbursts and sometimes violent.  The magic of the Faer becomes most unpredictable during this time.

Culture:   In most of Teréth End, the Faer do not have their own culture.  Among the remnants of Eoyn culture in Ildûn however, they are recognized as exceptional.

Language:   In most circumstances, Faer learn the native tongue of their non-Faeri parent, unless the Faeri parent is present (very unlikely, unless imprisoned) during the child's upbringing.  The Faer learn new languages (and music) very easily.

Magic:   The Faer are all about magic; it courses through their veins and bursts from every cell and bone in their bodies.  Upon detection for magic on a Faer, a chiaroscuro of swirling color and magics will be found as the Chaos is twisted around the changeling's body.  Sages that study the Faer are very interested in this "vortex-effect", especially if examined during Lyriddym.  During Lyriddym, detection of magic may locate a Faer from very far away, as they shine particularly brightly during this time.  A spellcasting Faer undergoing the quaking may cast spells at one level higher (per three levels) than normal during the full phase of Woad (i.e. 1st - 3rd = +1, 4th - 6th = +2 etal.), but suffer the effects of Faeri (wild) magic in the process (for the full phase and cusps).  This effect is similar to that experienced by other mages during the full phase of Mamra.  Mamra has no effect on Faer spellcasters, unless its phase coincides with Woad.

Faer > Doppelgängers

Doppelgängers are not usually associated with the Faeri.  In truth, these apparitions are (like other Faer) the offspring of Faeri and a member of the Mortal Races.  What makes the creation of Doppelgängers unique, is that they are born from the spirit of their parents, rather than their bodies.  As nature spirits, the Faeri are able to distinguish spirit from body.  Likewise, some Faeri can choose to interact with one or the other.  A Faer that is born from the union of Faeri and non-Faeri spirits becomes a Doppelgänger.

Physiology:  Some believe Doppelgängers to be undead due to their Ethereal nature; this is not true.  This sub-group of Faer are mortal spirits, bound interminably to the world of their mortal parent.  Unlike true denizens of the Ethereal, Doppelgängers have a quasi-physical form.  Unlike the Duinu of Mortal Dreaming, these Faer appear solid and can touch and be touched by the physical world.

When a Doppelgänger draws near to an individual of the Mortal Races, they begin to take on aspects of that person's appearance and personality.  The change is not immediate and is continuously refined as time passes.  Creatures that exert a wild aura disrupt this changing, forcing the Doppelgänger to assume its "original form" (which often appears much like that of its mortal parent).  The Doppelgänger character can resist changing (in either direction) with a Concentration check (DC 15 + level of opposing individual).

Assumption of form and personality may be completed quickly with a Disguise skill check (DC 20). Otherwise the complete changing occurs over a Taking 20 (rf. PHB35p65) period.  If the Doppelgänger can touch the target while changing, they get a +5 to their check or may complete the change in half-time.  Once finished, the copy is nearly perfect.  The Doppelgänger may be identified as an interloper with a difficult Spot or Sense Motive check (DC 15 + level of the Doppelgänger).  Determination that the person is not what they seem does not necessarily expose and identify the Doppelgänger character.  Before the change is completed, no check is required.

The quasi-Ethereal body of the Doppelgänger provides a great defense.  Similar to Gaseous Form (rf. PHB35p234) the state provides damage reduction 10/magic and an immunity to critical hits and non-magical poisons.  Doppelgängers can hold and possess physical items while concentrating on those items.  A number of items may be held equal to the Doppelgänger's intelligence bonus.  If the character's concentration is broken, the items are dropped. 

Psychology:  Doppelgängers are insane.  The psychology of most sentient creatures varies greatly across the scope of the population but the insanity of all Doppelgängers is one of the world's undisputable truisms.  The source of their unhinging is unclear, but is thought to stem from both the fluidity of their "physical body" and the effect of their shifting identity (which many cannot control).

Magic:   Although these Ethereal characters seem like they would be natural spellcasters, their efforts are often stymied by their inability to hold and use spell components.  Among their numbers, sorcery is a popular choice of spell-use when it is persued at all.  Casting spells while holding physical items requires a Concentration skill check (DC 10 + level of spell) to maintain possession.  Only one check is required for all items held.

D&D 3.5 Doppelgänger Pkg.
Size; Medium Humanoid (Ethereal, Extraplanar)
--
Strength -6 (minimum 1)
Base Speed; 30 feet
--
Special Quality; Resistance to Magic (Müt) 1
--
Special Quality; Damage Reduction 2
--
Special Quality; Immunity to Non-Magical Poison
--
Special Quality; Lyriddym (see above)
--
Aging; (determined by mortal parentage)
--
Automatic Languages; Other (local)
--
Favored Class; Rogue
--
 
Level Adj.
+2
  1. Resistance to Magic (Müt). Doppelgängers gain a +1 racial bonus against all Müt spells and spell-effects.
  2. Damage Reduction.  Doppelgänger characters have a damage reduction of 10/magic due to their incorporeal nature.

Recommended traits:  Dishonest (UA35p87), Spellgifted (UA35p90); Recommended flaws:  Feeble (UA35p91),  Pathetic (UA35p91)


Faer > Shapeshifters

Shapeshifters are the most common type of changeling.  Shapeshifters are the physical offspring of Faeri and and a member of the Mortal Races.  Many shapeshifters do not realize their abilities until they are mature, having been raised by adoptive parents.  There are many folk-tales that tell of Mortal babies being switched-out with changelings and raised as their natural child.  Darker versions of these faerie tales have the shapeshifters devouring the mortal parents once it has become an adult.

Physiology:  Unlike their Doppelgänger kin, Shapeshifters are not Ethereal and do not have same changing "difficulties".  The shapeshifting ability is similar in effect to the wizard spell Alter Self (rf. PHB35p197).  The Shapeshifter cannot change their appearance to look like a specific inidividual without a Disguise skill check (DC 20).  Without a nearby mirror available, the changeling has no idea whether the disguise is accurate or not.  Equipment that is held or worn cannot be melded into a new incompatible form.  Parts of the Shapeshifter's body may be altered to adapt to new surroundings, often without thought.  A Shapeshifter can make only one cosmetic (i.e. appearance) and one bodily change (i.e. gills) concurrently.

Most changes made by the Shapeshifter are minor (i.e. appearance, gills, limb modification, etc.).  Major bodily changes are not possible (i.e. growing wings, etc.).  As a rule, shapeshifting can modify an aspect of the character one step, but cannot add new abilities or movement types (i.e. breathing becoming water-breathing is fine, but walking becoming flying is not).  

The nature of shapeshifting requires careful adjudication by the DM for it can easily become unbalancing to a game.  For example:  a character might wish to grow longer arms to increase its reach by 5 feet.  This is an allowable change, but it should probably be offset with the condition that only light weapons can be used at that range.  All character choices should be tempered by the race's chaotic psychology.  It is unreasonable to assume that a Shapeshifter would use the same tactics repeatedly, their thikning is not that linear.

Magic:  Shapeshifters, like all Faer, are inherently magical.

D&D 3.5 Shapeshifter Pkg.
Size; Medium Humanoid (Shapeshifter)
--
Strength -2
Charisma +4
Base Speed; 30 feet
--
Special Quality; Craft skill bonus 1
--
Special Quality; Resistance to Magic (Müt) 2
--
Special Quality; Shapeshifting (see above) 3
--
Special Quality; Lyriddym (see above)
--
Automatic Languages; Other (local)
--
Favored Class; Bard or Sorcerer
--
 
Level Adj.
+2
  1. Craft Skill Bonus. Shapeshifter characters receive a +2 racial bonus on any one craft skill, except those relating to stone or metalworking.
  2. Resistance to Magic (Müt). Shapeshifters gain a +1 racial bonus against all Müt spells and spell-effects.
  3. Shapeshifting.  Shapeshifters can can change their appearance or form at will.  Often a shapeshifters body changes to adapt to its surroundings without conscious thought.

Recommended traits:  Passionate (UA35p89), Spellgifted (UA35p90); Recommended flaws:  Vulnerable (UA35p91)

Adult Faer GURPS NPCs begin with a minimum of 100 CPs, + 1 CP for every year over 100.  Creation of very old and ancient characters should be discouraged.

Notes / References
  1. Fem. Names: ...
  2. Masc. Names: ...
  3. Lexicon: ...

spacer
The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

Geography

The Gazetteer details the following regions:

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Lands)
Terèthor (Uncharted Land)
Vulmura (Middle Lands)
Great Seas
Wonders of the World

The Cosmography details more "distant" locations:

Zarátam
Moons
Ethereal
Nether
Outside Lands

spacer

 

Ref. PHB35 (Player's Handbook), © Wizards of the Coast
spacer