TEXT: EEONS MAGAZINE  |  Peoples o
  s of t
  f the F
  e Fey R
  y Realms
  Peoples
  Of thE
  Fey Realms
   
  writing Michael Ohl
  color art Ellis Goodson
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  T
  he races of The WORLD
  have lived there for many 
  millennia, naturally evolving 
  as time goes by. Others are touched 
  by creatures from outside, such as 
  elementals and demons, to create a new 
  race sharing traits of both. Then there 
  are those who are visitors; travelers from 
  other planes exploring what they may. 
  One of the most common visitors are the 
  fey, and they find this world the most 
  fascinating realm of all. 
   The fey are alien to this world, with 
  capricious minds and inscrutable goals 
  than most of the more common races. 
  Fey are usually selfish and tend to act 
  in their own best self-interest, yet their 
  goals are not always incompatible with 
  other creatures’. The greatest legends of 
  princesses, kings, and unlikely heroes 
  reveal that the Fair Folk find some worth 
  in aiding humanity. Many more fey 
  enter the mortal world because they are 
  curious, or afflicted by wanderlust or 
  boredom. These fey perform great acts 
  of bravery, create masterworks of arts, or 
  provide sinister services to mortals just 
  as crafty and anarchic as they are, like 
  criminal gangs or thieves’ guilds.
  
  PPeeooplpeles os of tf thhe Fe Feey R
  y Reealalmms s | | EEONS MAGAZINE
   Some fey are more commonly seen in the world 
  than others. Fauns love poetry and art, and 
  exhibit great passions that spread to others 
  around them. Gremlins have long been the 
  bringers of bad luck and misfortune, and are 
  wont to spread havoc in mortal cities. And the 
  single-minded and determined spriggan protect 
  their charges at all costs.
  Faun
  Fauns are people with the body of a human 
  and the lower legs and tail of a goat.  They have 
  curled hair and are often found with a musical 
  instrument. They are lovers of poetry, drink, 
  music, laughter, and everything that they find 
  stirs passion in themselves and others. Of all 
  the fey, fauns are best known for exploring, 
  adventure-weaving, and for starring in great epic 
  tales and love stories. 
   Artistic Soul. All fauns love the arts, be it 
  music, dance, painting, ritualistic combat, or 
  storytelling. For this reason, many fauns become 
  bards, or at least spend inordinate amounts of 
  time hanging around with and haranguing bards. 
  They can easily become distracted by pretty 
  things—inanimate or otherwise—and fight harder 
  to protect something they consider special. Of 
  course, when new pretty thing comes along, a 
  fickle faun can drop a current obsession and pick 
  up a new one in the blink of an eye.
   Travelers at Heart. The faun love adventure 
  and finding new places. They typically roam 
  from town to town learning new stories as 
  they go. Many dabble in professions that allow 
  them to always be on the move, often becoming 
  merchants, sailors, and soldiers just to find 
  somewhere new and exciting. Of all the fey, fauns 
  are the most numerous in mortal lands as they 
  explore everything that they can and cross from 
  The Dreaming as often as possible. 
     Age. Fauns mature at about the same rate as 
  humans being considered adults from the age of 
  17 and old at 70. They can live 200 years or more.
  Fauns stand between 4 and 5 feet tall and weigh 
  between 150 to 200 pounds. Fauns share the 
  following racial traits.
  Statistics 
  Size: Medium; fey
  Attributes: AGI +1, CHA +2, MAG +2    
  Skill Choices: [artistic], [performance], [social], 
  enchantment
  Exploits
  Hooves. You are proficient with your hooves;  
  your unarmed damage increases by +1d6 damage. 
  Additionally, your SPEED increases by +2.
   
  Fey Ancestry. You have the fey creature type. 
  You can sense magic within 10' of you, and are 
  vulnerable (1d6) to cold iron.
   Fey Magic. You know the secret of humanoids.
  Gremlin
  Gremlins are small wrinkled tricksters and 
  tinkerers known for their aptitude at both 
  building and destroying technology. They can 
  easily be distinguished from their gnomish 
  cousins by their long gangly limbs and nearly  
  comical long pointed ears. They usually have long 
  shocks of white hair if they haven’t shaved it off, 
  and have skin resembling polished leather, though 
  some gremlins’ skin comes in unusual hues of blue 
  or green. Gremlins like to find themselves in cities 
  where they can both create their toys and cause 
  mischief with other inventions.
     Tricksters by Nature. Gremlins are known for 
  being devious and crafty, accomplishing great 
  feats of ingenuity against seemingly all odds. They 
  delight in creating minor misfortunes that direct 
  others onto a path to aggravation. They have been 
  known to ride the sides of wagons and remove the 
  lug while remaining unseen, plug the flow of lamp 
  oil to cause lamps to go dark, and climb the 
  insides of forge chimneys to completely block the 
  flow of air, filling the forge with thick clouds of 
  smoke and sending the whole work crew fleeing. 
  
  EEONS MAGAZINE |  PPeoples o
  s of t
  f the F
  e Fey R
  y Realms
  Gremlins are small creatures, standing between 2 
  and a half to 3 feet tall. They generally weigh 
  about 30 pounds. While no two are gremlins are 
  alike, most share the following racial traits.
  Statistics
  Size: Small; fey 
  Atttributes: LOG +2, AGI +1, MAG +3
  Skill Choices: illusion, [crafting], thievery, bluffing, 
  prestidigitation
  Exploits
   Darksight. Accustomed to living life in the 
  twilight conditions of the Dreaming, you have 
  superior vision in dark and dim conditions. You 
  can see in darkness as though it were daylight.
  Aura of Misfortune. As a gremlin, you bring 
  bad luck with you and wear it like a shield. You do 
  not have a LUC pool - instead, no LUC dice may 
  be rolled within 30' of you.
   
  Fey Ancestry. You have the fey creature type. 
  You can sense magic within 10' of you, and are 
  vulnerable (1d6) to cold iron.
     Building and Breaking. Gremlins are skilled 
  crafters of many gadgets and gizmos. They share 
  much in common with the gnomes this way, 
  building clockwork creations and eye-catching 
  mechanical wonders. Gremlins have been known 
  to make clocks, moving animals, wind-up tops, 
  and many other incredible devices requiring 
  canny feats of engineering. The only trouble is, 
  they’re just as fond of breaking things as they are 
  building them. Though many humans ascribe this 
  to malice, it’s more often just due to curiosity: 
  most gremlins just want to see how things 
  work so they can make one that’s even better! 
  Nevertheless, the human prejudice remains, and 
  gremlins are often blamed for unrelated mishaps 
  because of the belief that they sabotage other 
  crafters’ work out of jealousy, anger, or boredom. 
   Dizzying Intellect. Gremlins have sharp minds 
  that they use in often unexpected ways. To a 
  gremlin, a particularly clever prank may be worth 
  playing out over more than a decade, or it might 
  be concluded in the blink of an eye. Gremlins are 
  not vengeful per se, but they never forget a slight 
  nor forgive it. If a gremlin feels someone has 
  slighted or made a fool of them, they ensure the 
  offender never forgets who is the real fool. 
     Age. Gremlins mature quickly, reaching 
  adulthood by 10.  They usually live short, chaotic 
  lives, but aare not considered old until they reach 
  100. Gremlins can be as old as 250.
  Spriggan
  Made from living vines, trees, and other plants the 
  spriggan are one of the stranger races of The Dreaming. 
  Spriggan have a roughly humanoid shape, but typically 
  have dark, barklike skin—and where a human has hair,
  a spriggan has springy moss or 
  supple leaves. Spriggan, as nature 
  spirits, are most at home in forests 
  and grassy hills, but there are more 
  than a few reports of spriggan making 
  their homes in parks within cities.
     Defender of One, Protector of All. 
  All spriggan are driven by the innate 
  urge to protect, be it an ideal, a 
  person, a place, or an entire people. 
  They have been known to guard 
  locations such as magical springs, 
  mushroom circles, and tree groves 
  due to feelings of connection to the 
  place.  Likewise a spriggan may serve
  
  PPeeooplpeles os of tf thhe Fe Feey R
  y Reealalmms s | | EEONS MAGAZINE
  another fey or—rarely—a mortal acting as an 
  eternal bodyguard. These feelings of protection 
  often lead the spriggan to find themselves joining 
  druidic circles or swearing a knightly oath. High-
  ranking members of the Summer Court employ 
  battalions of spriggan to keep safe their fortresses 
  within the Dreaming, protecting their borders 
  against invasions from the Bleak Gate. 
   Humorless Sentinels. The fey are renowned for 
  strong emotions and their willful-yet-carefree 
  attitudes. Though their thoughts and motives are 
  completely inscrutable, they always wear their 
  feelings on their sleeves. Spriggan are an 
  emotionless exception. Satyrs and other jokesters 
  think them humorless sticks-in-the-mud. In the 
  Dreaming, something unusual or out-of-place is 
  idiomatically described as “a laughing spriggan.” 
  The spriggan don’t understand that idiom, either.
   Bloom into Being. Spriggan are genderless and 
  do not reproduce like most other races. During 
  each spriggan’s life, it enters a dormant phase 
  called budding. During this time the spriggan 
  asks a creature it has formed a personal bond 
  with to protect their charge in their stead, so they 
  may retreat into seclusion for one year. Over that 
  year, the spriggan’s buds take root in the ground, 
  and their parent brings water and mulch to 
  nourish them. At the end of the year, new 
  spriggan spring forth from the soil fully grown 
  and filled with the impulse to find a charge to 
  defend. 
     Age. Spriggan have no natural end to their 
  lifespans; they will live until they die from 
  disease, violence, or other similar means. They 
  reach adulthood at age 50, and do not ever enter 
  old age.
     Spriggan are generally 6 to 7 feet tall and can 
  weigh up to 450 pounds. Spriggan share the 
  following racial traits.
  Statistics
  Size: Medium; fey plant
  Attributes: STR +1, INT +1, WIL +1, MAG +2      
  Skill Choices:  [outdoor]
  Exploits
     Fey Ancestry. You have the fey creature 
  type. You can sense magic within 10' of you, 
  and are vulnerable (1d6) to cold iron.
     Plant. As a plant, your skin is hardened and 
  rough granting you natural SOAK 5. However, 
  you are vulnerable (1d6) to fire. You ignore 
  natural difficult terrain unless it is fire or heat-
  based.
     Darksight. Accustomed to living life in 
  twilight conditions of the Dreaming, you have 
  superior vision in dark and dim conditions. 
  You can see in darkness as though it were 
  daylight.
     Nature's Grasp. Once per day, you can cause 
  an area to become covered in entangling, 
  grasping vines which turn it into difficult 
  terrain. This takes two actions, and covers an 
  area with a diameter in feet equal to ten times 
  your MAG attribute. The area reverts back to 
  normal after five minutes.
     Natural Magic. You know the secret of plants.
  The Dreaming
  Everyone knows that the fey live in the Dreaming, 
  and that spirits of the dead can linger in the Bleak 
  Gate, but most people are unclear on just what they 
  are. They disagree on whether you can physically go 
  to these realms by walking, or if you would need 
  magic, and if you went there just what you’d see.
     The Clergy states that the Dreaming, which they 
  call the Green Temptress or Hell’s Garden, is where 
  people’s minds go when they sleep, and that the 
  beings called the fey are dreams given flesh by evil 
  magic. Folk religion in Ber proclaims that the moon 
  is a looking glass, and the Dreaming is what we look 
  like reflected in it, while many Drakrans believe it’s a 
  trap between this world and the afterlife, meant to 
  trick people from their just ends. 
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 22 - OLD, Races - Peoples of the Fey Realms.pdf