A apology from my end, for being stupidly lazy with posts. Life is hectic for the Lady of the Fae, so let’s hope that my sporadic posts make up for that.
To bring some variety to the Fey we see presented in Dungeons and Dragons, here are some that are taken directly from faerie lore across the world as well as some custom things created for my own amusement and games. These are also a sampling of creatures from a larger project I am currently working on, and only really have had the time to make any sort of real headway with.
Related to friendly household spirits such as Brownies, the Bwca is the much more mean-spirited version of these diminutive, helpful Good Neighbors.
The Bwca, as a house faerie, will do chores while the inhabitants are not around or blissfully unaware of its physical presence. However, if it is not thanked en masse for its hard work, via an offering of alcohol or a saucer of cream, it will soon become destructive and wreck havoc across the property it works to maintain and live in.
Vaguely resembling bipedal tree-like forms, Deepwoods Guardians are aptly named: nomadic shaman-esque fey creatures who are skilled in pacifistic magic and guiding the lost.
Though they are capable of great destruction, violence is never their first reaction. Often, they would rather talk to someone and figure out the reasoning to their actions before choosing a proper course of action. And sometimes, if one is lucky, a wanderer would gain it’s s favor by doing such small things, like planting a flower.
One does not often think about giants as being Fey creatures, but such is the case in two beings: the kind-hearted Firbolgs and the much-less pleasant Jack-In-Irons.
Wandering lonely causeways and passages in the dead of night, the Jack-In-Irons is a malign thing. It does not take kindly to those it crosses, especially humanoids who lack faerie blood.
Their most well-known attack is when they lob one of many heads at wanderers, which they seem to never have any less then five heads total of things which they have recently killed.
A horror if there ever was one, the Nuckalavae is a chaotic beast even amongst the wild faeries.
The Nuckalavae is something which is unimpeded by water and terrain, the ocean proving just as easy for it to navigate as the roaming hillsides it stalks. Sailors know to avoid the territory it claims as its own, and that the only way to keep away from it is by crossing a rather mundane threshold: a simple brook of running water will stop it dead in it’s tracks.
All artwork belongs to their respected artists. All creatures are either created from homebrew or are actual mythological figures: if they resemble anything previously created, this is by sheer chance.
All content by Pitfalls and Pixies belongs to Faith D’Ambrosio (Brynvalk.Wordpress.com)
Ah, the warmer months of spring and summer. When life comes about, new and refreshed after the cold winter’s reign. It just makes you want to dance and flit about, doesn’t it?
Well, that sort of merriment comes to Pitfalls and Pixies for the month of June. Once more, you, adventurous homebrewers, set foot into the mysterious Realm of Wonder in this month’s installment titled The Third Fey March.
The Third Fey March is part of an expanding network (or should we say hivemind for some of the creatures) to provide the tabletop gaming community with more Faerie/Fey themed content, as it seems to be drastically small in comparison to things like demons, dragons and the like. And certainly, lady Titania and lord Oberon are none too pleased by this.
What Qualifies For ‘The Third Fey March’?
As the world of the Good Neighbors is stretched far and wide, and their mythology as varied as the cultures they come from, any sort of topic can be chosen, including but not limited to:
How do the Fae and other sylvan beings interact with your home world/personal setting?
Tricks and traps that faeries use to befuddle and trick mortals
Of course, new monsters inhabitants of the Faerie Realm. Everything from bwcas to the mightiest of Archfey, nothing is held off!
How you incorperate real-world mythos of the Faerie Folk into your games/stories
Sylvan-themed player options; races, backgrounds, feats and items (both normal and cursed: the Faerie Folk do love curses and tricks, after all!)
Fairies in popular culture and media, and how this has influenced them across the media spectrum
Show off your fantastical art with a sylvan motif! Fine art, writing, cosplay? Everything and anything goes!
Re-branding existing content as fey themed
Taking characters from pop culture who have such faerie ties and statting them for actual play in games, as either hostile or friendly NPC’s
But Brynvalk, How Do I Sign My Soul to the Fae Participate?
All you need to do is create content befitting of June’s theme, and post a link to this blog post in your contribution.
After this, you leave a link to said post in the comments of the hoster’s own page. At the end of the month, said hoster will compile all posts into one master post and show off this homage to the residents of the Realm of Wonder, hoping they will take kindly upon our offering to them.
Remember: if using someone’s art, always give credit where credit is due! ‘Tis just common courtesy.
Merry meet, merry part and merry meet again: I look forward to seeing what your creativity brings about!
Hail and well met, pixies and sprites, to 2019: I apologize profusely for my laziness on Pitfalls and Pixies, but hopefully with the New Year I’ll be more active (and now that the holiday season is over, as well).
This month’s RPG Blog Carnival kicks off with kjdavis’ ‘Divine Worldbuilding’. While not something I initially put great thought into, I suppose I would come now speaking about my current campaign and some of the deities which populate the realm known as Faustus Kil.
In this magitech setting which I run, there are several countries and powerhouses in existance: Chervaux, Saum, Zoraiv, Criyith, Petra, Aggithil and the Dreadfang Republic. Not all of them have a binding mythology to them, which makes the countries of Zoraiv and Criyith radically different from the other established locations.
(At least at the time of writing this: the second game I am running here is heading to Saum so this’ll allow me to flesh out this southern neighbor further. I may do a continuation of this topic with Zoraiv but that’s just so many deities that I have no idea how long it would take to cover them all.)
Criyith: The Dragon’s Roost
Literally that cliche’d region on any map that reads Here Be Dragons, the country known as Criyith is exactly that: the homeland of the dragons on the whole, as well as their offspring the Dragonborn and Dracovecta (humanoids which combine dragon blood and lineages not of that species). Criyith is an island in the southwest whose inhabitants are odd: not only do they have scales, tales and teeth, but they have an innate fear of any magic not of a divine nature.
As such, they have developed a close, intimate relationship with the four cornerstones of their regional pantheon. Those beings are the following, listed below and with their roles in their society.
Glamdraug: The Divine Egg-Bearer. She Who Provides. Life Domain.
The first of the major Criyithian pantheon, Glamdraug is the matron of the society and by far the one who is held aloft the most (though her importance is neck-and-neck with the other three: it seems she is just more revered then the others).
Glamdraug is seen as the mother of the draconic race and really, any creature that has the dragon typing. Her primary attributes are:
Life in its current state.
The action of childbirthing, courting, etc. In this aspect, Glamdraug could also be associated with romance and couples, if one stretches this meaning.
The extermination of the undead: a scourge against everything that this goddess stands for.
All of the dragons were created at the same time, by an unknown entity whose name is lost to all of those not their children. They are the only ones who remember this individual’s name, but they are sworn by blood and word to never reveal whom this may be.
Glamdraug was the first created, and scholars speculate the favored child out of the four. With a calm serenity to her, it is no surprise that she is favored among dragon-kind and revered as the Mother to All. Even those reptilian creatures who lack a semblance of sentience react at the mere mention of her name, such as wyverns and drakes.
Khorvas:The Justicar. He Who Decides. Knowledge Domain.
Perhaps the most studious of the four, Khorvas is the one who is most likely to speak to the mortal races beneath his wings. An adept scholar and collector of lost lore, the Justicar uses his acute mentality to win battles of wits and soothe over the arguments of divines and the common folk below.
Due to him being called He Who Decides, Khorvas has the following domains associated with his name:
Decision making, similar to that of Anubis and the Weighing of the Heart in standard Egyptian mythos.
Clairvoyance and divination: two arcane traditions that are actually not taboo to Criyinthians
Divine judgement, and delivering the will of the gods.
A quirk about Khorvas is his precidings over the arts of divination, which is typically seen as something heretical. This is not the case in the Land Of Dragons, due to He Who Decides having a claw directly involved in this. Priestly workings dedicated to Khorvas often use this sort of magic in communicating deeper with him.
In one of two current parties I run in this world, a player’s Dracovecta character says that she would identify most with Khorvas, as a Bard (College of Lore). Rilith is the scholarly sort, a third year at a mage school, and says that her veneration for this god most likely lead her down the path to studying at the Avehi Arcana Magitorium.
Otughu:The Thousand-Winged. He Who Billows. Tempest Domain.
Otughu is the third of the pantheon of Criyith, and some say he is the much more reserved foil to Parnaghast. Storms are chaotic and uncontrollable, but have a pattern: war and the insanity which She Who Feeds presides over does not, coming about out of nowhere.
Aspects of the Herald of Storms rules over include:
Storms (it’s literally in his job description).
Orderly chaos, or chaos that has a greater importance.
The elements of air and water: sources that nourish and provide, which works in tandem with Glamdraug.
Otughu is, by far, one of the more primal-minded deities due to the nature of what he presides over, but this does not mean savage. Otughu teaches those who wish to learn his viewpoints of Faustus Kil that being in tune with one’s instincts does not necessarily mean something negative in connotation. One of his prime teachings is “be the storm’s fury, but also the calm to its eye”.
Because of his controlled ferocity, he is not directly associated with the bloodlust that comes about in combat. Moreso, he is the tactician that strikes hard and at once after methodical thinking and deliberation. He is not about attacking at random, but knowing the precise moment to come in and call attention to him.
Parnaghast:The Ever-Active. She Who Feeds. War Domain.
Parnaghast, strangely enough, is the fourth of the dragons and is actually the most fleshed out (relatively speaking). The Criyinthian deity of war, destruction and the end of all things, she is a necessary evil when in conjuncture with the other three. Not merely the in-world chapter of Wizards of the Coast’ main baddie Tiamat, she has her own role to play in the world at large.
The being who causes much of the antagonism in Criyithian folkore, her associated concepts are as follows:
Generalized chaos, be this good or ill.
Destruction (for both personal pleasure and to ensure the start of a new day).
Conquest over enemies, the patron of the warrior, per say.
That does not mean that she is merely the villain in this mythology. Parnaghast’s fury is oftentimes what is needed to bring calm to a calamity: the end of things to allow for the new to blossom. From the ashes of her rampage comes the start of the beginning.
Chaos also does not directly associate itself with things such as trickery, as often many real-world gods and beings who are associated with Trickster archetype are also involved in chaotic aspects. This is not the case with Parnaghast, who has a distinct lack of this sort of nature to herself. She is the blood-rage of barbarians; the pain in a mother’s cry as she gives birth; the will to survive when one must decide on flight or fight.
Hello again, friends! I apologize for some time of absence but the job has gotten more and more busy in the past weeks with the holidays coming up. Trade season is one heck of a time.
Regardless, I wanted to give you guys a sneak peak at part of the latest project I’m working on with two new playable races: the Arcaniva and Tulpa.
Both of these races are rather strange and mystical, and are part of my own homebrew campaign world. I’d love for you guys to play one and give me some feedback on how it runs!
A side note: Tulpa are a great race for children to play, in order to get them used to 5th Edition. It lets them select any number of traits to make a character they like without having to be limited to what is already offered by the system. At the same time, it is challenging enough for more experienced players due to their quirk based on thought.
I swear, the thing pulsated in an unholy way that shouldn’t ever exist. I blame rampant mages for its mere existance.
Magical energy cannot truly be destroyed; simply only transfered into a different form once one means has been expent. Those talented in various arcane and divine traditions know this all too well, and should take the utmost care in their spellwork.
For some though, primarily those who gain their powers through Otherworldly pacts and Wild Magic Surges, they do not have the ability to control their biggest strength. In the wake of these rampant powers, Arcanivas are born.
A Matter of Magic. Arcaniva are a race which has only recently been classified as its own breed of sentient creature and not just a simple magical anomaly. They claim that they have been around for just about eternity, but it is only in recent times they have been given an official name.
Arcaniva Names. Arcaniva are strange, in how their names are self chosen and gender neutral. They are often a word or short phrase that is associated with magic and various mystical traditions across the realm. Some even name themselves after enchanted creatures which they find intriguing and natural phenominom associated with magic.
Example Names. Rune, Sigil, Salamander, Pendulum, Kirin, Augury, Silver, Eclipse
Racial Features. As an Arcaniva, you have the following traits that you share with others of your race.
Ability Score Increase. Your Constitution increases by two. Arcaniva, while being the result of spells, need to be hardy to survive as long as they have with little detection.
Move Speed. You have a move speed of 30 feet, and you hover an inch to two inches off of the ground. Arcaniva don’t have completly corporeal tethers to the ground beneath them, as magic is fluid and consistantly fluxuating.
Languages. You know how to read, write and speak Common and one additional language based on your subtype.
Darkvision. You can see in darkness for up to 60 feet in shades of grey.
Magical Mindset. You are proficient in the Arcana skill. If not adept casters themselves, it helps Arcaniva understand their own strange origins.
Innate Spellcasting. As beings born of magic, you have a limited number of known spells which is dependant on your subtype. This is described below in the next section.
Subtypes. When creating an Arcaniva, you may choose from one of the following as a subtype.
Arcaniva who come into being with the Nature subtype are the biproducts of druidic practices long since ceased.
Ability Score Increase. Your Wisdom increases by one.
Additional Language. You may choose to understand either Elvish or Druidic.
Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.
1st Level.druidcraft, mending, produce flame
3rd Level (regain on a short or long rest).absorb elements, longstrider, purify food and drink
5th Level (regain on a long rest).flaming sphere, healing spirit, warding wind
Arcaniva born into this typing are the remains of holy magic, whether they be Clerical rituals or a Paladin’s righteous fury.
Ability Score Increase. Your Intelligence increases by one.
Additional Language. You may choose to understand either Celestial or Sylvan.
Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.
3rd Level (regain use on a short or long rest). *bless, detect poison and disease,
5th Level (regain use on a long rest).branding smite, continual flame, spiritual weapon
Arcaniva born with the Occult subtype are products born from dark rituals and tappings into the most taboo practices of magic.
Ability Score Increse. Your Charisma increases by one.
Additional Language. You may choose to understand either Abyssal or Infernal.
Innate Spellcasting List. At corresponding levels, you may choose one spell listed from each section.
1st Level.mage hand, prestigiditation, minor illusion
3rd Level (regain use on a short or long rest).false life, illusory script, silent image
5th Level (regain use on a long rest).misty step, ray of enfeeblement, shatter
No mommy, I swear that Barghil is real! Isn’t that right, Barghil?
Their existance is yet to be completly understood, though they have been known through many iterations and names in different regions. Many times, they are played off as simply imaginary friends to children and young adults. But these are more then just the past times of an overactive imagination. These are tulpas.
Whimsy Made Real. Tulpa are in a sense, akin to constructs in that they are artificially created but their forms are as wild as the minds of those they spring forth from. Their appearances can range from fantastical creatures to noble warriors and terrifying specters. They are not limited to what is possible in the Material Plane and its rules of physiology.
Children at Heart and Essence. Rare creatures, tulpa are innately connected to children and those who have a imaginative way of seeing the world around them. But they understand more then even the most literate bards that words have power. So long as their story and thought of what makes them who they are, they will live on immune to the passage of time. But if they are forgotten, they shall disappear eternally.
Ability Score Increase Your Wisdom increases by two, and one stat of your choice increases by one. Tulpa often have a strange world view of their own, but their features can be anything that can be imagined.
Move Speed Your move speed is 30 feet.
Languages. You know how to read, write and understand Common and a language of the person whose imagination you sprung forth from. For example, if you were imagined by a tiefling, you would know Common and Abyssal.
Ageless. You cannot age and cannot be killed by old age so long as you are remembered in some way. However, you can still die from poison, physical damage or anything else which may take the life of another.
Pure Imagination. Unlike standard races, when creating a tulpa, you may choose three of the features listed below. These also have a list of attributes which can be associated with each of these traits. Ypu choose one trait from each section below
Pure Imagination, Section 1
Aquatic. With fish like traits, you have the ability to breathe in and out of water.
Darkvision. Manifesting in eyes which glisten with unnatural energy, you can see in the dark in shades of grey up to 60 feet out. You cannot see in magical darkness.
Sturdy. Larger or more stocky in physical form, you have advantage on Strength saving throws to resist being grappled or moved by force. You may also make this saving throw to ignore a spell effect that automatically pushes you away.
Elemental Resistance. Your skin glistens and shines with sparks of energy found in the natural world. When creating a tulpa, choose either fire, lightning, cold, acid, poison
Flight/Gliding. Appearing many times as wings or even flaps of skin on the arms, you can naturally fly at a speed equal to your move speed so long as you are not wearing medium or heavy armor. You may also choose this option as a means to break your fall if you are falling from great heights.
Pure Imagination, Section 2
Camogflauge. You have an innate ability to hide yourself naturally. You can change the color of your skin and the equipment you wear to gain advantage on Stealth checks.
Charge. When you move in a straight line for at least 20 feet, any melee weapon you hit does an additional 1d6 damage of the damage of the type that it normally would do.
Natural Weapons. Beast-like in your manners, you have either a natural Bite or Claw attack which deals 1d6 piercing or slashing damage.
Tree Stride. You may enter a tree that is a size Large or bigger, then reappear out of another tree of a similar size no more then 60 feet away. You have one use of this and regain it on a short or long rest.
Mimicry. You can skillfully imitate voices and sounds which you have heard. Those who can hear the imitation can make a Intelligence (Investigation) check equal to 8 + your proficiency modifier.
Pure Imagination, Section 3
Beast and Plant Speech. You can speak fluently with animals and plants as if you shared a language with them.
Fey Thought Patterns. The imagination of the one you were born from was not easilly swayed. You have advantage on saving throws against being charmed, and cannot be put to sleep through magical means.
Magically Inclined. the air around you shimmers in a strange yet enchanting light. Choose a spell list from Bard, Cleric, Druid, Sorcerer or Wizard. You may choose two cantrips from that spellcasting list to learn.
Mana Blood. You being born of high magic has you not needed to eat or sleep. You can still eat but it is not mandatory for you to do so. Alcohol can still make you feel the side effects of over drinking, however.
Terrifying Presence. Just being around you is enough to make others quake in fear. You have advantage on Intimidation rolls as well as advantage on fear saving throws.