Faen

Faen (pronounced FAY-in, singular and plural) is a catch-all term for three different kinds of diminutive people. In many ways, it’s useful to discuss the three of them together, for they have a great many similarities—and some marked differences. The three types of faen are the spellcasting loresongs, the nimble quicklings, and the winged sprytes. Characters cannot start the campaign as 1stlevel sprytes, only as loresongs or quicklings. See the “Metamorphosis” sections in this entry for more information.

Roleplaying Faen

Fleet of foot and quick witted, faen are exactly what you’re looking for if you like the idea of the legendary fey, of characters who favor quickness over brute force, or of characters who can’t be measured by their stature.

Loresong and quickling faen make up an intertwined society. They refer to each other as “cousin,” and biologically they are 100 percent compatible. There are no faen half-breeds; no matter what the parentage, a child is either fully loresong or fully quickling. Genetic throwbacks may occur, though—it is not uncommon for two quicklings to sire a loresong or vice versa.

Loresong and quickling characters can choose to undergo a metamorphosis into a spryte. This is something no faen does lightly, because it is a permanent change. About one in six faen metamorphose at some point in their lives. Becoming a spryte doesn’t really change one’s outlook: Sprytes still display the personality traits of the faen type and individuals they once were. Only their form differs. Of course, the change itself—and adapting to the new form, its abilities, and its limitations—can bring about change in some individuals. More than other faen, sprytes often leave their society to discover the world, explore nature, or just to be on their own.

Faen value security and safety. The typical faen wants nothing more than to settle somewhere safe and live a pleasant, peaceful life with friends and family. Aspects of faen psychology, however, work counter to such a life. For one, many faen are extremely curious explorers who pursue new discoveries. Loresong faen often seek new mystical wonders or magical spells, while quicklings commonly seek wealth or riches. Sprytes might aim for either.

Faen are also somewhat frivolous. While they enjoy security, they rarely plan too far ahead. They live more for the moment than for the long term, and they value things like laughter, song, and strong positive emotions more than humans do. This attitude sometimes leads them into “trouble” (by human standards) down the road, forcing them to leave the safety of their homes to take care of a problem that they failed to foresee. It should be noted that, while faen love laughter, they are not practical jokers or tricksters. They would rather tell a joke than play a joke on someone. Faen would find a practical joker disruptive and annoying, not funny.

When you play a faen, your actions shouldn’t be considered reckless, but they might be seen as less than well thought-out by nonfaen. This doesn’t make you unwise or foolish, however. Faen curiosity has led to amazing discoveries, and the success of their civilization over the millennia is testimony to their bravery and ingenuity.

Loresong faen usually become mages of some kind: magisters, runethanes, greenbonds, mage blades, or witches (they prefer wind, winter, and wood witch.) In the eyes of many loresongs, a mage blade is a warrior. Still, some loresong faen become akashics (frequently, multiclass akashic/magisters or akashic/mage blades), and even champions, ritual warriors, oathsworn, or unfettered. They are rarely warmains or totem warriors.

Quickling faen take advantage of their agility and speed to become unfettered, totem warriors (usually hawk or wolverine totems), champions, ritual warriors, or mage blades. Although occasionally members of other classes, they almost never become warmains. Faen champions usually fight for freedom, life, the faen race, or the Harrowdeep forest.

Most sprytes one encounters are spellcasters of some kind. Their stature impedes their effectiveness as warriors but proves an advantage when it comes to spellcasting. The fact that they can fly above their foes helps keep them safe. Faen Gods : The idea that faen are having continual revelations about new gods (see “Religion,” below) provides players with opportunities for fun—they can create gods as they need them on the fly. The more specific the god and his portfolio, the better. The players probably will want to make note of gods they create, in case they need to call upon Yeochir, god of dancing without shoes, again. It is important to remember, though, that faen really believe in these gods. And who’s to say they’re not real? Personality: All faen demonstrate a love for physical pleasure and frivolous fun. They enjoy food, games, puzzles, song, dance, and drink. They don’t pay a lot of attention to social standing or popularity, but they do enjoy praise.

Security is of great concern to faen. They want to know that they have someplace to run to if endangered—it’s not uncommon for faen to note the exits of a building as soon as they enter.Physical Description: Quicklings stand about 3 feet tall, while loresongs are usually about 6 inches taller. Loresong faen appear more massive than the quicklings, who are always very thin and lean. Male loresongs often sport beards or thick sideburns, but quicklings grow no facial hair. Both types of faen tend to wear their thick hair long. Their large eyes sparkle with life and a hint of magic. Their ears are pointed.

Sprytes are only between 16 and 18 inches tall. Their gossamer wings resemble those of an insect and beat extremely fast to keep them aloft. Their wingspan is about 20 inches. Their bodies are thin and lithe (all the better for flying). Their faces are long and comely, and they have large but slenderly pointed ears. Relations: Faen are not quick to judge a creature based on race, so it is safe to say that they get along with all races equally. Despite the staggering difference in size, faen particularly enjoy the company of giants. This most likely stems from the giants’ warm and relaxed demeanor.

The three different kinds of faen get along very well, intermix freely, and live in the same communities. Loresong and quicklings frequently intermarry, though their offspring are always either pure quickling or pure loresong. Sprytes cannot reproduce. Outlook: While few faen are outright sadistic or cruel, an equally small number of them are truly benevolent or altruistic. Most remain fairly self-interested or focused solely on the wellbeing of a small chosen group of family members and friends. Faen believe that people should be able to do what they want, as long as it does not unduly harm or endanger others—or impinge on their desires. They’re not interested in law or government and resent someone attempting to give them orders.

Loresong faen possess an innate attunement for magic. They prize magic above all else—it is not just a fascination, but an actual compulsion.

Quicklings feel best when unencumbered. They seem prone to rash and foolhardy actions. The most frivolous of all faen, they are the bravest and noblest as well.

Sprytes are usually quite cautious, due to their tiny size. Still, they like to have fun and value kindness and generosity very highly. Faen Lands: Faen live mainly in mountainous, rugged woodlands. They congregate in secluded villages that often sprout up near natural shelter where they can hide for safety (a cave, a valley or ravine, and so on). Many have taken up residence in the cosmopolitan giantish cities, living alongside humans and others. Religion: Faen worship all sorts of gods—hundreds, if not thousands of them. In fact, other races accuse faen of just making up new gods whenever they feel like it. That’s not entirely true, however—at least not from the faen’s point of view. What is true is that faen are continually “becoming aware” of the presence of new gods. They believe that each faen remains in touch with the spiritual and celestial realms and from time to time experiences revelations about the existence of a new divine being. Thus, one commonly sees faen suddenly whisper a prayer, an oath, or an invocation to a god no one else has ever heard of. A faen experiencing such an epiphany usually does so at a moment appropriate to the nature of the god. A faen forced to swing on a rope across a chasm might suddenly discover knowledge of Derrah, goddess of rope, or Nevick, god of chasms, or even Juasthon, god of moving through the air without wings. Since all faen have these divine revelations—or at least in theory they could—the faen have no priesthood. They are all equally close to the divine. Most also feel duty bound to record the name and nature of the new god they have discovered and share it quietly with other faen. Language: All three races speak Faen and Common. Names: Faen normally have short first names with longer, descriptive surnames (translated into Common because they are proud of the meanings). Their own language uses very long, complex vowel sounds, so faen names transliterated into Common make heavy use of diphthongs. Here are some sample names:


 * Faen Male Names: Phain, Soern, Vaeth.


 * Faen Female Names: Nauva, Raechi.


 * Faen Surnames: Goldenhammer, Lorewriter, Kingmade,Morrowsong, Newtongue.

Adventurers: Faen adventurers hunt for great treasure or new types of magic. They also enjoy uncovering secrets and, in general, just learning new things and exploring new places. Favored Drink: Sweet wine, spiced cider; Favored Food: Wild game, fruits, and sweets; Favored Weapon: Bows.

Loresong Faen Racial Traits
 * Loresong faen receive a +2 racial bonus to Intelligence and a –2 racial penalty to Strength.


 * Small: Because they are Small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment and can lift and carry only threequarters as much as Medium characters.
 * Faen are light-footed and quiet when they wish to be, earning them a +2 racial bonus on Sneak checks.
 * Faen base speed is 20 feet.
 * Loresong faen have an affinity for magic, which grants them a +2 racial bonus to Spellcraft.
 * Innate Spell-Like Abilities: 1/day— detect magic, ghost sound, and lesser glowglobe. Use the loresong faen’s character level as the caster level.
 * Low-Light Vision: Faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
 * Metamorphosis: A faen of at least 3rd character level (in any class[es]) may choose to undergo a metamorphosis. This can occur only at a time when the character normally would gain a new or bonus feat—the metamorphosis is in lieu of the feat. The faen secretes a sticky substance that she wraps around herself. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which she emerges in a completely different form. Even smaller than before, the faen now has gossamer wings that can carry her aloft. She has become a spryte. A faen’s gear taken into the magical chrysalis emerges sized appropriately for the character’s new stature.
 * Automatic Languages: Common and Faen.
 * Bonus Languages: Any.
 * Loresong faen always gain Knowledge (faen) as a class skill.

The Evolved Loresong Faen

Evolved loresongs experience almost no change physically. There is, however, a palpable aura of magical power about them. Their eyes take on a unique sparkle, and there is a spring in their step that some might describe as surprising—and others might even term unnatural. They gain innate abilities.

Hit Die: 1d6

Skill Points at 1st Character Level: (4 + Intelligence bonus) × 4.

Skill Points at Higher Levels: 4 + Intelligence bonus.

“Class” Skills: Alchemy (Int), Decipher Script (Int), Knowledge (any) (Int), Search (Int), Speak Language (none), Spellcraft (Int), Use Magic Device (Cha).

Weapon and Armor Proficiency: Evolved loresong faen gain no additional proficiency with weapons or shields.

Evolved Loresong Spell-Like Abilities: At will—detect magic; 1/day—acrobatics, canny effort, charm, glamour, magic weapon, open lock. All are in addition to any other spell-like abilities the character already has, cast using the loresong’s character level with Intelligence as the key ability.

Quickling Faen Racial Traits
 * Quickling faen receive a +2 racial bonus to Dexterity and a –2 racial penalty to Strength.
 * Faen base speed is 20 feet.
 * Small: Because they are Small creatures, all faen gain a +1 size bonus to Armor Class and attack rolls and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons and equipment and can lift and carry only threequarters as much as a Medium character.
 * Run: When a quickling runs, he moves five times his normal speed rather than four times. Quicklings cannot use this racial ability when wearing heavy armor.
 * Faen are light-footed and quiet when they wish to be, earning them a +2 racial bonus on Sneak checks.
 * As quicklings are extremely nimble and react fast, they enjoy a +1 racial bonus to initiative checks.
 * Low-Light Vision: Faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
 * Metamorphosis: A faen of at least 3rd character level (in any class[es]) may choose to undergo a metamorphosis. This can occur only at a time when the character normally would gain a new or bonus feat—the metamorphosis is in lieu of the feat. The faen secretes a sticky substance that he wraps around himself. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which he emerges in a completely different form. Even smaller than before, the faen now has gossamer wings that can carry him aloft. He has become a spryte. A faen’s gear taken into the magical chrysalis emerges sized appropriately for the character’s new stature.
 * Automatic Languages: Common and Faen.
 * Bonus Languages: Any.
 * Quickling faen always gain Knowledge (faen) as a class skill.

The Evolved Quickling Faen

Quicklings who have undergone the evolution process granted by the dragons become even more nimble. They grow 3 to 4 inches taller, but their bodies only become thinner, their fingers and limbs longer—even their ears grow longer and more pointed. Their flesh usually becomes paler, and their eyes grow larger. Their movements, when they are alert, seem slightly blurred, as if when they move, they vibrate ever so slightly.

Hit Die: 1d6

Skill Points at 1st Character Level: (4 + Intelligence bonus) × 4.

Skill Points at Higher Levels: 4 + Intelligence bonus.

“Class” Skills: Climb (Str), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (faen) (Int), Listen (Wis), Open Lock (Dex), Perform (Dex), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Weapon and Armor Proficiency: Evolved quickling faen gain no additional proficiency with weapons or shields.

Spryte Racial Traits
 * Sprytes, being the result of a transformation from one of the other kinds of faen, lose all quickling and loresong racial abilities not mentioned below, such as the quickling’s run ability and the loresong’s spell-like abilities.
 * Sprytes receive a +2 racial bonus to Dexterity and a –2 racial penalty to Strength (these modifications stack with either loresong or quickling modifiers).
 * Fey: Sprytes are no longer humanoid in type, but Fey.
 * Tiny: Because they are Tiny creatures, sprytes gain a +2 size bonus to Armor Class and attack rolls (instead of the +1 bonus they had while Small), and a +8 size bonus to all Sneak checks (instead of the +4 bonus they had while Small). They must use Tiny-sized weapons and equipment and can lift and carry only half as much as Medium characters. Despite being Tiny, sprytes still occupy a 5-foot by 5-foot area, threaten the areas around them, and do not need to enter another’s area to make a melee attack.
 * Spryte base speed is 10 feet.
 * Flight: Sprytes have thin, transparent wings that allow them to fly at a speed of 30 with average maneuverability.
 * Low-Light Vision: All faen can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
 * Sprytes always gain Knowledge (faen) as a class skill.
 * Racial Levels: Unlike quicklings and loresongs, sprytes can take a few levels in “spryte” as a class to further master the aspects of their new form.

Spryte Levels

Sprytes can take up to three levels in “spryte” at any time. Each level represents the spryte mastering more facets of his new form. Not all sprytes take racial levels (or all three of them). Spryte levels stack with a spellcasting class level for purposes of determining caster level for spells. If the character has two spellcasting classes, the spryte levels add to the higher of the two class levels. Innate spell-like abilities gained through spryte levels use the character level as the caster level. The spryte can use the normal and diminished versions of these spells, but not the heightened versions, except for charm.

Hit Die: 1d6

Skill Points at Each Level: 2 + Intelligence bonus.

“Class” Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (faen) (Int), Knowledge (magic) (Int), and Sneak (Dex).

1st-Level Spryte Spell-Like Abilities: At will—detect magic; 1/day—charm (heightened), ghost sound, lesser glowglobe. All are in addition to any other spell-like abilities the character already has. Use the spryte’s character level as his caster level and his Charisma as the key ability.

2nd-Level Spryte Spell-Like Ability: 1/day—invisibility (self only). This is in addition to any other spell-like abilities the character already has. Use the spryte’s character level as his caster level.

3rd-Level Spryte Spell-Like Abilities: Innate magical abilities, 1/day—dispel magic, unknown (self only), suggestion. All are in addition to any other spell-like abilities the character already has. Use the spryte’s character level as his caster level and his Charisma as the key ability.

The Evolved Spryte

Evolved sprytes grow about an inch taller. Their wings take on a transparent reddish hue, and their features become even more angular and elongated. They glow with their own inner magical radiance and gain greater agility and more innate magical powers. It is possible for an evolved quickling or loresong to become a spryte, who then could take spryte levels followed by evolved spryte levels, thus being evolved in both forms.

4th-Level Evolved Spryte Spell-Like Abilities: 3/day—lesser glowglobe, seeker, suggestion; 1/day—dimension door. All are in addition to any other spell-like abilities the character already has.

5th-Level Evolved Spryte Spell-Like Abilities: 3/day—wind churn (heightened); 1/day—drain away speed. All are in addition to any other spell-like abilities the character already has.

6th-Level Evolved Spryte Spell-Like Abilities: 3/day—invisibility (self-only), 1/day—dispel magic, peer through matter. All are in addition to any other spell-like abilities the character already has.