This is a demi-human ancestry I have written for Best Left Buried. This came about when I was writing my solo game of Darkling Seas of Islesmere; I wanted a character to be a cast-off exile of the Glories, and this is what I came up with. I also wrote a unique Advancement and Disease for the character to use.
ROGUE FAE:
The myriad Fae are a bitter threat across Lendal, those of the forests and of nature who twist and contort the very reality they step upon. Divided into disparate and hivelike 'Courts', these shelled beings – more insect than human – show rampant dimorphism across their varied origins, each feudal and covetous Court a different species in its own right.
They settle themselves in the regions of untapped natural awe; the Torran ally themselves to their rain-saturated fetid swamps, the Darklin to their accused and gilded Hidden Sky and the Antlered to the shifting glens of the Linwode. Their forms alter and change in relation to this allegiance: the Fecundites, obsessed with fertility and reproduction, grew lustful and bloated in their fungal chasms as the Darklin Glories grew gold-scaled and starkly humanoid in avarice.
In this uncontrolled adaptation, scholarly folk debate on a distinct origin of the Fae peoples. No such point can be reasonably traced in their ancestry: unlike the Skaill or Orcs, who bear distinct and catalogued mythic inceptions, the Fae bear no such lineage. Only one continuous force unites the Courts in such a way; a collective love for the stars.
Rogue Fae are uncommon to see. In their covetous and inconstant nature many find solace in the childlike rivalry of the Courts; those who cast themselves out from them often bear humanoid emotional qualities and a lack of possessiveness that other Fae often find boring. Cast from the gluttony and pleasure of the Courts, their only solace is in their final love: the stars.
There are a selection of reasons why such Rogue Fae may join the motely ranks of a Cryptdigging company. Perhaps, to them, the company is a court in its own right, more entertaining or interesting than anything a Fae mind could produce. Perhaps they seek vengance on those who cast them out, or perhaps it is all a scheme; in secret, they may work on behalf of the Court, acting as a spy or concierge for their own devious ambitions.
Regardless, suspicion and intrigue are often brought about when a Fae stumbles upon a Cryptdigging camp. Unfamiliar allies may be found in the scholarly or Demi-Human, ancient grudges mended in the mutual dismay of the crypt.
[Note: Rogue Fae are built as a Demi-Human Ancestry as per the Best Left Buried: Ancestries Zine.]
BANISHED
COURT: Pick a Fae Court you were banished from and
note its assosciated Mood.
You gain 3 Fae Grip that can only
be spent on Exertion or Advancements used on Fae of this court or on
Monsters of the court's Mood.
Fae Grip resets when you sleep under the stars.
STAR-SPAWN: Once per lunar cycle you can read a prophecy from the stars and trees. This tells you a thread of fate itself: the Doomsayer must give you a cryptic vision as if you had used and spent an extra Grip on I see Truth in the Stars.
HIDDEN IDENTITY: Your Fae nature acts as a ward of sorts between you and lesser magical effects. Any none-attacking magical effect that targets you is rolled Against the Odds.
However, if the caster of a
magical attack or effect knows your True name, the roll is made with
the Upper Hand.
YOUR
FINAL COURT:
You find comfort
beneath the stars. If you do not sleep underneath the stars, you must
make a Will Check or lose 1 Grip.
Rogue Fae Psychology:
When taking an
Affliction, Rogue Fae roll below:
Rogue Fae Afflictions:
1.
Feasting Dreams.
2.
Yearning for Antiquity.
3. Hoardlust.
4. Silver
Fingers.
5. Courted Nightmares.
6. They Are Watching.
Courted Nightmares [Growing Affliction]
Your mind races in sleep, the
shimmering images of your former peers cropping into dreams like
weeds in a flowerbed.
When sleeping make a Will
Check or spend 1 Grip to avoid the sway of the court.
If failed, roll twice on the Mood
table appropriate to your Banished Court.
When you awaken you must act in a
way which presents the qualities rolled, perhaps offputting others or
acting brash and uncontrolled.
Yearning for Antiquity [Character Flaw]
It begins as an inkling intrusive
thought, yet with every attempt made to push it away it grows deeper
and stronger: have you made the right choice?
You develop a concern that
perhaps this is not the life for you, shadowing the mannerisms of
your former peers from your Banished Court.
Such behaviour – which is
similar to the Moods of the court – is distinctly inhuman
and inconstant. Hunger may rise and fall rapidly, you may burst out
into laughter at a slightest moment or may be in a constant misery at
seemingly happy occasions.
Given time, you may even seek to
make peace with your Court once more.
Fae
Names:
Fae names are often akin to titles, commonly
beginning with 'The' to denote that the name spoken is more
descriptive than identifying. This is often due to Fae names being
innately false in nature, a mask used to hide a precious 'True name'
that, if disclosed, exposes the Fae to magical influence and attack.
Giving another their true name rarely happens within Fae Courts. It is considered prized and romantic to hold the true name of another, a currency in its own right that many Fae will drool at the mouth for.
Shown Names: The Marigold, The Daisy, The Sun-Shine, The Petrichor, The Rainer, The Oaken, The Patience, The Lunar, The Star-Spawn, The Valley, The Lilly, The Rosemary, The Beauty
True
Names:
Roll up to three times, rerolling
duplicates, and connect through dashes or apostrophes.
Gwardlym, Ha, Styrien, Jaia,
Krosis, Erichor, Gwain, Epplyah, Iil, Kki, Mells, Sammira
D12 Banished Courts:
The appropriate Mood is shown in parenthesis beside the Court name.
Antlered Court (Hungering), Brazen Court (Igneous), Darklin Court (Otherworlder), Falen Court (Glacial), Fecundite Court (Earthen), Torran Court (Aquatic), Polypen Court (Arcane), Hiis Court (Critter), Kar'Tarn Court (Unthinking), Court of Inken Monogamy (Void-Hearted), Graven Court (Abomination), Keenen Court (Holy)
D12
Shell Patterns:
Spotted, Striped, Crescents, Scarred,
Scaled, Smooth, Glittering, Translucent, Sculpted, Curvaceous,
Bejewelled, Tattooed
D12
Newfound Pleasures:
Eating, Drinking, Singing,
Laughter, The feeling of Rain, Sun on the skin, Flower-Picking,
Flirting, Fencing, Woodworking, Reading, Herbology,
The following is a Rogue Fae-only Advancement I made for a herbalist character in my Darkling Seas of Islesmere solo play. I partly made this because a few other of the cryptdiggers had died and I wanted a feasible way for their story to continue. I also wanted a scary Fae disease that turns people into trees and weaved the two ideas together.
ADVANCEMENT: ROOTING REVIVAL:
Activating Rooting Revival costs D6 Grip and takes an hour, the deceased target it is used upon being brought back to life with a none-lethal Injury and the Fae-Rooting Disease.
Should a person revived through Rooting Revival die, they turn into a tree and cannot be brought back to life again.
Curing the Fae-Rooting Disease will also kill the revived target, though in such a scenario they may be brought back to life through other magical means.
A cadaver cannot be revived with Rooting Revival if the body is not intact or if they have been deceased for more than a week.
FAE-ROOTING:
STAGE 2: The skin hardens into a thick and fibrous bark, eyes glowing with golden shimmer. Ever-falling tears, thick and gilded tears, exude from the eyes in permanent sorrow.
The infected gains the Weakness (fire) Adaptation and none-herbal medicine loses all effect on them. The golden tears they weep are prized by Fae.
STAGE 3: Whee limbs meet the ground the taproot bursts from the skin, limbs turning to thick branches and rooting to the earth.
Every day at stage three, the infected loses a limb of their choice. Arms turn into branches, legs into roots.
Once all limbs are lost, the infected is transformed into a tree. They are still alive, and as the disease regresses they will regain function of their body. The infected loses D3 Grip every day they spend as a tree.
CURING FAE-ROOTING:
-At Recovery's end, pass a Will Check to reduce Fae-Rooting by 1 Stage. Any limbs lost to the illness return to function.
-Knowing the name of the Fae who infected them gives the check the Upper Hand.
-The Fae themselves are immune to this curse. Tricking them to cast a ritual or protective ward upon you could purge it from your body.