Magical humans with inherent fey powers.
Andlit
Metahumans whose form change as their character does.
- Lifespan : 120 years
- Diet: Common mortal fare, though some variations may occur
- Habitat: Anywhere
- Socioeconomic Status: Privileged oppressed
Polymorphic metahumans who change form as their character changes. Any change in stats, skills, powers, or motivations will alter their bodily form.
Most start out looking like their parents, but they very quickly begin to develop new features. Their features can range from hair or skin color, height, weight, number of limbs, extra eyes, to gaining features not common to humans such as wings, antennae, horns or antlers, hooves, claws, and so on. Others gain truly uncommon features, such as bone ridges, new organs, new layers of flesh, new kinds of bodily fluids, completely new formats or shapes to the body, and so on.
Andlits have no control over how their forms shift - there is no one-to-one correlation between character and form changes. They are never deleterious, however, and sometimes, they do reflect the character changes. Changes take effect sporadically as their character develops (mechanically, when the character sheet is updated or after eight hours of sleep, depending on when the GM and player can get to it).
Most andlits gain special powers as they grow due to gaining new sensory organs or other bodily features. Some common ones include the following:
- Sense fey energies (antennae)
- Sense emotions (heart changes)
- View fate (third eye)
- View dreams (third eye)
- Understand languages (third ear)
- Acidic spit (second stomach or new saliva glands)
- Mist breath (extra lung)
- Fairy light flesh
- Faeriefire hair
- Lucky finger
- Double voice (second larynx)
Other powers are possible. Consult with the GM. Not all bodily changes bring new powers - these happen about once every 10 changes or with a major change. Bonuses from magical objects do not count as a change to a stat or skill.
The most prominent nation of andlits were nomadic tribes in the west. They revered their witches,called voelva, as great leaders, and sought to live lives that upheld certain values. They were warriors, mystics, and farmers. Those who come to the imperial lands come for many reasons, but mostly as immigrants seeking different lives and opportunities away from that culture. They might keep certain rituals, cuisine, music, or stories, but they generally try to hide these or keep to themselves, maybe keeping to their families.
In the imperial lands, andlits are not specifically discriminated against, but they are generally discriminated against as immigrants. Some are more able to assimilate than others, if their forms remain more like a basic human.
PRO 8 ATH 8 STR 8 AWA 8 WIL 9 PRS 8 STH 8
Daonna Glas
Green humans of the woods.
- Lifespan: 80-200 years
- Diet: Fey forest fare
- Habitat: Forests and woodlands
- Socioeconomic Status: Privileged oppressed
The daonna glas are humans with green skin and light hair. They are usually about 5’ tall.
Daonna glas can speak to trees. If they live in a forest for a year and a day, they bond to it and know it well. They can walk through wood at will, thrice per day, and they can fade into the background amongst any group of plants large enough.
The daonna glas live in secret communities in the forests of Faerie. They are protectors of many secret tales, which they learn from the trees, and they are known to use ancient lore and charms to make their forests into strange mazes. They see trees as members of their communities, not a separate species, and some even make trees their lovers in a nonphysical sense.
In imperial lands, they are seen as strange, fey, and dangerous.
PRO 8 ATH 8 Climb 9 STR 7 AWA 9 WIL 8 PRS 7 STH 9
Disgleir
People in the lights.
- Lifespan: 200 years
- Diet: Confusion and mystery or common fey fare
- Habitat: Faerie
- Socioeconomic Status: Oppressed
Disgleirs are metahumans who live in lights. Though if one sees them without fairylights around them, they appear to be fair-skinned, red-haired, green-eyed humans with eerily similar appearance to each other, most people only see them as vaguely dark silhouettes in a wall of sparkling, twinkling lights.
Disgleirs experience the world through a lens of fairylights, meaning they see aurae around people that expose their dreams, know things they couldn’t possibly know, notice when shadows are misbehaving, see legends and stories associated with people, and can’t tell the difference between illusion and reality. Their eyes are filled with fairylights.
A disgleir can release fairylights by singing or whistling, and if enough of them are together, they can create a massive wall of them. These songs are not heard by anyone but other disgleirs unless others are very close by, and even then, they are vague and strange. If enough disgleirs are in one place, they can cause people to lose track of time, cause timepieces to stop, make gravity misbehave, create vivid dreams in people, and cause odd teleportations.
If there is enough fairylights around a disgleir, they can use it to teleport intentionally anywhere within 500 miles. They will appear in a wall of lights.
Disgleirs live in hidden communities in Faerie. They have their own rituals, their special songs, their communal festivals and feasts, and their secret language that they only share amongst themselves. They will only leave their communities on special journeys in which they gather mysteries and spread confusion, both of which empower and sustain them. Most people think them to be alien encounters and have no idea what they experienced if they interact with a disgleir, as the disgleir only appears with other disgleirs in a wall of light, then vanishes. But when a disgleir goes alone into imperial or mortal society, they are usually off-putting to others, as they are so different and awkward amongst them (typically, but not always).
PRO 8 ATH 8 STR 8 AWA 10 WIL 8 PRS 9 among their own 7 among other mortals STH 8
Ganlauart
Mouthless metahumans.
- Lifespan: 70-100 years
- Diet: Aromas of common mortal fare
- Habitat: Fey lands
- Socioeconomic Status: Privileged oppressed
Ganlauarts appear to be humans with skin that changes hues to match their surroundings. The sclera of their eyes is a similar hue to their skin, only slightly lighter, and their hair is often a little darker than their skin. They have no mouths.
Ganlauarts gain sustenance from smell alone. Their sense of smell is heightened, and anything they smell as food will be consumed as if they were eating it. The same rules apply to their smelling something as it would another metahuman eating something, including with poison.
They cannot speak, and they do not make sounds when they move. If they bang a drum, for example, no sound will come out. They communicate only through body language.
Ganlauarts can hear for miles around.
Anyone who makes a sound near them (other than speaking) if they are with a group of five or more ganlauarts must roll AWA or become struck mute. Anyone who speaks to a group of five or more ganlauarts must roll AWA or become permanently insensate. An individual ganlauart may inflict either of these on a person via touch, but it costs them STR.
Ganlauarts dwell in small, quiet communities in fey lands, living in communion with the world as its observers without distraction from their own selves. They are led by a silent leader who is elected passively, and they make most decisions collectively unless the leader is needed to break a tie.
Their culture is focused on observation of the fey world and the lore of silence, its power to reveal and its power to conceal. They believe that Silence is a palpable force that they worship.
Those in the imperial core are usually alien, bizarre, and off-putting, and they are shunned and treated poorly by the ruling class and those who do not understand them.
PRO 8 ATH 8 STR 8 AWA 10 WIL 9 PRS 8 STH 15
Pesperian
Metahumans imbued with the powers of fortune.
- Lifespan : 120 years
- Diet: Common mortal fare
- Habitat: Anywhere
- Socioeconomic Status: Oppressed
Pesperians are humans with purple or blue hair and skin that changes hues over the course of their life, ranging through the entire color spectrum, ending in deep purple at their oldest. Their average height is 5' instead of 6.
Pesperians can sense the winds of fortune. They know which way they are blowing, and thus, they know when to take risks. They are affected by shifts in fortune, and they can grant shifts in fortune to others with a wink.
The winds of fortunes blow in these directions:
- Critically bad fortune - GM simply narrates failures on all rolls
- Exceptionally bad fortune - low die-3
- Specially bad fortune - take low die
- Normally bad fortune - -1 to all rolls
- Neutral - take middle die
- Normally good fortune - +1 to all rolls
- Specially good fortune - take high die
- Exceptionally good fortune - high die+3
- Critically good fortune - player simply narrates successes on all rolls
Fortunes shift on various dice rolls:
- 111: critically bad fortune
- 123: reverse fortune down one level
- 222: specially bad fortune
- 234: opposite fortune
- 235: roll d12s instead of d10s
- 248: reverse fortune down two levels
- 333: normal good fortune
- 345: improve fortune up four levels
- 357: roll d20s instead of d10s
- 369: improve fortune up two levels
- 444: normal bad fortune
- 456: expand neutrality (add two more die to rolls)
- 468: roll d8s instead of d10s
- 555: reset to neutral
- 567: reverse fortune down four levels
- 666: improve fortune up one level
- 678: reverse fortune down three levels
- 680: roll d6s instead of d10s
- 777: critcally good fortune
- 789: improve fortune up three levels
- 888: exceptionally bad fortune
- 890: expand randomness (only roll one d10 on rolls)
- 999: specially good fortune
- 000: exceptionally good fortune
The wink of a pesperian shifts fortune based on the pesperian's fortune. Their fortune is determined by the winds blowing around them (or supernatural effects from others). If their fortune is bad, they cannot wink and give someone good fortune. If their fortune is good, how much they can give is determined by the level of fortune (improve by 1 level - normal luck, improve by 2 - special luck, improve by 3 - exceptional luck, improve by 4 - critical luck).
Pesperians live on sky islands and engage in games of incredible risk. Their culture is one of adventure and stories, which they share regularly, of games of chance, of strange sports, and of many, many forms of flight.
Their obsession with risk means they have a very odd society. Those with the best luck are the default leaders, and they follow the decisions of these people no matter what.
Pesperians make terrible slaves unless their luck is bad, which is the status of most pesperians who end up as slaves. Those who end up free in the imperial lands sometimes stay because the winds of fortune pointed them that way.
PRO 7 ATH 7 STR 7 AWA 7 WIL 7 PRS 7 STH 7