Climate/Terrain: Underground or any temperate Frequency: Very rare
Organisation: Royal court Active cycle: Night
Diet: Vegetarian and dairy products Intelligence: 6/18 (low to genius)
Treasure: Solitary K, Lair (Faerie Court) F Alignment: Any chaotic
No. appearing: Solitary or (hunting party) 10-30 Armour class: Varies per armour
Movement: 12 Hit dice: Varies (Use character-class hit dice as for playing human characters.)
Thac0: Varies (As above) No. of attacks: 1
Damage per attack: Per weapon or Discretionary Ability Special attacks: As above
Magic resistance: 5% for every 100 years of age up to 2000 years,
e.g. 500 yrs = 25%
Size: M (5'4"+ tall)
Morale: 13 - 14 (Elite) XP value: Varies (Apply human class advancement + 100 XP)
Special defences: Magic resistance (see above), and all members of the opposite sex, as long as they look vaguely human, have a -3 on their attack rolls to hit a Daoine Sidhe.
Special weakness: All Daoine Sidhe hate iron. It robs them of their magical powers and defences. If wounded with iron in any weapon form, they lose +1 to their attack and damage rolls. If the piece of iron remains in the wound, they will loose 3 hit points per round until unconscious if it is not removed. If the iron is not removed within 10 rounds, the Daoine Sidhe will die and shrink away to nothing. [See "Aversion to Iron"]

THE DAOINE SIDHE AS A P.C.

Worlds: Occur naturally in the Otherworld realm of Annfwn, but may dimentionally travel to any Earth Plane if there is a Faerie Gateway there, i.e. set of standing stones.
Appearance: Beautiful humans with fair skin, fair hair and eyes of any normal colour. [For more detailed description, see "Physical Appearance"]
Ability-score modifiers: +2 Charisma, - 2 Wisdom

No Daoine Sidhe is born ugly and all normally have very sweet and gentle manners. This is due partly because of their magical nature which gives them +2 to their charisma score. [See "Special Defences"]

Because the Daoine Sidhe are such a flighty and frivolous race, they have - 2 to their wisdom. This is in keeping with their great distrust of religion.

Ability-score ranges: Str 3/17, Dex 12/18, Con 3/18, Int 6/18, Wis 3/16, Cha 15/20.
Starting age: 500 years + 4d10.
Alignment tendency: Any chaotic.
Discretionary and Fixed Abilities [See "Faerie Abilities" for more details]

Allowable classes

All Noble Faeries begin as 1st level bards. This explains the racially high initial scores for Dexterity and Charisma. Daoine Sidhe as bards do not require the high Intelligence (13).
Bard: Daoine Sidhe as bards follow the normal advancement procedure for the their class. They may advance as a straight bard to the maximum level allowed.

Note: Noble Faeries may use the normal bard weapon proficiencies.

Bards receive the maximum number of Discretionary Abilities, one each at level 2, 4, 6, etc. (GM's choice), till all abilities are gained.

Fighter: 5% (males only) may specialise as fighters. These are the Faerie knights. To be a knight, a Noble Faerie must have a Strength of 18. Their role in Faerie society is to protect the royal family and court once they have achieved level 12. If the court is attacked, or an intruder detected, it is the knights' job to deal with the problem.

Fighters receive only one (1) Discretionary Ability (GM's choice) at level 5.

Thief: 15% (females only) become specialised in the acts of thieving. These abilities are mostly employed stealing desirable infants of other races to strength their only depleted stock or to act as servants. [See "Changeling"] Male Faeries are more interested in producing their own offspring, so even if progressing as a bard, do not have the same abilities as a thief. At reaching level 9, a thief will stay permanently at the Faerie court unless sent on tasks by the Queen.

Thieves receive only three (3) Discretionary Abilities (GM's choice) at levels 1, 4 and 7.

Note: NO DAOINE SIDHE MAY EVER BE A PRIEST OR SIMILAR CLASS, i.e. druid, ranger. [That is unless leaned on by a god.]

Exceeding level limits: No matter how high a skill level a Daoine Sidhe may have, no advancement above level 12 for fighters or level 9 for thieves is allowed. This is frowned upon by the Queen as a "distraction" from the essence of being Daoine Sidhe.

CHARACTERISTICS (male/female)

Height: 60/59 inches, 2d10 modifier Weight: 135/100 pounds, 2d10 modifier
Age: On gaining Middle Age (500+), the Queen sends her subjects out into the worlds of mortals to gain experience and knowledge, doing tasks such as finding interesting objects or uncovering valuable information.

The needs and wants of the royal family are the most important thing in a Noble Faerie's existence. Once they reach Old Age (1500+), a Noble Faerie will spend more time at court to serve their Queen.

The Daoine Sidhe are true immortals, but can be killed by wounding, poisoning, disease, etc. Like AD&D elves, when a Noble Faerie reaches a Venerable Age (2000 yrs +), about 75% of them loose interest in life and just dwindle (shrink) and decay away. This has happened to the last King, Oberon, leaving his Queen, Titania on the Faerie throne. Counting the Queen, there are at the moment 5 Daoine Sidhe of a Venerable Age, one of which has gone crazy and is convinced she's a fish so lives at the bottom of a lake.

Aging effects: Daoine Sidhe do not visibly (physically or psychologically) age having reached maturity. Any type of change is hated by them. There are no modifiers to a Daoine Sidhe's statistics.


Index

Next

© 1997 | Last Revised Jan 1997 ]