Not elves or half-elves, but aelfborn

ForceUser

Explorer
Bored with elves but enamored of all things fey, I have adopted the following race in my homebrew in lieu of elves and half-elves. I am interested in honest critique regarding the balance of the aelfborn's racial characteristics. Thanks!

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AELFBORN
Aelfborn are humans with fey ancestry that manifests itself in a variety of startling ways. An aelfborn descended of a dryad might have bark-like skin or green hair, while another with a sidhe ancestor may have pointed ears and lavender eyes; a third born of a satyr’s lust could have a single cloven hoof, small horns, and a six-fingered hand. Whatever their heritage, the aelfborn tend to share the fey susceptibility to cold-forged iron and the fey predilection for magic and music. They are often striking in their deformities, with charisma unmatched by other mortals. Indeed, although they have fey ancestry, the aelfborn are as mortal as any other player character race.

Among the Old Faith practitioners of the Ulvmann and Vangal tribes of the north, the aelfborn are seen as blessed with gifts from the Faire Folk of old, which the humans of northern Eriador once had a close relationship with. But with the conquest by the Thrycians from the south and their Celestine religion over the Old Faith peoples of the north, new converts began to actively hunt and kill any creatures that were considered unholy – including aelfborn. Since the time of the Redeemer, however, those born with fey traits are tolerated, but are considered cursed or disadvantaged by the spiritual descendants of the old Celestine faith. Thus, many aelfborn, feeling marginalized in or distrustful of human society, seek a greater understanding of their Faerie heritage in an effort to find their place in the world. Often looked down upon as throwbacks at best and demon-possessed at worst, some aelfborn, individualistic as they tend to be, find kinship among those with similar heritage. Although their fey ancestry often complicates their lives, it is not without its benefits.

AELFBORN RACIAL TRAITS
• +2 Charisma, -2 Constitution: aelfborn are alluring but frail.
• Medium: As Medium creatures, aelfborn have no special bonuses or penalties due to their size.
• Aelfborn base land speed is 30 feet.
• Fey: Aelfborn are humans with the fey subtype. Any ability or force that affects fey also affects the aelfborn.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment and illusion spells or effects.
• Low-Light Vision: An aelfborn can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Grace: An aelfborn can always choose to take 10 on a Balance check, even if distracted or endangered. Aelfborn are possessed of unearthly poise, a legacy of their fey ancestry.
• Crossroads Sensitivity: Being children of Faerie, the aelfborn are intuitively aware of the presence of the fey crossroads that dot the landscape of Eriador. When an aelfborn comes within 60 feet of a Faerie crossroad, she becomes instinctively aware of its location relative to herself. When viewing a crossroad, she recognizes it for what it is, and won’t be fooled by a false or illusory crossroad. This ability gives an aelfborn no information on where the backroad connected to the crossroad leads.
• Faerie Friend: Aelfborn are recognized by fey for what they are, and as such gain a +2 circumstance bonus to Diplomacy checks when interacting with them.
• +2 racial bonus on Diplomacy and Gather Information checks. Aelfborn are naturally persuasive, which helps them stay alive in a world that is sometimes harsh to those who are different.
• Weakness to Cold Iron: Aelfborn take 1 extra point of damage per attack from cold iron weapons. Like all creatures of Faerie, the aelfborn are susceptible to weapons forged of this material.
• Automatic Language: Regional human language, usually Arbonnesse, Genovan, or Sturmmen. Bonus Languages: Draconic, Faerie, Gnome, Gobbledygook, and regional human language (Arbonnesse, Eloi, Genovan, Sturmmen, Ulvmann, Vangal, and Vistani). Aelfborn sometimes learn the language of their fey forebears, as well as the language of dragons. They feel a certain kinship with the magically adept gnomes and the marginalized goblins, and so often learn their tongues as well.
• Favored Class: Bard. A multiclass aelfborn’s bard class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook). The magic of heart and song comes naturally to those born of Faerie.
 

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ForceUser said:
Crossroads Sensitivity: Being children of Faerie, the aelfborn are intuitively aware of the presence of the fey crossroads that dot the landscape of Eriador. When an aelfborn comes within 60 feet of a Faerie crossroad, she becomes instinctively aware of its location relative to herself. When viewing a crossroad, she recognizes it for what it is, and won’t be fooled by a false or illusory crossroad. This ability gives an aelfborn no information on where the backroad connected to the crossroad leads.

I think it might make sense if you extrapolated on it. For example explaining what Eriador is and how it impacts roleplaying said race. Otherwise, this rest looks primo.
 
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The 'crossroads/backroads' bit I believe is out of Bastion Press's 'Faeries', a nice d20 resource. They're basically kinda like the magic-road things that FR has, but they go through and into the Faerie Plane.

I like it, though - the deformities add a nice touch of 'the odd' that I think should be more prevalent in fey/faerie d20 stuff. Classical fey was never all soft lights, pale elves and disney music :)

Koewn
 

I like it. Doesn't seem out of balance with the core races. My only comments are:

1) +2 Bonuses to Diplomacy would stack to basically give a +4 bonus to interactions with Fey. Is that deliberate? Also, you already give them a bonus to CHA, do they then need the bonus to Diplomacy and Gatehr Info? I understand what you are getting at, but perhaps the high CHA helps them deal with the general populous,while keeping the additional reaction modifier to interactions with fey.

2) I like the idea of the physical signs of the fey heritage. However, I would make sure that the description made it clear that these deformaties had no mechanical advantage or disadvantage. The guy with one cloven hoof, for example, shouldn't get a penalty to climb checks nor grant him a natural attack.

3) This seems like a race that is just begging for Racial Feats and maybe even Racial Levels. Ways of tapping into their heritage. Some 1st level feats might make those cosmetic deformaties might be transormed into advantageous variations.

4) Are their limitations on class due to fey heritage? I don't know your setting but would the Reedemer allow fey clerics and paladins? Does their sensativity to cold iron prevent them from wearing metal armor, or since it is worked steel does that not count?

Would love to hear more about this setting.
 

I think the Aelfborn look pretty good. But I might give them a -2 on diplomacy & bluff (due to the humans' distrust) & maybe a +2 to intimidate & sense motive (unusual appearance/ "demonspawn" & ability to help stay alive). Good work! Just my 2 coppers. Maester Luwin
 

Thanks for the input and the interest!

Frukathka said:
I think it might make sense if you extrapolated on it. For example explaining what Eriador is and how it impacts roleplaying said race. Otherwise, this rest looks primo.
Eriador is the Eurocentric continent that is currently the stomping grounds of my player group. It is everything standard D&D is, but I place an emphasis on imitating actual medieval cultures, as opposed to the somewhat anachronistic cultures typical of published D&D settings. For example, instead of the made-up fantasy races seen in most D&D sourcebooks, I use human groups based on the Germanic Celts, the Norman French, and the Romano-Italians. I can't stress enough how helpful Expeditious Retreat Press's A Magical Medieval Society: Western Europe was in understanding feudalism and everyday life in the Middle Ages.

Koewn said:
The 'crossroads/backroads' bit I believe is out of Bastion Press's 'Faeries', a nice d20 resource. They're basically kinda like the magic-road things that FR has, but they go through and into the Faerie Plane.

I like it, though - the deformities add a nice touch of 'the odd' that I think should be more prevalent in fey/faerie d20 stuff. Classical fey was never all soft lights, pale elves and disney music :)
I actually use Forgotten Realms' Magic of Faerun as my source for crossroads & backroads. The aelfborn's racial ability to detect such hidden Faerie byways is actually an adaptation of the 0th-level spell from MoF called detect crossroads. I thought it would be neat thematically to simply allow the aelfborn and the faen (another fey race I allow, from Monte Cook's Arcana Unearthed) to be able to sense the crossroads innately due to their heritage.

A Faerie crossroads, for those not in the know, is an entrance to a hidden path called a backroad, which is invisible to mortals most of the time and allows a traveler to cross vast distances in the wink of an eye - sort of like a teleport, but without transversing another plane. Also, the crossroad is stationary and guarded by a fey creature of some sort, who may or may not be friendly to mortals. Most guardians require some deed performed - a song, a dance, or something more serious (read: a Diplomacy check) - before they allow a mortal to pass their crossroads. Fey creatures, on the other hand, are always allowed to pass unhindered. This benefit applies to both aelfborn and faen. Druids and bards often know a bit about Faerie crossroads, but only the wild fey know everything. Backroads are one-way only.

Thus, it's significant that certain player character races have an ability to ascertain the location of the hidden crossroads - characters in the know have a free and easy way to cross long distances quickly, even at low levels, and since it's impossible to tell when a backroad leads before you step across it, every journey is full of possibility. In other words, it's a great DM tool for providing exciting adventures that enhance the mood of the setting.

Stormborn said:
I like it. Doesn't seem out of balance with the core races. My only comments are:

1) +2 Bonuses to Diplomacy would stack to basically give a +4 bonus to interactions with Fey. Is that deliberate? Also, you already give them a bonus to CHA, do they then need the bonus to Diplomacy and Gatehr Info? I understand what you are getting at, but perhaps the high CHA helps them deal with the general populous,while keeping the additional reaction modifier to interactions with fey.

2) I like the idea of the physical signs of the fey heritage. However, I would make sure that the description made it clear that these deformaties had no mechanical advantage or disadvantage. The guy with one cloven hoof, for example, shouldn't get a penalty to climb checks nor grant him a natural attack.

3) This seems like a race that is just begging for Racial Feats and maybe even Racial Levels. Ways of tapping into their heritage. Some 1st level feats might make those cosmetic deformaties might be transormed into advantageous variations.

4) Are their limitations on class due to fey heritage? I don't know your setting but would the Reedemer allow fey clerics and paladins? Does their sensativity to cold iron prevent them from wearing metal armor, or since it is worked steel does that not count?

Would love to hear more about this setting.
1) Yes, they stack and that's intentional. I considered the possibility that giving a +2 Cha bonus and a +2 to Cha skills was too much, but using the Player's Handbook as my guide, I noticed that halflings have a +2 to Dex and a +2 to Move Silently, so I'm okay with it. Aelfborn are intended to be quite charismatic, which is often their best tool for survival.

2) & 3) Interesting points. Perhaps I'll design an aelfborn racial paragon class that allows them to gain some small benefits from their fey deformities.

4) I am firmly in the camp of "any race + any class" as a DM. That said, I note where appropriate in my campaign gazetteer that certain races favor certain classes and vice versa. If a player wants to try an aelfborn Celestine cleric, by all means, give it a shot! Such a character would almost require a dramatic background to explain the unusual combination, and I am all for character concepts that draw the players into the game world.

As for the sensitivity to cold iron, I didn't want to limit my fey players from metal entirely, simply because I didn't want to limit their choices so severely. Steel, iron and other metals have no inherent discomforting effect on the fey, but cold-forged iron is deadly. This seems to add a mystical element to cold iron, and I feel that can have a dramatic positive effect on the game.

I call my homebrew setting FIONAVAR, as homage to one of my favorite fantasy writers, Guy Gavriel Kay. It is merely a hodge-podge of my favorite elements of the various D&D settings and my favorite fantasy authors' works. Stylistically it is quite modular in design, with entire parts ripped whole cloth from other settings. The overall theme could be said to be "dark medieval fantasy with an historical bent." The three greatest influences on the mood and tone of my setting would have to be Eberron, Ravenloft, and the aforementioned Magical Medieval Society: Western Europe. Thrown into the mix for good measure are elements from such writers as J. K. Rowling, Stephen Brust, Michael Moorcock, Caleb Carr, C. S. Freidman, H. P. Lovecraft, Anne Rice, Mark Frost, and the Warcraft design team at Blizzard Entertainment.
 




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