By John Grigsby, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
Faeries is a full-color, softcover 128-page book from Bastion Press. It is written by Bryon Wischstadt and illustrated by Todd Morasch, Anthony Francisco, Ben Eargle, Ginger Kubic, and Michael Orwick. Doug Kovacs produced the cover that my wife requested I note as being “very attractive” (purple is her favorite color). The book retails for $27.95.
First Blood
Throughout European history, the fey (an accepted plural of faerie) have been featured prominently in legend and song. Since many fantasy role-playing games, including DUNGEONS & DRAGONS, are drawn from such, it is no wonder that fey are a part of such games. However, the information given in Core Rulebook III regarding these mythical beings is scant, and the descriptions limited to a few of the better known of their number. Faeries attempts to fill in the gaps, adding the missing fey and their world to your fantasy campaign.
To this end, Faeries focuses first on the fey themselves. Seven new races of fey are added (bogie, deep fey, faeries, feeorin, half-fey, scath, and sprites) are added and the viability of the nymph (from Core Rulebook III) as a player character is examined. In addition, ECLs are provided for the dryad, grig, nixie, pixie, and satyr (also from Core Rulebook III).
Bryon breaks the nymph down into a racial class and the result is an interesting study, producing a complete nymph by 12th level (excepting her unearthly beauty. This is the same approach that is used in Savage Species, but Bryon extends it one step further, progressing the class logically to 20th level. By this method, the saving throws and attack matrixes are quite irregular (which will irk some people), but it does present a workable racial class. His reasoning is also sound and, unlike Savage Species, he explains the choices he made regarding at what level a special ability should be received (something I wish Wizards had done).
Because of the nature of fey magic, Faeries recommends expanding the spell lists of spellcasting classes for fey casters. This is a fine idea and certainly keeping with the feel of the setting, but I recommend DMs carefully consider the implications before haphazardly doing so. The spell lists are carefully balanced and altering things in this manner may imbalance the game, not to mention that non-spellcasters get shafted in this manner.
A total of 18 new feats are offered, and though several are aimed at fey characters exclusively, there are a fair number of generalized feats that anyone could take. There was one feat missing, however. Improved Mite Fighter has Mite Fighter as a prerequisite. While this makes perfect sense, Mite Fighter is nowhere to be found! It does appear in Bastion Press’ Spells & Magic, but for those of us without that reference, it would have been nice to reprint it here. Two new knowledge categories are also offered up (fey and folk tales).
Ten new prestige classes provide some interesting variety for those who still don’t have enough choice in their lives. I was pleasantly surprised to find that not all are restricted to fey characters. In fact, the faerie hunter doesn’t specifically require that the character be non-fey (like the fey-touched does), but it’s pretty easy to guess that such a character would be of some race other than those he hunts and slaughters.
But what if you weren’t lucky enough to be born a fey (translation: you just got this book and your DM refuses to let you create a new character)? Well, there’s always a prestige race, a concept first introduced in Oathbound (Bastion Press) and reintroduced here. By expending experience points, a character can evolve, undergoing what is called an “enchantment of the flesh,” actually transforming over time to become an entirely different being. The process is long and difficult and means a lot of sacrifice, but it is a way to become something you aren’t. Some new prestige race paths are introduced here, including the Focus of the Green, the Focus of the Hordes, and the Focus of the Fey (who could have guessed?).
As if that weren’t enough, you can also choose to take on an aspect of nature. Like prestige races, aspects of nature require a feat and result in physical changes, but unlike prestige races, these changes are not as severe and result in less powerful special abilities in exchange for equally low-powered penalties. For example, a character that chooses the Aspect of the Bird gains a +1 bonus on Reflex saves, but suffers a -1 penalty to Fortitude saves.
True to its subject matter, the book is also an extensive source on faerie lore and life. Many faeries can fly as easily as a human can walk. This causes a change in they way they view the world. Similarly, as faeries do not sleep, this is a foreign concept to them (though they do rest). Issues of this nature are addressed from a role-playing viewpoint and this adds balance to what might otherwise be a book of game mechanics.
In fact, all aspects of faerie life and the way they look at mortal lives are examined in fair detail. Where appropriate, a game effect is set apart by brackets. The laws of dealing with faeriekind are laid out, drawn from popular legend about these mythical (from a real-world standpoint) creatures. Even how their rulers are elected and typical faerie etiquette are dealt with, making this book invaluable to role-players who enjoy detailing every aspect of their characters’ lives, as well as to GMs who intend to use faeries in their campaigns.
Faerieland is a far different place from the world we know, another realm (read: plane) unto itself. A color map of the realm is provided, along with traits (in the same manner as Manual of the Planes. In many legends, time works differently in the faerie realms and a traveler may return from a single day’s stay to find that two decades have passed on her home plane. For DMs who wish to add this complexity, there is an optional rule for just such a contingency.
The seasons and holidays of faerieland are described, and optional rules are provided for using the faerie realms as a replacement for the Astral Plane. Travel times, portals (referred to here as doorways), celestial mechanics, all these topics are given full treatment. There is enough information here to run faerieland as an entirely separate campaign setting in which the faeries have adventures of their own. Even well known wanderers of faerieland (and sometimes the mortal realms) are described; Baba-Yaga, Rumplestiltskin, and others. Truly this product lives up to its claim as a book about faeries!
Of course, faeries have their own unique magics and that’s covered here as well. Magic sand, a potent new magical component increases the power of fey magic, but also has a minor random effect each time it is used. The power of true names is also documented here in game terms (and this is why they guard their true names so closely!). Even non-fey are affected by these rules, so once you’ve learned your true name, be very careful about who you share it with!
Finally, there are a boatload of new spells and magical items here, as well as a few new creatures (fey, of course) thrown in for good measure. Four new templates (fey-born, half-fey, high fey, and shadowborn) add some interesting variety to mortal creatures and could make for interesting character options as well.
Critical Hits
The biggest plus about Faeries is its usefulness in both mechanics and role-playing. There is so much information given here that it’s like getting an entire campaign setting in a single, 128-page book! Rather than presenting the fey as simply another character race option, Bryon takes the time to flesh them out and give them a history and background. Essentially, he brings the race to life. Subsequently, this provides the DM with a wealth of material on which to base adventures.
Faeries does make an effort to stay closer to the source material than some others do. The creatures are presented in the accepted d20 format and even though Manual of the Planes is not considered a “core” book, it was nice to see that the same format was used here as in the official product. Kudos to the design team for this effort!
I would also like to say that I have enjoyed the artwork in this book more than any previous Bastion Press release. It seems as though the artists are starting to develop their talents nicely now and even artists towards whose work I have felt antipathy in the past are starting to grow on me. There are some truly beautiful illustrations here that really serve to enhance the text they accompany.
Critical Misses
One thing that springs to mind almost immediately are the vast differences between the half-fey presented as a racial option and the half-fey template. Logic dictates that they should be identical, but this is not the case. In fact, the half-fey template appears to be much more powerful than the racial option (and also looks to be worth a bit more than the CR +1 would indicate. The ability score adjustments alone (every single score receives a bonus!) make it worth a CR +2. And if this one is off, the CR +1 for the high fey certainly needs to be increased!
In fact, even the templates themselves disagree! The fey-born differs mechanically from the shadowborn only in the particular special abilities each receives as they rise in level (and neither’s abilities are any more particularly powerful than the other), yet the fey-born has a CR of +3, while the shadowborn has a CR of only +1! (And I believe that the fey-born is closer to the mark.)
While we’re on the subject of templates, you have to expect that some player is going to want to use them for their character and so they should be assigned an ECL. If you can guesstimate an ECL for the racial options, you can guesstimate one for the templates. Yes, I know the original Core Rulebook III didn’t have any, but that’s going to be corrected in 3.5E. We need to keep up with the times, folks.
Even the racial templates seem to be a little off in terms of ECL. A sprite, by way of example, has balanced ability modifiers and the bonuses and penalties associated with being a small creature cancel each other out, but then they have the ability to fly, resistance to illusion and enchantment spells, low-light vision, gain Use Magical Device as a racial skill, gain a 2nd-level spell as a spell-like ability 3 times per day (in addition to two 1st-level spells (one 3 times per day and the other once per day), and gain faerie racial traits as they increase in level. Still, the ECL is only +1? This is cutting it close, I think, and should have been closer to +2 in my humble opinion.
Finally, there are a few minor editing errors that I noted (such as where the spell-like abilities of the sprite are indicated at being cast as a sorcerer equal to the feeorin’s (another race) character level). Fortunately, mistakes like this are very few and do not detract from the readability or usefulness of the book in any way. I suppose I can forgive a few small editing problems.
Coup de Grace
Ultimately, it comes down to two questions: 1) will you use most of this material in your campaign, and 2) do you feel comfortable making the necessary adjustments to the CRs and ECLs? To the first, I can only say that you really shouldn’t have any trouble fitting Faeries into your campaign world. Heck, it’s almost a self-contained campaign setting anyway! The second question, only you can answer. Perhaps you’ll think that they not that far off. I do, but maybe that’s just me.
Faeries is certainly very topic-centric, but you know that up front, so there’s no hidden surprises there. However, a lot of what is here will fit neatly into nearly any campaign with a minimum of effort, so there’s really no excuse not to have it unless your campaign just doesn’t have elves and other fey races. If you’re seeking some new racial options or just a way to torment your players, then this is a good investment.
Except for the CRs and the ECLs, the book is pretty on target as far as d20 compliance goes and the entirety of the work with the exception of the artwork and graphic content is designated as Open Gaming Content. Faeries is a very original approach to a subject that is a big part of the myths and legends that form the core of D&D, but I have to be honest and lower the playability score because it is very topic-oriented and because the ECLs strike me as needing an overhaul. It’s a good book in spite of the problems and it’s worth a look, but don’t rush right out and buy it in favor of something else that may be better suited to your needs.
To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.