Court of Faerie? [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

12-10-05, 12:25 AM
Anyone know if there is any real info on the Seelie/Unseelie Court? There is a very little bit in the Manual of the Planes and a few monsters here and there like the Hoary Hunter from the EPH that reference it, but thats about all I can find on it.
Wyrd Bearer

12-10-05, 12:35 AM
Not much to say, I've been wishing for some good material on the seelie and unseelie courts for a long time myself. From what I've heard, in D&D, they are represented mechanically by celestial and fiendish elves respectively, something which makes me a little more than irate.
Rake

12-10-05, 06:53 AM
I'm unhappy with the 'sprites' in general (faeries, to me, ought to be diminutive), so I scrapped everything under the sprite entry in the MM and use these homebrews in my campaign. I made a nice-and-simple seelie subtype (a race within a race, like the tanar'ri) for them, though I've yet to get around to an unseelie subtype. If you (understandably) don't want to use homebrews like this in your games, it's not too much to design seelie and unseelie subtypes for the existing fey.

If you're desperate for 'official' fluff above and beyond the MotP and the fey features articles (especially these (http://www.wizards.com/default.asp?x=dnd/fey/20021213a) three (http://www.wizards.com/default.asp?x=dnd/fey/20030110a) articles (http://www.wizards.com/default.asp?x=dnd/fey/20030214a)), Eberron's planar cosmology includes a Faerie Court. No mention is made of seelie or unseelie creatures, but the plane has the right feel. Rip Van Winkle time flow, faerie mounds and faerie rings, etc. There's more info in the links above than you'll find in the ECS, though.



FAIRY
Diminutive Fey (Seelie)
Hit Dice: ½ d6 (1 hp)
Initiative: +4
Speed: 15 ft. (3 squares), fly 50 ft. (good)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +0/–16
Attacks:
Diminutive Dagger +4 melee or +4 10 ft. thrown (1, 19-20x2 crit)
Diminutive Shortbow +4 60 ft. ranged (1d2–4, x3 crit)
Space/Reach: 1 ft./0 ft.
Special Attacks: Fairy dust, spell-like abilities
Special Qualities: DR 5/cold iron, low-light vision, pass without trace, SR 14, wild empathy
Saves: Fort +0, Ref +6, Will +2*
Abilities: Str 2 (–4), Dex 19 (+4), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 17 (+3)
Skills: Bluff +7, Concentration +4, Hide +18, Knowledge (nature) +6, Move Silently +8, Perform (comedy, dance, or sing) +7, Ride +8, Tumble +6, Spellcraft +4, Survival +4*
Feats: Dodge, Weapon Finesse (B)
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 1
Alignment: Always chaotic good

A fairy resembles a miniature elf with fine, insect-like wings. The average fairy stands approximately 8’’ high and weighs 1 lb. Fairies speak Common, Gnome, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals. As a creature with the Seelie subtype, a fairy gains a +2 racial bonus on saving throws against enchantment spells or effects and a +4 racial bonus on Survival checks made to resist severe weather, predict the weather, or avoid getting lost. Fairies achieve flight nonmagically.

Fairy Dust (Su): By rubbing his hands together, a fairy can generate a handful of sparkling dust as a full-round action that provokes an attack of opportunity. A single handful of fairy dust flung into the air coats objects and creatures within a 5-foot square. Creatures covered with fairy dust must succeed on a DC 13 Fortitude save or be affected as though by a sleep spell (caster level 1st) with no HD limit. The save DC is Charisma-based. Additionally, creatures caught in the cloud incur a -10 penalty on Hide checks until the glittery dust can be washed off. This penalty will not make creatures under the effects of the invisibility spell or similar magical effects easier to detect, as the active magical properties of said effects render the dust particles invisible as well. Fairy dust immediately loses its potency in the hands of a non-fairy.
Pass Without Trace (Sp): Fairies constantly benefit from a pass without trace effect. A fairy can suppress or renew this effect as a free action.
Spell-like Abilities: At will–dancing lights, detect chaos/evil/good/law, detect magic, faerie fire, ghost sound (DC 13), lullaby (DC 13), prestidigitation, ventriloquism (DC 14); 3/day–charm person (DC 14); 1/day–healthful rest*, silent image (DC 14)
Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a fairy may use his HD in the place of his druid level. A fairy receives a +6 racial bonus on the check.
Skills: A fairy has a +2 racial bonus on Move Silently and Ride checks.

* See the Complete Adventurer, page 151.