Species Background:
Pixie (MM). Pixies may be found in isolated sylvan woodlands at all
elevations. Playful creatures, they bear no ill will toward anyone and are
very curious folk as a general rule. The tricks for which they are famous
are never calculated to do great harm, but are only meant to provide
amusement or to lead enemies away. If forced to actually harm a creature,
pixies (who are able to attack and remain invisible) employ small bows
from a maximum distance of 30’. Apart from the normal war arrow, there
are two special ones they may use if the need arises, as noted in the
Monster Manual. Due to their ability to cast ESP and know alignment,
pixies always know when an enemy is present. Likewise, they always know
the best sorts of jokes to play. Pixies are particularly adept at creating
an illusion of someone’s heart’s desire, only to have it melt away
when touched. Those who heartily accept the pixies’ jokes can often make
friends with the little creatures after their initial pranks. These
patient individuals are made guests of honor at pixie feasts of nuts and
fruits. Pixies usually dwell in small, balconied twig-houses that hang
from the branches of large trees (although pixies in colder climates often
place their homes in handy caves). They are certainly among the most
magical of faeries, and pixie royalty is especially so. Pixie kings are
said to be able to use one magic-user spell each of levels 1-7, while
pixie queens may do likewise with druidic spells. Set up: In a high
mountain glen, the adventurers are discovered by a group of invisible
pixies. While a fighter in the front rank catches sight of and climbs up
to fetch a magnificent sword stuck high in a tree (an illusion, of
course), a magic-user observes his dagger floating up just out of arm’s
reach. All hear the giggling voices of many small creatures. If the group
handles the encounter with a sense of humor, the pixies can make up for
the incident by providing information on ruins or a monster’s lair the
party seeks within the forest—after a proper period of feasting, that
is.
Sprite (MM). Some believe sprites are cousins of the pixie race,
although they are not as magically versatile as and are a bit larger than
pixies, as well as shyer. It is a common myth that sprites, who are able
to detect good/evil, slay evil creatures on sight. It is more typical of
them to fire envenomed arrows at such intruders, putting them to sleep.
The sprites then remove the creature’s goods and leave the creature
bound some distance away. Sprites have also been known to bring evil
intruders to a local druid or dryad that they trust, leaving disposition
of the sleeping prisoner to him or her. Only under extreme circumstances
will sprites kill a helpless creature of any sort. Sprites aren’t much
more enthusiastic over good creatures who venture close to their glens;
they will almost always hide, resorting to their sleep arrows only if
disturbed. Sleeping victims are then removed from the sprites’ lairs
(which usually consist of large hollows carved into great trees) in the
hope they will go elsewhere upon awakening. Set up: An adventuring party
containing an evil character wanders too close to a meadow frequented by
sprites. As a result, all are put to sleep by invisible archers. The good
or neutral party members later awaken in a valley a mile away to find
their comrade gone. They eventually discover the evil compatriot held
securely by a nearby treant, whom they must deal with in order to free
their companion.
Faerie dragon (MM2). Among the most unusual of dragons is this mischievous
creature, the origin of which has long been in doubt. Some believe the
faerie dragon is merely an unusual cousin of the pseudo-dragon, while
others believe it a creation of the Faerie Queen. Most of Rhiannon’s
druids, however, consider faerie dragons to be creatures usually native to
the Realm of Faerie; just how they get to the Prime Material plane is
still a mystery. It is believed by some that faerie dragons are part of
the Faerie Queen’s troupe when she leaves her realm to visit some of her
"children." These curious little dragons probably wander off
from the gathering and merely forget to return home. Having thereby found
a new place to live, faerie dragons either frolic about for a time or
spend a few days enjoying the sun. Eventually, they build lairs within the
hollows or branches of large trees. As their sense of humor is foremost
among their talents, faerie dragons often choose to dwell with a group of
fun-loving pixies, increasing the effectiveness of their jokes on
outsiders all the more. Unlike others of dragonkind, faerie dragons do not
covet large amounts of treasure. To be sure, they delight in sparkling
objects such as jewels, but such treasures take second place to the faerie
dragon’s first and greatest love-baked sweets. Just as leprechauns fancy
fine wines, faerie dragons have sweet tooths that often prove to be too
much for them. The lengths to which faerie dragons will go to get at these
delights (pure honey for one, or baked apple pie, which is the ultimate)
are legendary.
The Faerie Queen. Almost all faeries trace their
origin to the nature goddess Rhiannon, who created them in an ancient time
predating recorded history. The Faerie Queen dwells within an alternate
Prime Material plane consisting of endless magical forests, glens, and
rivers. The few mortals to have journeyed there relate that even the most
beautiful of sylvan woodlands pale in comparison to the indescribable
splendor of Rhiannon’s kingdom. No instances, for example, are known of
anyone’s desiring to return home after having caught a glimpse of the
Realm of Faerie, although it is apparently impossible for mortals to
remain there for more than a short time. There are said to be many gates
into Rhiannon’s world. For instance, a doorway in the side of a small
hill that opens into the sumptuous and magical den of a leprechaun is
thought to be one example of how pockets of the Faerie Realm coexist so
closely with the world of mortals. It is true, however, that while faeries
of all sorts can see and venture through the otherwise invisible gates
into the Faerie Realm, only Rhiannon’s messengers (the sylphs) may shift
between planes at will. The path for mortals to take into the Realm of
Faerie, then, is most always through a gate shown them by a faerie
creature—none of whom will do so except under the most unique
circumstances.
RHIANNON (Queen of Faeries)
Greater goddess
ARMOR CLASS: 0
MOVE: Infinite
HIT POINTS: 350
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By spell
SPECIAL ATTACKS: Polymorph
SPECIAL DEFENSES: Immune to natural forces; never surprised
MAGIC RESISTANCE: 100%
SIZE: M
ALIGNMENT: Neutral
SYMBOL: Spiral
PLANE: Prime Material (alternate)
PRIEST: 35th-level druid
WARRIOR: Nil
MAGE: 35th-level mage
ROGUE: 30th-level bard
PSIONIC ABILITY: Nil (immune to psionics)
S:20
I:25
W:25
D:20
C:25
CH:25
Rhiannon always appears as an indescribably beautiful elven creature with
a pair of gossamer wings. She is adorned with wreaths of holly and floral
garnishings, and her most striking feature is her long, flowing hair,
which changes color with the seasons: yellow in spring, brown in summer,
red in fall, and white in winter. About her flitter a number of songbirds
whose chirpings have a calming effect on all beings, making even the most
hostile or evil creature passive and docile when within 20’ of the
Faerie Queen. Rhiannon is also attended by a host of faerie creatures,
including: 2-8 faerie dragons, 2-12 korred guards, and 3-18 sylph
messengers (all with maximum hit points). No fairy or normal animal will
harm her, nor is she affected by any sort of force found in nature (fire,
electricity, etc.). At will, she can summon or control weather. She may
also summon 1-4 of any sort of faeries to aid her if she desires. Rhiannon
occasionally leaves her realm to hold court in sylvan forests where many
of her "children" dwell. During these visits, it is a rarity
that any but faeries attend, although she has been known to favor a single
of her high-level druids with an audience at such gatherings. The Faerie
Queen greatly resents uninvited visitors to these events, and the usual
fate of intruders who tarry and observe is to be turned to trees, animals,
or faeries at her discretion (a save vs. spells at -6 is allowed—unless
faced on her own plane). She does, however, appear to show great latitude
toward maidens who are pure of heart who seek her out. On rare occasions
when she is successfully found by a mortal girl, there is a 5% chance that
the maiden is granted a wish if she pleases the Queen of Faerie with a
song or vivid tale of her adventures while seeking her out. It is this
favor toward good-aligned maidens that permits some druids of Rhiannon
(all of whom are female) to be of good alignment. Druids of Rhiannon use a
slightly different experience table than do normal druids, and receive a
number of special bonuses and abilities in addition to losing some powers
usually gained by other druids. See Tables 1 and 2 for details. |