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Stat adjustments | +2 dexterity, +2 intelligence, -2 constitution |
Innate spells | alter self at will |
Size | medium |
Standard resonances | dark |
Classes allowed | barbarian, bard, cleric, fighter, inquisitor, mage, magus, monk, oracle, paladin, ranger, sorcerer, thief, warlock |
Normal adventuring starting age | 101-130 |
Average life span | 550 |
Elven Magic | +2 spell penetration |
Elven Immunities | +2 to saves vs charm spells, sleep immunity |
Fiendish Resistance | +1 to spell resistance |
Low Light Vision | +2 to sight bonus to see in the dark |
Keen Senses | +2 perception |
The Fey’ri are tall, sun-elf-like in build, and unmistakably fiend-kissed. All Fey’ri possess true, membranous wings—sleek, batlike pinions that can fold close around the shoulders like cloaks and bear them in swift, silent flight. Beyond this universal mark, their other fiendish traits vary by bloodline yet remain congruent with succubi/incubi heritage: elegant horns (swept, spiraled, or short), spaded or barbed tails, lacquer-smooth skin with faint scaling or opaline sheen, ember-bright or slit-pupiled eyes, and a predatory allure that clings to voice and scent.
They take fierce pride in their natural forms, regarding them as the perfected evolution of elven blood. Yet they are nothing if not pragmatic: beyond lands they have not yet conquered—and where allies are few—they veil their truth behind masks of civility and shapeshifted grace, moving as “ordinary” elves until the moment advantage demands revelation.
In the embers of the Crown Wars, outcast sun-elf houses—foremost Heasirretyn and its allies—were driven from Selu’havessthor during the Purge for genocidal crimes and whispered pacts with fiends. Hunted north into the frozen ranges, the exiles turned their considerable high magic toward revenge. They engineered a new lineage by pairing elven stock with succubi/incubi, embedding traits for stealth, sorcery, and strength. Thus the Fey’ri (Daemonfey) were born—meant to be perfect assassins for a future reconquest.
The plan unraveled. Abyssal patrons found their hybrid offspring more compelling than their elven makers and sowed dissent among them. With each generation, the exceptionally fertile Daemonfey multiplied until they outnumbered their sun-elf overseers and owed loyalty to none but themselves. In –8600 SG, Selazhara Heasirretyn—eldest of the first generation and lodestone of their arcane might—rose in revolt. With abyssal aid, she slew the high mages who fashioned them and broke every sun-elf faction that would not bend. She crowned herself Queen of the Fey’ri and commanded the raising of Zhaer’ythor, The Crown of Glass, a ring of glassteel towers perched upon the world’s highest peaks.
Across the next nine millennia, the Fey’ri subdued neighboring tribes and ruled from their wind-bridged spires, the towers flashing like drawn steel by day and smoldering by night. Yet Selazhara’s ambition outstripped the mountain fastness. Scouts and shadow-envoys began charting what remained of the ancient elven realms—not to remember them, but to claim them.
Zhaer’ythor is remote enough that few in the lowlands believe it exists. Within its aerie-courts the Fey’ri are united beneath Queen Selazhara, whose rule inspires both fanatical devotion and careful fear. Edicts and ambitions flow downward by wind-bridges from tower to tower; dissent seldom survives a season.
As with their sun-elf forebears, daily life centers on the pursuit of perfection. But perfection, viewed through an abyssal lens, trends macabre: martial pageants with living “chessmen,” ritualized duels of glamours and knives, sculpture etched in light and blood-sigils, and a cultivated delight in the subjugation of “lesser” beings.
Away from Zhaer’ythor, Fey’ri move cautiously. Many serve as embedded spies within elven polities, corroding from within and mapping wards for future wars. Others act as independent agents, fleeing imperial expectations or seeking power abroad. Hidden cells thrive within elven cities; farther afield, breakaway colonies (notably on Argent Rock) experiment with self-rule and private empires.
The Fey’ri’s founders felt betrayed when Corellon and the Seldarine turned from them; barred from the grace once freely given, they vowed never again to kneel. Religion among the Fey’ri is transactional: temples bargain, patrons pay, and no church governs. Dark powers were long courted for leverage—then discarded when better offers came.
When the Silence fell and the Seldarine collapsed, the Fey’ri rejoiced at the tallying of old debts. They adapted quickly as former dark patrons waned, finding new, hungry gods eager to purchase their worship. The Long Night proved complicated; though spurned by gods of light, the Fey’ri still crave the sun’s beauty. They feel no irony in commanding darkness—radiance cast the deepest shadow; why shouldn’t it be theirs to rule?
A radical sect sought to raise a newborn god from a fallen celestial—one that would twist radiance to serve the Daemonfey. The rite was thwarted by powerful adventurers and a traitor within the sect; survivors whisper that Mephasm himself took an interest, and that the ember of that nascent divinity has not entirely gone cold.
Warning: This is an advanced race, known as a PK-race. It imposes disadvantages on your gameplay: If revealed, you may be attacked on sight and shunned in cities throughout the realm. You start with your NOPK-flag turned off and other players may attack you because of your race. You may not, however, attack a player of a standard race without additional provocation.
For further detail of history, and how this particular house fell from its graces and came to be what they are now, please refer to The Crown Wars.