Overview

Of all the peoples who walk the lands of Lumeris, only one did not arrive through the Luminous Veil. The Fae were not gathered from the ruins of dying worlds. They did not survive a Shattering. They did not flee through a convergence gate.

The Fae were born here. They are Lumeris — or rather, Lumeris is, in some fundamental sense, made of them. They are ancient beings of magic formed from the raw essence of nature and emotion, existing between the material world and the Feywild — a parallel realm of pure magical current that underlies the physical world like a second heartbeat. They embody elements and seasons and primal forces that predate every civilization in the realm. Some among them remember a world before the first mountain rose.

To encounter a Fae is to encounter something that has always been here. Their age alone makes most mortal races feel young. Their power, which is not learned or trained but simply constitutive of what they are, makes mages who have studied for decades feel like students.

They are also deeply strange. The qualities that make them beautiful — their whimsy, their unpredictability, their absolute comfort with contradiction — are the same qualities that make them difficult to fully trust. A Fae does not think in the straight lines most mortal minds prefer. They think in spirals, in seasons, in the long arcs of centuries. When they act, the reasoning is real. It is simply older than the question you thought you were asking.

Fae
The First Convergence

The First Breath of Magic

Before the World Existed

Before Lumeris existed, reality was formless. There was no sky, no ocean, no stars. Only two infinite cosmic forces drifting through the void. The first was the Radiant Weave — the force of creation, light, growth, and order. The second was the Umbral Veil — the force of shadow, change, emotion, and chaos. For eons the two existed separately, incapable of touching, each defining itself by the absence of the other.

Until something changed. At the beginning of existence, the Weave and the Veil collided. The impact shattered the emptiness itself. From that collision erupted time, matter, emotion, elemental energy, and the first magic. This event became known as the First Convergence — and the explosion birthed a living world: Lumeris.

At the center of the newborn realm formed a divine magical core — the Heart of Lumeris. It pulsed like a living soul, releasing waves of magical energy across the forming land. Where that energy touched reality, life awakened. And the very first beings born from those currents were the Fae.

The Primordial Fae

Spirits Before Form

The earliest Fae were not flesh and blood. They were living manifestations of magic itself — spirits of flame, thoughts carried by wind, emotions given form, songs made alive. These ancient beings were called the Primordial Fae, and they possessed what no mortal race has ever fully reclaimed: immortality, vast magical power, and the ability to reshape reality through will alone.

The Primordial Fae wandered the forming world, shaping mountains, forests, oceans, and storms. Every major geological feature of Lumeris that predates the Age of Arrival was touched by Fae hands — or by the wind of a Fae thought — in some age so deep it has no name in mortal record.

But as their numbers grew, so too did their differences. The Primordials began to divide along lines of affinity — those drawn to fire gathered with fire, those drawn to deep water drew apart from those who loved the open sky. These divisions deepened over centuries into something more formal, more structured, and ultimately more dangerous: the Six Eternal Courts.

The Primordial Fae

The Division of the Primordials

The Six Eternal Courts

The Six Courts were not formed by any decree or treaty. They emerged naturally from the fundamental differences between the Primordial Fae — each Court crystallizing around an elemental or cosmic force that its members embodied most completely.

I

Fire and Will

The Court of Embers

The oldest of the Six Courts in the reckoning of flame. The Embers Court embodies fire, ambition, transformation, and the force of will that burns through obstacles. Their Fae carry warmth that is almost physical — a heat radiating from skin and eye that intensifies in emotion. They are proud, direct, and often reckless in ways that other Courts find both admirable and exhausting. Their territory in the Feywild is a land of perpetual golden light and fields of fire-flowers that never consume themselves.

II

Water and Memory

The Court of Tides

The Court of Tides embodies water, memory, grief, and the slow patient power of things that wear stone down over centuries. Their Fae are the most introspective of the Six, the keepers of the oldest oral traditions, and the ones most likely to remember something from an age others have forgotten. They do not rush. They do not need to. Time moves differently when you are made of water and patience.

III

Air and Thought

The Court of Gales

Swiftest of the Six Courts, the Gales embody air, intellect, communication, and the speed of an idea moving between minds. Their Fae are the most likely to appear suddenly, say something cryptic and precise, and vanish before the response is fully formed. They are not cruel. They simply move at a pace that makes lingering feel like a waste. Their Feywild territory is a vast sky-world of floating islands, perpetual wind, and light so clear it makes everything visible at once.

IV

Earth and Endurance

The Court of Deep Roots

The Court of Deep Roots embodies earth, growth, endurance, and the slow wisdom of things that have grown in one place for a very long time. Their Fae are the most patient, the most settled, and the least likely to engage in the political games the other Courts play with such relish. They do not move quickly. But when they do move, the ground moves with them.

V

Light and Creation

The Radiant Court

The Radiant Court embodies light, creation, hope, and the force of the Radiant Weave from which the world was first born. They are closest in nature to the divine — or consider themselves so — and their Fae carry a luminosity that makes them instantly visible in any crowd. They are the most politically active of the Courts and the most likely to involve themselves in the affairs of mortal races. They believe it is their responsibility. Most of the other Courts find this exhausting.

VI

Shadow and Change

The Umbral Court

The Umbral Court embodies shadow, change, emotion, and the deep chaotic potential of the Umbral Veil. They are the most feared and the most misunderstood of the Six. Their power over shadow and emotional resonance makes other races deeply uncomfortable, and their tendency to change forms, allegiances, and perspectives without notice makes them difficult to predict. They are not malevolent — they are simply aligned with forces that mortal minds associate with threat. In truth the Umbral Court is as old and as valid as any of the others. They simply carry the parts of existence that everyone else would prefer not to look at directly.

The Sundering

The Sundering

The Fracture That Changed Everything

For long ages the Six Courts lived within the Feywild — the parallel realm of pure magical current that underlies Lumeris like a second world overlapping the first. The material realm and the Feywild were not separate in those ages. They were permeable to each other, blending at their edges, the Fae moving freely between both.

Then came the Sundering — a catastrophic event whose precise cause is still disputed between Courts. The Embers Court holds it was an act of excess magic that tore the boundary open and collapsed it simultaneously. The Umbral Court holds it was inevitable: all things that are one will eventually become two. The Tides Court holds it was the first mortal spell ever cast — a human mage reaching across the boundary and pulling so hard that it snapped.

Whatever its cause, the effect was total. The material plane and the Feywild separated. The boundary between them hardened into something that could be crossed but not dissolved. Many Fae were trapped in the material realm at the moment of separation — caught on the wrong side of a divide that had not existed the moment before.

These trapped Fae faced a choice: find a way back, or adapt. Many tried to find a way back and failed. The ones who survived were those who adapted — learning to move among the larger beings of the mortal world, developing their Veilshift ability to change size and form, building relationships with mortal races that made them useful and therefore protected.

Since the Sundering, the Courts remain divided — sometimes allies, sometimes rivals — while their influence quietly and persistently shapes the world. The Fae in Lumeris today are the descendants of those who adapted, those who chose to stay, and those who have been born into the material world across the centuries since.

Fae Cosmology

The Feywild

A living parallel realm older than Lumeris itself — the source of all Fae magic and the hidden second world that underlies every spell cast in the realm.

Explore the Feywild

Physical Appearance

Many Forms, One Nature

The Fae do not have a fixed physical form in the way that most races do. They are inherently magical beings, and their appearance reflects their Court affiliation, their emotional state, and the choices they have made about how to present themselves to the world. Two Fae of the same Court may look dramatically different from each other. A Fae in a heightened emotional state will look different from the same Fae at rest.

The features common to all Fae regardless of Court are few but unmistakable. They are slender — almost impossibly so by the standards of most humanoid races, as if some portion of their mass exists in the Feywild rather than the material world. Their eyes are luminous without an identifiable light source, carrying an inner glow that brightens with emotion and dims with exhaustion in ways that no artificial lighting replicates. Their ears taper to fine points. Their movements carry a quality that other races consistently describe as slightly out of sync with the physical world, as if they are following a path that passes through spaces between moments.

Most Fae in their natural state carry wings — ranging from the delicate translucent wings of the Gales Court to the deep leathery shadow-membranes of Umbral Fae. The ability to reduce these wings to near-invisibility through Veilshift is universal, as is the ability to shrink their overall size when navigating spaces built for other beings.

Court affiliation shapes everything else. Embers Court Fae often carry warmth in their skin tone — copper, amber, deep gold. Tides Court Fae run toward cooler palettes — seafoam, pale silver, deep oceanic blues. Gales are often pale with translucent quality to their features. Deep Roots grow natural patterns into their skin resembling bark or leaf. Radiant Court Fae are frequently white-gold with eyes that hold genuine light. Umbral Court Fae shift color with their emotional state and are the most visually unpredictable of all.

The Way of the Courts

Culture & Society

Fae society is organized around the Courts — not as a government so much as an identity. To be Fae is to belong to a Court, and to belong to a Court is to embody its force. There is no Fae Council, no universal law, no single authority that speaks for all six. What exists instead is an elaborate and perpetually shifting system of inter-Court diplomacy, bargain, and alliance that has been ongoing since the age of the Primordials.

The Bargain is the Fae legal system, spiritual practice, and social currency simultaneously. A Fae oath carries weight that no mortal contract can replicate — when a Fae gives their word, something in the fabric of magic binds it. Breaking a Fae bargain is not merely dishonorable; it has tangible consequences for the breaker that operate at the level of their own magical nature. This makes Fae agreements both the most reliable contracts in Lumeris and the most dangerous ones to enter without reading every word.

The Fae relationship to time is one of the most disorienting aspects of dealing with them for mortal races. They do not experience urgency the way beings with finite lifespans do. A Fae who tells you they will return shortly may mean a decade by mortal reckoning. This is not deception — it is a genuinely different temporal orientation. Fae who spend significant time with mortal races often develop better calibration for mortal time, but they never fully lose the deep sense that time is not something you run out of.

In the Age of Arrival, the Fae occupy a unique and complicated position. They are the oldest living beings in Lumeris by an enormous margin — their history predates every other race's presence here by ages. Yet they are not rulers and have no interest in being so. Their Courts work on different ambitions, shaped by the cosmic forces they embody rather than by territorial or political calculation. Other races seek them out as allies, as advisors, as sources of magic that cannot be found anywhere else, and as deeply unpredictable wildcard presences in any alliance. The Fae generally find this satisfactory.

The Bargain

The Fae legal system, spiritual practice, and social currency simultaneously. When a Fae gives their word, something in the fabric of magic binds it. This makes Fae agreements both the most reliable contracts in Lumeris and the most dangerous ones to enter without reading every word.

Fae Time

The Fae do not experience urgency the way beings with finite lifespans do. A Fae who says 'shortly' may mean a decade. This is not deception — it is a genuinely different temporal orientation. Fae who spend time with mortals develop better calibration, but never fully lose the sense that time is not something you run out of.

Court Identity

To be Fae is to belong to a Court, and to belong to a Court is to embody its force. There is no universal Fae authority — only an elaborate, perpetually shifting system of inter-Court diplomacy, bargain, and alliance ongoing since the age of the Primordials.

Playable Race Traits

STR +1, INT +5, AGI +5, RES +1, STA +2, LFE +2

At character creation, add SPL +6. This allows the player to buy either additional levels of 1 spell, up to level 5, or buy additional spells available to the race.

Veilshift

Alter size from Tiny to Large at will. Cross the boundary between the material plane and the Feywild once per long rest.

Glamour Weave

Project illusions and alter emotional impressions within close range. Advantage on all charm and deception checks.

Court Attuned

Innate mastery of the element of your Court. Related elemental spells cost no resources and cannot be interrupted.

Bargain-Binding

Oaths you swear carry magical weight. Breaking them is structurally penalized. Oaths sworn to you by others hold longer than normal.

Feywild Step

Once per short rest, step briefly into the Feywild to teleport up to 60 feet, bypassing all physical obstacles.

Primordial Essence

Born of the First Convergence, Fae magic cannot be fully suppressed. Even in anti-magic fields, minor glamour and emotional resonance persist.

Advantages

  • +Primordial magic — innate magical ability that requires no training and draws on the world itself
  • +Veilshift — ability to alter size and physical form; cross the boundary between material and Feywild
  • +Court attunement — deep affinity with the element of their Court; elemental magic costs nothing
  • +Glamour — ability to alter perceived appearance, create illusions, and shape emotional impressions
  • +Bargain-binding — oaths sworn by Fae carry magical weight; breaking them is structurally difficult
  • +Flight — all Fae carry wings capable of sustained aerial movement
  • +Temporal resilience — age at an enormously reduced rate; effectively immortal in ideal conditions

Disadvantages

  • Iron vulnerability — iron disrupts Fae magic in its presence; iron weapons ignore some natural resistances
  • Bargain-bound — the same magic that enforces Fae oaths constrains the Fae giving them
  • Temporal disorientation — mortal urgency is instinctively difficult; short-term tactical urgency is a learned skill
  • Court obligation — deep allegiance to Court may override personal judgment in conflicts of interest
  • Emotional resonance — strong emotions bleed visibly into Fae appearance and magic without full control
  • Feywild pull — prolonged absence from Feywild contact causes gradual magical fatigue
  • Unpredictability penalty — others' distrust of Fae nature creates social complications in formal contexts

Permitted Classes

Starter Classes

Mage, Bard, Druid, Shaman, Rogue, Healer, Artisan, Entertainer, Laymen

Advanced Classes

Air Mage, Water Mage, Earth Mage, Fire Mage, Seductress, Mist Raider, Hierophant, Necromancer

Court Bloodlines

The Six Subraces

Each of the Six Eternal Courts has given rise to a distinct subrace of Fae — beings shaped by their Court's elemental force from birth. Explore any bloodline below to discover their unique traits, history, and abilities.

Final Lore Summary

The Fae are not visitors to Lumeris. They are its oldest memory, its deepest magic, and the living proof that the world was not assembled from nothing but born from something vast and alive. They were here before the first mountain rose and they will be here after the last kingdom has turned to dust. They do not rule, do not conquer, do not accumulate. They simply are — and in being, they shape everything around them without needing to lift a hand.

They are the spiral at the center of the oldest tree.

They are the bargain spoken before language had words.

They are the first breath of magic, still exhaling.