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Fae: Season of Dreams

Par New Path Games

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En bref · fiche BoardGameGeek traduite

Dans « Fae », initialement publié sous le nom de « Clans », chaque joueur tente de remporter la victoire en marquant le plus de points possible pour sa couleur. La tâche s’avère délicate, car la couleur de chaque joueur est choisie au hasard et reste secrète jusqu’à la fin de la partie. Chaque région du plateau contient cinq zones, chacune d’un type différent parmi cinq. Chaque zone accueille une hutte de chacune des cinq couleurs différentes. À son tour, un joueur déplace toutes les huttes d’une zone contenant moins de sept huttes vers une zone adjacente, tout en essayant de dissimuler la couleur qui lui est attribuée. Après ce déplacement, si une ou plusieurs zones sont entièrement entourées de zones vides, elles sont évaluées. Si toutes les couleurs sont présentes lors d’une évaluation, toutes celles qui ne comptent qu’une seule hutte sont retirées. La piste des époques limite le nombre de zones pouvant être évaluées avant la fin de la partie. Chaque évaluation rapporte soit un bonus, soit aucun point, en fonction du type de terrain dans lequel elle a lieu et de la position atteinte sur la piste ; chaque évaluation fait avancer la piste, et chaque section de celle-ci confère des bonus ou des pénalités selon les types de terrain. Une fois qu’au moins douze zones ont été comptabilisées, la partie se termine ; les joueurs révèlent alors leurs couleurs pour déterminer qui a réussi à marquer le plus de points tout en gardant sa couleur secrète.

Présentation de la campagne

Welcome to a world where the beautiful and the terrifying collide. Fae: Season of Dreams is a comprehensive campaign setting and bestiary inspired entirely by authentic, real-world faerie folklore and traditions from throughout global history.

Fully compatible with D&D 5.5e (2024), this book tears down the sanitized, modern tropes of pixies and sprites. Instead, it returns to the heartbreaking beauty and spine-chilling horror of ancient myth.

The World of Aenhame

The mortal realm of Aenhame holds perils and wonders untold, but none are more mysterious than Alaranna and Faegyrskata—the ancestral homes of the Fae.

Ruled by the enigmatic Alfar, these unspoiled wilderlands hide the deep histories, cultures, and reality-bending magic of those who came before. Yet, the truest discoveries await beneath this beauteous exterior: the Twilight Lands. Here, the ancient Daoine Sidhe and the shifting faerie courts await those brave—or foolish—enough to cross the threshold.

Whether you venture into the courts as an outlander or take up the cause as a creature of faerie yourself, the Season of Dreams calls to you.

What's Inside the Book?

Fae: Season of Dreams is a beautifully illustrated, 256-page volume designed to serve as a campaign setting, player expansion, and a bestiary of fae-centric monsters.

  • 23 Playable Fae Species: Step into roles previously reserved only for NPCs. Play as authentic, folklore-accurate creatures of the wild with deep cultural roots.
  • 48 Fae Subclasses: Explore brand-new archetypes optimized for D&D 5.5e, built to channel the primal, chaotic, and subtle magic of the twilight courts. Four fae-centric subclasses for each of the 12 core classes.
  • Primal Magic & Rules: Uncover 20 new spells, unique spellcasting mechanics, ancient pacts, feats, and faerie oaths that bind characters to the laws of hospitality and reciprocity.
  • Global Folklore Bestiary: Discover dozens of new monsters and NPC variants rooted in authentic global faerie traditions, from the haunting spirits of the British Isles to mythological entities from around the world.
  • Adventure Hooks & Lore: Rich narrative frameworks, political court intrigue, and drop-in locations to instantly spark your next campaign.
  • Sample Adventure: She Moves Through the Fair is a fae-centric 5th level adventure designed to be run in one 4-hour session and can be the beginning of a 5.5e fae campaign. The fae characters will travel from the Goblin Market to Skuggar, the land of the dead, to retrieve five royal artifacts that Queen Liadrielle of Alaranna needs to prove her regal right to reign, as well as retrieve the bones of the Erlking’s daughter so that her spirit can finally be laid to rest.

What are the playable fae folk?

Albus - Unseelie Sprites, empathic, with connections to ghosts.
Alfar - Children of the Daoine Sidhe. Also known as elves.
· Liosalfar - Alfar who embrace the Seelie Court.
· Svartalfar - Alfar who follow the Unseelie Court.
Bloodcaps - Also known as Red Caps; bloodthirsty Unseelie fae who devote themselves to killing. They go through several phases in their lives. These are: rascal, hooligan, powrie, dunter, and the Ly Erg.
Brownies - Tiny domestic tutelary fae that attach themselves to mortal households or farms. They act as unseen, nocturnal laborers who perform exhausting domestic tasks in exchange for strict rules of hospitality. They tend to be Seelie.
Faun - Deerlike gentle fae related to satyrs.
Frost Brownies - Cold-aligned, Unseelie Brownies that serve the Winter Court.
Gnome - small fae who are linked to the earth and make talented artificers.
Greenfae - Large forest guardians akin to trees.
Grey Folk - Huldufolk who have left their rock-formation homes to explore the world.
Harbinger - Mortal assistants to the Norns.
Leprechaun - A tiny fae strong in magic who loves to play tricks, mend shoes, and guards a hidden crock of gold that can only be obtained by following a rainbow bridge.
Maenads - Female satyrs.
Piskeys - Tiny fae similar to Pixies, but more Unseelie and serious.
Pixies - Tiny fae, sometimes unfairly seen as air-heads.
Puck - Loyal assistant (manservant, lady-in-waiting, messengers) to the fae courts.
Ratatosk - Squirrel folk fae descended from Ratatoskr, the godlike entity that delivers messages (and gossip) between the eagle and hawk that live at the top of Yggdrasil, the World Tree, and the dragon who gnaws the roots at the bottom of the World Tree.
Red Knights - Unseelie kin of the Greenfae; devoted to the protection of the àrd-rìgh, the ruler of the winter court.
Satyrs - The male children of the wine gods.
Sprite - Tiny aggressive, martial fae.
Sylph - Capricious fae spirits of the air.
Tanuki - Raccoon folk fae known for their shapechanging ability.
Trullen - Trolls:
· Risi - Tall heroic or courtly beings; trullen who are beautiful and very intelligent.
· Mythans - Also known as Riddle Masters, these trullen are natural sorcerers, warlocks,   wizards, bards, clerics or druids.
Twiglings - Small twiglike fae, neither Seelie nor Unseelie.

What are the new fae subclasses?

  • Air Domain: Focuses on wind manipulation, lightning/thunder damage, and granting flight or high mobility to the party.
  • Earth Domain: Emphasizes physical resilience, difficult terrain manipulation, and geomancy spells that use stone as a shield or weapon.
  • Fire Domain: A highly offensive, blaster-style domain utilizing bursts of flame, fire resistance, and aggressive area-of-effect spells.
  • Water Domain: Centers on healing, battlefield control through ice or tidal waves, and utilities like underwater breathing and swimming speeds.
  • Arcane Sorcery: Draws power straight from the pure, raw fabric of the Weave, enhancing metamagic flexibility and general spell manipulation.
  • Divine Sorcery: Infuses the sorcerer with cosmic, holy, or unholy magic, granting them access to the cleric spell list alongside traditional sorcerer spells.
  • Elemental Sorcery: Grants the caster a fluid connection to primeval forces, allowing them to shift spell damage types freely among acid, cold, fire, and lightning.
  • Sylvan Sorcery: Roots the caster's magic in nature and the Feywild, specializing in illusions, charms, and plant-based battlefield control.
  • Spring Patron: Focuses on Seelie themes of rebirth, rapid healing, growth, and joy, utilizing charms to pacify aggressive foes.
  • Summer Patron: Built around the aggressive Seelie Court, granting the warlock blistering fire damage, blinding light, and vengeful retributions.
  • August Patron: An Unseelie harvest concept, focusing on decay, gathering resources, transitional cosmic magic, and dealing with the dead and ancestor spirits.
  • Winter Patron: Tied to the Unseelie Court, leaning heavily into crowd control using bitter cold, curses, fear, and freezing winds.
  • Conjuration School: Specializes in summoning creatures from other planes, teleporting short distances, and creating inanimate objects out of thin air.
  • Enchantment School: Focuses on mind control, mesmerizing enemies with a glance, and manipulating the emotions or memories of NPCs.
  • Necromancy School: Centers on manipulating life force, siphoning health from foes upon a kill, and raising armies of the undead (which is strictly an NPC behavior--not something a playable Fae Folk would do). Albus Necromancers focus on rebirth and the transition from life to death (and back again), but would never create undead as they are considered The Fallen and is forbidden magic regardless of which court they belong to.
  • Transmutation School: Emphasizes altering physical properties, creating a "Transmuter's Stone" for passive buffs, and shapechanging matter.

What are some of the new spells?

Blinding Aura
1st-level Illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to one minute.

You become brightly luminescent, making it difficult for enemies to look at you directly. All attack rolls (melee, ranged) have disadvantage when targeting you. You have advantage on all saves from spells that require a spellcaster to see you.

Spell Lists. Cleric, Paladin, Bard

Call forth the Angry Dead
4th-level Necromancy
Casting Time: 1 action
Range: 60'
Components: V, S, M (Handful of Grave-Dirt)
Duration: Concentration, Up to one hour 

You whisper long-forgotten names and call forth an angry ghost ready to help you in combat. See the core monster book for details on the ghost stats.

Roll initiative for the ghost, which has its own turns. When you summon it, and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

Spell Lists: Cleric, Wizard, Sorcerer, Warlock

Commune with the Master
9th-level Divination
Casting Time: 1 minute
Range: 30 ft
Components: V, S, M (an hourglass, that is destroyed during the casting)
Duration: Permanent, until dispelled by the caster.

You can consult a greater otherworldly patron. Generally, warlocks use this ability to commune with their pact-patron for advice and direction. It can be used to speak to other patrons, but to do so has serious risks. Speaking to a great old one usually causes madness. Communing with a fiend or celestial can cause corruption or even a shift in alignment. Unwary casters who attempt to commune with Arch-Fey without formal pacts with them usually just disappear. If anyone uses this spell who is not a warlock speaking to it's own patron, the speaker must make a Will Save (DC 18), success means the communication happens without casualty. On a failure, the results depend on the kind of patron.

  •  Archfey - The ancient fae creature wants to keep you, assorted fae creatures will hunt you for the rest of your life.
  •  Celestial - your alignment is now good if it wasn't already.
  •  Fiend - Your alignment is now evil if it wasn't already.
  •  Great Old One - the caster suffers a temporary insanity for 1d10 weeks.

Spell Lists: Warlock

What are some of the new fae feats?

Animal Affinity - You have affinity for one type of animal (chosen when you take the Feat). It must be a normal animal.
·         Such creatures, when encountered, are not afraid of you, having a friendly reaction.
·         They will offer you companionship for a short time (up to half an hour) or perhaps a ride. If treated well, they may elect to stay longer.
·         You have advantage on all Animal Handling (Wisdom) and Nature (Intelligence) checks regarding that animal. 

Contortionist - You can bend and distort your body in odd and occasionally disturbing ways, even temporarily dislocating bones to help you slip out of bonds (ropes, chains, manacles), crawl or slide through small openings, or simply astonish crowds with your incredible performance art.
·         You have Advantage on Strength checks to escape a grapple, and Sleight of Hand (Dexterity) checks to escape manacles, rope, or other restraints.
·         You have Advantage on all Acrobatics (Dexterity), and Athletics (Strength) Checks when getting into and out of small windows and openings.
·         You have advantage on all Stealth (Dexterity) Checks when hiding in a small place, like under a desk, in a cupboard, or a trunk.

Deep Diver - Skilled at holding your breath, maneuvering, and casting spells while underwater.
·          You do not have disadvantage when using melee and ranged weapons underwater
·         You have advantage on Strength (Athletics) and Wisdom (Survival) checks when swimming or underwater.
·         You are practiced at opening your mouth while still holding your breath, allowing you to utter verbal spell components while underwater.

Add-ons & Extras

  • $10 - Coloring Book 
    A PDF coloring book with Black & White line-art versions of most of the art in the core book. 
  • $10 - Pathfinder 1e Conversion PDF
  • $10 - Pathfinder 2e Conversion PDF
  • $10 - Shadowdark Conversion PDF

Stretch Goals

  • $2,000 - FULLY FUNDED!
  • $2,500 - 5 more Species
  • $3,000 - 10 more Feats
  • $3,500 - 10 more Spells
  • $5,000 - Elves of Alaranna by Johnda Estep
  • $8,000 - Undead of Skuggar by Nicky Rea
  • $15,000 - The Prophecy’s Lure Adventure Path Trilogy by Nicky Rea
  • $17,000 - Tanuki of Alaranna by Johnda Estep
  • $19,000 - Ratatosk of Alaranna by Randy Price 
  • $30,000 - Stretch Goal Book Art
  • $35,000 - Add-On PODs for all Stretch Goal Books

About the Project

100% Human Created Content
100% Human Created Content. No Faeries were harmed in the making of this product.

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