The People of Fae Edge Part 2: Imp, Goblin and Kobold

This is part 2 of 2 in introducing the races of Fae Edge. A more complete document with all 6 races including their game stat is underway and will be released once the rules blog about them is published.


Imps are earthy red-skinned (or of similar hue), most of them heavy set with skin akin to stone. Most imps have earthen brown hair though exotic hues such as purple and blue are seen as well. They have bat like wings with a surface that looks like cracked leather. Imps are strong, big and tough. But do not make a mistake of inversing brawns with brains, they’re highly intelligent and often carry scholarly discourse with the best of the fae (which makes them a favourite of the Sylph when they need someone to talk to).

Imps wear their emotions on their sleeves are are often seen to be ill-tempered at times. Yet they are for the most part socially likable, though not as honeyed tongued as the Spriggan. They often busy themselves with the administrative services of the Fortress City they are in, so most of them are government officials or serve the local municipal in some way or another. They’re also often seen serving the local enforcement corps as well.

Most races welcome the presence of an Imp. They’re known to be honest at the best of times or at least you can count on them not to spill a secret when it comes down to it. That doesn’t mean Imps are incorruptible, far from it, but their candid demeanor do them credit whether they warrant it or not.


Goblins are grey skinned, often a bit shorter than the average fae and have small, squinty eyes. They have wings similar to a dragonfly and nobody can outfly a Goblin if they’re really serious about it. This makes them ideal recruits for the Couriers where speed is of the essence. They normally sport dark grey to black hair and often adorn them with beads or other ornaments. You can literally sport a Goblin from a mile away while they’re within the confines of a Fortress City.

Goblins are naturally born tinkerers and inventors. They can’t use magic for some reason, but they have inquisitive minds and very nimble fingers that allow them to come with mechanical marvels, which ironically are normally powered by magical means. They have a working relationship with the Sylph because of this.

They’re not really socially amicable when interacting with other races. But communication within their race is often livid, boisterous and warm. Other races view them as eccentrics and normally give them a wide berth when they pass as a group. They’re often found in the commercial district, where they ply their trade for the wealthy individuals that can afford their inventions.


Kobolds are masters of stealth. Their dark grey scaled skin (though the scale are really fine, you won’t notice them until you touch them) and often dark hair makes them suitable for it. They sport mosquito-like wings that do not make a sound as they flap on while they fly. The Courier often send a party of Kobolds on scouting missions before a caravan is underway.

Kobolds are shrewd businessmen, dealers and gamblers. They view life as one big game and think of ways to get ahead. Their risk appetite is very large and they often show as little fear as anyone could manage, even none. They get along with everyone, but trust no one, especially one of their own. You can expect a kobold to double cross you as much as they would genuinely help you from the bottom of their heart.

Kobolds are also good shots with the bow and make excellent soldiers and scouts as well. Kobold soldiers are normally trusted due to their position and prized skill with the bow, though others are kept under a close eye and utmost scrutiny.


The People of Fae Edge Part 1: Sidhe, Spriggan and Sylph

This is part 1 of 2 in exploring the races of Fae Edge. No mechanical information is here, only background. The game mechanics of the races will be posted later.

The races of the fae differ from each other not only by looks, but also by their philosophy and outlook. Though each Fortress City’s social landscape differ from one another, the way the races conduct themselves surprisingly do not change much. It is something intrinsic that scholars fail to pinpoint where such common psyche began and why it persists to this day.


The mighty and noble Sidhe. Easily the most well built and regal looking of all the races, they have alabaster white skin with large bird like wings. Most have jet black hair, yet some Sidhes are known to have fiery red hairs as well. They like to keep their hair short, for both men and women. Rarely does one see a Sidhe with flowing locks but they’re often viewed as having tiny rebellious spirit among their kind.

Sidhe normally carry themselves to be the paragon of virtue. Polite, maintaining proper body posture and discipline and solemn voice tones that rarely betray their emotions. It’s not easy to discern what emotions dwell within a Sidhe for they hide it well, which makes them perfect leaders and politicians.

Though the Sidhe look noble and good, their moral compass varies wildly. Even the most evil of Sidhe can offer a genuine smile with the intention of getting what they want. Witnessing a Sidhe performing acts of violence with a face of a saint is disconcerting for many other races. This ironically earns them the reputation of being the most untrustworthy of all the fae races.

Yet they are still looked up upon and often thrown into leadership roles despite this. Regardless on how the Sidhe acts, they always do it with purpose and a clear mind, which other races begrudgingly admit as something that can be depended upon.


The crafty Spriggan has smooth brown skin, often wild green or yellow hair and wings of a moth. Their physique varies within their race from the wiry to the obese though they’re often seen in the commercial district running businesses. The average Spriggan has wits about him to see him getting what he wants. While some may not be learned, all Spriggan are known to be quick on their feet and their head, making quick assessments and calculations and getting out of a tight situation no matter how grim it might be.

Most Spriggan are social creatures with silver tongues. Even the poorest of Spriggan can talk his way into things (whether it’s good or bad, that’s another story). The Spriggan are known for being good company, but some see them as shady and a bit untrustworthy, but not to the level of Sidhes.

But among all the fae, the Spriggan are most in tune with nature. They can sense when the season will change and are often excellent trackers, which makes them invaluable among the Couriers. They also have a knack of sensing dangers and often choosing flight when a fight or flight situation presents itself.


The Sylph are graceful creatures, often with light olive green skin sharp elfin features and wings of a butterfly. Even the Sidhe’s poise is no match for a Sylph’s grace when they walk side by side. They have hair in various shades of green and are often kept long and orderly, either via braids or neat ponytails for both male and female. It’s often hard to discern their gender until they actually talk, though the males are slightly bulkier than females, but their height and build are almost the same otherwise.

The Sylph are often aloof and reserved. They have excellent mental capabilities and are know to memorize long sections of text or even multiple huge tomes and are able to cite them without a hitch. It is no accident that most Sylphs devote themselves to the arcane arts, where they get to divulge their compulsion for reading and consuming knowledge. Yet some Sylphs make great accountants and quartermasters, using their impressive memories to remember figures and transactions which they can recollect with ease.

The Sylph are often tight lipped and thus keep the most secrets. If any race are suited for the role of a spy, the Sylph would be it. Yet the other races couldn’t even imagine them to fulfill such a role which makes them good candidates for it.

The World of Fae Edge

This is a big picture overview of the setting of Fae Edge. Still rough in the edges, but you get a better feel for the world now. We’ll keep dragging you further down the rabbit hole, don’t worry.

The world is already lost. Evil has won. Darkness has consumed everything. Nobody but the Ancients remember how it happened, but it did. An evil entity known only as the Darkness now spread, consumed and corrupted living beings into twisted versions of themselves that desire nothing other than blood, death and destruction. This corruption is later known as the Scourge, as dictated in the fae’s history books.

The various faerie races have banded together and their mightiest and wisest mages have erected huge magical forcefields around their respective cities. These livable cities are later known as Fortress Cities and are fast becoming overpopulated over the generations. Enclosed from the outside world, the fae folk are not immune to the pull of politics. Over time, the level of political intrigue among those within positions of power were as deadly and corrupting as the Darkness outside.

Many races were lost during the Scourge, but the races that survived, namely the Sidhe, Spriggan, Sylph, Imp, Goblin and Kobold, share the confines of the Fortress Cities. Each race have distinctive features such as skin colour, skin texture, facial structure, physique and wing shape, which invites discrimination in some Fortress Cities. Each Fortress City have their own unique customs, laws and politics. Often, the highest form of punishment is to be banished outside the shield alone without any magical protection against the Darkness. Even capital punishment is preferred by hardened criminals as opposed to banishment. It’s not a stretch to claim that each Fortress City are their own country.

Communications between the Fortress Cities are sparse and deadly, as no magical means are possible due to the strength of the Darkness outside. So communiques have to be delivered by hand, with companies of brave faeries risking traveling through the Darkness to other Fortress Cities. These brave folk are known as Couriers. Only the most desperate or the mad would join them. Yet their service is important and at times, even crucial to the survival of the Fortress Cities and its inhabitants.

It is unknown how many Fortress Cities are there in the world, but each Fortress City only has an idea of the existence of a handful of other Fortress Cities at most. And ruins of Fortress Cities are not unknown in the Darkness infested wilderness, which begs the question of which Fortress City will fall next, instead of if another one will fall.

Not only does the wildlife gets corrupted by the Darkness, infected faeries have been sighted as well. Wild, feral and deadly, these fallen faeries are collectively known as the Unseelie. It is unknown whether the Unseelie are merely unthinking and instinctive monsters or they are intelligent and have civilizations of their own out there.

Other creatures of Darkness, such as the Trollkin, Chitters, Bonegnashers and Shriekers (to name a few) also prey the wilderness. It’s no wonder that the average Courier goes mad at some point after a few excursions outside the shield. But it’s a big world out there. Who knows what else is in there? Waiting to be boldly discovered.

A first taste in the dark world of faeries

This is a 200 word RPG, written to get started with playing Fae Edge immediately. A lot of it requires fleshing out by the GM (there’s only so much you can put in 200 words in the first place) and the setting could only be explained in a couple of sentences… for now.

The system is outlined here and is the base on how the game will turn out once we’re finished with it.

You’re a fae in a world in Darkness. Trapped in magically shielded Fortress Cities, lethal intrigue is commonplace.

You may be a Sidhe (+1 Nobility), Spriggan (+1 Resourcefulness), Sylph (+1 Knowledge) or Imp (+1 Physique). Everybody flies.

You have 6 Attributes: Physique, Resourcefulness, Knowledge, Nobility, Toughness and Willpower. Starting at 4 points, assign 8 extra points among them.

For each Attribute, you may have Skills to enhance it. You have 5 points to assign a new Skill or to enhance an existing one.

Spells are Willpower Skills. -1 Willpower temporarily every time a spell is cast.

You have 3 Gifts, which are expendable powerful effects related to your race.

You have 3 Bonds, which are restrictions you set for yourself.

To perform a Task, roll 2 dice, apply modifiers and succeed if your roll is equal to or lower than your Attribute. Skills and other modifiers boost your Attribute. Rolling your BASE Attribute is a Critical Success.

For Combat, roll Physique against your opponent. If you succeed AND roll higher, you win. Rolling a Critical Success is a win, canceled only by another Critical Success. Ignore draws. The loser rolls Toughness modified by the weapon’s Lethal value. Failure is death.