Fae are easily differentiated from humans by their long ears and dainty fingers. They are innately tough and strong, befitting a race that has survived in the wild lands they inhabit. Their long lives make them open to new experiences and endeavors, and they are possessed of a spirit of adventure rivaling that of humankind. Their natural charisma has worked in their favor for integrating themselves into the interplanetary community, and in adapting their own ways to the modern world. Fae live up to 3000 years, and are considered to be adults at 35. They reach middle age at 900, old age at 1600, and venerable age at 2200. The average fae male is 6' tall and weighs 150 lb, while females average 5'10" and 140 lb.
Ability Score Racial Traits: Fae are attractive and possessed of a lean strength, though they struggle to embrace logic. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
Size: Fae are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Fey
Base Speed: Fae have a base speed of 30 feet.
Languages: Fae begin play speaking Ippan and Sylvan.
Preternatural Senses (Ex): Fae gain Alertness as a bonus feat.
Seducer (Sp): Fae add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Charisma score of 13 or higher can cast charm person once per day as a spell-like ability (caster level is equal to the user’s character level).
Treespeech (Su): Fae can speak with plants and plant creatures as though under the effects of a continuous speak with plants spell.
Damage Resistance (Ex): Fey gain DR 5/Cold Iron.
Low-Light Vision: Fae can see twice as far as humans in conditions of dim light.
A fae officer, having quickly risen in the ranks due to his natural charm. Or perhaps his natural Charm?
The fae are relatively new to society, having lived on Tera's surface for many years, unaware of the world above the Blast Field until its destruction several decades ago. However, their natural charm and innate powers of enchantment have made it easy to ingratiate themselves and move in circles from the highest to the lowest. Yet at the same time, their inherent magical powers make some view them with suspicion, wondering whether the friends they surround themselves with are there due to enchantment or not.
After the fall of the Blast Field, one fae in particular was quick to grasp the potentials and risks that their new avenues of exploration posed. Known as Cululon, this redoubtable leader put together a following in the early years after the field's collapse, and established a powerful empire in its own right, ruling over the fae people. Though Cululon perished only a few decades into his reign, slain in battle against a colossal Preserver that threatened his people, his children carry on his dream, and the Cululon Dynasty holds the lion's share of power on Tera.
Fae have a tendency to take on magic-oriented professions, particularly those of an arcane nature. A number of them have also trained as soldiers in the Argnonian and Cululonian militaries, making for natural-born leaders in many cases.
Additional Note: Fae can only be played when certain conditions are met in the campaign, or the campaign takes place after a certain point in time. See the DM's Guide for more detail.