Legends in Isaldor
The Sidhe are a race of smallfolk who were once fey, much like gnomes. Sidhe are different than gnomes in the fact that they retain much of their affinity to natural magic. Unlike gnomes, they embrace their heritage.
Sidhe people are timid and thoughtful, preferring the company of other small folk, and even then only those who do not seek the corruption of civilization. They have been called by many people, “Spriggans,” “Natters,” “Boggins,” and by more sensitive folk, “Children of the knoll.” The name Sidhe even became the term in many languages as used for the underworld where fairies dwell.
This is perpetuated by the knowledge that these people live in homes made of sod, mud, and dirt. They see living in structures made of materials hewn from the earth and cut to be ugly and unnatural. This means that they will tend to live in the hollowed-out boles of stumps, in driftwood huts, and even under hills in holes that were dug out by burrowing animals. The more natural the hovel, the more respected by their people.
Sidhe are humanoids of the fairy subtype. They stand between three to four feet in height and have long furry ears that either stand up or droop. Their rodent-like eyes see well in the darkness of their barrow communities, as well as in low-light conditions.
They also have tails much like a rodent’s that is typically long and used for balance. Their skin is usually between a light tan to a dark brown and are fairly hirsute with a layer of very soft fur covering their hands, feet, forearms, and calves. This hair can be any natural hair color. Adult male Sidhe differ in appearance from women and children because they grow hair on their faces that forms on their chin and jawline. Their noses also tend to have darkened nostrils, as opposed to females who have fairly normal humanoid facial features. Male and female alike still grow long, wiry, sensitive whiskers that grow from their cheeks.
Sidhe Vermin Magic
Their magic is renowned for being able to turn the most verminous, simple creatures into intelligent companions. Pets in Sidhe hole towns generally consist of giant insects, centipedes, and even spiders.
They have been known to form their in communities in wilderness areas at least several days travel from any town or village of any “tall folk.”
Standard Racial Traits
Size: Sidhe are small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Physical Racial Traits: Sidhe are quick in both mind and body, but are generally frail. They receive a +2 to Dexterity and Intelligence, but suffer a -2 to their Constitution.
Tunnel Rat: Sidhe move at normal movement of 30’, which is fast for a small category creature, and are at home in tight spaces, gaining a +4 circumstance bonus to resist movement penalties that hinder speed.
Low-Light Vision: See up to double the normal range in low-light conditions.
Burrowing: Sidhe can take a standard action to burrow into or out of the ground so long as they have a free hand and can move at their normal movement speed. While burrowing, Sidhe move at one third their movement speed through the ground. This cannot be done into or through solid surfaces, or through non-alluvial materials.
Languages: Sidhe start play knowing Common, Gnome, and Sylvan. Sidhe with high intelligence scores can choose from the following: Dwarven, Elven, Draconic, Goblin, Giant, Orc, Undercommon, and/or Terran.
Dirty: Sidhe get 2/DR to acid and earth-based damage.
Tremorsense Sidhe have the tremorsense ability so long as they are underground and are touching the ground with bare feet or hands. Sidhe do not take penalties for being barefoot.
Feat and Skill Racial Traits
Keen Senses: Sidhe get +2 to perception checks due to keen senses.
Bug-Tamer: Sidhe get +4 to animal handling skill for vermin and their vermin pets are considered to have a starting intelligence score of 2, losing the “mindless” template.
Magical Racial Traits:
Insect Affinity: Sidhe treat all summoned creatures of the vermin subtype as summons of a class level higher.
Fairy Magic: Sidhe add +1 to the DC of any saving throws against illusion spells that they cast. Sidhe with Intelligence scores of 11 or higher also gain the following spell-like abilities: 1/day – squeeze, soften earth and stone, jump, and summon minor monster (vermin only). The caster level for these effects is equal to the sidhe’s level. The DC for these spells is equal to 10 + the spell’s level + the Sidhe’s Intelligence modifier.
Racial Weapon Proficiencies: All simple weapons, slings and hoopaks (halfling weapon), Crossbows, and Falcatas