Wolloi fae are the physically smallest of the six great fae Houses, typically being no more than a few inches in height (and frequently much smaller). Up close, a wolloi will barely resemble a humanoid, having very exaggerated proportions – a very large head, long and tiny limbs, sometimes strangely shaped ears, eyes, and even tails can be seen. Their skin is pale, although it may have a variety of blue, green, and gray hues. Their eyes are solid black, making it impossible to know where they are looking at any given time. Wolloi exhibit no obvious gender preferences, nor do they wear clothes or jewelry.
However, most individuals that encounter a wolloi (and live to tell about it), do not observe these fine physical details. Wolloi naturally emit a soft, but strong, light (blue, yellow, white, and sometimes greenish). From a distance of more than a few yards, this light is enough to wash away all detail of the wolloi’s physical appearance, causing them to appear to be nothing more than a glowing ball.
Wolloi tend to prefer flight as their mode of transportation, even though they exhibit no physical wings. They tend to move slowly and methodically, but they can also move exceptionally fast when they desire to.
Wolloi fae feed off of fear and despair – they should be considered the most dangerous fae to meet. Wolloi excel at luring unsuspecting travelers with hallucinations, mirages, familiar voices, calls of distress, etc. A wolloi will try to pull mortals out of a comfortable area – to leave a well-trod path, to investigate a call for help, to step out of their home in the middle of the night.
The wolloi will employ a myriad of tricks to keep the attention of their victim – the call for help will always be a little further away, the light the lost traveler is following will never seem to get closer. All the while, the wolloi is luring the mortal into dangerous areas – cliffs, swamps, and cursed ruins.
The wolloi will instill fear through psychological torture, enchantment, or both. Visions and hallucinations designed to terrify the victim are common strategies used by the fae. While the outcome is not always guaranteed, those who leave in pursuit of the visions of a wolloi are seldom heard from again. Some may be found dead, either by accident or their own hand. Others have simply vanished – it is commonly believed that the wolloi may abduct these victims, bringing them to Fae’rela for purposes unknown.
Wolloi will play with their prey, attempting to lead them off a cliff, into the jaws of some creature, or simply to wander starving in an inhospitable land. Wolloi may also opt to abduct their prey, taking them to their estate in Fae’rela to be further tortured – this may not even be apparent to the mortal, as the estate may take the form of the same swamp they were in, only it is now an endless morass of slime and decay, the road never to be found again.
Flying • Signature Talent
The wolloi gains the flying differentia.
Incorporeal • Signature Talent
The wolloi gains the incorporeal differentia.
Alluring • Signature Talent
The wolloi gains the alluring differentia.
Magic Resist • 10 Danger Talent
The wolloi gains the magic resist differentia.
Fear Drain • 10 Danger Talent
The wolloi makes a Magic vs Steel -2 check against an adjacent character so long as no other characters are adjacent to the wolloi or the target; if successful, the target takes d10 damage, and the wolloi heals that much.
Compel • 20 Danger Talent
Up to thrice per encounter, the wolloi makes a Magic vs Steel check against an adjacent character; if successful, the wolloi controls that character on their next turn (if in danger, of immediately otherwise).
Clone • 20 Danger Talent
Once per encounter, the wolloi can summon a visual clone of itself; the clone can move up to the wolloi's movement on the wolloi's turn, but cannot take any actions. If the clone takes any damage, it vanishes.
Wolloi • Fae • Bestiary Entry
180 Danger


Found in:
  • Twinkling Swamp
  • Moors
  • Deep Woods

Common loot:
  • Threads
  • Curiosity