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The Entourage

Entourage

 The Entourage is an essential part of play, forming both the player's harem and their source of labor. Their entourage primarily falls into three categories-- the Harem, the Descendants, and the Labor Force. A player's Harem includes all of those who are willing to have sex with them and their closest allies-- their Descendants and Labor Force require prompting before becoming sexually available. Their Descendants include all of their children, grandchildren, great-grandchildren and children who were adopted, but have not been sent to the Labor Force. Lastly, a player's Labor Force is primarily represented by units and do not have individual entries in the Journal. The exception to the rule is the Supervisor, which is a member of a player's Harem or Descendants that has been appointed to a management position and given underlings to serve them. Each of these three categories bleeds into one another in various ways, and each provides their own advantages to the player and is represented on their sheet differently.

The Harem

 A player's harem is built of close friends and playmates that gradually join the player on their journey. Each member of the harem has different wants and desires, and these desires need to be filled. While most simple needs like hunger and sleep are easily accounted for, some members of the harem may desire intimacy or comfort from time to time. When the player comes into conflict with their goals they will attempt to reach a compromise with the player, often resulting in noncombat combat-- they'll roll dice based on their Growth Points (GP) and if they succeed will take some small advantage from the player. Alternatively, the player can choose to go along with their request and not risk losing any Plot Armor.

 It is important to remember that not all members of the Harem begin on the player's side, and that repeated abuse may also lead to Harem members defecting. One of the most important elements of FAE is the interaction between the player and the Harem, and not all of those interactions are positive. If a player fed a companion's pet chocolate and it died as a result, that harem member is going to be upset about it. While the first mistake might not break a friendship, after killing their fourth pet they'll begin to question why they're hanging around the player.

 In game, a Harem member's level of abuse is measured by their COR. Most members of the Harem have a COR threshold of 5-- when they have less than 5 corruption, they'll be willing to forgive a player if they apologize earnestly. However, when a harem member reaches their threshold, they lose any remaining love they had for the player and attempt to leave the harem. Some may even react violently to mistakes the player has made when their COR threshold has been reached, becoming monsters and attacking the player. COR will gradually fall over time, about one point per week, as old wounds heal and bad memories fade. Apologizing earnestly may also lower COR gained through the player's actions, but failing to apologize at all might make their grudges stick around longer...

Inter-Harem Relationships

 The Harem are sexually active, and may occasionally breed with one another. How often they do this is up to the GM's discretion, and their personalities should determine their match-ups. The less controlling of their Harem the player is, the more likely they are to independently form relationships on the side so that they can satisfy all of their needs without the player. All children of Harem members are considered Descendants, but children that are not their own will be raised by the Harem member who gave birth to them if the players do not intervene.

The Descendants

 Children of Fae and children that Fae adopt are part of their Descendants. Unpainted canvases subject to the whims of their parents, Descendants rarely show any initiative of their own. Their age when starting their Fae Growth is irrelevant, as they always age up or down to 8 years old by the end of the week they were born or adopted. For each Growth Point a Descendant has, they become a year older-- until, at [10 GP], they become adults. At this time, they may also become a member of the Harem or the Labor Force if the player wishes.

Childhood Abuse is Serious

 Descendants of Fae will always recognize their mother or father, no matter what form they shapeshift into. Descendants will also be unquestionably loyal unless they have been mistreated or face death, even if they display a high level of reluctance to doing chores. What counts as 'mistreatment' is up to the judgement of the child; typically, abandonment, physical pain, psychological punishment and sexual activity will result in the child becoming disloyal and gaining a point of COR. Children only have a COR threshold of 3, which means that they are far more susceptible to abuse than adults. Descendants are also unable to shed COR until they are an adult, meaning an especially abused child may turn into an enemy or a grotesque monster hostile to a player's Entourage.

 Childhood abuse is a serious problem for children in the real world as well. If you'd like to learn more about the causes and methods of prevention of child abuse, or even act to prevent child abuse in your life, the US Department of Health and Human Services has a portal which can teach you more about the subject and provides help to protect children in need.

  Children, when they become adults, get the option to join the player's Harem or Workforce. They do not need to make a decision immediately, and loyal Descendants may even seek recognition and be found in the player's Workforce without prompting-- or, entertainingly, join the Harem against the player's will. Descendants who are unrelated to you by blood or distantly related are the most likely to join your Harem-- most people find their parents unappealing genetically. Descendants in the Workforce are more specialized than other units, and perform jobs with a greater frequency and independence than their untrained counterparts.

The Workforce

 The Workforce is the backbone of the player's Entourage, doing the hard work and performing duties as soldiers, maids and handymen. Typically, their Workforce is represented numerically-- [3 Elves] instead of 'Alafwy, Finn and Kalel'. This is because members of the Workforce are red-shirts-- they'll die frequently in large-scale combat, and we don't want their attachment to them to make them feel bad! This is a game about feeling good and having sex, and it would be depressing to frequently part with members of their Harem or Descendants. A player's Workforce is also numerical because their numbers increase dramatically as they become more powerful-- it is not uncommon to have a workforce in the hundreds or thousands after a long game.

 In the beginning, players may not have a Workforce at all-- starting on the bottom of the totem pole, players eat, breed and kill to the top. As they reach the midway point of their journey, their Descendants are bountiful and they have many Entourage members that they rarely interact with-- at this time, it's best to send them to the Workforce, where they can collect credits, fame and converts for you with their efforts.

 A player's labor force have many categories they can be sorted into. For example, [Servant]s directly serve players, [Cultist]s follow the player as a god, [Slave]s must obey their master's every order, [Livestock] and [Pet]s can be raised to follow simple one-word instructions mindlessly, [Soldier]s form the backbone of their army... each categorization defined by a title should list the purpose of the workforce member and what they're used for! For a complete list of classes and the benefits they provide, check FAE Traits.

Utilizing the Workforce

 The first thing a player will need to do ((Continue working from here))

MAXimizing the Workforce

Entourage Growth

 When the player first encounters a potential companion and asks for their name, the player is rewarded with that companion's [Contact] information. A contact typically reveals no more than their name, a short blurb about them and their disposition towards the player, but talking to the companion will gradually reveal more information. The moment a player gains the [Contact] of an NPC, the GM will need to track the Growth Points of that character. As the player interacts with the character-- telling them stories, answering questions, committing crimes or acts of kindness-- the NPC will gradually become influenced by those actions. While Tamara might begin with 1 LUS and 2 AVA, she might see a player donating to a homeless woman and gain a point of SAC. Likewise, if Tamara didn't see the player giving the homeless woman change but instead flirting on her, she might become jealous and gain a point of ENV.

 Players can influence the personality of new Entourage members by setting an example for them. Most creatures on Earth are memetic; when they see members of their family or their friends perform an action, they unconsciously begin to copy the action. What actions the Entourage have seen are recorded in the player's journal as Growth Points. Growth Points include all of the sins and virtues, as well as two unique stats-- COR and FAE.
 Growth Points are independent, meaning that it is just as easy to raise a Growth Point from 0→1 as it is to raise it from 5→6. In exchange, growth must be unique each time-- exposing companions to the same material again and again won't improve anything but Sloth(SLO).
 Actions that can lead to stat growth include both exemplifying the stat... and glorifying it. Telling a story about Sir Gallant slaying a dragon can improve both DIL and PRI, but so can giving them a training sword and telling them to slay a drake. Equipment will list what stats they rely on before you gift it to your entourage, and media such as porn and movies will also list what Growth Points they raise in their description. For more information, see Gifts.
 FAE is the companion's lineage purity: it caps at 4, but not before triggering unique abilities in the entourage member. At 1 FAE, the companion becomes more beautiful and androgynous. At 2 FAE, the companion becomes capable of partial shapeshifting between their Human and their Monster form. At 3 FAE, they unlock a unique racial skill suited to their personality and background-- for example, an ex-slave Elemental Golem might learn the skill <Elemental Brand> - COR technique. Enslave a foe using elemental magic. At 4 FAE, the companion is now treated as a FAE and may gain skills through sex.
 COR gained as growth points mutate the companion. At 1 COR, they have a slight mutation, such as a lazy eye or large hands. At 2 COR, they have a moderate mutation, such as an extra arm or eye. At 4 COR, they have a major mutation. Vampirism, weirdness magnets, hyper genitalia-- major mutations make them unique among their species. But the most dangerous mutation of all? To become a true monster.
 At 5 COR, the companion deforms and screams. Their body changes, blood drips through their pores, their pheromones spill out along with a strong killing intent. Crying out, they flee the Entourage in panic and begin their hunt. The player will be seeing them again soon enough-- their offspring infect the ecosystem, and extinct a present species if not stopped quickly. Once they have gained sufficient power, they thirst for the blood and sex of their corrupter-- the player who failed to protect them, or perhaps even mutated them to this state. When the time is right... they strike back. Players should worry if the monster had any level of FAE before mutating, as they'll be fighting a creature of equal power to themselves should that be the case.

Entourage Evolution

 When your Entourage reach 10 Growth Points, they can take on new traits to reflect how they've been raised. Each Sin and Virtue has 5 traits to begin with, but if you are a GM you should feel free to add more. It is also up to the GM as to whether the player or the GM picks the traits gained in evolution. To find some sample traits and a more detailed creation guide, check out the supplemental sourcebook FAE Traits.

Additional Reading