The Dark Hags
Three hags of the Dark Coven roam the faewild and have changed it for the worst. They have split the faewild into three portions - Finox, Pephaire, and Sooroth. Each location has its very own hag and her loyal followers. To find one's way out of the faewild, they must travel through each location, defeat the hag, and restore the faewild to what it formerly was.
You, the one in control of your character's destiny, know what you are missing. Travel across the three splinter-realms (Finox, Pephaire, and Sooroth) to find said missing thing. Along the way, you may discover the deep, dark secrets that run across all of the faewild.
Finox
The hag known as Cyrena Crowe transformed her portion of the faewild into a swampy land. It is a forboding place, one where daylight never fully penetrates the dank mist that hands over the land, and where cruel and mischievous bandits prey unpon stranded and lost travelers. Finox is the realm of the present, where life and decay walk hand in hand, and where creatures live in the moment, not concerned with history or repercussions.
Pephaire
It is a sprawling fae woodland with a decaying core. With each passing day, Lorelei Graves' presence eats away at the forest's trees and taints its denizens.
Sooroth
Alana Shade, the Dame of Unhappy Endings, presides over this realm, and herpenchant for theatrics has transformed the land around her. Storm clouds roil, shadows take on a life of their own, and the air is filled with a sense of impending dread.
Queen of the Realm
Through lore, there are rumors that Queen Zybilna normally runs the faewild, but her whereabouts are unknown and the faewild is currently torn apart by the Dark Coven. No fae dares to speak of them or else face the chance of provoking their wrath. Instead, the group is forced to depart on an epic quest across the faewild in search of their lost things.
Rules of Conduct
Although Zybilna is indisposed, three of the rules she put into place when she created her faewild domain continue to hold weight: the rule of hospitality, the rule of ownership, and the rule of reciprocity. These three rules are common knowledge in the faewild, and both natives and vistors would do well to abide by them:
- Rule of Hospitality: When a friend, an enemy, or a stranger enters your home, you are expected to be gracious and acommodating to them until such time as they prove, by their words or actions, undeserving of such hospitality.
- Rule of Ownership: You must not steal from a friend, an enemy, or a stranger. To take something that doesn't belong to you without the rightful owner's permission is a crime and an unforgivable breach of etiquette.
- Rule of Reciprocity: When a friend, an enemy, or a stranger offers you a gift, you are obliged to accept it and offer something of comparable value (be if a gift or a service) in return. Such reciprocation need not happen immediately.
Lost Things
It is said that when someone is touched by the mist of the faewild, they lose something dear to them. Retrieving their lost things will require the characters to explore the faewild regions of Finox, Pephaire, and Sooroth.
Determining What was Lost
Each person, having lost something precious to the faewild mist, is unable to gain inspiration (see
House Rules) until they gain back what was taken from them. A
remove curse spell is not powerful enough to end this effect on someone, but a
wish spell can.
Available only for those participating in the Wanders of the Yonder story. If you are a participant in the correct subscriber group, special notes will appear below.
Lost Things
1d8 |
Thing |
1 |
Ability to keep secrets |
2 |
Ability to not stop smiling |
3 |
Artistic creativity |
4 |
Cherished doll or stuffed animal |
5 |
Sense of direction |
6 |
Sense of fashion |
7 |
Sense of smell |
8 |
Three inches of height |
Children of the Faewild
The characters might encounter children who were lured to the faewild and stumbled into Zybilna's domain by other means. These children have been stuck in the faewild long enough to forget about the worlds they came from, yet they haven't aged much at all.
Zybilna's magick protects all children in the faewild (but not creatures disguised as children). The hags of the Dark Coven are aware of this magick and unable to dispel it. Any child in the faewild who would take damage as a consequence of another creature's actions vanishes in a burst of multicolored light and is spirited away to a safe corner of the faewild, unharmed and unreachable from the domain's splinter-realms or the palace, until Zybilna wills the child to return to her. Children sequestered in this fashion are beyond the reach of everyone else and can't be located or scried upon using magick.
Adventuring Gear
Varies
The faewild trinkets table that follows offers a selection of trinkets appropriate for faewild-themed adventures such as this one. Players whose characters have the faelost background can roll on this table to determine what trinkets their characters possess.
Roll for a Trinket
1d100 |
Trinket |
1 |
Cookie cutter shaped like a unicorn |
2 |
Two yew rings linked together |
3 |
Silver hand mirror with a nymph-shaped handle |
4 |
Painted wooden key whose teeth change configuration every day at dawn |
5 |
Delicate silver cameo with pictures of twin childen opposite of one another |
6 |
Golden pendant charm shaped like a leprechaun |
7 |
Tiny wooden box containing a croquet set sized for pixies or sprites |
8 |
Tiny pair of sharp, iron scissors |
9 |
Chess piece shaped like a dancing satyr wearing a bishop's hat and clutching a gnarled staff |
10 |
Saltshaker shaped like a wizard's tower |
11 |
Crystal orb that allows an elf who holds it to sleep |
12 |
Pendant that shows the phases of the moon |
13 |
Large iron fingernail |
14 |
Tiny electrum whistle that only Fey can hear |
15 |
Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it |
16 |
Spool of glistening silver thread |
17 |
Sheet of music that goblins find upsetting when they hear it played or sung |
18 |
Rotten ogre's tooth with the Elvish glyph for "moon" etched into it |
19 |
Vitrified eye of a displacer beast |
20 |
Tiny duskwood coffin containing the ashes of a troll |
21 |
Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan |
22 |
Gossamer shawl that glows faintly in moonlight |
23 |
Ball-and-cup toy that plays a short, victorious jingle whenever the ball lands in the cup |
24 |
Sprite's skull covered in ink fingerprints |
25 |
Silver fork with the outer tines bent sideways |
26 |
A soot-stained sock in which a nugget of coal magically appears each day at dawn |
27 |
Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it |
28 |
Tiny clockwork dragonfly that slowly beats its wings (but can't fly) when wound up |
29 |
Toy unicorn made of wood, painted with bright colors |
30 |
Pixie plushie that sings when you squeeze it |
31 |
1-inch-square painting of a sleeping elf |
32 |
Thimble that helps you daydream when worn |
33 |
Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn |
34 |
Fake Three-Dragon Ante card depicting a faerie dragon |
35 |
Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm |
36 |
Rock that floats and is small enough to hide in your closed fist |
37 |
Tiny bottle filled with rainwater collected from the Feywild |
38 |
Opalescent conch shell that laughs when you hold it to your ear |
39 |
Vial of viscous liquid labeled "Fomorian spit. Do not drink!" |
40 |
Wax candle that roars and crackles like a bonfire while lit |
41 |
Potted daffodil that sways when near a source of music |
42 |
8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken |
43 |
Tiny wooden sylph figurehead from a model ship |
44 |
Tiny pumpkin-shaped cauldron carved out of bog oak |
45 |
Bar of soap that smells like something memorable from your childhood |
46 |
Piece of orange parchment folded to look like a knight astride a unicorn |
47 |
Tinted glasses so dark that they can't be seen through |
48 |
8-inch-long glass ant figurine |
49 |
Piece of parchment bearing a child's drawing of an oni |
50 |
Tiny hourglass without sand in it |
51 |
Empty vial with corked ends at the top and bottom |
52 |
Pair of green leprechaun boots tied together by their laces |
53 |
Smoking pipe made from a tree root |
54 |
Red cap that droops down to one's shoulders when worn |
55 |
Mask that helps you remember your dreams if you wear it while you sleep |
56 |
Notebook that shows what's written on it only when held upside down |
57 |
Wooden top with four sides, each bearing the image of child enjoying a different season |
58 |
Tiny beehive wig made for sprites or pixies |
59 |
Wooden mouse figurine that squeaks when held |
60 |
Stuffed oni doll with a creepy smile and one missing eye |
61 |
Empty bag labeled "Candy" |
62 |
Tinted glass monocle that makes things look green |
63 |
Black executioner's hood sized for a pixie or sprite |
64 |
Piano key carved from a satyr's horn |
65 |
Tiny wooden lute with cat hairs for strings |
66 |
Iron needle with an eye that refuses to let thread pass through it |
67 |
Tiny sundial that casts a shadow only in moonlight |
68 |
Wooden pan flute that attracts harmless local fauna when played |
69 |
Silvered pinecone |
70 |
Flask of spectral glowworms that change color to reflect the mood of the flask's holder |
71 |
Wooden apple painted blue |
72 |
Tuning fork that sounds the tone for the F key |
73 |
Nunchaku sized for a pixie or sprite |
74 |
Copper coin with a smiling satyr's face on one side and a satyr's skull on the other |
75 |
Severed chicken's foot attached to a leather cord |
76 |
Collection of baby teeth in a tiny wooden box |
77 |
Pinwheel whirligig that spins even when there's no wind |
78 |
Child's parasol covered in moss and leaves |
79 |
Wooden magnifying glass missing its lens |
80 |
Glossy mushroom with a red, bell-shaped cap that jingles when shook |
81 |
Pouch of seeds that smell like home |
82 |
Petrified robin's egg |
83 |
Wooden spoon with a hole in the center |
84 |
Paper wasp nest in a jar |
85 |
Sprig of rosemary wrapped with ribbon at one end |
86 |
Tiny, unfurnished dollhouse sized for a pixie child |
87 |
Paintbrush made entirely of ceramic—even the bristles |
88 |
Candlestick whose candlelight looks like a tiny, dancing fairy made of fire |
89 |
Spectacle frames in the shape of butterfly wings |
90 |
Set of false wooden teeth |
91 |
Tiny book of fairytales |
92 |
Rucksack in which one potato magically appears each day at dawn |
93 |
Pixie's winter jacket lined with fox fur |
94 |
Tasseled wine charm shaped like a sprite |
95 |
Weak magnetic wand |
96 |
100-sided die the size of a plum, cut from coal |
97 |
Glass slipper, missing its mate |
98 |
Tiny dreamcatcher |
99 |
Barbell sized for a pixie or sprite |
100 |
Music box that plays a sprightly tune you remember from your childhood |
Faelost
You grew up in the Faewild after disappearing from your home plane as a child. Perhaps you were spirited away by a kindly fae, who thought you were destined for great things. Perhaps you stumbled through a fae crossing by chance during a twilight stroll through the woods. Perhaps you were kidnapped by evil fae but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Faewild's spell and learned a little about the nature of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Faewild--a mirror world hidden behind a mere twist of perception--is only a hair's breadth away. Although, you memories of the Faewild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of the Fae--your home away from home.
Skill Proficiencies Deception, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice of Elvish, Gnomish, Goblin, or Ezosa
Equipment A musical instrument (one of your choice), a set of traveler's clothes, three trinkets (each determined by rolling on the Faewild Trinkets table), and a pouch containing 8 gp
Features
Fae Mark
You were transformed in some small way by your stay in the Faewild and gained a fae mark, determined by rolling a
1d8 on the Fae Mark table.
d8 |
Fae Mark |
1 |
Your eyes swirl with iridescent colors. |
2 |
You have a sweet scent, like that of nector or honey. |
3 |
You have long whiskers, like that of a cat. |
4 |
Your ears are covered in soft tufts of fur. |
5 |
Your skin sparkles in moonlight. |
6 |
Flowers either bloom or wilt (your choice) in your presence. |
7 |
Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut. |
8 |
Your have a tail like that of a dog or another animal. |
Faewild Visitor
Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Faewild might pay you a visit, if the DM wishes it. Determine the spirits form by rolling a
1d8 on the Faewild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or for hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Faewild visitor can't speak that language normally.
d8 |
Fae Visitor |
1 |
Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it. |
2 |
Centaur |
3 |
Dryad |
4 |
Fae Dragon |
5 |
Pixie |
6 |
Satyr |
7 |
Sprite |
8 |
Unicorn |
Faewild Connections
Your mannerisms and knowledge of fae customs are recognized by natives of the Faewild, who see you as one of their own. Because of this, friendly fae creatures are inclined to your aid if you are lost or need help in the Faewild.
Transforming the Domain
The faewild is shaped by the emotions of the creatures that inhabit it. Even creatures of little consequence can transform the domain in minor ways as long as no other, more powerful force is exerting its influence. For example, flowers might wilt in the presence of a goblin who is terribly unhappy. Similarly, a satyr's laughter might cause a smile to appear on the trunk of an inanimate tree nearby. A more powerful creature, such as a hag, can reshape a larger portion of the domain to reflect their emotional state. An archfey is so attuned to the faewild that their emotions can suffuse an entire domain, overriding the emotional influence of all other creatures in it. From that standpoint, Zybilna's dormancy enables other creatures to affect the faewild more than they could if she were still active.
As the characters make their way across the splintered realms of the faewild, any emotional outburst or change in mood they exhibit might be accompanied by a minor reaction in the environment, which you can determine by choosing an entry that you like from the Domain Transformation table or by rolling on the table to determine a random result. Not every emotion felt in the faewild is worthy of a roll on the table; you can save these effects for occasions when emotions are running high, to remind your players that the faewild is not like the Material Plane. Because these effects have no impact on the story, you can forgo using the table if you want.
If Zybilna is released from her temporal stasis, the ability of other creatures to alter her domain is suppressed until she is incapacitated, killed, or no longer in the faewild.
Death in the Faewild
Whenever a creature--including a player character--dies in the faewild, its death has a chanc of triggering one of several magickal effects put in place by Zybilna. The effect is determined by rolling a d8 and referring to the Death Effects table.
Available only for the Keeper of Tales. If you are a participant in the correct subscriber group, special notes will appear below.
Faewild Treats
Any character who spends at least 1 hour searching for drinkable water in the faewild wilderness can make a DC 15 Wisdom (Survival) check. If the check succeeds, the character finds a natural spring that can provide as much fresh water as the party can carry.
Foraging for food is even easier. Any character who spends at least 1 hour foraging can make a DC 10 Wisdom (Survival) check. On a Success, the character finds enough food to feed the party for 1 day. A character who exceeds the DC by 10 or more also finds one or more edible faewild treats, determined by rolling once on the Faewild Treats table.
Available only for the Keeper of Tales. If you are a participant in the correct subscriber group, special notes will appear below.
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