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Laws of Feywild

EMOTION SHAPES ALL. Nothing within the Feywild is real unless someone feels it should be. Everything in the Feywild is either shaped or heavily affected by the surrounding emotions. The ground, the plants, the light, the weather, everything is the way it is because of emotion.   TIME IS AN ILLUSION. How you’re feeling determines how fast time is moving around you. If you’re having fun, time around you is going to move a lot faster than if you’re depressed.   NO FIXED ABSOLUTES. There are no absolute laws of motion, no mathematical absolutes and no fixed reference points. There’s no such thing as a fixed direction, so you can’t just follow a compass to get to where you want to go. You can’t even retrace your steps to get back to where you came from.   NEVER TELL ME THE ODDS. Just as the normal laws of physics don’t apply here, the laws of probability also take a step back. What are the odds that the party would just happen to run into the one thing they’re looking for? At least 80%, maybe more.   THE RULE OF THREE AND EIGHT. It is of course widely know that all good things come in threes, as do all bad things. In the Feywild, three is very much the magic number. For this reason, things in the Feywild tend to happen in threes.   TELL NO LIES. Most fey, with the exception of the eladrin, are unable to knowingly tell a lie. The fey are experts at giving vague answers and dodging questions. Even when being perfectly honest, they’ll still refrain from speaking in absolutes or giving clear answers, because this would make it obvious when they were trying not to be honest. Never speak in absolutes, never give a clear answer, use flowery language, dodge the question, give irrelevant information, and so on.   BREAK NO OATH. Any oath, contract, promise, or bargain made within the Feywild or with a faerie is magically binding. Only if both parties fulfil their end of the bargain or mutually and freely agree to terminate the contract can it be ended. This means a faerie cannot willingly break a promise. If someone breaks an oath, the magic of the Feywild will punish them for it. The fey bargains table (p. 40 ) may be able to give some inspiration for what can be taken.
FEY WEAKNESSES   COLD IRON represents cold hard reality, it cuts through lies and reflects the truth. Iron and steel burn fey creatures when touched, but don’t deal any extra damage. Iron is rarely used by the inhabitants of the Feywild, and when it is used it’s usually as a means of torture (as is the case with redcap boots). Attaching a horseshoe to a door or building an iron fence around a house is a great way of protecting it against fey intruders.   RUNNING WATER tends to change the flow of magic around it. This means that if a faerie crosses a river, the flow of the river might drag its magical abilities with it. A faerie can therefore temporarily lose some or all of its powers after crossing a river. This makes them very reluctant to cross running water and makes streams a great way of losing any fey which might be chasing you.   FEY LOGIC Another way of dealing with the fey is to use their own bizarre logic against them. Everything which seems like it would make sense unless you stop to think about it for a moment would absolutely make sense within the Feywild. For example, wearing your clothes inside-out is a time-honoured way of confusing the fey.   THE LAW OF NAMES As is generally the case with magical beings, knowing someone’s true name gives you power over them. This is especially true within the Feywild, where everything is magic and words and thoughts grant power.
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