Fey Species in The Sundered Worlds | World Anvil
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Fey

Note: all fey characters have the type fey as well as humanoid.

Like the other material echoes, the Feywild remains tied to the Prime Material despite the Sundering. The Feywild is the Land of Dreams, and many—if not most—mortals retain a connection to the plane in their dreams. Portals between the realms are relatively common and trade flows easily enough. It comes as no surprise then that certain mortals claim descent from a variety of fey creatures, and that cultures across the planes are frequently affected by one another.

Elf

The children ask about Lilryth like she has always been larger than life. They hear stories of her tears and laughter and spilling soup on her gown but imagine these divine acts, not the small moments that make up a life. But of course, what was life before this world? What did that mean to us in the Courts?
I was old when we left the Wild, and that means something now. Are these the regrets my shorter-lived friends tell me about? I want our children to understand where we came from, and why we left, and how we hurt our own people, and what it means to atone. I want to leave them with the understanding of the Lilryth who so loved the worlds, she tore apart her own home to see it.
— From the diaries of Magister Inariall Morrinsinger

Fled from Fey

The material echoes were thrown into chaos and disarray after the Sundering. Ideas, locations, physical laws that had once been resolute now wavered, or were destroyed entirely.
In the momentary eternities following the Sundering, the beings that would become fey lived and built and thrived in their new home: the Feywild, the Faerie Land of Dreams. They built the courts where wishes and dreams dance, paying homage to the seasons and elements that once governed so much of their lives. The fey created a world no one would want to leave.
Until someone did.
Lilryth, a powerful subject of the Unseelie Court, denounced Oberon of the Seelie Court, Once King of Green and Dreams and Maev of the Unseelie Court, Queen of Air and Darkness, rebuking them for their tyrannical hold on the lives of the fae. Their rules were arbitrary and obsolete, she argued. The planes had changed beyond reckoning and it was time for the fae to change with them.
Together, Queen Maev and Once King Oberon worked powerful magics and banished Lilryth to depths of the Abyss, trapping her there as Tiamat had trapped Pherrucorys. They had won.
At once, Lilryth's followers left the Feywild in open defiance of their Courts—a feat that should have been impossible—and sought the deepest, darkest places of the Prime Material in hopes of reaching their leader. As if awakening from a dream, other Courtiers saw the hold Queen Maev and Once King Oberon over them and resented it. They too left the Wild, travelling the new multiverse and settling wherever they pleased, for as long as they fancied.
The descendants of these fey became the folk known today as elves.

A People of Change

Elves are inherently magical folk and have adapted to every environment they find themselves in. As a result, there is little standardization in their appearance.
While they tend to be thinner, lighter, and taller than other mortals, this is not universal. Elves have great variety in their physical appearance, and even the most common traits like pointed ears and hairless skin are not guaranteed.
An elf's hair, eyes, skin, and voice tend to reflect the area they grew up in, and will change if they spend enough time in a different environment. They are not limited to the standard range of mortal colors or textures, either. Leafy hair, stonelike skin, breathy voices, and gemstone eyes are all common features among elves in various regions.
Age. Though elves are not immortal like their fey ancestors, they do live longer than most other mortals. They reach physical maturity in their mid thirties, though the age they are considered adults varies by culture. Elves can live well into their seventh century.
Size. Elves have a wide variety of body shapes and sizes. Your size is your choice of small or medium.
Speed. Your base walking speed is determined by your size: 25 feet for small and 30 feet for medium.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 5 hours a day. While meditating, you can dream after a fashion; such dreams are actually metal exercises made possible due to your ancestral connection to the Land of Dreams. After resting this way, you gain the benefits of a long rest.

Firbolg

If the Sundering has taught us one thing, it's that there's no limit on what a life can be. It is impossible to be less than others, because mortality has neither upper nor lower limits. There is no true form or mortality, and mortality is not objectively good or bad. You only are, and only you can make that mean something.
— From the teachings of Vir pel Ren

The Last Giants

The extant giants, called Ordlings among themselves, weren't the only beings made and bound to the Ordning. Amman himself created a people called the Fomorians, who found themselves in the Feywild after the Sundering. First among the Ordlings, none stood higher than them in the Ordning, and one of their own hadn't just sundered all of reality. They were a proud people. Already powerful, they twisted the wild magics of the Sundering and freed themselves of the Ordning. The trauma sent Amman into the torpor he remains in to this day.
In their vanity and triumph, the Fomorians became a decadent, hedonistic people who sought to usurp the fey courts and enslave their subjects. In response, Maev of the Unseelie Court, Queen of Air and Darkness, and Oberon of the Seelie Court, Once King of Green and Dreams, cast a powerful curse on the Fomorians. They were covered in painful boils and pustules, their limbs stretched too thin to bear them, their muscles bulged too thick to move them. In shame and rage, they hid themselves away.
Time passed, insurrections rose, the Courts endured. Eventually, some Fomorians learned acceptance and humility. They saw the evil of their old ambitions and grew to understand the value of all living things, disabled and otherwise. Finally, they accepted themselves not as a punishment, but as whole and complete creatures.
In that moment, their curse was broken. The ripple of powerful magic created a rift in the planes, and these few Fomorians were pulled into the Prime Material and became the first firbolgs.

Firbolg Form

On every plane of existence except the Feywild, firbolgs appear to be large folks resembling any number of hoofed creatures of their home regions. They tend to have bovine noses, drooping ears, large eyes, and fur in varying thicknesses across their bodies. Some even sport horns or antlers.
When in the Feywild, however, their Fomorian form is revealed. They bear what many would consider deformities—humped backs, clubbed feet, withered arms—but intuitively understand how to move within these forms, even if it is their first time experiencing it. They may be slowed or weak, or they may need to seek assistance from their companions, but the memory of acceptance remains in the magic of the Wild.
Because not all Fomorians have broken their curse, most firbolgs live outside of their native Feywild as to not be confused for their unenlightened cousins.
Age. Firbolgs live slowly. They mature in their mid to late twenties and live well into their 130s.
Size. Firbolgs are tall and broad; rarely are they shorter than 6 feet, though they regularly exceed 8 feet. You are a medium creature.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Goblin

A mystery wrapped in an enigma and carried on chaos.

Of the Unknown

When the material echoes were created and the beings that would become fae found themselves in the newly-formed Feywild, certain mortals were already there. These goblins, as they came to be called, seemed just as confused as the fae. They had no memory of the Realm That Was, nor did they know anything about the Wild. They were, apparently, formed fully of the Feywild and belonging to it totally.
Goblin origins are entirely unknown. Indeed, the word goblin comes from the ancient Sylvan words for mystery or enigma and person.

Always Looking Up

Goblins are small, wiry people with jagged ears and crooked, pointed teeth. Their skin ranges from greens to browns to dark reds.
Age. Goblins age fairly quickly, reaching maturity in their mid teens and living 60 to 70 years.
Size. Your size is small.
Speed. Your base walking speed is 25 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Underestimated. Larger foes don't always look down. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Hexblood

Double, double toil and trouble
Houses burn and lay to rubble.
Cockles o'er the tender heart
Carry curse and lovers part.
Double, double toil and trouble
From the ash, beneath the rubble.

Blood of the Hag

Little is known about the origins of hexbloods. Some claim they are the products of hags and mortals, while others believe they are coven cast-offs, unfit to join the ranks. Still others say they are the children taken in bargains with hags. Hexbloods themselves know only that they were very close to an auntie or grandmother figure growing up, regardless of their parentage.
To determine your origins, roll on the Hexblood Origins table or choose an option that suits your character best.

Of Hags and Home

Hexbloods look more or less like other mortals—generally humans or elves, but not exclusively—with haglike traits that reveal their heritage: ears that split in forked points, skin in wild shades, lengthy hair that regrows if cut, or an irremovable living crown. Though they live long lives, hexbloods age quickly and spend most of their lives appearing elderly.
Age. Hexbloods reach maturity in their mid teens and appear elderly in their 30s, though they can live up to 200 years.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Claws. Hexbloods have serrated claws on their fingertips, which you can use to make unarmed attacks. On a hit, you deal slashing damage equal to 1d6 + your Strength modifier.
Darkvision. Your magical ancestry grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Magic Token. As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words.
In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.
Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Hexblood Origins

d8 Hexblood Origins
1 Seeking a child, your parent made an arrangement with a hag. You are the result of that arrangement.
2 Fey kidnappers swapped you and your parents' child.
3 You are the product of a union between a hag and a mortal.
4 You were cursed as a child. A deal with fey spirits freed you from the curse, but transformed you into a hexblood.
5 You began life as a fey creature, but an accident or crime changed you and forced you from your home.
6 You made a deal with a hag, but they twisted your words and transformed you.
7 A slighted druid transformed you and bound you to live only as long as a sacred tree bears fruit.
8 You are a child of the wilds. Animals and mysterious whispers were the only family you knew.

Hobgoblin

Ah, it's no s'complicated as everyone makes it out to be. Be respectful o' things belonging to other folks, give as good as ya get, and don't break a heart in a home.
— A hobgoblin carpenter on the rules of Hospitality, Reciprocity, and Ownership

Home is Where the Hob is

Alongside the goblins and fae, hobgoblins were also present in the Feywild in the immediate aftermath of the Sundering. Unlike goblins, they are tall and broad, and the first hobgoblins retained some memory of the Realm That Was. They remembered wars and great weapons of amazing destruction. They remembered sacking cities and rebuilding them to suit their needs. They did not remember what they fought for, or who they fought against.
Without that driving force to guide them, they fell back on all they had left: skills in building and survival. The vast majority of structures in the Feywild were crafted by the first hobgoblins, including Shadow's Mask and the Iridescent Courtyard. While planar scholars disagree on exactly how and when the rules of Hospitality, Reciprocity, and Ownership became entwined with the very nature of the Feywild, it is universally agreed that hobgoblins had something to do with it. To this day, folk of hobgoblin ancestry are welcome in any home in the Wild.
The word hag and the hob- of hobgoblin are both derived from the Sylvan word for home. Hobgoblins for their association with the literal homes of the Feywild, and hags because their powers are tied to their homes.

Tough Love

Hobgoblins sit in an average height range and have thick hides in shades of red, brown, and yellow. They have wide, flat noses and manes of hair from the top of their heads down to their upper backs.
Age. Hobgoblins mature in their late teens and live less than a century.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Thick Hide. Your skin is a thick, leathery hide, When you are not wearing armor, your AC equals 13 + your Dexterity modifier. You can use this score to determine your AC if your armor would leave you with a lower score. A shield's benefits apply as normal.
Toughness. Your maximum hit points increases by 1, and it increases by 1 each time you gain a level.


Cover image: by Athevra via Adobe Spark

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