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Pirates and sellswords paid with leprecaun gold have been taking over Ark Branches along the Hamadryad Way, meanwhile Cyclops have annexed the reflecting pool in Silverspire. Why are the Fomorians trying to cut the Faerie Moon off from the rest of the multiverse? Are they finally declaring all out war, or up to something more insidious?
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A prince of the Summer Court has absconded with a princess of the Winter Court into the Wyld. But is this a simple case of star-crossed lovers, or is this a plot of the Horned King and the wyldlings to undermine the power of the Courts?
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The Dayspring Tree has been poisoned! It is held within a sleeping state during the waxing fullness of the Illusory Moon, it’s boughs and branches quivering in the throes of constant night terrors, tainting the land around it. Who could have done this and why? Surrounded by foes on all sides, the heroes will have their work cut out for them solving this mystery.
Category Archives: feywild
Wandering Monsters: The Fair Folk
I have always felt that the fey needed more page-space devoted to them. Several years ago, I think right after Player’s Handbook 2 came out, I tried to run a campaign that took place in a land that was tied closely to the Feywild.
There was not a lot of solid Feywild flavor in Manual of the Planes, so I ended up having to make stuff up/crib ideas from The Dresden Files, stuff by Robert Holdstock, some Hellboy, The Waterborn, and its sequel The Black God (the latter two mostly just for ideas on spirits and animism).
Heroes of the Feywild expanded on it quite a bit, and remains one of my favorite 4th Edition books of all time, so–to me, at least–it would be a shame to not at least see it as a strongly-presented option (especially given that it already has a strong foundation).
As for its inhabitants, I think that the description–inherently magical beings with strong ties to nature–is apt enough, so long as it also includes animals as well as plants; dryads and hags are all well and good, but it is a wyld world out there that includes the pooka, cait sith, selkie, and more. In addition to the whole shapeshifting shtick, I would not also mind seeing vulnerabilities (such as cold iron and various herbs), access to thematic magic (glamour, cold, fire, etc), magic resistances, and fey rules (such as being bound by bargains, unable to lie, cannot cross over certain materials, etc).
Oh, I almost forgot spirits. Animal spirits and spirits of the land–basically, the stuff that made it into Primal Power–can make for compelling stories (as well as challenges).
On the topic of stories, I disagree that it is hard to come up with adventure plots concerning the fey. If you have never read the The Dresden Files, several books focus on the fey courts, and many that do not include them to some capacity (he does, after all, have a fairy godmother). Granted a lot of them stray from the “traditional” dungeon crawling formula, instead focusing on courtly intrigues, or using them as quest heralds or sources of information, but there are also plenty of instances where they end up having to throw down.
Even discounting the fey, the Feywild itself–or Faerie or whatever–can make for an interesting backdrop.
The descriptions and flavor for the various examples are not anything new; dryads are bonded to trees, hags are evil deal-making old women that spend their time hunched over cauldrons, nymphs can blind or kill you, and so on.
What I want to see is how the flavor extends itself to mechanics. Will dryads just end up with charm person and tree stride 3/day? Will hags just have a lengthy spell list and/or the option to lump on spellcaster levels to get them to do what you want or need them to do? How will a quickling’s speed work if they can allegedly “move faster than the eye can follow”?
A lot of this will probably depend on how spells themselves work. Personally I think it is silly for a dryad to have limited charms and treeportation, especially when each ability has its own cap. I mean, how do you explain that sort of magic? A hags magic could be based around how wizards work, and in that sense I could see them having more limited magic. I think an interesting and flexible ritual system, as well as a mechanic for making and breaking bargains, would go a long way to properly evoking their powers.
This would be a good chance to explore some experimental rules (hint hint).
Feywild Themes
I am really pleased with the timing of the recent Feywild love, because my group has pressed me into re-visting Erui, a homebrew campaign that I ran and shelved over a year ago.
The first article is really in name only intended for the Moonshaes, a region in Forgotten Realms (which as an aside has an interesting-looking related article that I will write about later). In addition to giving some advice for reskinning some existing themes out of Neverwinter Campaign Setting, we also get the Sarifal warden and Callidyrr dragoon themes and a new varient elf.
Sarifal wardens start out with a turn-long aura that grants scaling energy resistance/vulnerability to your allies and enemies respectively. Level 5 gives you a bonus to Nature and lets you cast Spirit Fetch once per day for free, and level 10 gives you a Fortitude bonus.
- Sarifal Advisor (level 2 daily): You can summon a pixie that cannot attack, and is better than you at Arcana, Nature, and Stealth. It can also talk to natural and fey animals, and you can use its senses for a turn. Mostly I can see this being good primarily for social roleplay situations.
- Light of Sarifal (level 6 daily): A sustainable aura that imposes a damage penalty based on your highest stat.
- Level 10 is different; instead of choosing from a specific power, you can instead choose from blur, mirror image, shadowed moon, or warlock’s leap.
Callidyrr dragoons are like elite knights that are geased, but are generally charged with going on adventures anyway. On the plus side, violating the geas just causes a memory wipe, which could have some interesting side effects. You start out with Mounted Combat and a free martial weapon of your choice, making it ironically not too well suited for the types of classes that I would most often expect. Level 5 gives you a bonus to Diplomacy and Intimidate, and at level 10 you can use Diplomacy instead of Heal for triggering a saving throw or second wind. Oh, and you can do it at a distance. Fucking sweet.
- Dragoon Warding (level 2 encounter): An adjacent ally gains a AC and Fortitude bonus, and you take hits on melee and ranged attacks.
- Dragoon Parry (level 6 encounter): An interrupt that gives you a bonus to AC and Reflex against a melee attack targeted at you, and the enemy grants combat advantage for a turn.
- Dragoon Summons (level 10 daily): You summon an ancestral defender, which I guess is a natural animate that packs a damage boosting aura, can heal as a minor action, and take hits for allies as an interrupt. The downside is that it cannot attack, but then it is a defender.
Llewyrr elves are eladrin that can swap out their Arcana bonus for Insight and use long- and shortbows at the expense of Eladrin Weapon Proficiency.
The second article is a tad shorter, giving us the wild hunt rider and oracle of the evil eye.
Wild hunt riders give you a Perception bonus, but only when looking for a creature. On the plus side you ignore partial concealment entirely. At level 5 you can use Phantom Steed once per day for free, using Arcana or Nature (whatever is best). At level 10 you gain a bonus to save against effects that hinder your movement.
- Wild Hunt Leap (level 2 encounter): You can jump your speed, and gain combat advantage for a turn if you land next to an enemy.
- Moonfire Aura (level 6 daily): A small aura that negates invisibility and concealment. It is not friendly, so you gotta be careful.
- Relentless Pursuit (level 10 encounter): If an enemy moves away from you, you can teleport next to it as a reaction, and you do not need line of sight. Awesome.
Oracles of the evil eye are unfortunate victims that undergo a ritual that results in them gaining a fomorian’s iconic…well, eye. You can an at-will minor power that causes a non-marked creature to take a piddling amount of automatic psychic damage after damaging you. Like “normal” evil eyes it only works on one creature at a time. At level 5 you gain a bonus on Bluff and Intimidate, and at level 10 you gain low-light vision (or darkvision if you already had low-light vision).
- Eye of the Fomorians (level 2 daily): You can a bonus to Perception and can see invisible creatures for the encounter.
- Urge of Destiny (level 6 daily): An ally deals bonus damage for the encounter. If the creature marks them, they deal even more.
- Evil Eye Mesmerism (level 10 encounter): A reaction that prevents a creature from attacking you at all for a turn if it misses you.
Aside from the elf variant I pretty much liked all the new themes for one reason or another. The oracle and dragoon can introduce some interesting adventure hooks–such as a key villain or memory loss plot hook respectively–and social roleplay elements to a game. I am also liking the ritual freebies, which if nothing else will hopefully encourage players to try more out (especially with the heroic rituals article).
Power Play: Arcane’s Gloaming Path
Two backgrounds, six spells, and four familiars. The spell distribution favors the wizard and warlock with two, doling out only one for swordmages and sorcerers. I would have figured that the bard would have gotten on there somehow, but better luck next time. Anywho I dont give a shit about the backgrounds, so I’ll start with new spells.
- Moonstride is a level 2 wizard encounter that changes you into moonlight if an enemy gets too close, by which I mean you become insubstantial and shift. Good contender for shield.
- Charm of hearts is a level 2 warlock daily that prevents a creature from making opportunity attacks against you, in addition to boosting your defenses. It can be sustained, to boot.
- Fate’s frayed threads is a level 6 warlock encounter that does quite a bit if an enemy botches an attack roll against you: they get cursed, take a -2 to attacks against you, and grant combat advantage to you.
- Stride of the gallant is a level 6 swordmage encounter stance that gives you teleport, but only if said teleportation would drop you next to a baddie.
- Witch’s reversal is a level 10 wizard daily that lets you reroll missed attacks if you fuck up at least two rolls.
- Maiden’s waking is a level 10 sorcerer daily that lets you act normally even if you are hit with a condition that reduces your actions (such as unconscious). Obviously, it requires no action to activate.
And then we wrap things up with a quartet of familiars.
- The muse sprite gives you a Diplomacy bonus, radiates dim-light, deliver mail, and let you make two checks for a few skills. Kinda like Tinkerbell and owls from Harry Potter rolled into one.
- White-eyed crows prevent you from being surprised and lets you reroll a missed attack if the creature is next to the crow.
- Gallant hawks grant a Perception bonus, increases the attack penalty from marks, and it has a very limited ability to save-ends mark all creatures next to it. Very cool.
- Moon wisps give an Arcana and Nature bonus, radiate light (with a built in dimmer option), and has a limited ability to negate concealment against creatures that are close to it.
All in all good stuff. I think it does a good job of adding primal flavor to arcane classes, meaning that it should get some use in Songs of Erui. :-3