Feywild

A brighter, wilder twin of the mortal world, where colours are too strong and every feeling runs high. One crosses at a ring of mushrooms, between two standing stones or along a path that was not there yesterday, most often at dawn or dusk; the way home is rarely the same door. The fey who live there keep their word to the letter and love a bargain. Time runs its own way: a night of dancing can cost a year at home, or the other way round.

Light
Lit
Going
Slow

Hear it

Hazards

  • Slipping time. Time does not keep pace with the world outside. Those who come back never know for sure how long they were gone. D&D 5e (House rule): When the party returns, roll 1d6 for its whole stay: 1 or 2, the days match; 3 or 4, each day there was a week at home; 5, each day was only an hour; 6, each day was a year.
  • Fey fare. Food and wine offered by the fey taste of everything one ever wanted. Guests forget to leave. D&D 5e (House rule): Whoever eats or drinks it makes a DC 13 Wisdom save. On a failure, it is Charmed by its host until its next long rest and will not leave the feast of its own accord.
  • Feelings run wild. Anger, grief and joy all grow stronger here. A small quarrel turns into a duel, a joke into a fit of laughter nobody can stop. D&D 5e (House rule): When a creature is strongly moved, the GM may ask for a DC 12 Wisdom save. On a failure, it spends its next turn acting on the feeling: shouting, weeping, laughing or striking.
  • A name given. The fey collect names. A full name spoken aloud to one of them gives it a hold on the speaker. D&D 5e (House rule): A creature whose full name a fey knows has Disadvantage on saves against that fey’s spells and charms, until the name is bought back.

A scene

  • Forest River. The trail weaves alongside the forest river. Sunlight filters through the canopy in golden shafts; somewhere nearby is the gentle flow of water over stones. A bird calls out for its mate. Is this forest as tranquil as it seems? The full generator on the blog

Adventure hooks

  1. A miller’s daughter came back from a dance across the stream after one night that lasted seven years at home. She wants to know what she promised the lady she danced with, because the lady is due to collect.
  2. A fox in a waistcoat has bought a mortal inn with gold that turns to leaves at dawn. The innkeeper wants real payment; the fox maintains that leaves are perfectly good money where he comes from, and is not wrong.
  3. A changeling left in a mortal cradle has grown up kind and well loved. Now its fey family wants it back, and the mortal child they took, raised among them, wants to come home and does not know how to live here.
  4. A lord of the fey has lost a wager and must give away his summer. He offers it to the party, wrapped, and every mortal kingdom nearby will freeze if they refuse it or keep it.

What may happen

  1. A market under a moon far too large. The stalls sell colours, memories and years of life, and nobody takes coins.
  2. A fox in a velvet waistcoat asks the way to a wedding, and is deeply offended that nobody knows it.
  3. A door stands alone in a meadow, framed in roses. Behind it lies the same meadow, at night.
  4. Music rises from a hollow where dancers turn in a ring. They hold out their hands to the party.
  5. A still lake shows the party as they will be in twenty years. One of them is missing from the picture.
  6. A tiny winged creature gives one of the party a hazelnut, then follows them for a day asking what it gets in return.
  7. In a single stride the party walks out of high summer into deep snow. Looking back, the summer is still there.
  8. A cheerful mortal child says she arrived yesterday. Her clothes are a hundred years out of fashion.
  9. Silver hoofprints lead into the trees, and flowers open in each one.
  10. A crooked cottage smells of baking. An old woman offers tea and promises a cure for any one sorrow.
  11. A creature in a fine hat guards a mossy bridge. It wants no toll, only a riddle it has never heard.
  12. Horns sound and a hunt of tall, laughing riders thunders past, chasing something that looks very much like a person.

Creatures

  • Awakened Shrub (a threat to the unwary, Challenge 0)
  • Blink Dog (harmless, Challenge 1/4)
  • Sprite (a threat to the unwary, Challenge 1/4)
  • Satyr (a threat to the unwary, Challenge 1/2)
  • Dryad (a threat to the unwary, Challenge 1)
  • Awakened Tree (a fight to fear, Challenge 2)
  • Centaur (a threat to the unwary, Challenge 2)
  • Green Hag (a fight to fear, Challenge 3)
  • Unicorn (a threat to the unwary, Challenge 5)
  • Treant (a fight to fear, Challenge 9)

To bring back

Boggle Oil, Orchid Flower, Balisse Berry, Blessed Rowan Sprig, Elf Ear, Hippogriff Beak, Pitcher Plant Nectar, Sacred Lotus Seed, Satyr Heart, Spring Eladrin Pollen, Summer Eladrin Ember, Winter Eladrin Tear, Autumn Eladrin Leaf, Corpse Flower Petal, Dryad Soul, Fog of the Veil, Ghost Orchid, Griffon Perfect Feather, Meenlock Claw, Norn Root, Quickling Blood, Sprite Blood, White Lotus Petal, Pixie Dust, Angel Perfect Feather, Black Lotus Petal, Couatl Tongue, Empyrean Tongue, Fairy Dragon Wing, Millennial Ginkgo Living Leaf, Millennial Oak Living Leaf, Moonstone Dragon Scale, Pegasus Perfect Feather, Starlight Ray Mantle, Sylvan Heart, Unicorn Horn Powder, Witch's Eye

Other planes

Shadowfell, Ethereal, Astral, Elemental Fire, Elemental Water, Elemental Earth, Elemental Air, Infernal, Abyssal, Celestial, Hades

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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