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6. Feywild

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Description: Your immediate thought, upon passing through the portal, is that you have shrunk. You are a mere ant within the circle of a gigantic weeping willow. Above you, thousands of fireflies flitter about, providing enough light for you to see. Where it was day when you passed into the portal, it is now dusk, and only the few last rays of the nearly set sun shine through the leaves in the tree. You are all stood on a huge root, a root so large it forms a road from the towering tree, which you can now see as, as your eyes adjust, is filled with windows, walkways and balconies; to the clustering of giant toadstool houses that surround the edges of the trees reach. 

You now realise, noticing the other trees and plant life around you, that you are not in fact the size of the fairy friends you left on the other side, but the tree next to you is simply gigantic. Cultivated gardens rest in layers between the root made roads and paths. Each of them is utterly gorgeous whether it contains a perfectly level lawn and neat flowerbed or a collection of wild meadow-esque flowers. All around you are flowers. Flowers in every warm colour you can imagine, flowers you do not recognise and all help to create a wonderfully perfumed air around you. Small animals run freely around the open gardens; rabbits, squirrels and even some foxes; all completely at ease with the people around them.

And what people they are. All averaging about 7ft tall, with slender frames, and regal postures. Clearly an elven people as you can see from their large pointed ears; but their other features seem more extreme than an average elf. longer faces, higher eyebrows and eyes without pupils they seem just as surreal as your new location.  Each of them are dresses in fine clothes, shaped like foliage and decorated with flowers. You also notice the range of clothes the people present. Each individual is an individual colour: hair, eyes, skin and clothes all match; and as a group of people starts to merge around your group, you see they all form a beautiful range of autumnal and summer colours.

The group around you are all muttering to each other in a language most of you cannot understand. Lia, you can hear them discussing who you all might be, why you were allowed in, and what the Queens plans for you will be. Though the few children in the group are kept at a distance from you, the rest do not seem to be necessarily viewing you as a threat, more as a curiosity. There is a little pop next to your head Feenie, and Bumbleberry appears on your shoulder. She starts to whisper something to you but the sound is lost as a loud trumpeting rings out over the growing crowd.

The crowd begins to part and you see a small procession of 6 Eladrin moving towards you. They are all a vibrant green, wearing matching tabards of leaves and each holding matching giant leaf shields and swords. One of them steps forwards.

The Queen Valmoira Presapine Laurawyn, Protector of the Summer Plateau, Bringer of Beauty, Singer of Joy and First Lady of our Hearts sends her greetings to the travelling materials to our glorious home. If you would please follow us to the Twilight Crest you will be given refreshment before being presented to the Material Ambassador.

He then turns and starts heading through the crowd in the direction of the giant tree. The other guards part to allow you through. Do you follow?

Quest:

Creatures: 3x Invisible Stalker .3x Shambling Mound and 4x Will-o’-Wisp  . 3x Giant Shark .3x Treant

Pinecrest Woods

Description: On the outskirts of the Summer Plateau is a beautifully maintained lawn that spreads around the city for miles in all directions. Eladrin are out on the lawns in groups playing games, feasting, and pursuing other various pleasurable friperies. A large jousting arena, and duelling grounds have been erected. Everything is covered in bright flowers, flowing drapes and general sounds of merrymaking jingle all around. A group of 

Quest: festival celebrations, spread over the 4 seasons. 

    • Pink snowdrops 1
    • Golden bea 2
    • Queens hood 4
    • Purple Palm 7
    • Mouph wood 10
    • Horn Mint 15
    • Staff Rose 30
    • Knory Blossom 50

Rumours of the Feywild:

  • Murkroot Trade beneath the swamp run by Mrs Marren - big hitters in the slave trade.
  • Plains of the forgotten was the original Citadel of Spring
  • Asbel forests are a maze of trees where the Midnight Hunt resides between trips to the materials plane
  • Violl's Garden used to be the City of the Autumn Crest before the mushrooms moved in
  • rumours that there are secret sects of Drow living in the Fey Dark beneath the Aerilon Mountains
  • There is a secret castle burried in the middle of the Briarwood containing a beautiful maiden
  • a river of pure magic runs through the Asbel forest, 1 drop is said to grant great power
  • Once a month the spirits of lost Owlbears wander the Pinecrest woods. In exchange for offerings they keep the Mists of the forgotten at bay.
  • Hags live above ground in the Marsh
  • A great dragon terrorises the tips of the Mountains.
  • There are Great sea monsters in the Tormented Sea that eat and destroy ships that sail
  • Most people who head out to sea don't come back.
  • There are a few uninhabitted islands littered about the sea. One of them is said to contain a spring that is the home of a magic fish. Those who catch the fish are granted a wish.
  • many examples of the terrain coming to life and swallowing wanderers.
  • lose rumours of a secret fey court beneath the waves - the court of coral
  • most of these tales come from the Fellowship of Forgotten Flowers. A group of Correllon worshipping treasure hunters: some of the few brave enough to brave the world outside of the Summer Plateau.

Quest: The temple blessings

Creatures:

 

Asbel Forests

Description:

  • huge trees, that would require nearly all of you in a ring to wrap your arms around it
  • the leaves above get so dense you are quickly in darkness. However, small glowing wisps float through the air providing a small amount of light.
  • the ground beneath your feet is largely grown over with foliage, making it hard to walk quickly.
  • there are signs of wildlife in the forests and you can follow their path through the overgrowth

POI:

  • spirit owlbear cave full of offering. they will attack if offerings are taken, but offer a blessing for those who leave a suitable offering.
  • a clearing where an older eladrin is picking herbs. she is willing to trade her herbs or information. Her son was kidnapped by the midnight hunt. she wants to know he is safe and she will always love him.
  • a bubbling stream containing colour changing fish, guarded by a water nymph. she will cause the water to rise up against them if they try to catch a fish.
  • a troublesome pixie takes to sabotaging the party with pranks (laces, undo straps, pulling hair, cutting holes in shoes and making people cuddle at night.
  • a number of berries grow around. Some are rejuvenating, some poisoned, some put people to sleep
  • The party get followed by a fey in animal form. long term.

Quest:

  • the wild hunt is a group of immortal fey who fly between the planes chasing battles and bloodshed, finishing off those who aren't quite dead and stealing their spirits to fund their own immortality.
  • they aggressively play with anyone who wanders into their grove. They are sworn to never attack someone outright, but can defend themselves if attack; meaning they will try to provoke attack to add spirits to their collection.
  • They may also attempt to trick a handsome man to joining them. They consider fey the best of all, but will take in particularly handsome and talented humans.
  • Rarely, a member of the hunt will lie with a woman, resulting in a child of extraordinary powers being born - being very in touch with nature and elemental magics.
  • Names: Yorrion, Briartorin, Briarpeiros, Sovecard, Waltieros, Arahorn, Lanbin, Tavbin, Minkris, Jorrion, Dareth, Kuo, Licworn.
  • Leader is Ceirnn; the horned king.

Creatures:

Summer EladrinWinter EladrinSpring EladrinAutumn EladrinOwlbearOwlbear SpiritDruidArchdruidPixieWater NymphWood WoadWill-o’-WispWild Hunt RiderWild Hunt HoundGiant Fey-Animal

fey flowers: DC 20 -

1 - wis - frightened until end of next turn

2 - dex - 4d10 fire damage

3 - con - will turn to stone at the end of their next turn

4 - char - charmed by the flower until end of next turn

5 - wis - falls instantly to sleep (easily woken)

6  - dex - 4d10 necrotic damage

 

wild hunt - you are charmed by the hunt for the next 8 hours. You want nothing more than to prove yourself to them, even if it could lead to your own or your friends demise. IF one of your friends were to act in a way that goes against the wishes of the hunt, you will turn on your friends. You idolise them completely; and will agree to almost anything they ask of you.

Description:

  • the thick fog is the first thing noticed, it curls up and around everything in front of you, obscuring everything other than a few feet in front of you.
  • you can occasionally catch a glimpse at the base of the fog of tall damp grasses, reaching about 5 ft. 
  • very easy to get lost, and lose others in this sort of situation.
  • wind magics can keep a small 10ft area clear of fog.

POI:

  • ruined buildings, long forgotten and crumbling. items still in them (potential treasure)
  • when the wind blows heavily, the grass whips about and deals 2d10 damage to anyone in it.
  • DC 20 survival check to not get lost. with disadvantage.
  • whispers can be heard all around. Intelligence DC 20 saving throw or you start seeing spirits of lost loved ones in the grass and feel the need to chase them down and save them.
  • if players long or short rest, they make a DC 20 wisdom save or begins forgetting - 1 point of exhaustion, then, start rolling on the madness table.

Quest:

  •  get out alive

Creatures: none, but the players may stumble across corpses.

Briar Wood

Description:

  • There is a definite dry season.
  • Trees are leafless during the dry season.
  • The ground is bare except for a few tufted plants in bunches; grasses are uncommon.
  • Plants with thorns predominate.
  • Fires occur frequently.
  • Within the tropical scrub and thorn forest areas, you will find it hard to obtain food.


POI:

  • groups of mushroom people patrol through the forests in search of food and prizes to bring back to Violl's Garden. They are meant to capture Eladrin in exchange for special powers, but aren't very good at telling humanoids apart.
  • you have to move at half speed to get through the thorny undergrowth unscathed. Or you take 1 damage per ft.
  • assassin vines attempt you capture anyone who remains still for a time.
  • basilisks roam around
  • much of the foliage appears to have become dead - mad dryads roam trying to blame someone for their misfortune.
  • a grove, still living, surrounded by fairy stones. Guarded by Treants who allow sanctuary for anyone who is good aligned.


Quest:

  •  The life has gone from the area as the magic sucks the life out of it in order to keep the fair maiden asleep. see the dead zone


Creatures: 

 Wererat Werebear Wereboar Weretiger Werewolf Werehawk Giant Rat Brown Bear Boar Tiger Dire Wolf Eagle Giant Wasp

Sleepy Tower

Description:

Upstairs the queen lies still in bed,
her sister cursed her pretty head,
But heores please we are not dead,
Banish the thorns, bring Autumn instead.

Some fight for love, some fight for power,
Valmoira came bearing a white flower,
She cast her spell, and within the hour,
Cecillia collapsed within her tower.

Correllion wept and called for aid,
as he watched his beloved turn a deathly shade,
a fairies blessing came quite unafraid,
and froze us all in a ghostly charade.

To free us all she needs a kiss,
please pull us from our cold abyss,
we have rewards you cannot miss,
return the forest to its Autumnal bliss.

Downstairs:

1. Conservatory - crocuses and dahlias. pumpkins, peas and asparagus. squashes, potatoes and onions.

2. Dining room - large table with many chars to seat 30 or so people. large ornate throne at 1 end. all wooden panels rooms with carvings of autumnal leaves. 

3. Entrance Hall - thick frozen carpet, fire roars up upon entering. large dark wood staircase spirals up.

4. Throne Room - largely empty room. large throne that looks like its been carved directly out of a large tree. Red, Orange and yellow leaves fall constantly from the tree and melt into the thick red carpet. critters frozen about.

Tower:

1. Lounge - cozy blankets, plump sofas, another fire. vases with dried flowers

2. Music Room - grand piano, violins, a harp, flutes playing themselves.

3. Dressing room - many fancy dresses, hats, shoes and jewelry. 

4. Bedroom - large tree grown 4 poster bed. like a painting laying there surrounded by fallen autumnal leaves.

Creatures: GhostWill-o’-WispSpectral Guardian Pixie

 

Violl's Garden

Description:

 


POI:

 


Quest:

 


Creatures: 

Description:

  •  

POI:

  • many hags
  • underground trade hub
  • harbour

Quests:

 

Creatures:

Description:

 

POI:

  • island wish fish
  • big storms
  • cliff side danger
  • ship wrecks
  • Court of Coral

Quests:

 

Creatures:

Areilon Mountains

Description:

 

POI:

  • Centaur's tasked with keeping the dragons away
  • dangerous terrain
  • Giants

Quests:

  • wind dragon lair

Creatures:

 

Wintervale

Description:

A beautiful glowing orb of light nestled between multiple mountains. Like a snowglobe an entire city seems to be encased is glass-y ice that shimmers different colours as though it contains the northern lights. You can see a light sprinkling of snow falling within the globe; most of the outsides weather is clearly blocked out. Large numbers of deep green fern-y trees hide an array of beautiful buildings. you see some are wooden, cozy lodges; some appear to be tall and slender shards of clear ice that reflect the magical glow back up to the dome; some appear nothing more than an artistic flourish of snow - an igloo style abode crafted to highlight the owners powers over the snow. Above all of this, positioned perfectly between two mountains is a majestic crystal palace of ice. The whole screams quiet, regal decadence and it really is quite breathtaking. 

As you make your way towards the dome, you notice the mountains surrounding you seem to offer a fair amount of shelter from the elements and Argar you are able to slightly relax your concentration on the wind. with each step a small plume of snow is kicked up and dances and twirls back to the ground. You start passing trees filled with red berries being feasted upon by small robin like birds with blue markings instead of red. A family of frolicking multi-tailed white foxes - just like felix - chase each other in and out of snow piles with playful yips of excitement.

Those of you watching the dome start to notice that at the centre of the dome, from floor to ceiling, an icey pillar. you do not know if this is structural or decorative, but it seems quite thick and it perfectly in the centre.

 

POI:

  •  the courts
  • Queen Auraura Faeanna Glysteria Anviryn Shiverbound
  • craft market
  • immunity hot chocolate
  • the frozen Krampus over the material portal who summons evil snowmen.
    • he attached 250 years ago, charmed all the fey, stole their children and was unable to be defeated until the great father nicholas managed to freeze him in place. The children are all suspected of still being within his bag though nobody can risk letting him out again
    • he was sent by the queen of the summer court, supposedly to shut the city down like the others so she would have free reign over the Feywild lands. Do Queen Auraura decided to shut of the city from all those not of her own court in order to guarantee safety for her people.

Quests:

  •  old giants settlement

Creatures: KrampusSnowmanWinter Eladrin

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