Faewolde Adventuring

If you want to go adventuring in the Faewolde, this is what you need to know.

Archfae

Fae creatures that have attained near godlike abilities.

  • Can come from any fae race.
  • Most claim allegiance to one (or more) of the fae courts.
  • Many are granted (or claim) dominion over a mirthland.
  • Some can even grant abilities to their followers.

Crossings

Places where the boundaries between the Faewolde and the material plan are thin, allowing them to “overlap”.

  • On the material plane, this usually occurs in places of great natural beauty.
  • While on the material plane, creatures born in the Faewolde know the direction to the nearest crossing.

Damage and Dying

While in the Faewolde, most native creatures (and non-natives of fae ancestry) become much more difficult to kill.

  • They automatically heal 1 HD of hit points each minute that they aren’t damaged (or heal 1 hp per minute, for 0 HD creatures).
  • When reduce to 0 hp, they are typically just unconscious, and should heal enough to wake back up a minute after they stop taking damage.
  • Cold iron weapons reduce a fae creature’s max HP by the inflicted damage.
    • This heals back at the rate of 1 HD per day (after a long rest).
  • Most fae creatures can only be killed one of two ways:
    • By being reduced to 0 hp exclusively via cold iron damage, or
    • By decapitation.

Direction Sense

While in the Faewolde, most native creatures (and non-natives of fae ancestry):

  • Automatically know the direction to each of the 4 courts,
  • Automatically know the direction to their “home” (if born in the Faewolde),
  • Automatically know the direction to any mirthland that they’ve visited, and
  • Have at least a 10% chance of knowing the direction to the nearest crossing or portal.

Emotional Influence

The area around a fae creature can be influenced by their emotional state.

  • The older and more powerful the fae is, the greater the area of influence.
  • Typical manifestations:
    • Happy fae often cause nearby flowers to bloom brighter, and can even be followed / accompanied by small, friendly critters from the surrounding area.
    • Sad fae often trigger localized rainstorms or cause flowers to wilt in their presence.

Faeblest Creatures

A creature that is “faeblest” has been empowered with enough fae energy to be able to speak either (or both) of the fae languages (and sometimes common) and carry on conversations.

  • Most can still communicate with non-faeblest members of their species.
  • Some gain the ability to walk upright, and many gain the desire to wear clothes.

Major Races

  • Brownies
  • Bullywugs
  • Centaurs
  • Darklings
  • Dryads
  • Dwarves
  • Elves
  • Firbolgs
  • Giants
  • Goblins
  • Griffons
  • Harekin
  • Hobgoblins
  • Pixies
  • Quicklings
  • Satyrs
  • Sprites (and Spritekin)
  • Treants
  • Trolls
  • Unicorns
  • Vampires
  • Werebeasts
  • Will’o’wisps
  • Wyrmlings
  • …plus various faeblest birds and beasts

Other Creatures

  • Al’mir’aj
  • Bandersnatches
  • Basilisks
  • Blink Dogs
  • Borogroves
  • Devilkin
  • Dragons
  • Giant Dragonflys
  • Giant Snails
  • Hags
  • Jubjub Birds
  • Pegasi
  • Oozians
  • Owlbears
  • Raths
  • Shambling Mounds
  • Toves
  • Fablest plants
  • …plus various birds and beasts