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