TEXT: Codex of the 
  Infinite Planes
  The Essential Guide to the Planes of Existence
  Volume IX:
  Plane of Faerie
  
  The Essential Guide to the Planes of Existence
  Volume IX:
  Plane of Faerie
  Written & Designed by  “Weird Dave” Coulson
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  Codex of the 
  Infinite Planes
  
  Volume IX  |  Plane of Faerie
  3
  Volume IX:
  Plane of Faerie
  “The Plane of Faerie, sometimes referred to as the 
  Feywild, is a vibrant echo of the Material Plane, and in this 
  it is similar to the Plane of Shadow. Along with the Plane 
  of Dreams, these echo planes coexist with the Material 
  Plane, highlighting and accenting different aspects, and 
  for the Feywild, life, nature, and its various dangers are 
  pushed to extreme levels. The seasons are varied and 
  static, changing from one to another in stark contrast in 
  varying regions, and the capricious archfey that rule over it 
  all have their own petty squabbles and political discourse. 
  Lost relics and overgrown ruins of ancient primordial 
  elven people litter the Feywild, but travelers should be 
  warned that rarely are these treasures left unprotected.”
  Lillandri the Moon Mage
  On the other side of a thin planar barrier surrounding the 
  Material Plane sits a place of wonder and beauty, terror 
  and darkness, hope and fear. It is the realm of ancient 
  archfey and powerful elves from times long since passed 
  where the seasons stand frozen at the whim of bickering 
  fey courts. This is the Plane of Faerie, also known as the 
  Feywild, and it is a place of terrible beauty and glittering 
  shadows.
  Like the Plane of Shadow and the Plane of Dreams, the 
  Plane of Faerie is an echo of the Material Plane, sitting 
  like an overlay over the entire plane. Most people do 
  not know it exists, though in certain areas known as ley 
  lines the border becomes blurred, and in other regions 
  spontaneous gates and portals open up allowing free travel 
  between the two. Capricious fey creatures, from sprites 
  and pixies to hags and quicklings, populate the realm. 
  Many owe allegiance to one of the faerie courts, including 
  the Summer Court, the Gloaming Court, and the Winter 
  Court, but not all do, and some actively work against the 
  powerful archfey that rule these powerful organizations.
  Fey are not the only inhabitants of the Plane of Faerie. 
  Long ago, a race of giants pierced the planar veil and 
  marched a mighty army through with intents to conquer 
  the lush and bountiful land. They were not successful, and 
  for their transgression they were cursed. These fomorians 
  lurk in the darkness and shadows of the Feywild now, 
  striking against all native creatures with as much power 
  as they can muster, and their ruined fortresses still dot the 
  landscape.
  The Plane of Faerie is a place of natural danger, where 
  the weather can turn deadly with no warning and the 
  beasts of the forest prey on travelers with malice and 
  hunger in their hearts. Time is a strange thing in the 
  Feywild as well, and some travelers that leave find that 
  more or less time has passed since when they left. For 
  immortal fey creatures, this isn’t a problem, but mortal 
  short-lived creatures can find their lives wasting away 
  the instant they leave. This is one of the many reasons 
  travelers to the Plane of Faerie end up staying.
  There’s also an intoxicating flavor that permeates the 
  plane, and for non-fey it can prove an addicting experience. 
  It’s difficult to describe – the air is thicker, more alive, 
  and all scents and aromas are enhanced a hundred-fold. 
  Beyond this olfactory enhancement, the very land of the 
  Feywild is lush and vibrant, filled with life and beauty, but 
  there’s always a trick in the Plane of Faerie. Sometimes, 
  a verdant forest clearing dappled with pure sunlight turns 
  mortals into gold, as is known to happen in the Golden 
  Glade, while in the vast swamp known as Murkendraw 
  creeping yellow vines obey the commands of the hag 
  covens that fill the region, choking and pulling down 
  travelers.
  Treasures abound in the Plane of Faerie as well, relics 
  from ancient kingdoms of primordial elves known as 
  eladrin. The Scepter of Starlight, the Diamond Staff, and 
  the Leaves of All Seasons all originated from the Feywild 
  and have found their way across the multiverse at one 
  point or another, yet they always seem to find their way 
  back to the Plane of Faerie. 
  Lay of the Land
  The basic geography of the Plane of Faerie is an echo of 
  the Material Plane, at least in rough shape. The further 
  one travels from a fey crossing or portal, the more varied 
  the landscape becomes, but when the two planes become 
  more in sync the spontaneous crossings appear. These 
  usually occur in out of the way places, where a bit of the 
  magic and wonder of the Feywild crosses over into the 
  Material Plane to create a magical if temporary bridge.
  Seasons and the sun’s cycle can vary wildly, however. 
  Geographic regions across the Plane of Faerie are frozen 
  in a season’s particular grasp, usually summer or winter. 
  The same holds true for the position of the moon and sun 
  – some areas never see the sun dimming, while others are 
  bathed forever in moonlight. The borders between these 
  regions can be extreme. A group of travelers may enter the 
  Feywild in a summer-filled forest where the sun never sets, 
  and while exploring they come upon a mountain range 
  frozen in winter’s fury where the moon hangs high and full 
  in the sky at all times.
  It is natural to connect these extreme seasonal changes 
  and day-moon phases to the powerful archfey that rule 
  much of the Feywild, but the truth is that only a few of the 
  mightiest exert any real influence over the plane itself on 
  such a grand scale. The Queen of the Summer Court has 
  been known to change a region from winter to summer, 
  or night to day, but these events are rare and usually 
  catastrophic to the natural beings that have taken up 
  residence in the affected area. Locally, however, the mood 
  of the most powerful denizen of a particular small area 
  can affect the surroundings in minor ways, such as the 
  gathering of storm clouds, the movement of brambles, or 
  the rushing of rivers with no apparent outlet.
  Below the ground in the Plane of Faerie twists an 
  endless maze of brightly lit tunnels known as the Feydark. 
  It is a mirror of the Underdark on the Material Plane, 
  but a natural light, akin to that of a star, infuses the stone 
  and prevents total darkness from blanketing any large 
  subterranean realm. Foul things dwell in the Feydark, 
  from the twisted fomorians cursed by the archfey for their 
  transgressions long ago to goblins and other unsavory 
  beings.
  
  Volume IX  |  Plane of Faerie
  4
  There are regions beyond the strong seasonal variations 
  of summer and winter. Known as the Wild Lands, clouds 
  fill the twilight sky in these areas, and dark and twisted 
  things fester outside the domains of the archfey. Some 
  planar scholars say that the Wild Lands are what the 
  Plane of Faerie would be like without the influence of the 
  fey, and that it is held back only by the combined will of 
  the courts. Sometimes, the Wild Lands breach the barrier 
  between the planes and encroach upon the Material Plane, 
  creating an overgrown tangled nightmare that threatens all 
  creatures.
  Cycle of Time
  Time is a strange thing on the Plane of Faerie. The sun 
  does not set if it is risen, and the moon does not wax while 
  it is in the air. Time passes normally for creatures in the 
  Feywild, though it can be difficult to mark its passage 
  considering the unusual and stagnant cycles of day, night, 
  and the seasons. Leaving the Plane of Faerie, however, is 
  when time can catch up to a non-native suddenly. Refer to 
  the Time Loss hazard for more details.
  Surviving
  There is nothing inherently violent or threatening in 
  the landscape of the Plane of Faerie, or at least nothing 
  that permeates the entire plane. Winter regions are cold 
  and unprotected travelers can certainly succumb to the 
  elements if they are not prepared, but this is typically no 
  worse than a winter on the Material Plane. Some specific 
  regions of the Feywild do have more localized threats that 
  travelers should be wary of, however.
  Getting There
  As an echo plane, the Plane of Faerie exists simultaneously 
  with the Material Plane, which can make passing between 
  the two surprising and sometimes frequent. There are 
  differences between the two, sometimes wildly different, 
  but when particular geographic and environmental 
  features line up, a temporary gateway opens up. This is 
  referred to as a crossing, a fey crossing specifically, and 
  they can last anywhere from minutes to days.
  Fey crossings are two-way portals between the Plane 
  of Faerie and Material Plane, allowing denizens of both 
  planes to cross over into the other. Often times, wicked 
  archfey and powerful hags follow the signs in the Feywild 
  and watch for these events to occur, timing their plans and 
  schemes to coincide with the appearance of a fey crossing. 
  Some of these plans involve conquest, but just as often 
  it’s to escape a curse or other magical detriment the fey 
  crossing bypasses.
  Portals and gates exist that lead to the Plane of Faerie as 
  well. Notably, Bytopia, the Beastlands, and Elysium in the 
  Outer Planes contain many portals leading to the Feywild, 
  allowing the good-aligned and often fey-aligned denizens 
  of those planar destinations to travel and trade freely with 
  the archfey and their fickle courts. The Ethereal Plane 
  contains numerous color curtains that lead directly to the 
  Plane of Faerie as well, and some planar travelers have 
  found color pools in the Astral Plane that can transport 
  them directly to the realm of the fey.
  In the Material Plane, a gate may exist to the Plane of 
  Faerie under specific circumstances. For example, when 
  morning sun pierces a halo of verdant leaves in an ancient 
  forest, the shimmering haze may just be a one-way portal 
  to the Feywild. Dormant gates may be activated by the 
  possession of a particular type of leaf or forest berry, or 
  by singing the correct incantation honoring the ancient 
  elves who founded many of the great cities in the Plane of 
  Faerie.
  Traveling Around
  Travel within the Plane of Faerie is unimpeded by any 
  natural planar effect or hazard. Daylight dazzles brilliantly, 
  and even regions blanked by night are usually illuminated 
  by an unnaturally large moon (the exact definition of which 
  defies all logic, as it is not the moon of any Material Plane 
  and doesn’t appear to be any true celestial body). Summer 
  regions are the easiest to travel, and the winter-dominated 
  sections are no more difficult to travel than particularly 
  cold or snowy geographies in the Material Plane.
  Weather effects can be fierce and dramatic, however, but 
  these do not follow predictable or even logical patterns. 
  Instead, the weather of a region of the Plane of Faerie is 
  dictated by the whims of the most powerful archfey in that 
  region. Cloudless skies with light breezes are usually the 
  result of a content or happy archfey, but raging storms with 
  driving rain, howling blizzards, or other extreme effects 
  can spin up suddenly and without warning.
  The Powerful and Mighty
  Powerful archfey, wicked hags, twisted fomorian kings, 
  and more lurk in the Plane of Faerie, each with their 
  agenda and plots. Some of those plots involve invasion, 
  some heroes would be wise to learn all that they can about 
  the movers and shakers of the Feywild before they blunder 
  into a castle belonging to someone much more powerful 
  than they are!
  Blighted Mothers
  Hags are as much a part of the Plane of Faerie as any of 
  the other fey creatures. They are typically solitary beings, 
  owing loyalty to themselves or a small group of sisterly 
  hangs known as a coven. But in the vast swamp known as 
  Murkendraw, the most powerful and wicked of the hags 
  in all of the Feywild have combined forces and formed 
  the Blighted Mothers, a particularly ruthless coven that 
  demands fealty from all other hags. There are four hags in 
  the Blighted Mothers, each representing a different type 
  commonly encountered in the Plane of Faerie. Mother 
  Brona is an annis hag, Mother Blagovesta is a bheur hag, 
  Mother Zabyna is a sea hag, and Mother Vaclava is a green 
  hag.
  The Blighted Mothers work in the deepest darkest heart 
  of the Murkendraw, and they honor the greatest hag of all 
  time – Baba Yaga. In her name, the four have performed 
  
  Volume IX  |  Plane of Faerie
  5
  terrible atrocities across the Feywild and beyond, and they 
  have networks of spies and informants from the courts of 
  the archfey to the most influential nobles of the Material 
  Plane. Nothing moves in the Murkendraw without the 
  Blighted Mothers knowing about it, or so it is whispered, 
  and they are known to cast their spirits far and wide to 
  oversee their plots and schemes personally.
  What do the Blighted Mothers want? Their motives 
  seem rooted in spreading chaos and disorder in the name 
  of Baba Yaga as far and wide as possible. But the four hags 
  do not always see eye to eye, and they occasionally work 
  against one another. Direct conflict is forbidden by Baba 
  Yaga’s ancient decree, but the Blighted Mothers still use 
  their pawns to thwart or delay the plans of the other hags 
  in the coven. But when they are united, such as to recover 
  a stolen item or to fulfill some obscure prophecy, their 
  powers are formidable and their wills like iron.
  Courts of the Archfey
  Great swaths of the Plane of Faerie is under the direct 
  influence of powerful archfey, fey beings of enormous 
  power and age. Some are noble, some are wicked, but 
  many of them obey ancient traditions of the Feywild that 
  organize their powers into distinct courts. There are 
  four primary courts – the Court of Summer, the Court of 
  Winter, the Court of Green, and the Court of Coral. A fifth, 
  the Gloaming Court, was cast out originally for crimes 
  against the Feywild, but it remains an influential and 
  important member of the balance of power.
  The Court of Summer is ruled by Queen Titania, 
  arguably the most powerful archfey in the entire plane, and 
  her powers are near infinite while on the Plane of Faerie. 
  She is amused by the actions of mortal creatures and often 
  sends her agents to bring specimens back from Material 
  Plane to act and cavort for her and her attendees. But her 
  wrath when crossed is deadly and her moods can shift 
  suddenly and without warning. Queen Titania rules from 
  Senaliesse, a city built within towering silver trees.
  The Gloaming Court is ruled by the Queen of Air and 
  Darkness, whose real name has been lost to time. She 
  commands legions of unseelie faeries to do her bidding, 
  and she has engaged in a life-long cat-and-mouse game 
  with Queen Titania and the Court of Summer. Sometimes, 
  the Queen of Air and Darkness is able to convince one 
  of the other archfey courts to ally with her, especially the 
  Court of Winter which often finds its needs aligned with 
  that of the Gloaming Court. Truces and pacts among the 
  archfey are fleeting at best, however, and these alliances 
  rarely last more than a few decades.
  The Courts of Green, Winter, and Coral do not have 
  dedicated leaders, but they count many powerful archfey 
  among their members. Rarely do these lesser courts 
  convene together, as the individuals hold more sway over 
  local forces and regions, but Queen Titania has called all 
  of the courts together several times to discuss matters of 
  importance that affect all of the Feywild. Unseating the 
  Gloaming Court and casting out the Queen of Air and 
  Darkness was one of these times.
  All of the courts, and many independent archfey, operate 
  across the multiverse through the actions of proxies and 
  agents. Some of these agents are warlocks dedicated to 
  the power of the archfey, while others are simply mortals 
  caught in the wrong place at the wrong time. Often times, 
  the communicated desires of their patron to a fey agent 
  make little sense, such as moving a certain stone in a 
  certain place several feet in a single direction. There is 
  always meaning in these actions, however, it just requires a 
  level of perspective that most mortals do not possess.
  King of Mag Tureah
  Long ago, a force of giants entered the Plane of Faerie with 
  dreams of conquest. They pushed into the Feywild through 
  faerie crossings and forced gates, and they established 
  several strongholds to fortify their positions. The largest 
  and most complete of these was the fortress-city known as 
  Mag Tureah, and from there the giants struck out against 
  the archfey with murderous intent. Ultimately, however, 
  the giants were defeated, but the archfey were not content 
  to simply cast out the invaders. They cursed the entire 
  race, turning them into hideously twisted fomorians and 
  
  Volume IX  |  Plane of Faerie
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  spreading madness among their ranks. Mag Tureah, 
  once a beacon of conquest, was cast down deep into the 
  Feydark.
  A fomorian king has ruled Mag Tureah since, but each 
  has been afflicted with madness and insanity that seems 
  to far outstrip the rest of their kind. The current ruler is 
  King Jarrhild, and he is determined to master the network 
  of portals that exist below Mag Tureah. Fortunately for 
  the Material Plane, Jarrhild’s faculties are fleeting and his 
  mind scattered, so he continually seeks and finds the same 
  passages. Over the years, the fomorian presence in Mag 
  Tureah has been reduced, but other sinister and evil forces 
  still lurk within the fortress-city’s walls and tunnels. But 
  King Jarrhild is concerned with none of that.
  Queen of the Faerie Dragons
  Faerie dragons are native beings to the Feywild, and they 
  claim to be the first and oldest creatures of the entire 
  plane. This type of boasting is not uncommon for faerie 
  dragons, so few pay them any heed, but there is one that 
  might just prove it all to be true. Tasmiira is the oldest 
  faerie dragon in the multiverse, and she rules as the de 
  facto queen of the faerie dragons in the Plane of Faerie. 
  Her memory is long and flawless, but unlike many of her 
  kind her arrogance and pride do not cloud her judgment. 
  Tasmiira is interested in only two things – keeping her 
  subjects safe, and protecting the great treasure hoard of 
  her people.
  For years, Tasmiira has been the custodian of a great 
  treasure hoard, representing the accumulated wealth of 
  all faerie dragons everywhere. It is rumored that anytime a 
  faerie dragon gains treasure, a portion is given over to the 
  collected hoard through ancient magic, and the gathered 
  wealth has become quite legendary among certain seekers 
  and adventurers. Tasmiira and a small contingent of loyal 
  faerie dragons are the only ones that know the location 
  of this fabulous treasure, but it hasn’t stopped them from 
  being hunted down. To this end, the Faerie Dragon Queen 
  and her loyal subjects move from place to place within the 
  Feywild, sometimes even crossing into the Material Plane, 
  never settling in one location for too long. Their forced 
  exile is necessary to protect the wealth of their people, but 
  it wears on Tasmiira that she cannot find a home for the 
  faerie dragons.
  Star Children
  Stars are a funny thing in the Plane of Faerie. Those 
  regions that are blanketed under darkness have skies filled 
  with stars, but they are not the same stars as seen in the 
  night sky of the Material Plane. These stars, it is said, are 
  the spirits of powerful beings that have died in the Feywild 
  and have ascended to pure light. This may be true for 
  some of the lights in the night sky, but the Cult of the Star 
  Children believe that there is more up there than meets the 
  eye.
  The Star Children believe the night sky in the Plane of 
  Faerie opens up to a place of madness and utter chaos 
  known as the Far Realm, and that some of those stars 
  are actually openings between the planes. The Far Realm 
  exists outside the accepted boundaries of the multiverse, 
  or so most planar scholars believe, and it is an alien realm 
  home to beings that operate on completely different levels 
  of existence, mentally and physically. Most cannot even 
  exist outside the Far Realm, but the Star Children claim to 
  have seen and communicated with these entities through 
  the holes in the Feywild night sky.
  Followers of the Star Children are patient and 
  thoroughly malevolent, waiting in their twisted citadel for 
  the day when the stars are right and the Far Realm can 
  invade the Plane of Faerie once and for all. Membership 
  in the cult requires undergoing a secret ceremony, the 
  most prominent result of which is the hollowing out of the 
  member’s eyes and replacing them with black nothingness. 
  Most Star Children can disguise this unsettling feature for 
  a period to blend in with others, but in their citadel their 
  madness and cruelty hold supreme.
  Creatures & Denizens
  Numerous creatures inhabit the Plane of Faerie, from 
  dryads, pixies, and satyrs, to blink dogs, yeth hounds, and 
  faerie dragons. Some of these creatures are intelligent, 
  many are playful, and more than a handful hold a dim 
  view of mortal life. Travelers to the Feywild should trust no 
  one, as illusion magic is common and enchantments can 
  sometimes fall like rain.
  
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  Bramble
  Outside the boundaries of the fey courts and the powerful 
  archfey lords, the Plane of Faerie gives way to the 
  dangerous and overgrown region known as the Wild 
  Lands. Gray, bleak, and filled with thorns of all kinds, the 
  Wild Lands hold numerous threats, but few are so vicious 
  or direct as the bramble faeries. These tiny fey monsters 
  are about the size of a pixie, but their skin has turned to 
  ash and thick thorns protrude from their bodies. They are 
  cruel beings who delight in causing pain and spreading the 
  blight of their Wild Land homes across the Feywild.
  Fallen Faeries. Brambles are believed to be pixies, 
  nixies, grigs, sprites, and other fey denizens of the Plane of 
  Faerie that have fallen to the blight of the Wild Lands. The 
  exact process isn’t known, and some fey creatures are able 
  to resist the transformation longer than others, but the 
  consuming gray blight of the Wild Lands leeches life and 
  hope from the fey. Eventually, spines grow along their body 
  and they become consumed with spreading the blight of 
  their new home, and a new bramble is born.
  Fearless and Overconfident. Brambles are ridiculously 
  overconfident in their own abilities and believe no bargain 
  or trust to be too sacred to break. They often challenge 
  larger creatures to wrestling matches in elaborate wagers, 
  though a bramble never has any intention of honoring the 
  terms of such deals. For whatever reason, a bramble never 
  feels fear as well, and they remain defiant in the face of 
  all odds, believing that their Wild Lands will eventually 
  consume all of the Plane of Faerie and the Material Plane 
  beyond it.
  Bramble
  Tiny fey, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 18 (4d4+8)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  20 (+5)
  14 (+2)
  12 (+1)
  10 (+0)
  7 (-2)
  Skills Perception +2, Stealth +7
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Sylvan
  Challenge 1 (200 XP)
  Magic Resistance. The bramble has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The bramble can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Spines. The bramble is covered in razor-sharp spines. Any 
  creature that hits it with an unarmed melee attack suffers 3 
  (1d6) piercing damage. A creature grappling a bramble suffers 
  3 (1d6) piercing damage at the start of each of the creature’s 
  turns.
  Actions
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6+5) piercing damage, and the target must succeed 
  on a DC 12 Constitution saving throw or be poisoned for 1 
  hour.
  Anti-Flight (1/Day). The bramble chooses a point it can see 
  within 120 feet. Any creature with a flying speed in a 40-foot 
  radius sphere centered on that point must succeed on a DC 12 
  Strength saving throw. On a failure, their flying speed is reduced 
  to 0 for 1 hour. Affected creatures that lose their flying speed 
  while in the air suffer falling damage unless they have a way to 
  slow their fall.
  
  Volume IX  |  Plane of Faerie
  8
  Clawrg
  Burrowing beneath the ground of the Plane of Faerie, 
  the clawrg dig continuously and without end. They are 
  voracious hunters and serve the plane by churning the 
  dirt, renewing it and refreshing it for future growths across 
  the Feywild. Physically, a clawrg looks like a massive 
  badger, about the size of a horse, with brown and green 
  stripes along its furred back. Its front claws are massively 
  oversized, allowing the creature to churn through dirt, 
  earth, armor, and flesh when necessary. A clawrg has been 
  known to strip armor from opponents, rendering it useless 
  before it finishes off foes.
  War Machines of the Fomorians. Clawrg were 
  originally bred by the giants that came to the Plane of 
  Faerie with dreams of conquest. These giants brought with 
  them packs of massive badgers from their homes, and the 
  magical nature of the plane warped them and enhanced 
  their natural tools. The giants used the clawrg to dig out 
  tunnels in the Feydark, allowing them to burrow up and 
  surprise their archfey foes in a series of daring raids. When 
  the giants fell under the curse that transformed them into 
  fomorians, the clawrgs were released and spread out into 
  the wilderness.
  Rocky Diet. Clawrg eat rocks, but they are very 
  particular about which rocks they eat. Veins of unusually 
  brittle stone cut through the Feydark at irregular intervals, 
  and these ribbons are the choicest foods a clawrg can 
  dine upon. They often dig for days in search of the next 
  pocket. Geomancers who have studied the chosen rocks 
  of the clawrg have determined that the creatures are 
  actually weeding out the weakest and least stable portions 
  of the Feydark, and are making the plane stronger by 
  systematically devouring these brittle sections.
  Clawrg
  Large fey, unaligned
  Armor Class 14 (natural armor)
  Hit Points 76 (8d10+32)
  Speed 20 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (+0)
  19 (+4)
  3 (-4)
  12 (+1)
  8 (-1)
  Senses darkvision 120 ft., Passive Perception 11
  Languages understands Giant and Sylvan but doesn’t speak
  Challenge 4 (1,100 XP)
  Siege Monster. The clawrg deals double damage to objects and 
  structures.
  Actions
  Multiattack. The clawrg makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 16 (2d12+3) slashing damage. In addition, nonmagical 
  armor worn by the target is shredded and takes a permanent 
  and cumulative -1 penalty to the AC it offers. The armor is 
  destroyed if the penalty reduces its AC to 10.
  Whirlwind Rend (Recharge 5-6). The clawrg spins in a circle, 
  attacking all targets around it. Each adjacent creature must 
  succeed on a DC 14 Dexterity saving throw, suffering 26 
  (4d12) slashing damage on a failed save, or half as much on 
  a successful one. Any nonmagical armor worn by targets in 
  the area is shredded and takes a permanent and cumulative -1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10.
  
  Volume IX  |  Plane of Faerie
  9
  Feystag
  Feystag are unusual creatures of the Plane of Faerie with 
  an innate control over magical items and objects. They 
  are intensely curious and usually seek out travelers from 
  outside the Feywild in search of new and interesting 
  objects to study and control. A feystag appears as a large 
  house cat, roughly four feet tall, that can walk on its hind 
  legs or on all fours as it chooses. A pair of antlers rise 
  from their heads, and their front paws end in long clawed 
  fingers and a thumb that allow them to manipulate objects. 
  They often speak multiple languages picked up in their 
  travels.
  Curious Cats. Feystags can control magical items, but 
  rarely do they use this ability for harmful or evil ends. 
  Often times, they simply explore the capabilities of such 
  items, which can often lead to dangerous results for those 
  around them. They can sense magical items in the same 
  way that a cat can smell a mouse, and once they hone in on 
  an item they begin to puzzle through what it can do. They 
  automatically pick up command words but using their 
  innate abilities they do not need to speak them aloud to 
  trigger desired effects.
  Solitary Hoarders. Feystag rarely gather together, 
  preferring instead to keep to their own lives and secrets. 
  They hoard magical trinkets of all kind, usually minor 
  baubles and the like, and they can be bargained with for 
  new and interesting items. They have long memories and 
  are sometimes sought out specifically for their extensive 
  knowledge of magical items and artifacts.
  Feystag
  Small fey, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 22 (5d6+5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  17 (+3)
  12 (+1)
  18 (+4)
  15 (+2)
  16 (+3)
  Skills Arcana +6, History +6, Perception +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., Passive Perception 14
  Languages Common, Sylvan, any four other languages
  Challenge 2 (450 XP)
  Dweomer Sense. The feystag detects the presence of magical 
  items and auras automatically to a range of 60 feet.
  Innate Spellcasting. The feystag’s innate spellcasting ability is 
  Intelligence (spell save DC 14). It can innately cast the following 
  spells, requiring no material components:
  3/day: dispel magic, invisibility
  Magic Resistance. The feystag has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4+3) slashing damage.
  Control Magical Item. The feystag chooses a non-artifact 
  magical item within 60 feet of it and attempts to take control 
  over the item. If the item is unattended, unattuned, and non-
  intelligent, the attempt is automatically successful. If the object 
  is held, attuned, or intelligent, the possessor must succeed 
  on a DC 14 Intelligence saving throw. On a failure, the feystag 
  assumes control of the item until the end of its turn.
  A feystag with control over a magical item chooses one of 
  the following effects to occur:
  Suppress Magic. The magical item is rendered inert and 
  does not function for 1 minute or until the feystag releases the 
  suppression as a bonus action.
  Trigger Magic. The feystag chooses an effect or power 
  available to the wielder of the magical item and triggers it. If this 
  effect or power would target the wielder of the magical item, 
  the feystag can choose itself as the target of the power.
  
  Volume IX  |  Plane of Faerie
  10
  Gnasher
  Lurking in the treetops and mountains of the Plane of 
  Faerie are packs of wicked dog-like monsters known 
  as gnashers. These evil creatures look like wolves with 
  oversized mouths filled with jagged teeth, and a pair of bat-
  like wings attached to their forelegs and running the length 
  of their bodies enable them to fly and leap with ease across 
  the landscape. They howl and bray when they sense weak 
  targets, moving in to attack at the most opportune time.
  Nocturnal Pack Hunters. Like their Material Plane kin, 
  gnashers are pack hunters and are usually encountered 
  in groups of six or more. They are nocturnal and actively 
  avoid the sun, which usually doesn’t pose a problem in the 
  Plane of Faerie as they frequent regions that are blanketed 
  by continuous night. The howling and barking of the 
  gnashers in the Feywild night can strike fear into the most 
  hardened of travelers.
  Gnasher
  Medium fey, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 39 (6d8+12)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  14 (+2)
  6 (-2)
  11 (+0)
  10 (+0)
  Skills Perception +2
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Sylvan but cannot speak
  Challenge 1 (200 XP)
  Pack Tactics. The gnasher has advantage on attack rolls against 
  a creature if at least one of the gnasher’s allies is within 5 feet 
  of the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the gnasher has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6+2) slashing damage. If the target is a creature, it 
  must succeed on a DC 12 Strength saving throw or be knocked 
  prone.
  
  Volume IX  |  Plane of Faerie
  11
  Gremlin
  Gremlins are sneaky fey that enjoy messing up plans 
  and wreaking as much havoc as possible. They are 
  usually about 2 feet tall, with hideous faces split with an 
  unnaturally wide mouth and broad ears flanking their 
  oversized heads. Gremlins are hairless and their skin color 
  ranges from dark brown to black, allowing them to better 
  sneak around in dark underground places away from the 
  prying eyes of larger creatures.
  Petty and Vengeful. Crossing a gremlin is never a good 
  idea. They are petty to a fault, and if one of them detects 
  any sort of slight against them they go to great lengths for 
  revenge. What could raise the ire of a gremlin? Anything 
  really, but examples include stepping on a leaf meant for 
  someone else, taking a left turn rather than a right at a fork 
  in the road, or speaking the wrong words in the moonlight. 
  Gremlins have been known to follow the perpetrators of 
  such slights for days or weeks, crossing out of the Plane 
  of Faerie when necessary, waiting for the right moment to 
  strike with their jinx.
  Spies for the Queen. Gremlins do not pay homage 
  to any of the archfey courts, but they are often used as 
  independent spies by the Queen of Air and Darkness of the 
  Gloaming Court. Even she knows not to trust a gremlin 
  with too important a task, but the small fey creatures 
  do have a knack for getting into places others may find 
  difficult. The Queen of Summer despises gremlins and 
  seeks to eradicate them at every possible moment, so 
  many gremlins sign up with the Gloaming Court out of 
  sheer spite.
  Gremlin
  Tiny fey, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 14 (4d4+4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  19 (+4)
  13 (+1)
  14 (+2)
  13 (+1)
  15 (+2)
  Skills Deception +4, Perception +3, Stealth +6
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Innate Spellcasting. The gremlin’s innate spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  At will: dancing lights, mage hand, minor illusion
  3/day: dimension door
  Sneak Attack. Once per turn, the gremlin deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the gremlin that isn’t incapacitated and the gremlin 
  doesn’t have disadvantage on the attack roll.
  Actions
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4+4) slashing damage.
  Gremlin Jinx (Recharge 5-6). The gremlin chooses a target it 
  can see within 60 feet. The target must succeed on a DC 12 
  Wisdom saving throw or suffer from the effects of the bestow 
  curse spell. The spell lasts for 1 minute or until dispelled.
  
  Volume IX  |  Plane of Faerie
  12
  Grig
  Rare even in the Plane of Faerie, grigs are fun-loving 
  fey creatures that look like a cross between an elf and 
  a grasshopper. They have the upper body of a delicately 
  beautiful elf with the lower torso and six legs of a 
  grasshopper, along with thin membranous wings that 
  allow them to fly. Each grig stands about 1 foot tall, and 
  while they carry a delicate rapier at their side for defense 
  they abhor violence.
  Dance the Night Away. Grigs are famed throughout the 
  Feywild as being expert musicians, and many archfey and 
  powerful fey lords welcome the presence of a grig to their 
  court for the sheer entertainment value. By rubbing its legs 
  together, the grig is able to produce fiddle-like music that 
  inspires others around it to dance, and some dance parties 
  with multiple grigs have lasted days and nights.
  Lilah and the Glitterbuds. The most famous grig in 
  all of the Plane of Faerie is Lilah and her band of fellow 
  faeries called the Glitterbuds. Lilah has performed for the 
  Queen of Summer herself, and usually tours around the 
  Feywild with an entourage of followers and admirers. Lilah 
  enhances her fiddle playing with bardic magic, but she 
  needs no such trickery – her natural skill is legendary. She 
  has been known to ask the favor of adventurers from time 
  to time, especially as her schedule with the Glitterbuds 
  keeps her busy and always under scrutiny.
  Grig
  Tiny fey, neutral good
  Armor Class 15 (natural armor)
  Hit Points 13 (3d4+6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  18 (+4)
  14 (+2)
  11 (+0)
  13 (+1)
  16 (+3)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 11
  Languages Sylvan
  Challenge 1 (200 XP)
  Innate Spellcasting. The grig’s innate spellcasting ability is 
  Charisma (spell save DC 13). It can innately cast the following 
  spells, requiring no material components:
  3/day each: hold person, invisibility
  Actions
  Grig Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4+4) piercing damage.
  Fiddle (3/Day). The grig rubs its grasshopper legs together to 
  create a magically infectious tune, inspiring creatures around it 
  to dance and cavort. Each target the grig chooses within 30 feet 
  must succeed on a DC 13 Wisdom saving throw. On a failure, 
  the target is affected by the Otto’s irresistible dance spell for 
  1 minute. Creatures that can’t be charmed are immune to this 
  effect.
  
  Volume IX  |  Plane of Faerie
  13
  Nightlock
  Nightlocks are fey spirits of poisonous plants like 
  belladonna, mistletoe, and hemlock. They look like feral 
  dwarves, with tangles of gray or green moss serving as 
  hair, beard, and clothing, and their skin has a dusky violet 
  color to it. They hate all life and hide from sunlight, though 
  it does not actually affect their senses. Nightlocks grumble 
  and mutter to themselves at all times.
  Servants of Ainecotte. Ainecotte, the Princess of 
  Hemlock, is the most powerful nightlock in the Plane of 
  Faerie, and she serves the Queen of Air and Darkness in 
  the Gloaming Court. Most nightlocks revere Ainecotte 
  in one form or another, with some worshipping her as a 
  goddess and offering sacrifices in her name across the 
  Feywild. Ainecotte relishes the attention shed upon her 
  by the nightlocks and has been known to grace some 
  nightlock communities with a visit.
  Guardians of the Uncared For. Nightlocks believe it 
  is their sacred duty to protect the poisonous plants of the 
  forested realms, which are often pulled up and destroyed 
  by callous humans in the name of “safety.” Nightlocks have 
  witnessed this level of destruction for too long, and as a 
  result they have become cold and uncaring for the mortal 
  world, only caring about their precious plants under their 
  charge. Some nightlock bands have made peace with 
  nearby druid circles as they can sometimes see eye to eye 
  on these types of protections.
  Nightlock
  Medium fey, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 52 (7d8+21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  17 (+3)
  8 (-1)
  15 (+2)
  11 (+0)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Sylvan
  Challenge 2 (450 XP)
  Innate Spellcasting. The nightlock’s innate spellcasting ability 
  is Wisdom (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  3/day each: entangle, pass without trace, speak with animals
  1/day each: grasping vine, plant growth
  Wood Immunity. Nightlocks are immune to damage caused by 
  wooden weapons, such as staves, clubs, and sticks, including 
  magical versions of the same.
  Actions
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) piercing damage, and the target must succeed 
  on a DC 13 Constitution saving throw. On a failure, dangerous 
  poison reduces the target’s Dexterity score by 1d4. The target 
  dies if this reduces its Dexterity to 0. Otherwise, the reduction 
  lasts until the target finishes a short or long rest.
  If a humanoid dies from this attack, a new nightlock rises 
  from the corpse 1 day later.
  
  Volume IX  |  Plane of Faerie
  14
  Spider, Puppet
  Puppet spiders are unusually intelligent and wicked 
  spiders that inhabit the darkest forests of the Plane of 
  Faerie. They are roughly the size of a large dog, with 
  elaborate blue and red patterns decorating their shaggy 
  black-furred bodies. The poison of a puppet spider has 
  an insidious mind control component to it that allows the 
  creature to control the movement of poisoned victims.
  Enhanced Ingredient. The venom of a puppet spider 
  is known to enhance the compulsion spell. When puppet 
  spider venom is used in conjunction with the casting of 
  compulsion, the target suffers disadvantage on the saving 
  throw to resist the spell, and even creatures that can’t be 
  charmed can be affected by it. The puppet spider venom is 
  consumed with the casting, and enough can be harvested 
  from a deceased puppet spider for 1d4 such uses.
  Whetted Blades. Puppet spider venom is a favored 
  poison by the cruel fey of the Gloaming Court. It is rare 
  and difficult to harvest, so they usual reserve it for special 
  occasions, but those that suffer damage from a weapon 
  coated with puppet spider poison must succeed on a DC 
  13 Constitution saving throw or be poisoned for 1 minute. 
  While poisoned, half of their movement on their turn is 
  spent moving in a random direction.
  Puppet Spider
  Medium fey, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8+6)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  12 (+1)
  9 (-1)
  10 (+0)
  11 (+0)
  Skills Perception +4, Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., passive Perception 14
  Languages understands Sylvan but cannot speak
  Challenge 3 (700 XP)
  Magic Resistance. The spider has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Web Walker. The spider ignores movement restrictions caused 
  by webbing.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6+3) piercing damage, and the target must make a 
  DC 13 Constitution saving throw. On a failure, the target is 
  poisoned for 1 minute and suffers 18 (4d8) poison damage. 
  On a success, the target suffers half poison damage and is not 
  poisoned.
  Reactions
  Puppet Dance. The spider moves a target that is poisoned by 
  its bite up to its movement speed in a direction the spider 
  chooses. The spider can take this reaction before each turn of 
  a poisoned target from its bite.
  
  Volume IX  |  Plane of Faerie
  15
  Triath
  The Plane of Faerie is a world of wild, untamed natural 
  beauty. One of the greatest defenders of that beauty are the 
  triath, massive boars that roam the landscape seeking to 
  punish those that would spoil the landscape. Triaths look 
  like huge boars, with great tusks that change color to suit 
  the mood of the creature – when it is foraging for food, 
  the tusks are pale, but when enraged they glow red. The 
  triath’s tail is long and ends with a bladed edge sharper 
  than most swords. While intelligent, triaths usually keep to 
  themselves unless called upon to defend the Feywild.
  Surly Protectors. A triath can talk, but when it chooses 
  to do so it keeps its words brief and to the point. They don’t 
  like the mischievous fey creatures that they share a home 
  with, but they tolerate them as part of the natural order. 
  Travelers that come into the Plane of Faerie intent on 
  stealing or harvesting rare foliage best be wary, however, 
  as a triath can sense such motivations from miles away.
  Cursed by the Fey. Long ago, it is said that the first 
  triath was created when a greedy nobleman stumbled into 
  the Plane of Faerie with a pack of hunting boars. He was 
  searching for a fey creature for sport, and in coming to the 
  Feywild he was led to a small village of tiny fey folk. Cruel 
  and uncaring, the noble scattered or killed the helpless 
  creatures and stole rare herbs from their home. His 
  actions brought down the wrath of an archfey, who cursed 
  the noble and transformed him into a massive boar that 
  would forever be linked to the Plane of Faerie as a hideous 
  defender. Since then, more triath have appeared, though it 
  is unclear whether they are all cursed mortals who upset 
  an archfey or if the Plane of Faerie has spawned them 
  naturally in the intervening years.
  Triath
  Huge fey, neutral
  Armor Class 17 (natural armor)
  Hit Points 189 (18d12+72)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  14 (+2)
  19 (+4)
  12 (+1)
  7 (-2)
  8 (-1)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed, prone
  Senses blindsight 60 ft., passive Perception 8
  Languages Sylvan
  Challenge 8 (3,900 XP)
  Charge. If the triath moves at least 20 feet straight toward a 
  target and then hits it with a tusk attack on the same turn, the 
  target takes an extra 21 (6d6) slashing damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or 
  be knocked prone.
  Magic Resistance. The triath has advantage on saving throws 
  against spells and other magical effects.
  Relentless. If the triath takes 15 damage or less that would 
  reduce it to 0 hit points, it is reduced to 1 hit point instead.
  Actions
  Multiattack. The triath makes two attacks, one with its tusk and 
  one with its tail.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8+6) slashing damage
  Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6+6) slashing damage.
  
  Volume IX  |  Plane of Faerie
  16
  Hazards & Phenomena
  Travelers to the Plane of Faerie need to be wary of the 
  natural hazards that come with the region. The most 
  prominent and obvious is the forgetfulness and time 
  loss that can occur when leaving the Feywild, but other 
  phenomena should be known and avoided as well.
  Befuddling Rain
  Falling rain is not an uncommon feature in the Plane 
  of Faerie, especially around archfey or other powerful 
  denizens that have a deep sense of melancholy or 
  loneliness. Occasionally, however, the falling rain takes 
  on an otherworldly quality with an ability to confuse and 
  bewilder travelers. This befuddling rain is usually the 
  result of an archfey’s sour mood mixing with a natural 
  weather phenomena in the Feywild, so it’s difficult to 
  predict or control. Befuddling rain does not fall hard, but 
  the falling rain shimmers with all the colors of the rainbow 
  giving it a beautifully distinct look.
  Non-fey creatures caught in an area of befuddling rain 
  must succeed on a DC 14 Wisdom saving throw. On 
  a failure, they are affected by the confusion spell for 1 
  minute. Befuddling rainstorms last only 1d4 x 10 minutes, 
  but some denizens of the Plane of Faerie have learned to 
  watch for the signs of the phenomena and strike affected 
  travelers. Gremlins especially love this tactic.
  Forgetfulness
  The Plane of Faerie is a land of magic, beauty, and 
  strange wonder, and for non-natives their memory of time 
  spent in the echo plane can fade to a simple dream-like 
  remembrance. This forgetfulness affects any non-fey 
  creature leaving the Plane of Faerie, though creatures with 
  the Fey Ancestry trait (like elves) are also immune. Other 
  creatures must succeed on a DC 10 Wisdom saving throw 
  when they leave the Feywild. On a failure, their memories 
  of their time spent on the plane quickly fade away and are 
  easily confused with dreams and fanciful imagination.
  Oblivion Moss
  Some darker forests and mountains in the Plane of Faerie 
  grow a strange plant known as oblivion moss in shadowed 
  corners. It never grows in full or partial sunlight, and some 
  innate defensive mechanism within the non-intelligent 
  plant retreats from such light automatically (albeit slowly). 
  Oblivion moss can sense creatures with memories 
  around it, and when it does so it shoots spores into the 
  air in a 30-foot radius sphere. Any living creature must 
  succeed on a DC 12 Intelligence saving throw or have 
  some of their memories leeched from their mind. While 
  affected, the target must roll a d4 and subtract the number 
  rolled from any ability check or attack roll it makes. The 
  memory loss becomes worse quickly, and after each 
  minute affected targets must succeed at additional DC 
  12 Intelligence saving throws. For every failure, the 
  memory loss penalty die increases, from d4 to d6, d6 to 
  d8, d8 to d12, and d12 to d20. The memory loss saving 
  throws stop when the target succeeds at one of the saving 
  throws, and the effect lasts until the target finishes a long 
  rest. A greater restoration or heal spell also restores lost 
  memories.
  Time Loss
  Time behaves differently on the Plane of Faerie than it 
  does on the Material Plane or elsewhere in the multiverse. 
  Non-native creatures that depart the Plane of Faerie after 
  spending at least 1 day on the plane roll 1d20 on the 
  Faerie Time Loss table below.
  1d20
  Time ShifT
  1-2
  Days become minutes
  3-6
  Days become hours
  7-13
  No change
  14-17
  Days become weeks
  18-19
  Days become months
  20
  Days become years
  Some powerful archfey have the ability to reverse this 
  effect, though none do it out of charity. Parties that find 
  great lengths of time have passed may need to deal with 
  one of the archfey courts in order to regain their lost time.
  Wild Thorns
  Between the lush and verdant lands of the Plane of Faerie 
  exists a twisted, gray region known as the Wild Lands. 
  Harsh thorns tear at flesh, hungry for blood and eager to 
  pull down living creatures into its dull expanse. The pain-
  filled nature of the Wild Lands affects creatures traveling 
  overland or flying over them, as the thorns and brambles 
  expand out to surround and pull down even flying targets. 
  Creatures that are not native to the Wild Lands traveling 
  through such regions must succeed on a DC 14 Dexterity 
  saving throw every hour of travel. On a failure, they gain 
  one level of exhaustion from the draining power of the wild 
  thorns that permeate the land. Any creature that takes a 
  short rest in the Wild Land automatically gains one level 
  of exhaustion as well, and taking a long rest results in an 
  agonizing death that only a wish spell can restore life from.
  
  Volume IX  |  Plane of Faerie
  17
  Mysterious Sites & Treasures
  The Plane of Faerie is an echo plane filled with wonders, 
  strange sights, powerful denizens, and exotic treasures 
  from ancient fey kingdoms. It’s close proximity to the 
  Material Plane draws all sorts of adventurers and treasure 
  seekers into its realm, but all such travelers should be 
  cautious of the dangers and monsters that lurk in the 
  Feywild.
  Archfey Cities
  The greatest cities on the Plane of Faerie belong to the 
  courts of the archfey. While each member of the court 
  can hold sway over a castle, refuge, or individual site, 
  the leaders of each rule from sprawling cities that have 
  become beacons across the Feywild. Queen Titania of 
  the Summer Court rules from Senaliesse, a city built 
  in the boughs of towering silver trees the likes of which 
  have never been seen elsewhere in the multiverse. Rope 
  elevators lead guests honored enough to be invited to 
  Queen Titania’s home up into the heights of the treetops, 
  where the true breathtaking beauty of Senaliesse is beheld. 
  The city is constructed of delicate crystal stone that blends 
  naturally and effortlessly into the silver trees, creating a 
  sense of otherworldly wonder.
  Lord Oran of the Green Court rules from Shinaelestra, 
  a city that has become nearly engulfed by the Howling 
  Forest around it. The transition has been natural and 
  harmonious, with more and more of the city’s once elegant 
  stone streets and pavements becoming forested woodland. 
  It was claimed by Lord Oran as his home for its peaceful 
  quality and he does nothing to stem the flow of the 
  Howling Forest. It is rumored that Shinaelestra was once 
  a Material Plane city that was transported into the Plane 
  of Faerie by some ancient elven magic, but that was long 
  before Lord Oran took over.
  The Winter Court’s greatest archfey, the Prince of Frost, 
  rules from beneath a titanic mountain of crystal-clear ice 
  called the Summit of Stars. Kathrius, City of the Ice Moon, 
  sprawls beneath the mountain’s peak where night reigns 
  supreme. The brilliant moon and star-filled sky provide 
  ample illumination for the Prince of Frost’s court, who take 
  time to regularly gaze out through the icy mountain’s clear 
  exterior and into the wild night beyond.
  Elias and Siobhan Alastai are the archfey twins that 
  rule the Court of Coral and they command the smallest 
  of the archfey cities. The Lake of Dreams is a deep body 
  of water that pulls in currents from the twin rivers Azure 
  and Cerulean, creating a natural whirlpool in the center 
  that constantly draws objects and creatures to the bottom. 
  There, the city of Shale Dothore sits at the bottom, with 
  the Coral Court commanding the lake, current, and 
  surrounding region. Shale Dothore is constructed of 
  multicolored coral crystals naturally harvested from the 
  bed of the Lake of Dreams.
  The Queen of Air and Darkness rules the Gloaming 
  Court from no city, but she and her kin once held the city 
  of Cendriane as their home. When the other archfey courts 
  cast them out, Cendriane fell into ruin, and has since 
  become the home of numerous evil creatures, including 
  drow, spiders, and a powerful elven vampire.
  Each of these wondrous cities holds a common feature 
  – they do not allow visitors unless explicitly invited. The 
  archfey are capricious and follow their own strict sense 
  of morals and honors, but one of the threads learned by 
  planar sages is a disdain for mortals that do not follow 
  protocol. Accessing the greatest lords and ladies of the 
  Plane of Faerie requires no small amount of courtesy for 
  those that seek an audience with them for one reason or 
  another. 
  
  Volume IX  |  Plane of Faerie
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  Cendriane, City of Fallen Stars
  Cendriane was once the beautiful home of the Queen of 
  Air and Darkness, in the time before her banishment from 
  the archfey courts. Its spires and towers were delicate and 
  radiant, and the wonders of Cendriane were unmatched by 
  any other city across the Plane of Faerie. Then, darkness 
  struck, and the Gloaming Court was created. The Queen 
  could no longer dwell in such a place as Cendriane, and 
  so she moved herself and her followers out in haste. Were 
  they pushed out? Did some ancient ward prevent her from 
  holding on to the ancient throne? None know for sure.
  Cendriane is now a dark, shadow-haunted ruin of elven 
  wonder. Giant spiders of all sorts can be found lurking in 
  the ruins, along with bands of drow from House Vrammyr 
  who have vowed to claim the ruined city for their own 
  home in the Plane of Faerie. Much of the city’s ancient 
  elven vaults still remain sealed in darkened tombs and 
  ancient holdings, protected by potent magical power. An 
  elven vampire, an original consort to the Queen of Air 
  and Darkness, commands a cult of blood-thirsty undead 
  that rule over a portion of Cendriane, with intentions of 
  reclaiming all of the city in his queen’s name. Rumors 
  persist that the city’s Great Library has yet to be recovered 
  by any faction, and that its knowledge could further arcane 
  and divine studies of all kind.
  Cendriane is hidden in a twisted forest covered in 
  summer night known as the Onyx Woods. Magical 
  protections keep the city from being discovered by 
  accident, but those that seek it out deliberately can 
  navigate the hidden forest pathways to the ruined archway 
  leading into Cendriane’s Avenue of the Gods.
  Citadel of the Star Children
  The most deranged cult in the Plane of Faerie are the Star 
  Children, who believe the stars in the sky of the Feywild 
  are actually gates and holes that lead to an otherworldly 
  alien place called the Far Realm. They believe this so 
  fervently that they work to bring their alien masters out of 
  the Far Realm, and they believe the Plane of Faerie is the 
  best chance for an invasion to start. The epicenter of their 
  efforts is a pulsating red crystal citadel where the most 
  favored Star Children tend towards the cult’s goals.
  This citadel is located on a rocky mountain, and the 
  unnatural work done by the denizens inside has driven 
  all natural life from around the region, an unusual site in 
  the Feywild. The red crystalline structure was built by the 
  founder of the Star Children, an elven diviner now known 
  only as Hollow Eye, and the architecture of the citadel 
  defies logic and natural form. Angles inside and out are 
  incorrect, and anyone with an eye for engineering can 
  tell right away that the building should not stand upright. 
  But yet it does, in defiance to the natural order, and this 
  architectural oddity is but a taste of the terrors held inside.
  Diamond Staff
  On the Material Plane, in the realm of Toril, an artifact 
  has recently surfaced that has grabbed the attention 
  of numerous factions. Known as the Diamond Staff 
  of Chomylla, it was discovered to be in the lair of an 
  ancient dracolich, and forces moved to reclaim and study 
  its secrets. The exact location of the relic is currently 
  unknown, but rumors persist that it could unlock an 
  ancient elven vault. The truth is that it is one of a set, built 
  by ancient elves of the Plane of Faerie, and that its true 
  potential has yet to be revealed.
  Each Diamond Staff appears as a slender quarterstaff 
  constructed entirely of pale blue diamond. It is topped with 
  a transparent globe and carved from a single enormous 
  crystal. The construction of the Diamond Staves dates 
  back to a time when the line between the Feywild and the 
  Material Plane was thinnest, and the realm of Uvarean 
  straddled the line between the two planes. Ultimately 
  Uvarean was destroyed by a falling star, but the legendary 
  Diamond Staves survived the cataclysm. One of them, 
  possessed by the wizard Chomylla, was kept on the 
  Material Plane, but the others were scattered across 
  the Plane of Faerie. Their whereabouts are currently 
  unknown, but with the appearance of one in recent years, 
  the others are likely to turn up as well for good or ill.
  Golden Glade
  The Plane of Faerie contains its fair share of strange and 
  unexplainable phenomena. One of these is a small forest 
  meadow known as the Golden Glade hidden in the center 
  of the Heart’s Wish Woods. The summer sunlight that 
  dapples the region passes through the boughs of a series of 
  enchanted trees, with bark like gold, and when the filtered 
  light touches any material object it turns to gold. This 
  includes creatures as well as objects. Objects transformed 
  to gold through this process disintegrate when removed 
  from the Plane of Faerie, so would-be treasure seekers 
  have written the site off as a curiosity rather than a get rich 
  scheme, but the truth behind it has eluded planar sages.
  The golden oak trees seem to be the catalyst for the 
  transmutation power of the Golden Glade, but some 
  argue that the truth is hidden in the forest around it. The 
  Heart’s Wish Woods earned its name from a nymph who 
  fell in love with a mortal man. Their love was forbidden by 
  ancient decree, but they managed to conquer the odds and 
  the mortal moved into the Feywild to be with his beloved. 
  Or so she thought, for when he arrived, his heart’s desire 
  was not the nymph, but instead material goods. Stories of 
  the region say a golden statue of a man has been passed 
  around from collector to collector in the Plane of Faerie, 
  but so far it has not found a permanent home.
  Leaves of All Seasons
  The seasons of nature have a profound influence on the 
  Plane of Faerie, owing to its strong connection to the 
  Material Plane and the Positive Energy Plane. Spring 
  to summer, summer to autumn, autumn to winter, each 
  has its place and a distinct power over the landscape of 
  the Feywild. Ancient elven legends actually attribute this 
  connection to a single source, a tree of great power that 
  the elves held in highest reverence. The exact location 
  and nature of this tree has not yet been found, but leaves 
  from it have been uncovered across the Plane of Faerie, 
  and they are potent items in the hands of those who know 
  about them.
  
  Volume IX  |  Plane of Faerie
  19
  Each Leaf of All Seasons appears as a broad oak leaf, 
  about a foot across, with a thick stem. The membranes 
  of the leaf are strong and course with radiant power, 
  giving off a scintillating glow that can illuminate as well 
  as any torch. When held by an elf or other creature with 
  a strong connection to the natural world, the leaf shifts 
  quickly between bright green, lush red, vibrant orange, 
  and sparkling white, representing the power of the four 
  seasons. The exact abilities of the Leaves of All Seasons 
  have not been catalogued, but stories say that possessors 
  have been protected from elemental damage and can 
  in turn command great elemental power, reflecting the 
  season of choice – acid for spring, lightning for summer, 
  fire for autumn, and cold for winter.
  Many assume that since the Leaves of All Seasons are 
  real, they must have originated from somewhere. Parties 
  have scoured the Plane of Faerie in search of the source of 
  the leaves, a mystical tree with command over the seasons 
  of the plane itself, but to date no one has found it. If the 
  archfey of the plane know its whereabouts, none so far 
  have revealed it, and no one fey lord claims dominion over 
  multiple seasons.
  Mag Tureah
  The greatest fortress of the giants that came into the Plane 
  of Faerie with dreams of conquest was undoubtedly Mag 
  Tureah. Built to be impregnable and to serve as the giant’s 
  base of operation in the plane, it was constructed using 
  powerful magical processes the giants had perfected. 
  The iron walls and towers were elegantly engineered, 
  ruthlessly beautiful and ornately purposeful, and it became 
  a beacon for the giants’ campaign of slaughter and 
  conquest.
  Until the curse befell them, transforming them into 
  fomorians and casting aside their mighty weapons of war. 
  In a flashy display of power, the archfey courts banded 
  together and created a rift in the earth below Mag Tureah, 
  sending it tumbling into the Feydark. Most of the residents 
  were killed or driven off in the process. The world sealed 
  around the tumbled fortress-city, which now lay deep in the 
  Feydark, and the fomorians have been trying to reclaim it 
  ever since.
  By some strange quirk of the Feydark, Mag Tureah 
  sits on top of a massive network of portals that connect 
  to many other places in the multiverse. King Jarrhild 
  currently occupies the ruins with a force of goblins and 
  fomorians, but his mind and the minds of those around 
  him are corrupted by chaos, and so far they have been 
  unable to fully utilize the network of portals and gates 
  beneath Mag Tureah. Lord Oran and his consorts of the 
  Green Court keep an eye on the Feydark, and Mag Tureah 
  in particular, to ensure that the fomorians or any other 
  force do not reclaim the iron fortress-city or its portals.
  
  Volume IX  |  Plane of Faerie
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  Maze of Fathaghn
  Dryads are no stranger to the Plane of Faerie, and many 
  owe allegiance to one of the archfey courts across the land. 
  But few argue that the strongest among them is Queen 
  Fathaghn, who guards the most sacred tree in all of the 
  Feywild – the Mother Tree. Fathaghn and the massive 
  sprawling oak tree lay hidden in the center of a maze that 
  bears her name.
  Travelers who stumble upon the Maze of Fathaghn find 
  themselves trapped in a forest of thick undergrowth that 
  resists fire and chopping. Passages open up suddenly, 
  allowing travel deeper into the maze, but the magic of 
  the maze keeps most from finding the Mother Tree or the 
  dryad queen at its heart. Minotaur warriors, more wood 
  than flesh, act as guardians of the Maze of Fathaghn as 
  well. It is said that a staff fashioned from a branch of the 
  Mother Tree has tremendous druidic potential, and that 
  the acorns that fall from it can be used to grow entire 
  forests. Queen Fathaghn takes her charge seriously, 
  however, and few have managed to deal with the testy 
  dryad and return alive.
  Mithrendain, the Autumn City
  Senaliesse, Shinaelestra, Kathrius, and Shale Dothore are 
  the greatest cities of the archfey, each holding the most 
  powerful and influential members of the courts that rule 
  much of the Plane of Faerie. These cities are off limits 
  to strangers, however, so few have laid eyes upon them. 
  However, in stark contrast to this policy, the Autumn City 
  of Mithrendain welcomes all travelers from across the 
  planes to its forest-halls. Long ago, the Court of Spring 
  held as much influence as the others, but their leader 
  found the bickering and infighting among the archfey to be 
  more and more distasteful. King Oberon wished to open 
  up the Plane of Faerie to more trade and exchange ideas 
  with the other powerful races of the multiverse. This view 
  was not shared by any other archfey, so Oberon broke with 
  tradition and disbanded the Court of Spring and opened 
  the gates of his fair city of Mithrendain to the world. In 
  doing so, the City of Spring transformed overnight into the 
  Autumn City, and Oberon has ruled it ever since.
  Mithrendain is built in the boughs of the treetops within 
  the Sunset Forest. Like most ancient elven cities, it is a 
  beauty to behold, but unlike others King Oberon welcomes 
  travelers to Mithrendain. One quirk of the city is its 
  timeless nature – Oberon has a deep hatred for time, and 
  does everything he can to ensure no one notices and sees 
  the passage of time within the Autumn City. Magical wards 
  ensure time keeping devices and methods simply do not 
  function.
  In recent years, King Oberon’s forces have been 
  occupied with a growing connection beneath the Sunset 
  Forest to the Feydark. He has sent numerous expeditions 
  to cleanse the tunnels of goblins and fomorians in order 
  to keep Mithrendain safe, and so far his efforts have kept 
  travelers and his people safe. Oberon is loathe to ask for 
  help from the other archfey, most of whom have shunned 
  him and his ways, so he often turns to outside help to deal 
  with threats.
  Murkendraw
  The largest swamp on the Plane of Faerie is the 
  Murkendraw by far. As large as any sea, it stretches out 
  for miles, filled with weeping willows and gnarled roots 
  of the dead or dying plants. Night holds permanent sway 
  over the entire swamp, where unprepared travelers can 
  easily get lost or swallowed by patches of broad quicksand. 
  Numerous beasts prowl the Murkendraw as well, including 
  swarms of bloodthirsty insects and alligators the size of 
  dragons.
  The Murkendraw is the home of the hags, and many 
  dwell in the dank sodden swamp, living in magically 
  enchanted huts and hovels. The most feared hags are 
  the Blighted Mothers, who dwell in the darkest heart of 
  the Murkendraw, but it is rumored that the witch Baba 
  Yaga keeps a chicken-legged hut in the swamp on the 
  rare occasion of her visit. The Blighted Mothers do a 
  good enough job of keeping tabs on creatures coming 
  and going into the vast swamp, so travelers that wish to 
  remain unseen by the powerful hags had best take extra 
  precautions against their potent divination abilities.
  Scepter of Starlight
  The symbol of Cendriane’s ruler is a potent relic known 
  as the Scepter of Starlight. It is a thin silver rod, roughly 2 
  feet long, topped with a scintillating blue and white crystal 
  shaped like a flaring star. The handle is decorated with 
  delicate golden runes that glow under detection spell with 
  abjuration and enchantment magic. The Queen of Air and 
  Darkness held the Scepter of Starlight when Cendriane 
  was at its height, but when she and her kind were banished 
  from the archfey courts the scepter was lost. Rumors 
  persist about its possession in the hands of the drow of 
  House Vrammyr who seek to occupy the City of Fallen 
  Stars and claim it as their own, but so far none have come 
  forth with the relic.
  Whomever possesses the Scepter of Starlight is said 
  to control the magical wards in and around Cendriane 
  itself, as well as command powerful bolts of star light that 
  can burn foes. It is also said that there are secret vaults 
  beneath the ruined Palace of Twilight that can only be 
  opened by the possessor of the scepter, and considering 
  how much the drow have controlled the city districts 
  around the palace and have not claimed such treasures 
  there seems to be truth to that rumor. Other tales say that 
  the possessor of the Scepter of Starlight can also ascend 
  to the status of archfey and rule a new court, thus making 
  it an attractive object for ambitious fey seeking to ascend 
  to higher heights.
  Silken Steel Forest
  The strongest fibers and ropes found in the Plane of Faerie 
  originate from the spiders that call the Silken Steel Forest 
  home. Spiders of all kind can be found in the dark forest, 
  from giant spiders to puppet spiders, but the true gem 
  are the steel spiders that weave delicate yet immensely 
  strong webs. With the appropriately skilled craftsman, 
  such webbing can be turned into armor that is a light as 
  leather but as strong as plate, making it a valuable item for 
  
  Volume IX  |  Plane of Faerie
  21
  fashion-minded fey seeking protection. A gnome armorer 
  in Mithrendain is said to be the only known artisan capable 
  of such a feat, and she works for King Oberon himself as 
  his personal crafter.
  Tears of Endings and Beginnings
  Few sites in the Plane of Faerie are as breathtaking as 
  the coming together of the Azure and Crimson Rivers 
  over a near mile-high cliff face, creating a spectacular 
  waterfall of deep blue and bright red waters. Known as the 
  Tears of Endings and Beginnings, the mixing of the two 
  water sources cascading down over the cliff face creates 
  a magical place where memories can be cleansed or 
  returned. The stories about the waterfall say that anyone 
  that sheds tears at the top and then tumbles over the edge 
  with the water will have ancient memories restored or 
  painful memories erased. Unfortunately, there’s no way 
  to guarantee one or the other, and some creatures that 
  choose to take the plunge do not survive the fall to the lake 
  below.
  Behind the Tears of Endings and Beginnings lay a series 
  of caves carved into the cliff. Some say these caves hold 
  portals that lead through time itself, allowing travelers to 
  walk back to the days when the Plane of Faerie was young 
  and more wild. Shadowy guardian creatures stalk those 
  caves, however, and some magic of the waterfall prevents 
  straight transportation through the curtain of blue and red 
  waters.
  Treasure-Hoard of Queen 
  Tasmiira
  The faerie dragons of the Plane of Faerie are playful and 
  enjoy cavorting around with no real purpose or direction. 
  They are carefree and truly belong in the Feywild, and few 
  things seem to bother them. Some owe fealty to one of 
  the archfey courts, but they all honor Tasmiira, the queen 
  of the faerie dragons, as their one and true sovereign. 
  Tasmiira doesn’t ask much of her subjects, except for one 
  thing – to never reveal the secret location of the treasure-
  hoard of their people. Few faerie dragons know the exact 
  location of the vast treasure, but most are aware that it 
  exists and that it holds wonders and splendors of all kind.
  Queen Tasmiira’s greatest charge is ensuring that their 
  treasure hoard does not fall into the wrong hands. Its 
  location is truly a secret, with some say that it exists in a 
  pocket dimension only accessible by faerie dragons, while 
  others whisper it has been shrunk down to miniscule size 
  and carried around in the stomach of the faerie dragon 
  queen herself. Many creatures have tried to pry the secrets 
  of the treasure out of Tasmiira and her loyal faerie dragon 
  knights, but to date none have successfully prevailed. And 
  with each passing year, the treasure of Queen Tasmiira 
  grows as faerie dragons across the multiverse send back a 
  portion of their own treasure to join the collective.
  What wonders does this massive treasure contain? 
  The rumors are beyond counting, but include powerful 
  magical items, ancient relics, and gold and silver beyond 
  counting. Queen Tasmiira knows all of the contents of 
  the faerie dragon hoard, down to the last copper, so if 
  there is an item that someone seeks that happens to be in 
  the treasure, the good-natured queen can sometimes be 
  inspired to part with it – for a good cause and under the 
  right circumstances.
  Adventure Hooks
  The Plane of Faerie holds adventure opportunity aplenty 
  for heroes of all experience levels. Its relative ease of 
  access allows even inexperienced adventurers to traverse 
  its wonders and deal with its dangers, while higher level 
  heroes contend with commensurately higher stakes.
  Tier 1 (levels 1-4)
  With faerie crossings opening at the right (or wrong!) time, 
  low-level adventurers should always be on the lookout for 
  influences from the Plane of Faerie in the Material Plane. 
  One never knows when an otherworldly problem may rear 
  its head!
  ... Nobody has heard from Old Tomarr in a few months. 
  He’s a hermit who spends most of his days in a cave in 
  the nearby hills, tending to a small flock and coming into 
  town once every month or so to trade stories and restock 
  his meager supplies. A local family is worried and asks 
  the characters to investigate, where they find Old Tomarr’s 
  cave empty save for strange oily puddles. Investigating 
  reveals a boggle, a small fey creature attracted to 
  loneliness, who torments the characters before revealing 
  that Old Tomarr angered a nearby warlock who served the 
  archfey. The boggle, Old Tomarr’s only companion, asks 
  
  Volume IX  |  Plane of Faerie
  22
  to accompany the group to the warlock’s cavernous abode 
  nearby to help rescue his friend.
  ... A local family was the victim of a night raid by orcs, but 
  thanks to the town guard the orcs were defeated before 
  any lasting damage was done. Unfortunately, the children 
  of the family were so terrified that it summoned a pack of 
  meenlocks from the Plane of Faerie. Four of them now 
  dwell in the shadows of the cellar, savoring the sweet taste 
  of fear they generate from the family, and the characters 
  get involved when one of the children screams so loud as 
  to wake up the entire town.
  ... The characters race to stop a deranged cult in the 
  forest, but arrive at the ritual site too late to prevent all the 
  sacrifices. The shed blood and murderous intent summons 
  a field of blood-red mushrooms that sprout into redcap 
  faeries. The characters must deal with the cultists and 
  the redcaps before the murderous fey escape the area to 
  wreak more havoc and death. The mushrooms themselves 
  are the key to stopping these redcap as their summoning 
  mingled with the cultist’s plans.
  Tier 2 (levels 5-10)
  Passage and survival through the planes becomes more 
  possible for mid-tier characters, allowing them to more 
  freely travel in search of adventure, treasure, and wrongs 
  to right.
  ... A curious oak leaf is offered for sale to the party from 
  a vendor with no knowledge of its qualities. The item is a 
  Leaf of All Seasons, having been passed through collector 
  to collector, and eventually came to the merchant by way 
  of a large auction lot. Taking the leaf, the characters find 
  themselves visited by a heavily cloaked stranger who 
  tries to steal the leaf. The darkling elder and his darkling 
  followers are agents of an exiled archfey trying to get 
  back in the graces of the Gloaming Court by collecting 
  the Leaves of All Seasons. Keeping the leaf leads the 
  characters on a path to stop the greedy archfey from using 
  the leaves with ill intent.
  ... Chasing a thief through the streets of the city turns 
  strange when the target disappears into a shadowed 
  garden, passing through a fey crossing. Following leads the 
  characters into the streets of Mithrendrain, the Autumn 
  City, where the thief hides out with allies. The party 
  must navigate the fey city and search for their target in a 
  cosmopolitan metropolis in the Plane of Faerie.
  ... Local legends say that the nearby swamp is haunted by 
  the spirit of a powerful crone, but it’s also the only place 
  where a special herb grows that can cure a burning fever 
  running through the region. The characters enter the 
  swamp and find that the haunting is actually a permanent 
  fey crossing to the Murkendraw, and that monstrous 
  insects and other creatures pass through regularly to feed. 
  The herb the party seeks is in the garden of a hag, who 
  desires something from the characters before she gives it 
  up. There’s another hag that she wishes to be destroyed 
  in exchange for the herb, leading the party deeper into the 
  vast Feywild swamp.
  Tiers 3 and 4 (levels 11+)
  By the upper tiers of advancement, characters can start to 
  mingle and interfere with the plans of greater creatures, 
  including some of the lesser archfey.
  ... An object sought by the party is determined to be in an 
  ancient elven vault below one of the libraries of Cendriane, 
  City of Fallen Stars. The characters travel to the Plane 
  of Faerie and hunt down the ruined city, where they 
  must contend with drow and a host of giant spiders and 
  ettercaps in order to find the vault they need.
  ... In a large city, citizens are being murdered in the night 
  with their eyes removed from their heads. The party is 
  asked to investigate, and in doing so they learn that each 
  of the victims had something to do with a telescope meant 
  to examine the stars. The killers were cultists of the Star 
  Children, who are gathering the eyes of these individuals 
  at the behest of their leader in the Plane of Faerie. The 
  characters must stop the Star Children and then head to 
  their citadel in order to prevent the opening of a gate to 
  the Far Realm that could threaten the Feywild and the 
  Material Plane.
  
  Volume IX  |  Plane of Faerie
  23
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling through the Plane of Shadow. Look at each one 
  as a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Mithrendain the Autumn City 
  Encounters
  1d100
  miThrendain encounTer
  01-05
  An autumn eladrin working for King 
  Oberon on a mission
  06-10
  A gang of satyrs playing music
  11-15
  A pixie taking three blink dogs out on a 
  walk
  16-20
  Two dryads arguing over philosophy
  21-25
  A faerie dragon drunk on wine
  26-30
  A group of adventurers seeking employment
  31-35
  A band of elven knights protecting a box
  36-40
  A green hag and a sea hag haggling with a 
  merchant
  41-45
  A gnome archmage looking for spell 
  components
  46-50
  A winter eladrin agent of the Prince of 
  Frost
  51-55
  A grig fiddler enchanting everyone with a 
  song
  56-60
  An elven druid selling honey from her 
  personal bee hives
  61-65
  Several sprites playing games
  66-70
  A darkling elder spying on King Oberon
  71-75
  A warlock of the archfey being mysterious
  76-80
  Goblin pickpockets looking for their next 
  mark
  81-85
  A sprite champion in service to King 
  Oberon
  86-90
  A curious feystag hiding in an alcove
  91-95
  A quickling on a dire mission
  96-00
  King Oberon and personal bodyguards
  Plane of Faerie Wilderness
  1d100
  Plane of faerie WilderneSS
  01-10
  1d6 faerie dragons
  11-20
  1 triath
  21-30
  2d6 nightlocks
  31-40
  1d4 gremlins
  41-50
  1d8 satyrs
  51-60
  1d4 korred
  61-70
  Befuddling rain
  71-80
  Oblivion moss
  81-90
  1d6 clawrgs
  91-99
  1d4 fomorians
  00
  An archfey and retinue
  
  Volume IX  |  Plane of Faerie
  24
  Player Options
   
  The Plane of Faerie holds an almost irresistible lure for 
  adventurers of all types. It is a land of wonder and mystery 
  without bearing any inherent dangers to mind or body, 
  and because it’s an echo plane it’s relatively easy to access 
  from the Material Plane. The archfey and other powerful 
  denizens of the Feywild have always held a fascination for 
  the mortals of the Material Plane, and it’s only natural that 
  the boldest among them would seek to emulate or even 
  pledge fealty to them in exchange for power.
  Unfortunately, such transactions are rarely even, and 
  people should always be wary when striking bargains with 
  the fey. Their motivations are rarely plainly stated or even 
  understandable, as their long lifespans allows them to 
  plan for a much longer stretch of time. Nonetheless, some 
  characters may find the temptations of the Plane of Faerie 
  too good to pass up, and for those types subclass options 
  exist to enhance their array of abilities.
  The new class options include the Circle of Renewal for 
  druids, the Greenblade archetype for fighters, the Arcane 
  Warden archetype for rangers, and the Fey Ancestry origin 
  for sorcerers, along with the Fey Agent background.
  Druid: Circle of Renewal
  Druids belonging to the Circle of Renewal see all life as a 
  cycle. A creature is born, a creature lives, and the creature 
  dies, and at the same time the world around the creature is 
  affected in profound ways. Life and death are each integral 
  parts of this cycle, and the Circle of Renewal sees majesty 
  and a profound sense of power in the reinvigoration of 
  resources at each stage of the cycle. As a member of this 
  circle, you draw fresh purpose and a renewed sense of 
  hope from the beginnings of all things, and you are an 
  excellent support member of an adventuring party.
  Renew Resources
  Starting at 2nd level, you can call upon the natural energy 
  of the world around you to refresh the resources of an 
  ally. As an action, choose a creature other than yourself 
  within 30 feet that you can see. The creature immediately 
  gains the benefit of a short rest. You can use this feature 
  a number of times equal to your Wisdom modifier. You 
  regain all expended uses after a long rest.
  Circle Spells
  Your connection to the cycle of life and the renewal of 
  energy grants you the ability to cast certain spells. At 3rd, 
  5th, 7th, and 9th level you gain access to circle spells. 
  Once you gain access to a circle spell, you always have 
  it prepared, and it doesn’t count against the number of 
  spells you can prepare each day. If you gain access to a 
  spell that doesn’t appear on the druid spell list, the spell is 
  nonetheless a druid spell for you.
  circle of reneWal SPellS
  druid level
  SPellS
  3rd
  lesser restoration, prayer of healing
  5th
  create food and water, mass healing 
  word
  7th
  aura of life, death ward
  9th
  greater restoration, mass cure wounds
  Refresh Life
  Starting at 6th level, the potency of your healing spells is 
  increased. Whenever you use a spell of 1st level or higher 
  to restore hit points to a creature, the creature regains 
  additional hit points equal to 2 + the spell’s level.
  Abundant Life
  At 10th level, life flows through you continually. As long 
  as you are above 0 hit points, at the start of your turn you 
  regain 5 hit points, up to your maximum hit points.
  Greater Resource Renewal
  When you reach 14th level, your ability to renew resources 
  of allies around you increases. When you use your Renew 
  Resources feature, the target receives the benefit of a long 
  rest.
  Fighter: Greenblade
  Not all mortal servants of the archfey are warlocks. Many 
  choose to honor warriors of great skill, granting them 
  boons in exchange for fealty and an oath of service. These 
  warriors are known as greenblades, though they can 
  be found wielding any weapon, and they are the martial 
  agents of the archfey across the multiverse. Powerful 
  archfey that might take on the services of a greenblade 
  include Titania, the Queen of Summer; the Prince of Frost 
  of the Winter Court; King Oberon of the Autumn City; and 
  powerful hags such as the Blighted Mothers.
  Boon Spells
  When you reach 3rd level, your patron grants you access 
  to a small number of spells that you can cast without 
  requiring material or somatic components. When you cast 
  each spell you cannot cast it again until you complete a 
  short rest. Your spellcasting modifier is Charisma, and 
  your spell save DC is equal to 8 + your proficiency bonus + 
  your Charisma modifier.
  Greenblade boon SPellS
  fiGhTer level
  boon SPellS
  3rd
  faerie fire, moonbeam
  7th
  blink, greater invisibility
  10th
  hold monster
  15th
  true seeing
  18th
  teleport
  
  Volume IX  |  Plane of Faerie
  25
  Fey Resistance
  Also at 3rd level, you gain advantage on saving throws 
  against being charmed or frightened.
  Charming Presence
  At 7th level, you can add half your proficiency bonus 
  (rounded up) to any Charisma or Wisdom check you make 
  that doesn’t already use your proficiency bonus.
  Dispelling Strike
  At 10th level, you can imbue your attack with a powerful 
  dispelling force to remove magical effects. When you hit 
  a creature or object with a melee weapon attack, you can 
  choose to affect the target with the dispel magic spell. Your 
  spellcasting ability is Charisma. You must complete a short 
  or long rest before you can use this feature again.
  Surge of Protection
  At 15th level, you are able to harness some of the natural 
  energy generated by your Action Surge to protect yourself. 
  When you use your Action Surge, you gain resistance to all 
  damage until the start of your next turn.
  Fey Transformation
  At 18th level, you take on several aspects of your archfey 
  patron. You gain the following abilities:
  • 
  You are immune to the charmed condition and cannot 
  be put to sleep against your will.
  • 
  You have advantage on Wisdom and Charisma saving 
  throws.
  • 
  You gain resistance to bludgeoning, piercing, and 
  slashing damage from nomagical weapons.
  Ranger: Arcane Warden
  The Plane of Faerie was populated by a race of ancient 
  elves, known as eladrin, that built great cities across 
  the Feywild. They helped construct Mithrendane and 
  Cendriane, among others, but their numbers have steadily 
  dwindled over the centuries. The defense of these ancient 
  elven sites and practices was placed in the hands of an 
  order of rangers known as arcane wardens. Blending 
  arcane magic with ranger practices, they were capable, 
  determined, and gifted in the arts of sorcery and tracking. 
  Few arcane wardens still patrol the Plane of Faerie, as 
  they were hunted down by the foes of the eladrin, but some 
  still wander the multiverse, using the tools of their trade to 
  further the cause of their ancient elven benefactors.
  Arcane Warden Magic
  Starting at 3rd level, you learn an additional spell when 
  you reach certain levels in this class, as shown in the 
  Arcane Warden Spells table. The spell counts as a ranger 
  spell for you, but it doesn’t count against the number of 
  ranger spells you know.
  arcane Warden SPellS
  ranGer level
  SPell
  3rd
  magic missile
  5th
  invisibility
  9th
  lightning bolt
  13th
  polymorph
  17th
  cone of cold
  Spellstrike
  Also at 3rd level, you learn to enhance your weapon 
  attacks with the power of the elven archmages of old. As 
  long as you have at least one spell slot available, when you 
  hit a creature with a weapon attack, the creature takes an 
  extra 2 damage per level of your highest available spell 
  slot. You can deal this extra damage only once per turn.
  Arcane Shield
  Beginning at 7th level, you can raise an arcane shield to 
  deflect incoming spell attacks. You can use your reaction 
  to impose disadvantage on all spell attack rolls against you 
  until the start of your next turn. Once you use this feature 
  you cannot use it again until you complete a short or long 
  rest.
  Arcane Eyes
  Starting at 11th level, you can use your action to increase 
  your powers of perception, similar to a divination wizard. 
  Choose one of the following benefits, which lasts until you 
  are incapacitated or you take a short or long rest. You can’t 
  use the feature again until you finish a short or long rest.
  Darkvision. You gain darkvision out to a range of 60 
  feet.
  Ethereal Sight. You can see into the Ethereal Plane 
  within 60 feet of you.
  Greater Comprehension. You can read any language.
  See Invisibility. You can see invisible creatures and 
  objects within 10 feet of you that are within line of sight.
  Magic Resistance
  Beginning at 15th level, you have advantage on saving 
  throws against spells and other magical effects.
  
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  26
  Sorcerer: Fey Ancestry
  The magic of primordial elves and the archfey courses 
  through your veins, a product of some union in your 
  family’s past with a visitor from the Plane of Faerie. Such 
  unions are not uncommon, but it takes a strong and 
  compelling soul to awaken the latent power passed down 
  from generation to generation. You have such a soul, and 
  the powers you wield are a direct result of fey interference 
  with your family at some point. Perhaps it was as recently 
  as a grandparent, or perhaps it can only be traced back 
  through careful study of family lineage. Regardless, you 
  can command magic akin to that of the fey, and what you 
  do with it is your own story.
  Ancient Tongue
  The first manifestation of your ancestry manifests with the 
  ability to read, write, and speak Sylvan.
  Fey Magic
  Your ancestry allows you to learn spells from the bard 
  class, which have a stronger affinity for the nature of 
  the fey. When your Spellcasting feature lets you learn or 
  replace a sorcerer cantrip or a sorcerer spell of 1st level or 
  higher, you can choose the new spell from the bard spell 
  list or the sorcerer spell list. You must otherwise obey all 
  the restrictions for selecting the spell, and it becomes a 
  sorcerer spell for you.
  Fey Presence
  Starting at 1st level, you can use an action to invoke the 
  presence of your fey ancestry, becoming more grand, 
  impressive, imposing, and noticeable. You gain advantage 
  on Charisma (Persuasion) and Charisma (Intimidation) 
  checks for 1 minute, but suffer disadvantage on Dexterity 
  (Stealth) checks for the same duration. Once you use this 
  feature, you can’t use it again until you finish a short or 
  long rest.
  Cloak of the Wild
  Starting at 6th level, you can use a bonus action on your 
  turn to become invisible after you cast a spell of 1st level 
  or higher. The invisibility lasts until the start of your next 
  turn and does not require concentration but otherwise 
  functions the same as the invisibility spell. Once you use 
  this feature, you can’t use it again until you finish a short or 
  long rest.
  Far Step
  Starting at 14th level, you learn to tap into the Plane of 
  Faerie for short periods of time to move quickly around. As 
  a bonus action you can spend 1 sorcery point to teleport up 
  to 60 feet to an unoccupied space you can see.
  Fey Embodiment
  At 18th level, your fey ancestry manifests in profound 
  ways, changing your nature to match that of your fey-
  blooded kin. You gain the following features.
  • 
  You are immune to the charmed condition and cannot 
  be put to sleep against your will.
  • 
  You have advantage on Wisdom and Charisma saving 
  throws.
  • 
  You gain resistance to bludgeoning, piercing, and 
  slashing damage from nomagical weapons.
  
  Volume IX  |  Plane of Faerie
  27
  New Backgrounds
  Fey Agent
  The archfey and other powerful creatures of the Plane of 
  Faerie work in mysterious and often obtuse ways. They 
  are rarely straightforward in their dealings, and they 
  always seem to be engaged in a massive game against 
  not only one another but the other powerful entities of 
  the multiverse. In this game, their eyes and ears are the 
  mortals that choose to operate as their agents out in the 
  worlds. These fey agents come from all over, but they all 
  report back to their archfey lord on the comings and goings 
  of the world around them. Some of them are given specific 
  tasks or assignments to complete from time to time.
  Skill Profiencies: Arcana, Stealth
  Tool Proficiencies: One type of musical instrument
  Languages: Sylvan 
  Equipment: A set of fine traveling clothes, a journal, a 
  token from your archfey patron, and a pouch containing 15 
  gp.
  Feature: Fey Patron
  You have an archfey or other powerful denizen of the Plane 
  of Faerie that acts as your patron. You report to them 
  on a regular basis, usually of the comings and goings of 
  powerful beings, but information can flow both ways. You 
  can contact your patron for information no more than once 
  a day. The DM determines the nature of the response and 
  if the patron is able to provide any useful details.
  Suggested Characteristics
  Fey agents come from all walks of life, but they all have 
  had some run-in with the fey in the past. Perhaps it was 
  a chance encounter with a friendly pixie or satyr that put 
  you on a path to meeting your patron, or perhaps you had 
  something they wanted and made a bargain.
  d8
  PerSonaliTy TraiT
  1
  I eavesdrop on every conversation I can.
  2
  The wonders of the natural world or Feywild do 
  not surprise me.
  3
  I see meaning in every natural event.
  4
  I enjoy my wine and find it loosens other people 
  up more than it does me.
  5
  I make sure nobody follows me when I don’t 
  want them to.
  6
  I use my bravado as a front for my fear of 
  disappointing my patron.
  7
  I am uncomfortable when I’m alone.
  8
  I’m slow to trust anyone. You know never who is 
  hiding their real intentions.
  d6
  ideal
  1
  Safety. The fey are fundamentally good and 
  I’m doing their work for the safety of all people. 
  (Good)
  2
  Greed. My patron promised me great riches, 
  and I am willing to do anything to get them. 
  (Evil)
  3
  Family. I made a bargain to protect my family, 
  and in return I reluctantly do my patron’s 
  bidding. (Any)
  4
  Excitement. I live for the thrill of adventure and 
  I don’t care where it takes me. (Chaotic)
  5
  Freedom. Everyone deserves the opportunity 
  to make their own decisions, including myself. 
  (Any)
  6
  Universal Structure. There’s an order to the 
  universe, and my patron fits into that structure 
  same as I do. (Lawful)
  d6
  bond
  1
  I was saved by a band of friendly pixies from a 
  monstrous creature. I owe them my life.
  2
  All that I have left of my imprisoned family is the 
  small heirloom I keep close at all times.
  3
  My archfey patron came to me at a low point 
  and I am forever grateful for their assistance.
  4
  I’ve run into another agent of my patron and 
  we’ve shared stories and bonded over our 
  shared experiences. 
  5
  Agents of my patron’s sworn enemy have dogged 
  my footsteps and made my life miserable, so I 
  work against them at all opportunities.
  6
  The spot where I met my patron is sacred to me 
  and I would do anything to defend it.
  d6
  flaW
  1
  I feel uncomfortable around cold iron objects.
  2
  I try to never let anyone know what I’m really 
  feeling.
  3
  I make snap judgements about people, which 
  can sometimes get me in trouble.
  4
  I mutter to myself occasionally.
  5
  I have a bleak outlook that assumes the worst in 
  every situation.
  6
  I have been described as overly cheerful, but 
  that’s not a bad thing right?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Codex of the Infinite Planes - Vol 09 - Plane of Faerie.pdf