TEXT: Journey into the 
  Feywild
  A Supplement on the Fey and the Land of Faerie
  
  Journey into the 
  Feywild
  
  Credits
  AUTHOR: JACKY LEUNG
  COVER ILLUSTRATOR: JOURNEYMAN (@JOURNEYMAN1029) WEBSITE
  INTERIOR ARTISTS (IN ORDER OF APPEARANCE): 
  MARCUS LAKE (@PXILPUSHR) INSTAGRAM 
  ANIMATROCITIES (@ANIMATROCITIES) YOUTUBE
  SAMANTHA DARCY (@65THVICTOR) TUMBLR 
  ANNA ROSENKRANS BIRKEDAL (@LOONEYLOLITA) TUMBLR
  SHIRAZ KHAN (@DICEDEEDS) TUMBLR
  MICHAEL MITCHELL, JR. (@MRAYART) INSTAGRAM
  ADDITIONAL ARTWORK BY: 
  DEVEN RUE CARTOGRAPHY & ILLUSTRATIONS (@DEVENRUE) WEBSITE
  CRITICAL-HIT WEBSITE
  DEAN SPENCER, USED WITH PERMISSION. ALL RIGHTS RESERVED.
  JACK HOLLIDAY 
  BRUNO BALIXA
  JEFF BROWN
  DAVID REVOY
  JEFF BROWN
  JAYARAJ PAUL WEBSITE
  JEREMY HART
  DAVID LEWS JOHNSON
  LUIGI CASTELLANI
  Disclaimer: The author is not responsible for being lost, captured, seduced, betwitched, enchanted, or 
  spirited away while adventuring in the Feywild. Make sure to bring your pixie repellent. 
  ON THE COVER
  An unsuspecting adventurer has decided to take a rest for the evening until a 
  group of faeries arrive and ofer to dance. The enchanted adventurer doesn’t see 
  the hidden dangers that lurk within the vast wilderness of the Feywild. But are 
  these hidden folk friend or foe? In the Feywild, yes. 
  
  This book draws from many sources of D&D fey lore as well as additional lore from 
  traditional folklore and various works of fction with depictions and interpretations 
  of the fair folk. These works include: 
  Manual of the Planes 3rd Edition by Wizards of the Coast
  Manual of the Planes 4th Edition by Wizards of the Coast
  Changeling the Dreaming by Onyx Path Publishing
  Changeling the Lost by Onyx Path Publishing
  Heroes of the Feywild by Wizards of the Coast
  Various fey related articles in Dragon #420 
  Fey articles in Dragon #406 written by Claudio Pozas & Rodney Thompson
  Court of Stars: Prince of Frost in Dragon #374 by Keith Baker
  A Midsummer’s Night Dream by William Shakespeare
  Grimm’s Fairy Tales by the Brothers Grimm
  The Once and Future King by T.H. White
  The Dresden Files series by Jim Butcher
  The October Daye series by Seanan McGuire
  The Iron Fey series by Julie Kagawa
  The Lost Girl television series 
  The Book of Yokai: Mysterious Creatures of Japanese Folklore by Michael Dylan 
  Foster
  Irish Fairy and Folk Tales by William Butler Yeats 
  This book grew out of my blog: Death By Mage
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos 
  are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property 
  of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented by Hasbro  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
  
  Contents
  Credits 
  4
  Introductions 
  7
  Chapter 1 
  2
  Chapter 2 
  10
  Chapter 3 
  16
     Spring Court 
  16
     Summer Court 
  21
     Autumn Court 
  27
     Winter Court 
  30
     Iron Court 
  37
     Courtless 
  38
     Other Courts 
  38
     Feydark 
  40
  Chapter 4 
  42
     Sources of Inspiration 
  43
  Chapter 5 
  50
     Down the Rabbit Hole 
  51
     An Upside Down 
  52
  Chapter 6 
  54
  Open Game License 
  56
  Support Us 
  57
  
  INTRODUCTION
  When I had started writing my blog two 
  years ago, I never thought my content 
  would reach so many readers and 
  inﬂuence so many others. I wrote a couple 
  of articles on roleplaying fey creatures, 
  drawing inspiration from literature and 
  pop-culture along with my interpretations 
  of the fair folk. The articles were written 
  and released into the wild blue yonder of 
  the Internet. 
  Surprisingly, the Internet received my 
  ideas well, and the articles obtained 
  consistent views on a weekly and monthly 
  basis. It seemed worthwhile to delve more 
  into the Fey and incorporate the cultural 
  knowledge of fey creatures and materials 
  written in fantasy roleplaying games 
  such as Dungeons and Dragons. One of 
  the crowning achievements, at least to 
  me, from D&D 4th Edition, was the idea 
  of the Feywild. Where once the Plane of 
  Faerie was this strange and far removed 
  satellite realm of existence, the game’s 
  lore incorporate the mysterious domain of 
  fairies into the new cosmology. 
  The fey were ﬁnally given a proper home 
  and a front row seat to the adventures that 
  players would have for years to come. I 
  enjoyed playing in the Feywild during my 
  short time with 4th Edition, though the 
  inﬂuence of that mysterious plane left its 
  mark on many of my future roleplaying. 
  My hiatus from D&D led to White Wolf 
  Publishing’s Changeling series. It was 
  from there that I truly immersed myself 
  into the characters of the fair folk.
  Media from pop-culture and books 
  continued to inﬂuence my interpretations 
  of the fey, namely Jim Butcher’s Dresden 
  Files series, which aﬀected my views of 
  the fey courts and their interactions with 
  the material plane. T.H. White’s Once 
  and Future King carried similar weight 
  but did not manifest until I reread in my 
  adulthood. Television series such as Lost 
  Girls and Supernatural continued to 
  invoke and inspire ideas on the connection 
  between mortals and the mythical realm. 
  Reading stories and media on eastern 
  equivalents to the fey, in this case, the 
  Japanese yokai, broadened my deﬁnition 
  from the traditional European constructs.
  I love the cultural narrative of the fey, or 
  at least, the concept of them. Most fey 
  are spirits of some variety or another. 
  Often they are spirits of nature but also 
  ones of emotions, times, moments, and 
  even animals. Once you realize that the 
  term, “fey,” ﬁts into a broad spectrum of 
  classiﬁcations for creatures from folklore, 
  the adhesiveness of all cultures around 
  the world becomes apparent. It’s beautiful.  
  I write this guide to showcase ways to 
  incorporate some of these ideas and the 
  ideas I’ve developed over my years as a 
  player and game master. I hope you enjoy 
  this labor of love and all the fun-ﬁlled 
  adventures that await you.    
  7
  
   Chapter 1
  Artwork by Deven Rue
  Chapter 1: Welcome to the Feywild
  Twilight Dreams of the Natural World
  Ancient scholars and theorists believe that the 
  Feywild was born from the manifested dreams of 
  the natural world. A dream bore endless paradise 
  and splendid nightmares. Many wayward visages 
  took the fantasy of the land and bent to their wills, 
  creating domains and courts that would inﬂuence 
  the reality of mortals. Cast in eternal twilight, the 
  plane is ﬁlled with magic and reins supreme. Art, 
  song, and words hold sway to the “laws” of the 
  Plane of Faerie, an echo to the creation of the mul-
  tiverse from the Words of Creation. Nearly indis-
  tinguishable from the natural world, it is a realm of 
  extremes magniﬁed by dangerous beauty. 
  From enchanted forests, awe inspiring 
  mountains, rolling plains of splendor, resplendent 
  frozen lands, and steadfast seas, the fey deni-
  zens made their homes. The fair folk safeguard 
  their bountiful land, sometimes warring with one 
  another, but eventually broker deals that resemble 
  the mortal concept of oaths, duties, and promises. 
  The fey evolved across the eons to be well versed 
  in their words that many mortals feel beguiled 
  versus the ways of faerie tongue. 
  A Land of Extremes
  The Feywild is a realm of unlimited possibilities, 
  defying the machinations of the mortal world with 
  its morality, sciences, and logic. Almost everything 
  is encapsulated or deﬁned by magical energies. 
  Archfey within their dominions are venerable 
  gods, able to fulﬁll whatever rationale beﬁts their 
  reality. There are fey who do not acknowledge the 
  existence of the world beyond their own, hermits 
  within a pocket dimension of the faerie plane. Fae 
  of more signiﬁcant inﬂuence impact the natural 
  world through the vibrant ripples they create, but 
  the eﬀect is reciprocal. A forest burnt in a ﬁre can 
  often result in a conﬂagration of the land. The 
  death of a dryad can lead to a tree or a group of 
  trees to wither and die in the Material Plane. 
  Natives of the plane are also prone to emo-
  tional extremes, which can range from an everlast-
  ing joy to an inﬁnite sorrow. Various fey adopt and 
  identify with these emotions, integrating them to 
  their essence. For example, fey of the Spring court 
  often emphasize or embody desire and seek the 
  beauty in things. Such as the beauty of a well-craft-
  ed murder, or the beauty of a rose, the beauty of 
  unrequited love and so forth. These emotional ex-
  tremes can cause animosity between other fey and 
  mortals can be perceived as a curiosity. Mortals 
  can vary in their emotional ranges and even ﬁnd 
  moderation in their expressions, which bewilders 
  some fey and lead others to believe them to be dull 
  2
  
  A Land of Dangers
  The unpredictable natures of the fey often leave 
  both natives and visitors at a pause, like a sudden 
  storm, their arrival shakes the foundations of 
  sensibility, and their strange and sometimes 
  antediluvian logic baﬄes all in their wake. 
  Remember, the Feywild is a reﬂection of nature, 
  but the fey are personiﬁcations of both nature and 
  the diﬀerent possibilities that rest within utopias 
  and horrors. Nothing perceived in this plane are 
  as they appear, many of the creatures and entities 
  here have improved their skills of protecting 
  themselves and hunting prey. Even the most 
  friendly and beautiful beings know how to defend 
  themselves and survive in this nearly lawless land. 
   
  Other denizens make the Feywild their 
  home like goblins, ogres, trolls, and lycanthropes 
  along with ancient creatures from the crucible 
  of creation. Their sense of morality does not ﬁt 
  within the typical conventions of mortals, the 
  concept of time has no pretense to fey, and the 
  rule of survival holds sway. Many powerful fey can 
  be as villainous as a demon lord or archdevil, in 
  their pocket domains they are god-like and similar 
  in their powers. For one to defeat such powerful 
  entities, sword and spells will not be enough, often 
  requiring some quest to fulﬁll a prophecy or an 
  artifact is necessary. 
  ...and they were never 
  heard from again
  Legends and tales speak of fey, their precarious 
  nature, and mortals unfortunate enough to be 
  caught in their politics. There are legends of 
  powerful fey that can command, charm, or beguile 
  mortals foolish enough to accept gives or favors 
  from them. A mortal bound to a fey is as powerful 
  as knowing a being’s true name, a neverending 
  tether that can only be severed mutually from both 
  parties. There are plenty of ways for the fey to bind 
  a mortal: whether it’s a true name or even an oath 
  can be dangerous. Hospitality is an ancient edict 
  that the fey uphold, oﬀering food and drink along 
  with a place to rest. These acts of kindness, in fact, 
  can bind an unsuspecting mortal to the fey, for it 
  creates a link between them that can be exploited 
  by the fair folk. 
   
  The most frightening pacts are Fey who 
  oﬀer promises or oaths of their own. The phrase: 
  “no good deed goes unpunished” is a testament 
  to such pledges or deeds provided by these 
  creatures. A fey willing to oﬀer aid is one seeking 
  a soul to claim in the land of endless dreams and 
  nightmares. Because time ﬂows at odds against 
  the order of the Material World, those spirited 
  away by the fey may even return older, younger, or 
  in diﬀerent time periods from when they last left. 
  Due to the chaos and the madness experienced 
  from the magic of the Feywild, most non-natives 
  seemingly forget their experiences or pass them 
  oﬀ awakening from a long nightmare.
  3
  
  4
  
  Crossing to the 
  Land of Faeries
  The Veil Between
  The realm of the mystical and weird is separated 
  by a thin veil between the material world and 
  the realms beyond. The Feywild and Shadowfell 
  exist parallel to the mundane world, acting as an 
  alternate dimension that occupies the same space. 
  Various parts of the world are mirrored within 
  the Feywild but in more exaggerated forms. On 
  occasion, individuals may venture to the mystical 
  land of faerie through portals or fey crossings. 
   
  Fey crossings act as points in space where 
  the two realities are closest and touching. There 
  are even situations where one overlaps into the 
  other. Iconic portals include fairy rings which are 
  a ring or an arc of mushrooms; such entrances are 
  often found in forested areas or even grasslands 
  and marshes. Entering into these circles or zones 
  does not automatically transport an individual 
  across dimensions but a hint of magic and 
  incantation, it becomes a venerable doorway for 
  the bold and adventurous. Other crossings may 
  manifest in pools of water, lakes, a grove, arches 
  formed by trees or tree branches. Some gateways 
  may only open under speciﬁc conditions, perhaps 
  during a solstice or equinox or even under the light 
  of the harvest moon. 
   
  Stories of pixies, sprites, and other fey 
  creatures luring away children into these crossing, 
  often never seen again but for the few fortunate 
  to return, they are forever changed. Most entities 
  refer such individuals as “changelings” or “fey-
  touched.” Certain types of elves master magics 
  that allow them to transport themselves and their 
  cities between the two parallel worlds whether 
  through similar principles as the crossings or their 
  planar crafts. 
  5
  
  The Feywild & the 
  Other Planes 
  The Material Plane & Shadowfell
  The Feywild and the Shadowfell run parallel to the 
  Material World, the Feywild or land of faerie is a 
  vibrant, majestic portrayal of nature, magic, and 
  death. The Shadowfell focuses more on the as-
  pects of death, decay, and shadows while a strong 
  focus on the darker energies that thrive within 
  it. Most cosmologies will illustrate the Material 
  Plane as the central connection between the two 
  distinct dimensions as all three occupy the same 
  space. While the Material Plane is often the center 
  and nexus, there can be connections between the 
  Feywild and the Shadowfell. Sometimes, the dark 
  shadows of the Feywild may connect to the deso-
  late and dreary landscapes of the Land of Shadow 
  but one aspect that often binds both realms 
  together would the manifestation known as the 
  Feydark. The Feydark is the Feywild’s equivalent to 
  the Underdark but more. In the lands of Autumn 
  and Winter, the touch of the Shadowfell can be felt 
  even through the most sinister of shadows.
  Connections to Other Planes 
  Beyond the Material Plane with the coupled 
  Feywild and Shadowfell are the Inner Planes 
  represented by the four elements. Beyond them 
  are the planes of existence that contain fantastical 
  and mythical creatures of renown along with 
  physics and laws that would baﬄe even the 
  most studied wizard. The faerie realm can have 
  crossings within it tied to other planar domains 
  such as the Wilderness of the Beastlands, the 
  Fields of Elysium, or even the Glades of Arboreas. 
  Even in places where life and nature are rampant, 
  just as there are as many portals available in the 
  Material Plane, there are plenty of gateways to 
  these other planes of existence though some may 
  be more diﬃcult to connect than others. 
   
  Mythical creatures roam between these 
  connections, though true fey natives will most 
  often remain in the Feywild. Guests and entities of 
  diﬀerent aﬃliations, creeds, and natures can travel 
  the lush dimension whenever a bridge is created. 
  Elemental planes can easily be connected to the 
  Feywild as such manifestations are extremes of 
  an aspect of nature. For example, the Elemental 
  Plane of Fire is often full of volcanoes, rivers of 
  lava, tornadoes made of ﬁre, and the landscape is 
  usually dry. 
  6
  
  7
  
  Realms of the Fey
  When describing the Faerie realm, remember 
  this: it is a land of contradictions. Most familiar 
  depictions of the Feywild describe triumphant 
  vistas with endless lush valleys, crystal clear lakes, 
  and tall mountains underneath a twilight sky. 
  Some representations have the world entering 
  through the phases of night and day with its 
  eerie sun and moon. Other observations have 
  shown Archfey and Faerie rulers inﬂuencing 
  their dominions, casting either eternal sunlight or 
  darkness. 
   
  When traveling through the Feywild, area, 
  and distance are subjective and exaggerated 
  compared to the Material Plane. There are areas 
  ruled by powerful fey that ﬁt within the personal 
  realities exhibited by these entities. These pocket 
  dimensions are far more terrifying and dangerous 
  than the wilds of the fairy plane itself. Travelers 
  should journey with caution for their hope of 
  escape is at the mercy of their Fey hosts
  The Faerie Kingdoms
  The more powerful Archfey and Faerie rulers are 
  symbols and embodiments of their stations. As a 
  result, many fey gather and surround them both 
  out of respect, fear, and community. Such entities 
  can create pocket dimensions within the Feywild 
  that ﬁt the paradigms of their natures. The most 
  iconic fairy courts are to the Summer and Winter 
  court, each ruled by powerful Fey such as Titania, 
  the Summer Queen, and Mab, Queen of Air and 
  Darkness. Other courts are seldom seen but 
  persist within the plane such as the Spring and 
  Autumn courts, or even smaller ones such as the 
  Iron Court. The court of Summer and Winter often 
  are war with one another, chartering allies and 
  vanquishing rivals. 
   
  Legends foretell that the very cycle of the 
  seasons was deﬁned by the laws crafted by these 
  powerful Fey, some as powerful as primordials 
  and if in their domains, as equally dangerous as 
  a divine being. Whether two dominant courts 
  or more, the cycle of nature persists whether by 
  some grand design or treaty between the lords 
  and ladies of the Fey. The world of the Fey are 
  endless with possibilities that are full of variety 
  and splendor. Some scholars believe that the 
  Feywild manifests in a manner that a traveler may 
  interpret. This theory, therefore, suggests that 
  the magic of the plane creates its paradigms that 
  reﬂect a view of the natural world instead of being 
  a direct reﬂection of it. Of course, such conjecture 
  has not been proven by any arcane scholar, but 
  that does not diminish the value of the theory.
  The Unknown Wilds
  Beyond the fey kingdoms are settlements of other 
  denizens ruled by non-Fey natives such as gnomes 
  or the Eladrin. Additionally, beyond the seasonal 
  courts are other dominions ruled by powerful Fey 
  that embody diﬀerent aspects of nature such as 
  the oceans and seas, or the deserts and wastes. 
  Remember, the Feywild is a reﬂection of nature 
  itself, a perspective if you will. Additionally, there 
  are fey that do not possess any real home and 
  instead wander endlessly through the borderlands. 
  The mountains of the Feywild may contain caverns 
  of priceless crystals and gems, or mazes of 
  dastardly design, hidden magma rivers or volcanic 
  dugouts. 
   
  The sea in the Feywild are rumored to be 
  endless, though may reshape itself accordingly 
  depending on the natural state of the world. Even 
  a world where the surface is dry and arid may 
  hide water beneath, and when traveling through 
  this plane, it becomes an underground sea full of 
  unknown wonders. The barren wastelands may 
  contain hidden perils along with entities of earth 
  and air elements, mirages, and other natural haz-
  ards make traversing through such places danger-
  ous even if well prepared. Parts of the wasteland 
  maybe exceedingly hot or cold depending on the 
  time of day or which side of the twilight sky an 
  explorer may ﬁnd themselves. 
   
  Wild creatures roam and stalk these 
  untamed and unruled regions: packs of centaurs 
  may migrate from area to area to goblin war tribes 
  performing raids, large hulking. Some of the 
  plant life in the Feywild may be sentient beings. 
  Therefore it is always courteous to ask for a 
  branch for a torch or before eating any fruits.
  The Feydark
  The natural world has the Underdark, and it would 
  surprise no one that the Faerie plane has their 
  reﬂection of the dangerous subterranean world. A 
  vast world of twisting and winding cavern tunnels 
  and caves, full of deadly creatures. Creatures 
  that do not enjoy the light will often make their 
  home here, there are legends of drow outposts 
  here, using underground fairy rings to transport 
  between the two worlds. Ancient terrors have 
  made the Feydark their roost and slumbered 
  the centuries away, biding their time until their 
  eventual hunger or recovered ambitions. 
   
  Magic in the Feydark, like the surface 
  of the Feywild, is teeming with an abundance of 
  magic that far exceeds even the Underdark in 
  the Material Plane. You will ﬁnd Fomorian cities, 
  myconid kingdoms, deep gnomes, and even a few 
  dragons that reside underneath. Many devious 
  and malevolent fey will stalk the shadows, pass 
  through the cavern walls, or lurk beneath the 
  sunken pools of water. 
  .
  8
  
  9
  
  Chapter 2
  10
  
  The term, fey, is a generic term that encapsulates 
  a variety of beings and entities that are native to 
  the Feywild with some exclusions. While gnomes, 
  elves, and eladrin have strongholds and kingdoms 
  within the majestic lands and wield the planar 
  magic like the air they breathe, they are not in fact, 
  true Fey. True Fey, or the Fair Folk, are entities 
  with strong ties to nature. The etymology derives 
  from the idea of “enchantment” or wisdom with 
  nature, sometimes referred as the invisible folk, 
  or spirits in other cultures. Most connotations 
  with the fey include roguery, knavery, and even 
  certain types of wizardry. Most fey embody the 
  principles of cunning, mischief, and magic along 
  with their unusual grace. The typical Fey would 
  be considered peasants or commoners, but there 
  are few who are part of the gentry and are often 
  referred to as an Archfey. 
  An Archfey, or Greater Fey, are fey of 
  great power and renown. Some are part of the 
  gentry of fairy courts but others are independent 
  individuals who have claimed a portion of the 
  Feywild for themselves. Archfey in their domains 
  may suﬀer from object permanence, knowing 
  nothing beyond themselves or their areas of 
  control. Many Archfey care little for the events 
  that happen in a mortal’s lifetime, but occasionally, 
  something might peak their interest enough to 
  warrant interference of some variety. Such entities 
  may feel drawn to an individual for any reason, 
  from their fate to their beauty, taking them like a 
  plaything for a while before releasing them. Many 
  Archfey make pacts with mortals, granting them a 
  measure of their power in the hopes of inﬂuencing 
  the Material Plane in some manner. Some have 
  sinister agendas while others simply want to revel 
  in the chaos sowed. In any case, such empowered 
  beings can channel the unnatural grace of their 
  Fey patrons to dazzling eﬀects and be great 
  manipulators. 
  Fey sovereigns are as powerful as deities, 
  generally as symbols and leaders of their kind or 
  station. Such beings can warp and reshape the 
  reality of the Feywild at their leisure, some do not 
  possess any domain but rather their own existence 
  acts as their mantle of governance. For example, 
  the Wild Hunt are a procession of spiritual 
  hunters and warriors destined to roam the various 
  lands of the multiverse in search of their next great 
  hunt. The entity known to rule the Wild Hunt does 
  not possess any land or area like most traditional 
  rulers or Archfey but instead the divine mantle of 
  hunting belongs as its providence. Just as there are 
  deities with their portfolios, there are fey with their 
  own, and sometimes a successor may be named. 
  The line to succession can be dangerous and full 
  of political intrigue, which for the fey, is par for the 
  course. A promise or oath by such a being is as 
  dangerous as an ancient dragon, as well as their 
  curses. 
  Language of Song & 
  Riddles
  Stories say that the words of creation and 
  destruction were ﬁrst uttered during the crucible 
  of the cosmos itself. Legends speak of a sacred 
  song that used these words of power that binds 
  all matter and drives the forward march of time. 
  Whether such a tale is true or not, any bard can 
  interject their opinions on the magic of music. 
  The fey have a natural aﬃnity to music, perhaps it 
  relates to their harmonic displacement from the 
  Material Plane, or it harkens back to some sublime 
  chord at the beginning of the universe. Beyond 
  the mystical and theological implications of music, 
  may fey just ﬁnd the sounds to be pleasant and 
  enjoyable. 
  The occasional bard may catch the 
  eye of an Archfey and be spirited away for an 
  undisclosed amount of time to play in a lavish ball 
  where all the attendants dance the night away. 
  Some unfortunate bards might be held captive 
  indeﬁnitely as a long-term pet. But bards have 
  some uses such as being storytellers and keepers 
  of lore, which entices some fey to seek out them. 
  There are some fey that learn to harness the 
  arcane powers of song. The fey language, Sylvan, 
  is often described as a soft low-tone song being 
  spoken or words with a melodic tune and meter. 
  Most common folk would assume that elvish and 
  Sylvan are the same language due to their melodic 
  natures, but Sylvan uses a more subtle pitch that 
  often goes unnoticed. 
  Most fey admire beauty and the arts, so 
  it never hurts to have some measure of talent 
  as a bargaining chip during faerie negotiations. 
  Though good looks and a sweet voice can only get 
  an adventurer so far, cleverness and wits are also 
  the language of the fair folk. Any good predator 
  must remove their intent, while fey do not lie, 
  they can omit or twist facts where it suits them. 
  Most mortals are not capable of discerning a fey’s 
  intentions or wordplay before it’s too late, some fey 
  employ riddles to befuddle their hapless victims 
  while others may oﬀer promises.
  Chapter 2: Dreams of the Fey
   
  Lexicon of the Faeries
  11
  
  Artwork by Deven Rue
  Building your Lore & 
  Legends
  When using this guide, understand that every 
  Feywild or Faerie plane varies based on the 
  universe it accompanies, Fey sovereigns may 
  even be diﬀerent. There might be four courts, or 
  two courts, or even one or none. It is essential 
  that adventurers document the diﬀerences and 
  nuances of their fey encounters. As to the reason 
  why such planes possess such variation, one 
  theory from a mage scholar hypothesized that the 
  Feywild is, in fact, diﬀerent in each iteration as 
  a cognitive mediation. The adventurers’ minds 
  cannot fully perceive or comprehend the chaos 
  and madness of the realm. Therefore, their 
  perceptions adjust for the world to reﬂect their 
  paradigms. 
  Other theorists believe that the Feywild 
  is an endless natural world ﬁlled with diﬀerent 
  permutations of nature and that anyone who visits 
  the realm, only explores a portion of it. Due to this 
  reality misperception, many adventurers of non-
  Fey origin typically suﬀer memory loss of some 
  kind. Such temporal lapses can be lifted through 
  higher tiers of restorative magic but even a written 
  journal of their expeditions can provide a wealth of 
  insight and revelations. 
  Names hold considerable power for the 
  Fey, whether it be an entity’s title or even a region 
  of the plane itself. A name suggests importance, 
  identity, and possibly a story or legend that 
  garners renown. A fey possessing a being’s name 
  creates an unbreakable bond, similar to knowing 
  another’s true name but without the complete 
  power of dominance. You may never know when 
  that fey might appear or summon you, so always 
  be cautious when introducing yourself. Be polite, 
  but still be wary.  
  From a gamemastering perspective, the 
  Feywild can appear in any manner that ﬁts within 
  your lore. You are free to make changes to the 
  lore presented, in addition to any lore from any 
  settings you utilize for your games. It’s important 
  to keep in mind that a general basis of the laws 
  of your Feywild are consistent and given some 
  thought beforehand. Aspects such as fey courts, 
  their rulers, their relationships, and even the very 
  orientation of the realm itself should be heavily 
  considered before any adventures. 
  Two Courts - Dual 
  Forces of Nature 
  Most iconic lore of the Fey depicts two opposing 
  forces or courts combating against the other, 
  some representing a side of warmth and light 
  while the other aligns with the cold and dark. In 
  other depictions, there are fey who aid or support 
  mortals, often naming themselves the fey of the 
  Seelie court while other logically would be titled 
  the Unseelie court for their desire to terrorize and 
  dominate others. This metaphor of good versus 
  evil is a lie or illusion concluded by individuals 
  who never understood the depths of the horror 
  of the fair folk. The morality of the fey only ﬁts 
  within their perspectives, therefore to apply such 
  constructs or codes and assume such entities 
  possess them is foolhardy and should be met with 
  considerable skepticism. 
  In most of these sort of settings, rarely 
  do fey have the luxury of remaining neutral 
  against the two factions. Even if given a breadth 
  of neutrality, most fey will have sworn allegiances, 
  and join their respective associations in periods 
  of conﬂict or wars. Some may view this sort of 
  existence as crude or hopeless, but in truth, it 
  cycle of nature personiﬁed. Light versus darkness, 
  life, and death, these are the facets that govern the 
  natural world. Denying one aspect is to contradict 
  the other, for many fey, there are only the two sides 
  and moments between known just like peace. 
  There are other interpretations, wherein 
  the mortal morality personiﬁes within the fey. 
  Those who seek to protect mortals and the natural 
  world, and those who seek to destroy mortals or 
  at the very least torment them. Both regard the 
  sanctity of nature with high regard, but ultimately, 
  the diﬀering qualities and philosophies create 
  the commonly viewed Seelie and Unseelie courts. 
  Ignorant mortals would deﬁne both courts as fey 
  of good and evil intent when philosophically, good 
  and evil are two parts of the same principle. 
  12
  
  The Four Seasonal 
  Courts
  Another iconic and traditional permutation of 
  the Feywild consists of the four seasonal courts, 
  separated by the entities that rule and embody 
  Spring, Summer, Autumn, and Winter. Typically, 
  four fey sovereigns oversee various assortments 
  of fairies that corral into their courts and banners 
  out of ideologies, obligations, fear, or respect. 
  This arrangement mirrors the changing of 
  seasons in the natural world, often serving as 
  a point of order and inscriber of the passage of 
  time. Usually, the four courts are held in check 
  by mutual preservation, a treatise between the 
  rulers, or by a benevolent entity that perhaps acts 
  as the lawbringer or overlord. In such depictions, 
  the mighty Oberon, King of the Faeries often is 
  seen as a likely candidate that governs the other 
  sovereigns through other entities such as the 
  Father of Time or the Great Tree are also expected 
  bastions of the natural order. 
   
  Faerie politics often see all four courts 
  as separate entities with marginal alliances 
  by extreme prejudices against their polar 
  counterparts. Fey from the Summer and Winter 
  courts, for example, possess diﬀerent viewpoints 
  and ideologically incompatible with each other 
  which results in antinomy between the two courts. 
  The same often holds true for the Spring and 
  Autumn courts. Peripheral courts often share 
  similar natures and may on occasional join forces 
  with the other. For example, fey from the Spring 
  and the Autumn courts may align with Winter fey 
  from time to time, depending on their purposes 
  and circumstances. These temporary allegiances 
  form a natural and ideological standpoint. Using 
  the previous example, fey from the Autumn court 
  appreciate the encroaching cold and darkness for 
  it can bring newfound fear while Spring fey regard 
  Winter as the necessary instrument of Spring’s 
  rebirth as the ice melts into the dew that shall 
  bring life to the endless ﬁelds of ﬂowers and trees. 
   
  While many fey can swear fealty to 
  these courts, many may choose not to join, such 
  entities are often left in the middle of occasional 
  skirmishes or wars between fey rulers The fey 
  sovereigns often seek to maintain balance of the 
  natural world, yet continue to press their own 
  ideals and agenda, which can lead to various 
  layers of subterfuge and ruses both between the 
  courts and within them. Time is a concept that 
  is outside the logic of fey, as it is like morality, a 
  perception. Fey rulers are master manipulators 
  and devious plotters with centuries of cultivated 
  skill even among the fey kind. 
  One Court Or None at 
  All
  There are reports and notes taken that suggest 
  the Feywild is in fact, one uniﬁed world under a 
  single banner and ruled by a separate entity. In 
  some occurrences, there are no direct rulers 
  but instead a council of fey which coincidentally 
  refer to themselves as the Court of Stars. A title 
  that perhaps has more signiﬁcant implications 
  regardless of whether fey, in general, are ruled 
  at all. If one were to assume that the fey are 
  ungoverned and roam the wilds untamed, it 
  would fulﬁll the initial conception that the plane 
  of the fairies is another dimension of unbound 
  nature. Should this Court of Stars serve as a 
  fey parliament wherein various representatives 
  across the Feywild gather to discuss policy and 
  management of this vast domain, it would be 
  logical to assume this government seeks some 
  modicum of peace. Though it bears no surprise 
  if there were rogue elements, the fey that do not 
  support such an establishment are considered 
  a great enemy of this fairy state. These rogue 
  elements often are labeled as Unseelie Fey, 
  mortals who cross with such beings are genuinely 
  never seen again. 
   
  In a courtless Feywild, it can be dangerous 
  for any being, not just adventurers or travelers to 
  the realm but even for its residents. It would be 
  assumed that Archfey would govern their courts or 
  dominions, it’s the remainder that could warrant 
  caution and concern. Fey of various sizes and 
  creeds will ﬂuctuate their presence between the 
  wilds and the Material Plane, whether to avoid 
  dangers or press their agendas. Often this creates 
  a dilemma with the local populaces of towns 
  and villages. Though in some cases, even mighty 
  kingdoms have contended with an army or two 
  sent by Fey lords and ladies. Fey of a common 
  cause can be deadly and be entirely avoided, 
  though the same discretion should be given to any 
  Fey encountered outside their realm. 
  13
  
  14
  
  Other Courts & the 
  Courtless
  Due to the countless nature of the Fey, to catalog 
  them would take multiple lifetimes and often 
  be met with opposing entries. Between the 
  contradictory reports and observations, there 
  are bound to various types of Archfey that govern 
  parts of the Feywild outside the inﬂuence of any 
  signiﬁcant authority. Such fey might oversee an 
  aspect of nature or a species of fey creatures. 
  The Wild Hunt is an example of such a fey, often 
  depicted roaming through the many wildernesses 
  of the Feywild in search of mighty beasts or 
  worthy challenges. Such an Archfey would not 
  be inﬂuenced by the fey political arena, as their 
  nature just ignores them. There are fey that govern 
  the seas and the deserts, far from the woodland 
  realms of the archetypical Fey sovereigns. Stories 
  of kingdoms nestled on top of clouds that drift 
  eﬀortlessly across the ever-changing expanse, and 
  even fey that govern the dark underground world. 
   
  Such courts may work either with the 
  notable courts of lore or independently from the 
  rest of the Feywild. Whether or not these various 
  Archfey have any nobility is a matter of principles 
  and acknowledgment of their stations. In some 
  reports and observations, these courts are not 
  recognized as sovereign states which have led 
  to previous animosities between these factions 
  of Fey. An Archfey will always deem themselves 
  of great personal importance over their subjects, 
  whether or not another Archfey of similar caliber 
  recognizes them is another matter. This issue with 
  permeance has led to conﬂicting reports and often 
  does not go resolved for decades or centuries 
  as debates continue between scholars on the 
  presence of such powerful entities. 
  The Feydark and the 
  World Below
  Deep below the surface, just like in the Material 
  Plane, another world exists. This subterranean 
  world runs very similarly to the Underdark, 
  wherein creatures and fauna best suited to survive 
  in such environments thrive. The Feydark is vast 
  and in some portions, full of the most profound 
  darkness. Beings devoid of eyes rely on touch, 
  hearing, and smell to navigate. Deep gnomes and 
  drow elves have been known to make residence 
  in this magically empowered world. Myths 
  and legends state that the deepest parts of the 
  Underdark, in fact, connect to the Feydark through 
  its portals and crossings. Some ancient terrors 
  reside in the Feydark, dreaming of centuries-long 
  schemes and plots before returning to the Material 
  world to execute their ambitions.
  The War of Seasons
  Multitudes of legends and stories placate the 
  origin of the War of Seasons between the Fey 
  courts to ancient grudges that cannot be forgiven, 
  though such melodrama between nearly immortal 
  beings tends to be only a surface implication. 
  Reports and ﬁeld notes suggest that a higher 
  paradigm orchestrates the ﬂow of seasons which 
  in turn led to many of the courts’ animosity 
  towards each other. These primordial entities may 
  have been around since the creation of the realm, 
  but the positions of sovereignty have reportedly 
  changed hands across the history of the fair folk. 
  There are no particular details about the lines of 
  succession or whether there are any organized 
  methods. While the hierarchy exists, it does not 
  determine what being succeeds the other. 
   
  Various thinkers and scholars have 
  inferred that such beings instead possess a mantle 
  of power to represent their stations. Should a 
  successor be determined, it shall be bestowed 
  to one of worthy candidacy. The qualiﬁcations 
  are also unknown, which has left the general 
  caution of interfering in Fae politics at all costs. 
  The various courts are in a constant stalemate 
  or tension between each other. These aﬃliations 
  can be disastrous if ignored. A sudden new pawn 
  can shift the balance and potentially lead to a 
  proverbial arms race, which has been known to 
  occur on occasion. 
   
  Individuals with partial fey lineage, also 
  known as changelings or half-fey, are mortal 
  anchors powerful Archfey. Such agents may serve 
  and pledge loyalty to a court, not necessarily a 
  seasonal court, though their faerie master may 
  be aﬃliated with one. Mortal agents are a superb 
  commodity of fairy nobles, passing their inﬂuence 
  and agenda through the Material Plane. These 
  servants can vary in their alignments, moralities, 
  and capabilities; but ultimately, the Fey will usually 
  ﬁnd a cunning use for their “tools.” Many would 
  constitute such individuals cursed or condemned 
  to an inescapable fate, but truthfully, they are more 
  potent than their fey masters would lead them to 
  believe. The power of free will undermines all the 
  magic and plots of the Fey, but these would be 
  manipulators would do their best to distract and 
  divert such realizations away. 
  15
  
  Chapter 3
  Chapter 3: Court of the Fey
  Rulers and Thrones of the Fey
  The Spring Court - 
  Sowers of Desires
  The Meaning of Spring
  Spring represents new beginnings as winter’s 
  frost melts to become the dew that shall feed the 
  seedlings, a rebirth even. Spring is a season of 
  fertility, innocence, and youthfulness. Of course, 
  when dealing with fey, innocent is an alien term. 
  The season is often depicted as a sensual one, 
  wherein desires run rampant, and inhibition or 
  restraint is considered an insult. It can also to be 
  found a season of excess, crops, and fruits are 
  plentiful and wild game frolic under the gentle 
  dawnlight.
  The Fields of Spring 
  The realm of the Spring Court is often showcased 
  as a place of nearly endless grasslands of tall 
  grass and ﬂowers with patches of woodlands, 
  crystal blue rivers, along with rolling hills and vast 
  lakes. The grassy meadows tend to be taller than 
  most humanoids, which poses as both a hazard 
  and excellent means to hide away. The tranquil 
  vistas and greenery invoke a brightness upon 
  the Feywild while deadly creatures stalk the tall 
  grasses. 
  Many planar portals connect to the Upper 
  Planes of the Beastlands, Ysgard, and Arborea 
  Typical fairy rings that lead to the Fields of Spring 
  tend to be circular impressions upon grassy ﬁelds 
  or circles of bright red mushrooms. Conjurers and 
  travelers have been known to weave large bramble 
  rings with brightly colored ﬂowers to create their 
  portals, but they can be unstable and transport 
  untrained adventurers into hostile territories 
  Far within the endless meadows and 
  underneath a giant red mushroom, a court made 
  of vines and bright emerald leaves are shaped 
  into a throne. The Spring Court is the court of 
  desires, encouraging their residents and other fey 
  to embrace their emotions, remark and cherish 
  beauty, Fey of this court traditionally are known 
  for their parties, gatherings, and celebration. 
  Revels are encouraged by the Spring fairies, but 
  most importantly, the hosts of these galas are 
  charged with the sacred task of ensuring that all 
  their guests and attendants have their desires met. 
  Many mortals spirited by a Spring fairy tend to 
  indulge too much and become one of the stolen, or 
  as some might refer to them as changelings. 
  Nobility of Spring
  Our research and ﬁeld notes suggest there are 
  various Archfey that reside within the realm of 
  Spring. These archons of desire, youth, and the 
  evergreen should be met with caution as they are 
  the most seductive of all fey. 
  Pan, the lord of all satyrs, music, 
  mountain ranges, and patron to shepherds and 
  their ﬂock. You have the Lord of the Leprechauns 
  with their pots of gold stashed behind the many 
  rainbow bridges beyond. Hyrsam, the Prince 
  of Fools is a renowned prankster and frequent 
  troublemaker within the Spring court. Ostara of 
  the Dawn is a female fey that encompasses the 
  dawn and new beginnings; she is often associated 
  with festivals during the Spring Equinox. The 
  infamous Archfey would be Oberon, the King 
  of Faeries. Oberon is sometimes rumored to be 
  unaﬃliated with the fey courts, but on occasion, a 
  charismatic youth known as the Spring Prince is 
  often confused with the might Fairy King. In truth, 
  the Spring Prince is just another guise for Oberon 
  to wear when he wishes to indulge in his desires 
  or but often he is the greeter of the new year and 
  the start of the new cycle.
  16
  
  17
  
  18
  
  King Oberon
   
  the Spring Prince & King of Faeries
  A young and charismatic young man with luscious 
  locks of curly hair bathed in sunshine and hay. 
  Eyes of emerald with deer antlers adorn his crown 
  made of white ﬂowers. His lower half resembles 
  goat legs, and occasionally an appropriate tail 
  is seen. A long silver blade rests on his hip, 
  decorated with gold and emeralds.
  Princely King of Fairies. Oberon typically is 
  referred to as the King of All Faeries but in some 
  instances, he embodies the lustful passions of the 
  Spring Court with the mantle as the Spring Prince. 
  Fey of various sizes and stature generally accept 
  Oberon as a suitable leader on matters regarding 
  all fair folk. Oberon’s appearance and demeanor 
  are tied to his charismatic charms, physical beauty, 
  and ability to captivate anyone into ﬁts of joy to 
  fulﬁll the desires of himself and his prey. 
   
  Depending on your depictions, Oberon 
  may be the ruler and leader of all fey with many 
  consorts or perhaps he is merely a ﬁgurehead 
  under the grace his lover, Queen Titania, the ruler 
  of the Summer Court. Oberon is seldom seen in 
  his court underneath the red mushroom in the 
  Spring Grove, instead, the fairy king seeks out his 
  many subjects and addresses any of their concerns, 
  as any good attentive king ought to do. 
   
  Oberon loves the sunshine and early 
  mornings, but when he wishes to enjoy a party 
  or festival, the realm will traditionally shift into a 
  soft dusk or a dark moonlit night. Granted, many 
  Archfey have this capability but as the sovereign of 
  the Spring court, Oberon has direct control over 
  the expressions of the realm. The Fairy King is 
  always seen with a cheerful demeanor, a grin or 
  smile while frolicking through the tall grasses and 
  woods in the Fields of Spring.
  Antler Crown. Oberon is known for this deer 
  antlers that act as a crown of his station which are 
  adorned with ﬂowers such as daisies and posies. 
  Additionally, Oberon possesses a legendary rapier 
  called King’s Grace, rumored to bestow a deadly 
  curse upon anyone cut by it. Though very few 
  have ever witnessed the fairy king use this deadly 
  weapon, nevertheless, its legend leaves few willing 
  to openly oppose Oberon. 
   
  As part of his duties, Oberon frequently 
  visits his subjects within the realm of Spring and 
  to all who revere him, even in other courts. The 
  Horned Lord, a name given on occasional by 
  mortals, takes this sacred charge very seriously 
  yet remains jovial and playful. Many attribute this 
  behavior to the Fairy King’s youthful demeanor, a 
  byproduct of being an embodiment of Spring. 
  Relationships. The Spring Court is directly 
  opposed to the Autumn Court, though unlike 
  Titania’s rivalry with Queen Mab, Oberon is rather 
  lax with the Autumn Court. The Autumn Court 
  has no true ruler and instead hosts whatever 
  Archfey is willing to uphold the throne for a short 
  time. Idealistically, the two courts are similar 
  in philosophies and general demeanor with 
  their boastful hospitalities. While Spring and its 
  denizens often enjoy the revel and simply acts on 
  their lustful desires, Autumn is more dogmatic 
  with their celebrations. 
   
  Spring enjoys the comforts and warmth 
  of Summer but respects the darkness and cold of 
  Winter prior. Spring typically aligns with Summer 
  to form the Seelie fey though there are elements 
  of darkness even with the bright smiles of Spring. 
  Events wherein Spring and Winter join hands 
  often are to celebrate of the end of Winter and the 
  new cycle again. Spring admires the melted frost 
  that replenishes the ﬁelds with water for growth to 
  start again. Because Oberon works in hand with 
  both Faerie Queens of renown, he is often depicted 
  as a great patriarch amongst the fair folk. Though 
  truth be told, he simply aims to appease both sides 
  and merely wishes to enjoy the festivities. Oberon 
  is playful and enjoys a good trick every so often, 
  so long as he has the opportunity to display his 
  grandeur.
  19
  
  20
  
  itself. This ﬁre is rumored to bring the warmth and 
  light throughout the realm of Summer and even 
  spreads to its adjacent domains of Spring and 
  Autumn. Legends also tell that should the Fire of 
  Summer be removed, that the very balance could 
  be shattered and have dire consequences on the 
  natural world. 
  Nobility of Summer
  The Emerald Forest is host to many Archfey, and 
  some have created their courts. You have entities 
  such as Eachthighern, Lord of Unicorns and 
  other hoofed creatures such as pegasi and horses. 
  There is also the Lord of Centaurs and Emma, 
  the Lord of Treants and trees who have made 
  the Summer Court of the Feywild their home. 
  Emma is renowned for stories that remarked him 
  as the spreader of trees and sage wisdom. The 
  wizened sage is known for his ancient magics, 
  crooked staﬀ, and long beard - naming him Old 
  Treebeard. Stories mention an Archfey that 
  protects Old Treebeard, often referred to as the 
  Emerald Knight, though not to be confused with 
  Queen Titania’s Summer Knight. Various fairy 
  godmothers are often fey nobles of considerable 
  power and lure mortals into their services often 
  through the promise of youth or gifts. Some 
  are less benevolent and like all fey, extremely 
  dangerous. During the Summer Solstice, various 
  fey nobles pay homage to the Summer Queen with 
  oﬀerings and gifts for a prosperous season. 
  The Summer Court - 
  Faeries of Wrath
  The Meaning of Summer
  Summer is the epitome of warmth and often is 
  symbolized with the elemental nature of ﬁre. 
  Summer is the highlight of maximized exposure 
  of sunlight for crops, where the seeds of Spring 
  bloom into vegetables and fruits in Summer. The 
  solstice marks the longest day of sunlight which is 
  the peak of the Summer Court’s reach and display 
  of their might. Because of this maximized period, 
  Summer is often associated with potentials, 
  renewals, and opportunities. Summer delves 
  into the indulgence of passions and even desires 
  though such displays can be both pleasant and 
  terrifying to behold.
  The Emerald Forest of Summer 
  The realm of the Summer Court is an endless 
  forest covered with thick canopies, tranquil 
  groves, secluded springs and glens of deep blue. 
  Streaks of sunlight illuminate the forest, providing 
  ample shadows for predators and prey to conceal 
  themselves. Because of the various twists and 
  turns, some scholars believe that the Emerald 
  Forest actually has the highest density of fey and 
  potentially even Archfey. A plethora of deadly 
  predators stalk the woods of the Emerald Forest, 
  powerful and ancient creatures that have survived 
  countless centuries against equally fatal prey. The 
  tall and wide trees serve as excellent homes to 
  establish communities such as for the elves and 
  gnomes. 
   
  Various planar portals may connect to 
  the summery woods such as Ysgard or even to 
  Arborea. Fairy rings that link to the realm of 
  Summer are typically near glens or lakes, but 
  often are rings of daisies or sunﬂowers. It’s 
  encouraged for travelers to use these rings at the 
  brightest and highest point of the day to achieve 
  ideal results. There are stories of portals that 
  start at the entrance of a forest in the material 
  plane, though such accesses are considered to be 
  gateways to fey kingdoms and should be crossed 
  with caution. 
   
  Deep within the verdant leaves and sturdy 
  oaks, a large central tree called the Mother Tree 
  sits at the epicenter of the Summer realm. A 
  throne etched from the base of the broad trunk 
  rests, decorated with daisies, honeysuckles, and 
  sunﬂowers. The ﬂoor of this court is adorned with 
  evergreen grass, and the tree canopies let streaks 
  of light to pass through to create the illusion of a 
  cathedral. At the height of the Mother Tree, deep 
  within its tallest branches lies the Summer Fire, 
  an eternal ﬂame that burns at the heart of Summer 
  21
  
  22
  
  Artwork by Deven Rue
  Queen Titania
   
  the Summer Queen of Faeries
  A radiant female beauty of soft bronze skin, hair 
  of golden sunlight, adorned in a dress made of 
  white silk and green leaves that match her ﬁerce 
  eyes. Iridescent and transparent wings ﬂutter with 
  every step, wielding a crystal scepter with a blue 
  diamond on its head.
  Queen of the Faeries. Titania holds the title 
  as Fairy Queen of the Summer Court. She is 
  sometimes also dubbed the undisputed Queen 
  of Fairies. She is also often depicted as the 
  leader of the Seelie Court of Faeries, which is a 
  congregation of often good-aligned Fey. But like 
  any Archfey, Titania’s demeanor is a terrifying 
  facade of beauty and vengeful wrath. 
   
  The Summer Queen often enjoys the 
  verdant groves and woods of the Emerald Forest, 
  home to the towering trees, clear springs, and 
  ever-present sunlight. Within the Emerald Forest 
  of the Summer Court, it is perpetually afternoon 
  or late morning, perfect time for Titania to frolic 
  along the green woods. She often enjoys a good 
  prank or so, seemingly kind-hearted and playful. 
  She will sometimes sing with the songbirds, 
  or prance alongside deer or elks, talk with the 
  mushroom and gnomes that make the tree trunks 
  their home. 
   
  But should a creature have the misfortune 
  of angering the mighty Summer fey, a terrible 
  vengeance befalls the unfortunate soul. Titania is 
  known to hold terrible grudges, striking with ﬁery 
  orbs, summoned woodland allies, to conjuring 
  powerful storms that rain ﬁre and doom. Entities 
  that she cannot destroy whether due to an oath or 
  promise or is nearly as powerful as she; the faerie 
  queen despises and loathes. Often, Titania shall 
  swear an oath of enmity, promising doom and 
  misfortune upon those who wronged her or the 
  Summer Court. 
  Wielder of Summer’s Fire. Titania holds a mighty 
  crystal scepter with a blue diamond adorned on 
  its head. Legends claim that the object contains 
  the radiance of pure sunlight and its life energy, 
  bestowing its wielder the stewardship of sun’s pure 
  light. The light causes plants to grow suddenly, 
  alter its light to craft convincing illusions, and even 
  summon deadly orbs of ﬁre. 
   
  As a symbol of Summer Court, Titania 
  wields it and can command hosts of fairies to 
  arrive at her side at a moment’s notice. During the 
  early wars between the Seelie and Unseelie Fey, 
  this legendary item has led the charge against the 
  darkness of Winter. 
  Relationships. The Summer Court is in direct 
  opposition to the Winter Court, as such, Titania 
  is in direct opposition to the Winter Court and 
  its ruler, the Queen of Air and Darkness, Mab. In 
  settings and lores with other seasonal courts, 
  Titania has a cordial relationship with the Spring 
  and Autumn courts. Titania revels with Spring and 
  their sense of joy and wonder, yet equally, shares 
  Autumn’s propensity for magic and hospitality. 
  Titania is typically well-mannered and keeps 
  a smiling face when dealing with many fey or 
  fairies of diﬀerent dominions like those of the 
  sea or the skies. Titania enjoys the company of 
  mortals, viewing their short lifespans (even elves) 
  as thrilling experiences, sometimes taking on a 
  male consort or three. Titania, in most lore, is 
  seen as the consort of Oberon, the King of Faeries; 
  depending on your setting, Oberon could be 
  another Archfey that rules over either the Spring 
  or Summer Court. Though Titania will ensure 
  others are aware that she is the rightful ruler of 
  the Summer Court. 
  23
  
  24
  
  25
  
  26
  
  like Summer or Winter but instead favor subtle 
  solutions. Never trust what you see in the Pastures 
  of Autumn. 
  Nobility of Autumn
  Unlike the other fairy courts, the Autumn court 
  is an empty throne ruled by none. No fey foolish 
  enough to take such a mantle would last long, 
  especially against the schemes and machinations 
  of other Archfey. From time to time, an opportunity 
  will arise for a leader to helm the court, but 
  afterward, the mantle is relinquished, and the 
  throne left empty again. The throne, consisting 
  of dried brambles and branches with skulls and 
  bones, sits on top of a dead and withered hill, rock 
  columns with runes etched into them form a ring 
  around it. 
   
  The Autumn Court hosts a variety of 
  fey of opposing natures, these fairy nobles hold 
  considerable inﬂuence and even have their minor 
  courts. The most famous and commonly seen 
  sovereign is the Pumpkin King, sometimes 
  known as the lord mischief and fear with his large 
  pumpkin head and lanky limbs. Viridios is often 
  depicted as a deity of agriculture and rebirth. He 
  defends the harvest is a champion against the 
  forces of decay. The Blighted One is a corrupted 
  treant ﬁlled with malice and seeks to spread 
  disease and decay. The Lady of Ashes embodies 
  autumn pyres and the hearths of homes, wrapped 
  in a red cloak. She is a softly spoken fey that when 
  angered, becomes a howling beast. The Shadow 
  is an archfey that roams and stalks through the 
  hidden ways of the Feywild, many of the Archfey in 
  Autumn are always wary of the shadows that move, 
  for it could a sign of this deadly entity.
  The Autumn Court - 
  Smiling Terrors
  The Meaning of Autumn
  Autumn is an odd and paradoxical fairy court, 
  from its mixed display of communal festivals to 
  wicked and cruel acts. Autumn is the last breath 
  of nature before it slumbers into winter. It’s a 
  season of changes, much like Spring but instead 
  of embracing beginnings, Autumn welcomes 
  endings. As the nights and darkness creep into 
  the day and light, the shifting shadows cause all 
  sorts of terrors to rise. Denizens of the Autumn 
  Court seek to invoke fear in their victims and prey, 
  harnessing the psychic energies of the trauma and 
  despair. Autumn is the season often associated 
  with harvests, especially the ﬁnal harvests before 
  the onset of winter. Death is a common theme 
  in Autumn, as things wither and die as winter 
  approaches, often leaving the gateways between 
  planes exposed or often overlapped with the 
  natural world. .
  The Pastures of Autumn
  You will often ﬁnd yourself in a ﬁeld or pasture 
  ﬁlled with red-orange leaves on trees across rolling 
  hills. There are a plethora of fruits and vegetables 
  ripe for harvest with a slight nip in the air while 
  cast underneath nearly endless dusk. Surprisingly, 
  you can ﬁnd homes and cottages littered across 
  these tilled ﬁelds with hearths aﬂame and the 
  smell of stews and pies afar. Settlements are 
  broken up by open areas and pockets of forests 
  with dusk-colored leaves. 
   
  You will always ﬁnd fruits and nuts aplenty 
  and available here. While there are no songbirds 
  typically in the Pastures, migratory birds such 
  as ducks and geeses can be seen or heard. The 
  hospitality of the Autumn fey almost pale second 
  to none other than the fey from the Spring 
  court. Like their opposites, many of these fey are 
  welcoming and make great hosts, but while their 
  Spring counterparts seek to fulﬁll desires and 
  bring joy, Autumn fey are far more sinister and 
  attempt to bring fear. 
   
  Portals that connect to these regions do 
  not bridge to the Upper Planes, perhaps other 
  than the Beastlands, but instead link to planes 
  such Gehenna, Hades, the Halls of Pandemonium, 
  and even to the Nine Hells (Baator) and the 
  Inﬁnite Layers of the Abyss. It’s rumored that 
  through these dark aﬃliations, that the Autumn 
  fey are much more gifted and prevalent to ways 
  arcane magics than even the typical fey. Such 
  fairies specialize in curses and hexes, using 
  powerful tricks and illusions whenever possible. 
  The Autumn fey are not known for confrontations 
  27
  
  The Pumpking King 
   
   King of the Pumpkin Patch
  A towering ﬁgure with limbs made of branches 
  and loose straw wrapped in a dark cloak, at the 
  top, a giant pumpkin etched with a sinister face 
  with ﬂames burning within. The limbs twist and 
  turn with each move yet not a sound can be heard 
  as it creeps closer, a grin turning wider with glee 
  as fear sets into your soul. The ﬂaming eyes and 
  mouth bellow a vile laugh as it weaves its ﬁngers 
  into arcane patterns, conjuring profane visages 
  and animates the shadows around it. In a ﬂash of 
  ﬁre, the entity is gone from sight, but his laughter 
  continues to haunt your every moment.
  King of the Pumpkin Patch. The Pumpkin 
  King is a powerful and legendary Archfey of the 
  Autumn court. While not the real ruler of this 
  realm, the Lord of Tricks loves to bring a scare to 
  the unsuspecting and the gullible. There are no 
  direct aﬃliations with any of the other seasonal 
  courts, but the Pumpkin King has been noted to 
  enjoy the company of bards and various other 
  tricksters, including other fey from diﬀerent courts. 
  The Pumpkin King has sat on the Autumn throne 
  several times across the centuries, but often only 
  for a short moment during the Autumn Equinox 
  before relinquishing the position. It is an entity 
  that seeks to go wherever the mischief leads and 
  therefore does not like to be held down by mantles 
  or responsibilities. Its domain is often a pasture 
  ﬁlled with pumpkins and similar squashes along 
  with rows of scarecrows all scattered across the 
  ﬁeld. 
   
  Legends and tales tell of a time when 
  the King of the Pumpkin Patch had a string of 
  vengeful years, for he lost his head in a battle 
  centuries ago and donned a pumpkin as his new 
  head and crown. He would stalk the highroads 
  of Autumn and claim would be travelers foolish 
  enough to enter his domain, many of his victims 
  were equally headless or worse. During those 
  headless years, he was sometimes referred to as 
  the Dullahan, but after years of vengeance and 
  reaping, the Archfey settled and became the lord of 
  mischief instead. 
  The Lord of Mischief and Scarecrows. The 
  Pumpkin King is an expert trickster, wielding 
  magic that grants him the illusion of looking like 
  an ordinary scarecrow or a pile of pumpkins. 
  Though such parlor tricks are simple and the Lord 
  of Mischief likes to be creative with its scares 
  and fear inﬂicted. As the Lord of Scarecrows, the 
  Pumpkin King possesses an endless army of these 
  straw ﬁlled creatures at its beck and call. Anyone 
  foolish enough to try and assassinate this fey will 
  talk into a forest of straw and be surrounded by 
  deadly foes with their true master lurking amongst 
  them. 
  Wielder of Baelﬁre. The Pumpkin King’s many 
  years as a reaper of souls led it to the domains of 
  Baator and realm of Hades often. Over time, the 
  mighty king harnessed and stole a bit of hellﬁre 
  and fashioned it as his own, which he coined 
  as baelﬁre. While not quite as potent as the 
  unholy ﬂames, baelﬁre possess both hot and cold 
  properties, harnessed by psychic energy generated 
  from fear and sometimes from the essences of 
  souls.
  Relationships. The Pumpkin King, like many 
  of the Archfey of the Autumn court, rely on their 
  schemes and misdirections. In some instances, 
  the other fey of the Autumn court view their 
  positions with a sense of rivalry though most of 
  them have their own goals and agendas in mind. 
  The Pumpkin King has worked with Titania 
  to keep the peace between the two courts on 
  occasion though it has served with Queen Mab 
  when the need suits it. 
  The Pumpkin King has no direct opposition with 
  Spring but feels that their direction and approach 
  are vastly diﬀerent from their own. Autumn fey 
  revel like Spring but ﬁnd a sense of “joy” through 
  fear and tricks rather than its fulﬁllment. The King 
  of the Pumpkin Patch remains very cordial with 
  Oberon, the King of Fairies despite the relations 
  with the two courts though legends mention a time 
  when a vengeful Oberon needed an executioner, 
  that there was a headless creature shrouded in 
  black on top a nightmare.
   
  28
  
  29
  
  The Wastes of Winter is known to possess portals 
  to the Para-Elemental Plane of Ice that borders 
  the Elemental Plane of Water and Air. Snowy 
  portions of the Beastlands and Ysgard connection 
  frequently to the land of Winter.  
  Nobility of Winter
  Various entities reign over the frozen lands of 
  Winter, though Mab, Queen of Air and Darkness 
  reigns supreme in most parts. The infamous 
  Unseelie fey is the sower of despair and grief, a 
  polar opposite to the Summer Queen, Titania. 
  The Winter Queen has strong ties with the Fairy 
  King Oberon and several relations with other 
  Autumn nobles. The Prince of Frost was a fey of 
  mischief and tricks, he fell in love with a mortal 
  and gave his heart out. Unfortunately, the mortal 
  rejected the Archfey of Ice and he became a 
  cold, emotionless soul. The North Wind is a 
  powerful spirit that governs the cold northerly 
  winds, heralding the coming of Winter on many 
  occasions. Chione is a renowned snow maiden 
  of immense beauty though she is known to be 
  shallow and ﬁckle, summoning ﬂurries and 
  blizzards on a whim. Father Winter is sometimes 
  called Kringle, is a jolly fey that resides in a village 
  deep in the harsh lands of Winter to make gifts 
  and trinkets to be given out during the solstice.  
  Autumn are always wary of the shadows that move, 
  for it could a sign of this deadly entity.
  The Winter Court - Fey 
  of Endless Lament
  The Meaning of Winter
  As Autumn fades into Winter, the nights grow 
  longer, and the air becomes frigid. Winter 
  embodies the end when the darkness reigns and 
  life sleeps underneath an icy embrace. The season 
  is a reminder of death, sorrow, and endings, but 
  also of perseverance with a sprinkle of hope. 
  Just like their environment, Winter fey are often 
  expressionless and cold in their demeanor, and 
  their forms are frozen or withered as per the 
  nature of the domain. While sorrow governs much 
  of the interpretation of Winter, some entities 
  view it diﬀerently than their brethren. Some view 
  sorrow as the door to an even higher hope, the 
  hope of life renewed in the Spring to come while 
  others commemorate the loss of Autumn. In 
  either case, like Summer, the Winter fey are ones 
  of strength and determination but view the world 
  from a land of eternal night. .
  The Wastes of Winter
  A desolate land of endless snow and icy winds, 
  there are virtually little to no vegetation. Small 
  bundles of forest clutter together to brace against 
  the chilling gales. Food is scarce, and predators 
  stalk the shadows. Tall, towering mountains loom 
  beyond the horizon. The sky is diluted with dark 
  clouds and the occasional starry night. Blizzards 
  and sudden snow ﬂurries are frequent, creatures 
  not adequately prepared suﬀer a frozen death that 
  has been known to house several tombs. 
      There are tales of crystal palaces deep within 
  the mountains, while others tell of deadly fey that 
  call the nearby fens their home. There are even 
  stories and myths of places where travelers can 
  hear good cheer and singing. The Frozen Wastes 
  is continuously harsh and seemingly empty, an 
  illusion crafted by the many predators and prey 
  that prefer to remain hidden. Many fey are also 
  nomadic due to the scarcity of resources and need 
  to stay out of reach of danger. Suﬀering is a rite of 
  passage for denizens here, through pain do they 
  gain strength, and the same applies to sorrow. 
      Bartering for strength or goods is another rite 
  for Winter Fey. Many Winter fey understand, 
  philosophically, the pretense for power and 
  strength. Not all will be capable of wielding it. 
  Therefore, it’s wise to barter and bargain for such 
  services and pacts. During the Winter Solstice, 
  many fey will participate in festivals where items 
  can be exchanged or bought. Winter fey regard 
  gifts as sacred hospitality, one they do not dare 
  take lightly or unwillingly. But like all fey, a gift 
  can still be dangerous in both intent and purpose. 
  30
  
  31
  
  32
  
  Queen Mab
   
   Queen of Air and Darkness
  A shimmer of light and a tall woman emerges from 
  the dark, nearly a dozen feet all of pristine beauty 
  with pale blue skin, black lips, and raven black hair. 
  Obsidian eyes that seem to possess all of the stars 
  of night, a low trembling voice that carves deep 
  within your spirit. Soft mists of ice and snowfall 
  with each step she takes in her black armor with 
  a frosted blue skirt that seemingly ﬂoats above 
  the ground In her hand, a large shard of obsidian 
  adorned as a blade that brings chills to your spine 
  even from a glance..
  Queen of Winter and Sorrows. When discussing 
  Queen Mab, very few entities recite her name, 
  mostly as a form of taboo for a prior slight against 
  much other fey (namely the Seelie). The few 
  individuals that often interact with or stand within 
  the Winter Court call her by her title: the Queen of 
  Air and Darkness. Many times, Mab is perceived 
  to be in a state of eternal mourning, keeping her 
  face concealed with a black veil though on the 
  battlefront, she leads the Unseelie fey with her 
  obsidian blade extracted from the darkest caves 
  within the Frozen Wastes of Winter. 
   
  The details of Mab’s past transgressions 
  are lost to legend and myth, her opposition to 
  Summer is legendary and against the Seelie 
  fey. In variations of lore, Mab is a twin sister of 
  Titania, and both govern two sides of nature, with 
  Mab ruling over darkness and death. In other 
  tales, Mab was once a fellow Summer fey like 
  Titania but betrayed her kind and was exiled 
  as punishment. Lastly, in another myth, Mab 
  suﬀered a signiﬁcant loss and ultimately sought 
  the comforts of winter to exact her revenge and 
  mourn. The commonality between all these stories 
  consists of Mab’s cruelty, cold demeanor, ability to 
  blend with the shadows, tragedy, and possess the 
  harshest of tongues. 
   
  The Winter Queen often is perceived as 
  some great evil or at least of wicked intentions, but 
  like many fey, she possesses an agenda of her own. 
  Even under that cold and emotionless frame, she 
  can occasionally harbor a sliver of mercy though at 
  the cost of favor. Mab is practical and methodical, 
  unlike her emotionally driven sister, Titania. But 
  like her fey sibling, an enraged Mab can send 
  deadly snowstorms and blizzards to pummel her 
  query to submission. 
  Voice of Winter. In her invisible and nearly 
  formless self, the only sign of her presence is the 
  icy storms and freezing winds that travel across 
  the Frozen Wastes of Winter. There are those 
  who hear a voice in the howling gales, imparting 
  either a ﬁnal prayer for a doomed creature or a 
  commandment of great importance. Legends 
  mention a tremendous mystical power with the 
  Faerie Queen of Winter’s voice, possibly due to her 
  approximation to death that she perhaps learned 
  words of power. Such deadly lexicons can shatter 
  matter, vaporize souls, and turn reality on its heels. 
  Those who perish in winter’s grasp often feel a 
  gentle kiss from the Queen before they pass on, a 
  memento into the afterlife. Though many perceive 
  the rumor with skepticism, denouncing the 
  seemingly weak demeanor of such an act. 
  Winter’s Touch. Just like Titania, Mab harnessed 
  the essence of winter and piece of cold obsidian 
  found deep in the frozen caves of Winter. The 
  shard was made into a sword, cold to the touch, 
  granting its ruler with a plethora of power and 
  abilities. The air chills and shards of ice form with 
  each blade swing, stories tell of a soft cry that 
  emanates from it, a reminder of the sorrows of 
  Winter. 
  Relationships. The Winter Court has a neutral 
  stance on the Spring and Autumn courts. Spring 
  takes Winter’s sorrow and turning it into warm 
  joys though always in reverence while Autumn 
  encapsulates fear and bitter truths that Winter 
  is all too well aware. In direct opposition to the 
  Summer Court and its ruler, Titania, many winter 
  fey showcase their cold pragmatism as subtle 
  spite. Mab continues in her eternal mourning 
  while Summer seemingly cannot forgive Winter’s 
  transgressions. When dealing with the nobility 
  of the other courts, Mab seldom appears, and 
  only her voice echoes her will unless it’s in the 
  presence of her sibling Titania. The Queen of Air 
  and Darkness turns a blind eye to mortals foolish 
  enough to brave Winter’s harsh lands unprepared, 
  while aware of their presence, she will not interact 
  with them but merely observe them. The denizens 
  of the Frozen Wastes are more than enough 
  for most entities. Mab will not make an open 
  appearance unless it threatens her domain or 
  disrupts the natural order. No creature in Winter 
  ever disputes Mab as the ruler of the Winter Court, 
  mostly out of fear and respect for her power and 
  might. 
  33
  
  34
  
  35
  
  36
  
   
  Various portals connect to this particular 
  court, from the Shadowfell to the Elemental 
  Planes of Air, Fire, and Earth. There are even 
  occasionally connections to the Para-Elemental 
  Planes of Smoke and Magma or the Quasi-
  Elemental Planes of Salt, Steam, Dust, and Ash. 
  The mechanized design echoes into the plane 
  of Mechanus and even other dimensions such 
  as Hades from time to time. Unlike other fey 
  courts, the Iron Kingdom is practically in its own 
  demiplane within the faerie realm, isolated from 
  the others like a cyst or a boil. 
  Nobility of Autumn
  There is very few information regarding this 
  mysterious court, but intelligence suggests an 
  entity known as the Iron Lord rules over the 
  domain with an iron ﬁst, pun intended. Beside this 
  malevolent ruler is the Cinder Queen, a patron of 
  coal and soot. His mighty right hand is the fabled 
  Iron Knight and rumored to be able to change its 
  size to a tower siege engine of a behemoth. Any 
  other possibly fey nobles within this court are little 
  known and requires extensive study.
  The Iron Court-
  Fey of Iron
  The Rise of Iron
  Tales and research denote the close connection 
  between the Feywild and the natural world 
  within the Material Plane, which has led to the 
  hypothesis of new varieties of fey to emerge to 
  reﬂect the eﬀect of mortals on nature. While 
  most fey are inherently weak to iron, there are fey 
  that embody all of the best and worst of mortal 
  technological progress. They are creatures of 
  cold, calculating demeanor. Iron carries the 
  spirit of domination, growth, physical prowess, 
  and protection; it embodies conﬁdence, courage, 
  strength, and resilience. In essence, fey of the Iron 
  Court are those forged from not from nature but 
  from one of the hearts of mortals as their cries 
  ripple through the natural world. Some believe 
  that Iron represents the culmination of elemental 
  forces and that Iron fey are in fact, the next 
  evolutionary path for all fairy creatures. .
  The Iron Kingdom
  The land of the Iron Court is a smog-covered, 
  polluted land ﬁlled with tall iron walls, towering 
  skyscrapers, cathedrals of obsidian, and a massive 
  castle made of stone, metal, and glass. Lightning 
  storms and acid rain fall upon the desolate land, 
  though pockets remain untouched and prosper 
  with bits of fauna and grass. Rivers of molten 
  lava can be found here both above and below 
  ground, there are great deserts ﬁlled with lost and 
  forgotten things. In truth, the realm reﬂects the 
  heart of mortals, ﬂuctuating as hope dwindles and 
  swells. As the world progresses, the Iron Kingdom 
  shifts accordingly as more spires and arches rise. 
  37
  
  greedy and possessive. No true ruler dominates 
  the desert realms, which leaves many to refer to it 
  as the Empty Throne jokingly. 
  Cloud Court. High in palaces made from clouds, 
  various giants, avians, sylphs, and air elementals 
  make their home here, looking down at the world 
  below. There are a plethora of archfey that rule 
  over various types of clouds, storms, and winds. 
  Storm and cloud giants make their residence 
  often in the cloud castles, serving as emissaries 
  and soldiers. The fey that rule the winds regularly 
  meet and debate over their next turn to stir the 
  winds, often such events cause storms of terrifying 
  power to emerge. 
  Such entities and factions from these courts have 
  shown signiﬁcant inﬂuence across the Feywild 
  though information has been scarce and require 
  further investigation.
  The Courtless - 
  Allegiances to None
  The Courtless are a collection of fey and Archfey 
  that have chosen to remain unaligned with the 
  more popular seasonal courts, hoping to stay 
  neutral in the War of Seasons and any other 
  political attractions. Such fey only associate and 
  acknowledge the existence of other fey deemed 
  worthy. On occasion, these courtless fey can be 
  summoned by other fairy courts as mercenaries 
  in times of conﬂicts and wars. Many eladrin 
  and gnome communities often are classiﬁed as 
  courtless denizens though some may aﬃliate with 
  a fairy court to curry protection. 
      Many archfey are considered courtless until they 
  establish their own or join with another. Entities 
  in other courts that preside over other aspects 
  of nature may not align themselves with the four 
  seasonal courts or even the mysterious Iron Court. 
  Instead, they only care about their environments 
  and domains. The acknowledgment of fey is part 
  of the reason why every Spring, Oberon travels 
  across the realm to meet his would-be subjects 
  and invites them the Spring Equinox festival. 
  The discovery of more courtless fey and archfey 
  expands the lore of fairies and the awareness 
  of others. A recognition that can sometimes be 
  considered unwanted by some and desired by 
  others. 
  The Other Courts - 
  Beyond the Seasons
  Beyond the established and iconic seasonal courts, 
  other courts rule other aspects of nature. There 
  are fae that preside over the seas, the desert 
  wastes, and the vast skies above the Feywild. 
  Such entities like the Coral Court rule over the 
  dominion of the seas, the Crystal Court rules over 
  the lands of wild deserts, and the Court of Clouds 
  prevail over its kingdoms that ﬂoat high above. 
  Coral Court. In regards to the seas beyond the 
  Feywild, some have speculated a hidden portal 
  connection to the Elemental Plane of Water. Some 
  iconic fey that roam these waters include undines, 
  merfolk, marids, and a variety of large leviathans. 
  Crystal Court. In the wastelands and deserts of 
  the Feywild, it is the home of oversized reptiles, 
  serpents, and insectoids. It connects to various 
  places such as the Iron Kingdom and other 
  elemental planes. Mirages in the natural world 
  have been known to connect to the Feywild 
  through here. Things tend to get lost in the desert 
  of the fey, and as a result, many fairies tend to be 
  38
  
  39
  
  feydark. The drow also traverse often into the 
  Feydark, setting up outposts and even colonies. 
  Deep dragons lurk and stalk the various caverns 
  and tunnels, searching for prey but also stealing 
  treasure from other races. The Svirfneblin (Deep 
  Gnomes) have used their magic to create secluded 
  and hidden communities in the Feydark, far away 
  from enemies and wandering predators. Myncoids 
  and similar fungal creatures have established 
  immense empires ﬁlled with thousands of under 
  their allegiance. 
  Stories tell of a powerful Deep One that stalks and 
  lurks deep beneath the surface, waiting and biding 
  its time. Creatures that go astray are never found 
  again, some devoured by the Deep One’s hunger, 
  and some are rumored to become its servants and 
  spies. On occasion, the creature enters into long 
  cycles of sleep, dreaming of conquests and a world 
  devoured. Many denizens of the Feydark do not 
  speak its name, while others merely mind their 
  own business and continue their lives.
  The Feydark - 
  the True Unseelie Fey
  Deep below the Feywild lies a subterranean world 
  no diﬀerent than the iconic Underdark from 
  the natural world. Just like the surface with fey 
  crossings, there are similar portals that connect 
  in the Underdark but instead, all such paths 
  lead straight into the Feydark. Fomorians roam 
  these twisted caverns, which has described as 
  labyrinthian and hosts an endless variety of terrors 
  that lurk in the dark. 
   
  Many dwellers of the dark ﬁnd their 
  home in the Feydark, especially predators and 
  creatures that do not aid in the natural process. 
  Entities of entropy, chaos, and destruction are 
  known to spread their inﬂuence here, with planar 
  connections to the Inﬁnite Layers of the Abyss, 
  Hades, and the Nine Hells of Baator. Areas of 
  the Feydark are suspected to connect with the 
  realm of Pandemonium or the Tarterian Depths of 
  Carceri. Some fey believe that the Feydark serves 
  more as a prison for the vilest and nefarious 
  of the fey. A true Unseelie fey is a vessel for the 
  destruction of mortals and even at times, nature 
  itself. Scholars believe that this force is a reﬂection 
  of life and creation, one that shares an equal 
  devotion to chaos and ruin. While many fey can be 
  selﬁsh or cruel, those severe personality ﬂaws pale 
  in comparison to the machinations of these deadly 
  entities that roam the dark below.  
   
  Though formidably depressing, the 
  Feydark contains lofty treasures such as 
  gemstones and various metals. Many dwarves 
  have been taken their greed beyond the Underdark 
  and willingly ﬁnd crossings into the fabled 
  40
  
  Top: A vast underground world, ﬁlled 
  with treasures and hidden dangers.
  Bottom: The endless subterranean 
  world of the Feydark.
  Opposite Bottom: A cave entrace to the Feydark.
  41
  
  Chapter 4
  Chapter 4: Lore of the Fey
  Tips for Roleplayiing the Fey
  This portion of the guide assists both game 
  masters and players when dealing with fey entities 
  and characters. The etymology of faerie or fae 
  derives from idea of “enchantment” or wisdom 
  with nature, sometimes referred to as the invisible 
  folk. When consulting about the fair folk, they can 
  be varied in their permutations and expressions. 
  Look to nature and you will always ﬁnd a fey
  Typical Fey Personality Traits:
  •
  Mischievous
  •
  Cunning
  •
  Kleptomania
  •
  Thieving
  •
  Protective
  •
  Honorable
  •
  Elusive
  •
  Well-mannered
  •
  Respectful
  •
  Loving
  •
  Spiteful
  •
  Charming
  •
  Aggressive
  •
  Eccentric
  •
  Feral/Animalist
  •
  Cruel
  •
  Merciless
  •
  Cold
  •
  Paranoid
  Things To Remember: 
  •
  Favors are a powerful bargain tool of the Fey
  •
  Never accept oﬀerings or gifts from the Fey,
  unless you wish to be indebted to them
  •
  Not all Fey care about favors, use your best
  judgment about a Fey’s instinct and nature
  •
  Fey are true to their very nature, the best
  way to remain true is to have 3-4 key
  characteristics or words that embody them,
  like “ﬁery, ice personiﬁed, as ﬁrm as an oak
  tree”
  •
  Hopsitality and rules of etiquette are
  important mainstays in fey culture
  •
  Fey can hold grudges for any length of time
  •
  Fey do not comprehend or acknowledge the
  concept of time in the conventional mortal
  sense
  •
  Names hold power, even for the fey, be wary
  with giving out entire names. Titles are safer.
  42
  
  Sources of Inspiration 
  There are many forms of media including books, 
  television series, movies, and games (such as 
  video games or tabletop roleplaying games) that 
  provide avenues of drawing inspiration when 
  playing fey creatures in your campaigns. These 
  are recommended sources and oﬀer rich narrative 
  details to help develop your versions of the Feywild 
  with their own rules and interactions with the 
  material plane. Two or three primary sources 
  should give adequate paradigms and setting to 
  establish a view of the Feywild from an outsider’s 
  point of view. Keep in mind that the Feywild can 
  frequently change which provides ample narrative 
  ﬂexibility along with character development. This 
  is not an exhaustive list, there are plenty of genres 
  to help inspire your campaigns and adventures 
  into the mystical lands of faerie folk.
  Books & Literature: 
  •
  Grimm’s Fairy Tales by the Brothers Grimm
  •
  Irish Fairy and Folktales by W.B. Yeats
  •
  The Once and Future King by T.H. White
  •
  The Dresden Files series by Jim Butcher
  •
  The October Daye series by Seanan
  McGuire
  •
  The Iron Fey series by Julie Kagawa
  •
  Beowulf
  •
  Alice’s Adventures in Wonderland by Lewis
  Carroll
  •
  The Lord of the Rings by J.R.R Tolkien
  •
  The Chronicles of Narnia by C.S. Lewis
  •
  The Legend of Sleepy Hollow by
  Washington Irving
  •
  Monster Hunter series by Larry Correia
  •
  The American Faerie Tale series by Bishop
  O’Connell
  •
  Coraline by Neil Gaiman
  •
  American Gods by Neil Gaiman
  •
  Anansi Boys by Neil Gaiman
  •
  Neverwhere by Neil Gaiman
  •
  The Spiderwick Chronicles by Holly Black
  •
  Jonathan Strange and Mr. Norrell by
  Susanna Clarke
  •
  Discworld series by Terry Pratchett
  •
  The Book of Yokai: Mysterious Creatures of
  Japanese Folklore by Michael Dylan Foster
  Roleplaying Games:
  •
  Changeling the Dreaming by White Wolf
  Publishing & Onyx Path Publishing
  •
  Changeling the Lost by White Wolf
  Publishing & Onyx Path Publishing
  •
  Heroes of the Feywild by Wizards of the
  Coast
  •
  Manual of the Planes (3rd Ed.) by Wizards
  of the Coast
  •
  Manutal of the Planes (4th Ed) by Wizards
  of the Coast
  •
  Grimm: Core Rulebook by Fantasy Flight
  Games
  Video Games: 
  •
  Child of Light (2014)
  •
  Ni no Kuni: Wrath of the White Witch
  (2011)
  •
  The Legend of Zelda: the Wind Waker
  (2002)
  •
  Dragon Age: Origins (2009)
  •
  Alice: Madness Returns (2011)
  Movies: 
  •
  Walt Disney’s Alice in Wonderland (1951)
  •
  The Dark Crystal (1982)
  •
  Gremlins (1984)
  •
  The Neverending Story (1984)
  •
  Legend (1985)
  •
  Labyrinth (1986)
  •
  My Neighbor Totoro (1988)
  •
  Willow (1988)
  •
  Hook (1991)
  •
  FernGully: the Last Rainforest (1992)
  •
  Leprechaun (1993)
  •
  Thumbelina (1994)
  •
  The Magical Legend of the Leprechauns
  (1999)
  •
  William Shakespeare’s A Midsummer
  Night’s Dream (1999)
  •
  Spirited Away (2001
  •
  Nanny McPhee (2005))
  •
  Pan’s Labyrinth (2006)
  •
  Stardust (2007)
  •
  The Spiderwick Chronicles (2008)
  •
  The Secret of Kells (2009)
  •
  The Secret World of Arrietty (2010)
  •
  Brave (2012)
  •
  Rise of the Guardians (2012)
  •
  Epic (2013)
  •
  Maleﬁcent (2014)
  •
  Fantastic Beasts and Where to Find Them
  (2016)
  Television Shows: 
  •
  David the Gnome (1985)
  •
  Merlin mini-series (1998)
  •
  Merlin (2008 - 2012)
  •
  Lost Girl (2010 - 2016)
  •
  Grimm (2011 - 2017)
  •
  Jonathan Strange and Mr. Norell (2015 - )
  •
  Once Upon a Time (2011 - )
  •
  Supernatural (2005 - )
  43
  
  Dryads 
  Guardians of the Forest. A single tree, especially 
  in the Feywild, will often possess a minor spirit 
  which eventually is either turned or evolves into 
  a dryad. The dryad is bound their tree, while they 
  can travel freely from the tree and to the lands 
  around it, the tree is still their home and where 
  they are rooted in the world. While the tree is 
  healthy and safe, the dryad remains young and 
  beautiful. Dryads safeguard their home tree but 
  also the surrounding lands, making them suitable 
  wardens and guardians for a grove or forest. 
  Dryads are often shy and reclusive, stalking and 
  watching any intruders that enter their woods. 
  But sometimes they spy something beautiful or 
  appealing and will often investigate for themselves. 
  Ecology in Diﬀerent Courts. A dryad in a spring 
  woodland would behave similarly as their autumn 
  counterpart but may exhibit lush green foliage 
  compared to the amber and golden leaves of 
  autumn. A winter dryad may seem more jagged 
  or twisted. Often they are creatures of lament 
  or madness. Dryads from the summer court are 
  plentiful and often form small communities or 
  nests. 
  Fey Magic. A dryad can speak with plants and 
  animals. They can teleport between trees to 
  avoid attacks and to lure intruders away from 
  their home. If necessary, a dryad can cast an 
  enchantment upon a target to charm them. 
  Sometimes lovely a group of animals to aid the 
  dryad, and other times to charm a foe to ﬁght for 
  them. 
  44
  
  Satyrs 
  Horned Hedonists. Satyrs are somewhat 
  mischievous fey that makes their home in forests 
  and grasslands, commonly marked for their 
  resemblance to male humans with furry goat-
  like lower leg and horns on their heads. Satyrs 
  enjoy the pleasures of life and indulge at every 
  opportunity, possessing a curiosity just as great. 
  They will do anything to satisfy their desires, 
  often going to great lengths and misadventures 
  to achieve it. Typical debacles include kidnapping 
  handsome or beautiful individuals to lay with, 
  eating the most exquisite foods, or drinking 
  themselves into inebriated oblivion. A satyr ﬁnds 
  any opportunity to partake in a celebration, festival, 
  or party. 
  The Pipers’ Pipes. Many satyrs are fabled to carry 
  panpipes that can be played to create magical 
  eﬀects. These various songs are either composed 
  by the satyr themselves, but sometimes they 
  learn songs from minstrels and other talented 
  folks. Bards are frequent curiosities and persons 
  of interest for satyrs for the indulgence of their 
  curiosity. Additionally, bards can sometimes 
  impart new songs for satyrs to learn or vice versa. 
  A satyr’s panpipes have lured wandering travelers, 
  wooed their would-be lovers, and inspired hordes 
  of creatures.
  Nymphs 
  Protectors of the Fey Crossings. While dryads 
  are the protectors of woods and forests, nymphs 
  typically act as guardians for also forests but 
  namely streams, waterfalls, and coves. Many of 
  these watery bodies serve as portals and crossings 
  into the Feywild. Most nymphs are immortal by 
  design, untethered to their wards like dryads, 
  which grants them remarkable reign and freedom. 
  Nymphs can even procreate to half-nymphs or 
  even other immortals if their partner is another 
  immortal creature. Nymphs are typically deﬁned 
  and revered for their ﬂawless beauty as young 
  maidens who love to sing and dance. Nymphs 
  can also be a part of a fey noble’s entourage if so 
  desired. 
  Nature Spirits. While dryads are often charged 
  with their wards, nymphs are born into their 
  natures and manifest as guardians, some serve 
  more celestial entities from the Upper Planes, 
  while others may serve lakes and river spirits, 
  many can be found in mountain ranges or even 
  an Archfey from a seasonal court. There are also 
  stories of nymphs that dwell in the underground 
  kingdoms as well. Many consider nymphs to be 
  the best examples of nature with their innocence, 
  charm, and unspoiled appearances. Some believe 
  that nymphs are attuned to their locations similar 
  to genus loci or any other earthbound entity. 
  Glimpse of Perfect Beauty. Stories and legends 
  remark about the nymphs magnanimous beauty 
  and grace, all accounts mentioned by their non-fey 
  victims who willingly or unwillingly gazed upon 
  their bare ﬂesh. Many victims turn permanently 
  blinded, as a curse for many, but the sight slew 
  the few unfortunate or weak in constitution. Any 
  attempts to replicate the splendor of a nymph, 
  whether through drawings or paintings pale in 
  comparison to the reality.
  45
  
  Spritelings
  The Invisible Folk. Spritelings are roughly a 
  foot tall and resemble miniature sized elves with 
  dragonﬂy or butterﬂy wings. Pixies are curious 
  pranksters that love to spy on other creatures and 
  are easily excitable. Whenever travelers wander 
  through a protected glade, they will often see 
  none of these creatures and either hears whispers, 
  giggles, or warcries. 
  When seen, pixies adorn themselves like 
  princes and princesses of the fey with elaborate 
  dresses and doublets made of leaves, nuts, and 
  animal pelts. The more warrior-like sprites wear 
  leathers and tree barks as their armor and shields; 
  sometimes using bones and predator's teeth as 
  makeshift swords with bows made of soft twig 
  branches. 
  Pixie Tricksters. When pixies spot a new arrival, 
  their shyness prevents them from revealing 
  themselves, but they do spy for a time to 
  determine a creature’s temperament or perform 
  harmless tricks on them to gauge a reaction. If a 
  creature proves to be hostile or dangerous, the 
  pixies provide a wide berth, but if a good-natured 
  individual is found, they may slowly reveal 
  themselves and oﬀer assistance or oﬀer a party for 
  them. Pixies abstain from violence, preferring to 
  ﬂee than rising arms against any creature. 
  Sprite Protectors. Unlike their fun-loving and 
  well-mannered cousins, sprites are the complete 
  opposite and instead lack much in oﬀering 
  hospitality or care to others outside of their glens 
  and groves. Sprites have the uncanny ability to see 
  into the heart of a creature, determining whether 
  or not they are evil or good. Such entities may be 
  frightened oﬀ or put to sleep with poisoned arrows 
  should they prove to be a threat to their verdant 
  homes. They serve as protectors, warriors, and 
  judges with their ability to see into hearts, which 
  often leads them to oppose evil at every turn.
  46
  
  Hags 
  Crones and Dark Sisters. Hags represent the 
  corruption of ideals and beliefs but personiﬁed 
  with their ugly and hideous physical appearances. 
  They loathe and sometimes abhor anything 
  beautiful. In general, hags are dangerous and 
  unpredictable entities, sometimes aiding others 
  and other times snatching children to be devoured. 
  A hag will often ally with two other hags to form 
  a coven often under the pursuit of a similar goal 
  or cause. Hag covens are purveyors of secret and 
  forbidden knowledge, which cause many to strike 
  bargains and deals with them. Such transactions 
  often result in an unusual or ironic twist, as 
  devised by the hideous blasphemers. Hags are 
  nearly immortal, and some have lived beyond the 
  age of dragons or elves; such entities are often 
  called “grandmothers” and even their highest, 
  Baba Yaga, has lurked around since nearly the 
  beginning of creation. 
  Schemers and Plotters. With their long lives, 
  hags can plot nefarious schemes whether to 
  merely to corrupt an entity, further an existing 
  ploy, or exact revenge on another. Even with their 
  solitude, they are very social creatures and often 
  interact with a myriad of outsiders from ﬁends, 
  undead, other fey, and plenty of mortals. Even with 
  their wanton moments of madness, its unwise to 
  anger or underestimate a hag for their twisted fey 
  nature are as wild as ferocious beasts that can cast 
  spells instead. 
  Hag Magic. Hags draw their magical prowess 
  from the importance of superstitions, chants, 
  charmed trinkets, and deals. The number three 
  plays a vital role in all of their magic, much like the 
  rationale of three coven members. Though three 
  chants, three rhymes, three objects of power are 
  also worth consideration. But hags also believe in 
  the power of other numbers, which brings upon 
  the magical theory of Numerological Ascension, 
  wherein the weight of numbers and their 
  signiﬁcance empowers magic and their relevant 
  output. Hags are known to be collectors of trinkets 
  and charms, small objects that possess small 
  magical eﬀects that are infused with their magic. 
  Often given to mortals through their desperate 
  pleas but also used for themselves to diversify their 
  magical capabilities. 
  Volo’s Guide to Monsters provides further 
  roleplaying ideas, more hag types, lair options, and 
  coven magic.
  47
  
  Above: Artwork by Journeyman
  Nixies & Undines
  Water Spirits. Nixies are traditionally water 
  spirits that resemble merfolk, possessing ﬁns and 
  scaly skin with a humanoid upper body. Nixies 
  can have legs and others have ﬁsh tails depending 
  on the form they shapeshift. Most nixies ﬁnd their 
  home in rivers and lakes, unlike undine which 
  often resides in the broader seas and oceans. 
  Undines are also water fey but originate from 
  mixing mortal and bloodlines. These watery 
  guardians tend to keep to themselves are often shy 
  around travelers or adventurers. 
  Watery Grave. Nixies may be shy, but once they 
  ﬁnd new prey, they will lure them and seek to 
  drown them. Though not all nixies tend to drown 
  all their victims, instead they merely wish to play 
  their songs in front of a captive audience. Nixies 
  possess shapeshifting abilities and will often take 
  on a form that’s most alluring. Undines are known 
  to cause choppy waters in the sea, using their 
  ability to manipulate water to cause ships to sink 
  or even pull creatures through rip currents. 
  48
  
  Goblinoids
  Legion of Races. Goblinkind is not a singular 
  race but a collection of diﬀerent races serving a 
  singular banner and deity. Goblins were made 
  brave, bugbears rose from their laziness, and 
  hobgoblins were given purpose under the 
  Conquering God. Each race is uniquely diﬀerent 
  from the other, yet the joined hands of cooperation 
  under the banner of the Conquering God removes 
  ego and instead replaces with higher motivation. 
  The vast legions of goblinoids roam freely through 
  the surface invading the enclaves of dwarves, 
  halﬂings, and elves. In the Feywild, goblinoids 
  are especially free and nomadic though tales and 
  myths tell of a great kingdom deep within the 
  mountains where their patron resides. 
  You can learn more about goblins, bugbears, and 
  hobgoblins in Volo’s Guide to Monsters. 
  Redcaps and Bloodthirst. The fabled redcaps 
  are trained assassins and murderers of deadly 
  caliber compared to their goblinoid cousins. 
  While most goblins will kill, they have a desire 
  and purpose that motivates their slaughter. In 
  the case of redcaps, however, the bloodshed is a 
  pure instinct born from their macabre creation. 
  Many scholars theorize that a redcap’s thirst for 
  blood originates more from their desire to survive 
  due to their existence tied to their recognizable 
  caps and to keep it the color of crimson. Redcaps 
  seldom operate in groups or with others, but on 
  occasion, when an entity can conjure them, they 
  seek payment in victims. The Conquering Gods 
  see these goblinoid oﬀshoots as part of a grand 
  scheme, knowing that many must perish to make 
  way for higher unity. 
  49
  
  Chapter 5
  Chapter 5: Weave of the Fey
  Adventure Hooks & Player Options
  This chapter serves as inspiration material for 
  campaigns, one-shots, and other stories to include 
  the Feywild. Additionally, there are several player 
  options include new playable races and class 
  options. You can certainly reference any or all of 
  the inspirational matierals found in Chapter 4 to 
  serve as an underlying theme for your upcoming 
  campaign. 
  Fey Pacts & Glamours. Warlock characters that 
  made their pacts with a powerful Archfey are 
  able to possess a measure of fairy grace and can 
  beguile their victims while unlessing their eldritch 
  might. Bards who have traveled into the Feywild 
  whether unintentionally or by design, can develop 
  their songs and abilities by channeling the natural 
  forces of the Feywild. These agents of the Fey 
  serve as anchors for their patrons and masters, 
  establishing a link or bridge into the Material 
  Plane. 
  Guardians and Wardens. While others may form 
  pacts with the fey, others embrace the natural 
  energy from the world. Druids are generally the 
  most attuned out of any individual, followed by 
  Rangers and Paladins who took their oaths to the 
  Ancient ways. Many rangers walk the line between 
  nature and civilization, though there are some that 
  eventually choose between the two. Paladins who 
  follow the Ancient customs will often protect a 
  region from plights, serving as excellent guardians.
  Fey Blood. One that possesses the bloodline of a 
  fairy tends to possess a measure of their graces, 
  magical aptitude, and in some stances sprout 
  butterﬂy wings. All elves and half-elves carry 
  strong ties to the fey, granting resistances against 
  their charms. Fairy blood and body parts serve 
  as excellent catalysts for alchemical ingredients 
  which has led to the poaching of fair folk on odd 
  occasions. sdom
  GM Advice: There are several campaign and 
  story hooks that are written based on a theme 
  and expanded to give a rough synopsis along 
  with possible story threads that you can use to 
  jumpstart your own game. You do not have to 
  abide by any of the material presented, they are 
  merely examples to provide avenues of thought. 
  Have fun with the Fey and you are always welcome 
  to change things to faciliate your campaign and 
  settings. 
  50
  
  A Tale of Escape. After chasing the White Rabbit, 
  you ﬁnd yourselves in a mysterious world ﬁlled 
  with abundant nature by curious oddities. At 
  ﬁrst, you explore and are greeted by the various 
  residents, tumbling through danger and troubles 
  along the way. Several of the denizens warn you 
  that the longer you remain, the less likely they 
  will wish to return home and become trapped 
  forever like the rest. The Queen of Hearts roams 
  her dominion, seeking to claim your hearts and 
  heads. Should she acquire one or both, you are 
  bound to this dimension forever. The White Queen 
  of Diamonds believes she can free you from the 
  realm but needs assistance and the acquire the 
  Mantle of Rule to fulﬁll the party’s wish. The 
  Red Queen has a powerful creature named The 
  Jabberwocky at her side, a legendary fey beast that 
  can only be defeated with a fabled sword by one 
  chosen by prophecy. 
  A Change of Heart. The Red Queen of Hearts has 
  ruled the land with fear and terror. Her subjects 
  inform you that she was once a benevolent ruler 
  that cared for her people but a marred past made 
  her heartless. At the behest of the White Rabbit 
  and the White Queen of Diamonds, the party is 
  charged with venturing into the past using an 
  ancient artifact of Time. But to use it, the group 
  must steal the item from the Time Keeper, ruler 
  and master of time in his clockwork tower far at 
  the edge of the realm. Should the party succeed, it 
  will be a wild adventure of time travel and mystery. 
  Along with the Time Keeper chasing the party 
  once he realizes that the relic stolen. 
  Down The Rabbit Hole 
  inspired by Alice in Wonderland
  Take notes from the iconic novel and movie 
  adaptations, having adventurers falling through 
  the proverbial rabbit hole serves as an excellent 
  entry through a fey crossing. Various characters 
  such as Cheshire and the Mad Hatter are excellent 
  examples of fey denizens, with the Queen of 
  Hearts as the fey sovereign of Wonderland. 
  Adventures in such a fantastical setting will 
  often carry witty undertones and contradictory 
  experiences. The idea is that the further down 
  you go, the escalation of madness or darkness 
  intensiﬁes. In the case of Alice’s Adventures in 
  Wonderland and the video game: Alice: Madness 
  Returns, adventurers learn that realm of the 
  fey can be wondrous and beautiful but possess 
  twisted darkness beneath. In such a world, the fey 
  are wild and unpredictable, maintaining a logic 
  that confounds the conventions of mortals and 
  outsiders.
  Potential Notable Figures:
  Red Queen of Hearts. Ruler of the Wonderland, 
  cruel and ﬁckle. Surrounded by her entourage of 
  soldiers that resemble playing cards. 
  White Queen of Diamonds. Younger and wiser 
  sister to the Red Queen. Gracious and tranquil 
  with a dress made of crystals that sparkle like 
  diamonds. 
  White Rabbit. A precarious fey that is always on 
  the move with a large pocket watch that insist he’s 
  always running late. 
  Mad Hatter. A chaotic fey that has a magical hat. A 
  tea-drinking fool that possesses a plethora of skills 
  and knowledge. Getting a straight answer out of 
  him is more challenging after almost losing his 
  head. 
  Cheshire Cat. A mischievous cat that wanders 
  across the realm whenever and wherever it wants. 
  It just enjoys toying with travelers but will easily 
  leave when bored. 
  The Jabberwocky. A ﬂying large fey beast 
  that is terrifying to behold. It is considered 
  immortal except against a legendary sword and a 
  prophesied wielder.
  The Time Keeper. A fey that monitors and 
  mantains the passage of time.
  51
  
  An Upside Down
  Inspired by Coraline & Stranger 
  Things 
  Some like to view the darker side of the Feywild, 
  speciﬁcally the Feydark but even portions where 
  the light is weakest, and things lurk in the 
  shadows. You will delve into this darker dimension 
  often, which may lead to the frequent passing of 
  portals or “ways.” Many entities are either bound 
  by special conditions that prevent them from 
  crossing dimensions, but there are others that 
  can freely traverse between the other side and 
  the material plane. Creatures here prefer the 
  dark or stalk their prey before striking, travelers 
  and adventurers should be cautious or risk being 
  devoured or worse.
  A great source of inspiration maybe the 
  Neverending Story, the Stranger Things series on 
  Netﬂix, and Coraline.
  Potential Notable Figures:
  The “Other” Mother. A dangerous and vile fey that 
  enjoys luring their prey and surrendering themselves to 
  it before devouring their souls. 
  The Slender Ones. A group of faceless horrors that 
  stalk the dark woods, they chase their prey before 
  cornering them to have their faces stolen.
  A Dark Invitation. The “Other” Mother was invited one 
  of the members of your party as a guest, promising the 
  comforts of home. You can also adjust this to the “Other” 
  Lover, as a version of a party member’s signiﬁcant 
  other. In any case, the “Other” has chosen their next 
  victim, hoping to entice and draw their hapless prey 
  into their lair to be drained of their soul. The “Other” 
  controls their pocket dimension within the darkest part 
  of the Feywild or even within the Feydark. Escape is 
  rather diﬃcult as it requires breaking the dimensional 
  boundaries or defeating the “Other” Mother. 
  The Dark Hunt. The party enters a dark, secluded 
  forest which connects to the pocket dimension of the 
  Slender Ones. The creatures do not make themselves 
  known unless desired. The party will realize that the 
  space within the forest is curved and bends back onto 
  itself. To escape, the party will need to fend oﬀ their 
  predators either by slaying all the Slender Ones or 
  forcing them to release them. Victims killed recently by 
  the Slender Ones are raised as faceless undead at their 
  masters’ beck and call. 
  52
  
  53
  
  Chapter 6: Races of the Fey
  Race and Class Options of the Fey
  Satyr 
  You are the hedonistic fey with the upper body of 
  a human and a lower half of a goat. You possess 
  exceptional charm and grace while you seek to 
  satisfy your desires and indulge in the all the 
  world has to oﬀer. 
     Ability Score Increase. Your Charisma increases 
  by 2, and your Constitution score increases by 1.
     Age. Most satyr reaches full maturity by age 12 
  and can live to be around 200 years old. 
     Size. Satyr are short and stout, standing roughly 
  a little over 5 feet not including their horns 
  and averaging around 150 pounds. Your size is 
  Medium. 
     Speed. Your base walking speed is 30 feet. 
     Fey Resistance. You have advantage on saving 
  throws against being charmed, and magic can’t put 
  you to sleep.
     Insatiable Curiosity. You have advantage on 
  Intelligence checks to learn and understand new 
  concepts, songs. 
     Satyr’s Fortitude. You have advantage on saving 
  throws against poison. 
     Pied Piper. You have proﬁciency with panpipes. 
     Ram. You can ram your horns into another 
  creature as a melee attack. Your horns deal 2d4 
  bludgeoning damage plus your Strength modiﬁer.
     Languages. You can speak, read, and write 
  Common and Sylvan. 
  Spritelings 
  You are a tiny pixie or sprite protector with tiny 
  butterﬂy wings. You love playing tricks of larger 
  races yet enjoy the ability to explore the world 
  beyond. 
     Ability Score Increase. Your Dexterity score 
  increases by 2. 
     Age. Most spritelings reach puberty within 4 
  years and full adulthood by 8 to be leaders and 
  chiefs. The typical spriteling can live for nearly 
  100 years. 
     Size. Most spritelings are around one feet tall 
  and weigh under 10 pounds. Your size is Tiny. 
     Darkvision. Accustomed to dark and covered 
  forests and the night, you have superior vision in 
  the dark and dim conditions You can see in dim 
  light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of grey. 
     Fey Resistance. You have advantage on saving 
  throws against the charmed condition. 
     Keen Senses. You have proﬁciency with the 
  Perception skill. 
     Invisible Folk. You have proﬁciency with the 
  Stealth skill and can attempt to hide even when 
  you are obscured only by a creature that is at least 
  one size larger than you.
     Languages. You can speak, read, and write 
  Common and Sylvan.
     Subrace. Two main subraces of spritelings exist 
  within the Feywild: Pixies and Sprites. Choose one 
  of these subraces. 
  Pixies 
  As a pixie, you possess a knack for magic and 
  tend to be shy around strangers. Additionally, you 
  abhorr violence and will do anything to turn a 
  hostile situation around. You love playing pranks. 
     Ability Score. Your Charisma score increases by 
  1. 
     Fey Magic. You know the mage hand cantrip. 
  Once you reach 3rd level, you can cast the faerie 
  ﬁre spell once per day as a 1st-level spell. Once 
  you reach 5th level, you can also cast Tasha’s 
  hideous laughter once per day. Charisma is your 
  spellcasting ability modiﬁer for these spells. 
  Sprites 
  As the warrior-like sprites, you tend to be cold 
  and merciless. You can read the hearts of others 
  to determine of they pose a threat to you and your 
  home. You are also expert poison brewers, using a 
  special special poison to put your victims to sleep.
     Ability Score. Your Wisdom score increases by 1.
     Warrior Training. You gain proﬁciency with short 
  swords and shortbows. 
     Heart Seer. You gain proﬁciency in the Insight 
  skill. Additionally, you can determine a creature’s 
  alignment with a special Wisdom (Insight) check 
  against their passive Deception. 
  Poison Maker. You add double your proﬁciency 
  bonus to Dexterity and Wisdom checks to craft 
  poisons. You can craft a unique sleeping poison 
  arrow that requires 7 days to manufacture and 
  10 gp worth of materials. A creature hit by these 
  special arrows must make a Constitution saving 
  throw against a DC of 8 + your Proﬁciency bonus + 
  your Wisdom modiﬁer or be poisoned for 1 minute. 
  A creature that fails their save by 5 or greater falls 
  unconscious instead.
  54
  54
  Chapter 6
  
  Sorcererous Origins: 
  Fey Ancestry 
  The wild arcane magics of the Feywild enrich your 
  sorcerous power. This power is born of whimsical 
  extremes that sway like the verdant forests of the 
  enchanted plane.Such individuals often believe 
  themselves blessed, but other times it becomes 
  a curse, mainly if the lineage is from a powerful 
  Archfey. You may be a native of thefaerie plane, 
  such as the mysterious eladrin or mischievous 
  gnome. Your fey ancestry grants an unearthly 
  charisma when interacting with non-fey, you also 
  can peer through fey trickery and utilize some of 
  them for yourself.
     Gifts of the Fair Folk. Your fey blood grants 
  you anotherworldly grace that often leaves other 
  humanoidsbewildered. Starting at 1st level, you 
  learn the friendscantrip and the charm person 
  spell, which both do not count against your 
  number of cantrips or sorcerer spells known. You 
  can speak, read, and write Sylvan.
     Additionally, whenever you make a Charisma 
  check when interacting with fey creatures, your 
  proﬁciency bonus is doubled if it applies to the 
  check.
     Eyes Through the Veil. Starting at 1st 
  level, you learn to see the truth and bypass the 
  various illusions and phantasms of fey creatures. 
  Whenever you must make a saving throw against 
  a charmed or frightened condition, you may as a 
  reaction, having advantage on that saving throw.
     Once you use this feature, you cannot use this 
  feature again until you ﬁnish a short or long rest.
     Mystifying Arcana. Starting at 6th level, you 
  gain the ability mimic the playful powers of the fey. 
  As a bonus action, you can spend 2 sorcery points 
  to become invisible (as the invisibility spell) until 
  beginning of your next turn. 
     Fey Step. Starting at 14th level, you gain the 
  ability to temporary teleport from the material 
  plane to the Feywild and back to traverse short 
  distances. As a bonus action, you can spend 3 
  sorcery points to be surrounded by silver mist and 
  teleport up to 60 feet to an unoccupied space that 
  you can see.
     Dream Weaver. At 18th level, your fey blood 
  grants you mastery over charms and illusions. 
  Whenever you successfully save against a charmed 
  eﬀect, it is immediately targeted back at the 
  source. 
     Additionally, whenever you cast a spell that is 
  either from the illusion school or causes a creature 
  to be charmed, the creature has disadvantage on 
  its saving throws. Once you use this feature, you 
  can’t use it again until you ﬁnish a long rest.
  55
  55
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved.
    1 Deﬁnitions: (a)”Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into 
  other computer languages), potation, modiﬁcation, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means 
  to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identiﬁed 
  as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but speciﬁcally excludes 
  Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or eﬀects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identiﬁed 
  as Product identity by the owner of the Product Identity, 
  and which speciﬁcally excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement. Not for resale. Permission granted to print or 
  photocopy this document for personal use only.
     2 The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must aﬃx such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content 
  distributed using this License.
     3 Oﬀer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License.
     4 Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
    5 Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have suﬃcient rights to grant the rights conveyed by 
  this License.
     6 Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.
     7 Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
     8 Identiﬁcation: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
     9 Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under 
  any version of this License.
     10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute.
     11 Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
     12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open
  Game Material so aﬀected.
     13 Termination: This License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
     14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to
  the extent necessary to make it enforceable.
     15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
  Townshend, based on original material by E. Gary Gygax and
  Dave Arneson
  56
  
  Death By Mage: 
  A oﬃcial blog for the Adventures of Team BAJA, 
  bringing epic D&D adventures of close friends being 
  subjected to horrible terrors to the masses in a custom 
  camapaign setting crafted by Jacky Leung for nearly 
  ten years. In addition, the blog gives advice, inspiration, 
  and reviews with the goal of spreading the love of 
  tabletop roleplaying games across the Internet. 
  SUPPORT US ON PATREON!
  Interested in more content? 
  Visit our Blog for addiional material.
  http://deathbymage.com
  57
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Journey Into the Feywild.pdf