Adventures in the Fae: D&D 2.0 Bible
Welcome to the Faewild (Feywild):
The Feywild, also sometimes called the land of Faerie, is a place bright with magic. Those who wander its enchanted roads discover miracles and wonders undreamed of in the mortal world. In the Feywild, the laws of science, logic, and reason defer to the arts of magic, story, and rhyme. Ordinary animals and objects converse as eloquently as any worldly mortal. Enchanted forests wander across the landscape like herds of roving sheep. Glorious castles perch on mountain spires that touch the starry heavens, and a bold traveler can board a vessel to a fey palace on the moon. Fairies anoint the dewdrops on morning flowers, and in the evening, satyrs play their gentle pipes to lull the world to sleep (Heroes of the Feywild, pg 6).
If you are a Feywild native or grew up near the places where eladrin cities appear in the mortal world, you are aware of the perils and enchantments of the place. The magic of the plane runs in your blood, and your life has given you at least some exposure to the wonders that lie beyond the ordinary world.
You might have taken the blessings and enchantments of the Feywild for granted, acknowledging them as an intrinsic part of your existence. For example, you are less likely to be swept away by a fairy’s flight through a dusky glade or by the sudden appearance of a glorious eladrin city. In addition, the dangers that lurk in the Feywild are far more apparent to you than they are to outsiders. You are well aware of the brutal fomorians and sadistic Drow in the Underdark below and their desire to overthrow the surface world. You know of wicked hags in the swamps that eat mortal flesh, lure unwitting fools into ironclad pacts, or turn them into newts. You know about wild pixies, skulking boggles, and capricious nymphs that play so hard with visitors that few survive the experience (Heroes of the Feywild, pg 9).
Relation to the Cosmology of the Planes
The Feywild is but one part of the general cosmology of the universe. The universe consists of multiple planes of existence, which are interconnected through portals and gateways. The one exception to this is the natural or human plane. Many hundreds of years ago, events unfolded in the natural plane that threatened the entire spectrum of the universe. A decision was made at that time to seal off the natural plane from all others, for the threat of humanity was deemed to be too dangerous to be allowed to interact with the other planes freely.
What wasn’t known at that time though, was the long-lasting effect such a forced segregation would have on the natural plane, nor was it known what effect the magical binding would have on the other planes. This is still as yet unknown.
Travels between the Faewild and the other non-human planes are also rare, but not unheard of. Some of the other known planes are the Realm of Moradin (home of the Dwarves and Goliaths), the Aestralsea (home of the Deva), the Planes of Mechanus (largely unknown) and the Planes of Chaos.
The Faewild is by far the most solidly magical of all the planes, though all other planes are highly infused with Arcane power.
The Underdark is a dangerous network of caverns and dungeons underneath the surface of the Faewild. Connection between above and below was severed millennia ago by the residents of the Faewild in an attempt to trap the hideous creatures that threatened the Faewild below the surface. The Drow, an offshoot of Elven society generally despised by other races, was caught below and has not been heard from since.
The Underdark comprises an enormous area and coupled with the fact that it is sealed off, most of what exists below is unknown.
The space above the Faewild is as magical and unpredictable as the lands below. There are three moons that have always existed above: the water orb Lysithea, the rocky moon Arthon, and the green moon Firyan. There have been reports of others in the sky from time to time, but this is unconfirmed. The moons also follow an erratic pattern, and are never in the same point in the sky from day to day.
The same Pantheon of gods as the rest of the planes governs the Faewild, and all gods are worshiped in some manner throughout the plane. However, as the Faewild was created by Lempo to be his personal domain, his temples are found more prominently than any other.
Lempo –“Cultivate Beauty”
Lempo is the god of spring, the arts, and the forest. It is thought that he seeded the Faewild with arcane magic and planted most of the magical forests. Artists and musicians worship him, as does anyone who views their arcane power as an art form.
Mesha – “Protect the Wild”
Mesha is the daughter of Lempo and god of the wilderness. She is both the wild beast and the peaceful forest. Rangers, hunters and most elves revere her and give offerings to her before undertaking a journey or voyage.
Physical temples to Mesha are considered verboten, as she opposes the rampant spread of cities and empires.
Thea – “Change is Inevitable”
Thea is the daughter of Hoji, god of the Earth. Thea is the god of change, travel & the frontier. Like Mesha, she shuns civilized areas, and as such her temples are more often than not wayward shrines found throughout the world. Merchants, adventurers and those seeking excitement are particularly drawn to Thea, as she is viewed as the god of luck and good fortune.
Races of the Fae:
Along with the Elves, the Eladrin are one of the original two races of the Faewild. They are slim in build, and often tall in stature. Their ears are long and pointed and their eyes are pearly orbs of vibrant color, lacking in pupils. Most Eladrin live for well over 300 years and rarely show signs of old age. The Eladrin have embraced civilization and build large, sprawling elaborate cities out of ivory, stone and wood. Their nature tends towards detachment from all but the most important of details, and as such other races often view them as aloof or even racist.
Like their Eladrin brethren, the Elves are one of the original two races of the Faewild. However, unlike the city loving Eladrin, the Elves have shunned civilization and instead choose to live in the wilds of the forests and plains. Elves are similar in appearance to the Eladrin, though their eyes do not contain the same pupil-less orbs. Elves tend to favor a wild and loose appearance, both in dress and in their hair.
Natives from the Realm of Moradin, Dwarves found their way into the Faewild eons ago, and some chose to stay in the magical realm. Dwarves average about 4 ½ feet in height and live well past 150 or even 200 years of age. Dwarves proudly worship Hoji, the god of the earth and are fond of life in the mountains or deep in the depths of the earth.
Dryad are the incarnate spirits of living oak trees. Part flesh, part wood and part fae spirit, they are the supreme manifestation of nature’s wild beauty.
An enchanted race born of raw fae magic, pixies are the diminutive fairy folk of the Faewild. These childlike sprites have a penchant for mischievous fun, and there is no game a pixie will not play, no sport it will not attempt and no revelry it will avoid or decline.
Branded by folklore as tricksters, hedonists and charlatans, satyrs only partially deserve the dark aspect of their reputation. Possessed of mischievous and investigative souls, these horned beings are often looked upon with trepidation.
Other races have been known to appear in the Faewild, but humans have not been seen on this plane for hundreds of years.
Cities & Locations:
Elinhir is the shining capital city of the Feywild. Situated in a basin at the base of the Verdant Mountains, Elinhir is a wonder to behold, even for those native to the land. Its buildings are elaborately designed, often made from polished crystal or ornately carved stone. It is largely inhabited by the Eladrin, although it is as much of a cosmopolitan city as exists in the Feywild. It is not uncommon to see other mystical races in the city, such as satyr, dwarves and elves, though humans are largely unknown.
It is nearly impossible for someone to attain significant power here. The ancient noble houses hold fast to their positions, as they have done for time out of mind. Two such important families are House Greymantle and House Stormshadow.
Common custom is to treat others with courtesy and respect, even if the words may be false. You cannot tell who might rise to power or when, and it is good to have as many “friends” as possible when opportunities present themselves
Ald’ruhn was once the powerful rival to Elinhir, and reached its zenith under the rule of Saegul I. The close proximity of the two cities had been a source of problems for centuries, down through both cities ruling dynasties. Ald’ruhn was eventually destroyed by Elinhir and its buildings demolished.
Buried beneath the Misty Forest outside of Elinhir lies the abandoned city of Ald’ruhn. Sections of the city’s towers can still be found poking through the earth in some places. What remains of this once great city is now nearly completely covered in greenery, and its ruins have become a hazardous labyrinth of twisting corridors and dangerous dungeons.
This towering sentinel keep is located at the summit of the Verdant Mountain range to the north of Elinhir. The keep is guarded by the Mithrenedain, elite Eladrin warriors who pledge their service to the job of defending the realm from the evil that lurks beyond the mountains.
Second largest city in the Faewild, it is located south west of Elinhir, deep in the Mellinverness forest.
The buildings of Haldravad are built into the enormous trees that make up the Southern section of the Mellinverness. The Eladrin who dwell here live in rooms that have been carved into the trees, making them sort of like tree apartment complexes.
Brief History of the Region:
King Saegel I of Ald’ruhn and King Romeus IV of Elinhir never saw eye to eye. The close proximity of their kingdoms had been a source of problems for centuries, down through both of their ruling dynasties.
This enmity came to a head, many believe, when both Kings took on advisors at much the same time. Saegul put his faith in Hastur, his court wizard, while Romeus started heeding the advice of Draval, his royal commander of the guard.
Each Kingdom claimed ownership of the Draconon, a centuries old artifact from Fae myth that was shattered millennia ago, and whose pieces had been lost for some time. Both sides accused the other of hoarding the shards of the Draconon, when in actuality neither of them possessed them at all…
Eventually this enmity came to a head when Saegul declared war on Romeus and sent his army in to forcibly take back the shards he believed were being held in Elinhir.
However, immediately after the war started, both Saegul and Romeus died. The circumstances of their deaths were very suspicious, and while Hastur blamed Elinhir spies, the government that took over from the King (he had no heirs) blamed Hastur himself…
Hastur fled the city, and was never seen again.
Similarly, the ruling families of Elinhir cast Draval out of the city, but were unable to come to a consensus quickly enough to avert the war between the cities.
As the war intensified, the armies of Elinhir pushed back into Ald’ruhn. However, Hastur had left behind horrible curses on the city, and as the Elinhese filed into the city, they erupted, destroying the city and all inside. It is believed that these curses also cast a plague of evil on the ruins, filling them with horrible creatures…