Fey

The wild and whimsical powers of the green world — charming, capricious, and dangerous.

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Overview

Arcadia
This plane goes by many names: the first world, the fey wilderness, and others. It is a verdant and chaotic plane coterminous to the mortal world, resembling a vast primordial forest or jungle overflowing with colossal trees and brilliant colors. Within this realm the power of creation runs very strong. Natives become infused with magic, and many are insane by mortal standards. The laws of reality are also different, and the ignorant who venture here often become lost — or dead — because of them. Many strange creatures owe their origins to Arcadia, and some have migrated into the mortal realm over millennia: gnomes, plant monsters, giant primordial animals, certain Chymerics, a wide variety of nature spirits, and true fey.
Sentivores
The unifying trait of all true fey is that they require both food and psychic energy to survive. The occult term for these beings is "sentivores" — they feed on thought. Every fey has a set of two to five emotions that nourish it, and it seeks to inspire those feelings in others by instinct. Intelligent fey can resist the impulse, but it is never far from mind. It is best to think of this thirst like an addiction. A starving fey will often try to force emotions onto others so it can feed. Fey that feed on positive emotions — love, pride, gratitude, inspiration, humor — are called Seelie. Those that feed on negative emotions like anger, sadness, envy, guilt, or anxiety are called Unseelie. Those that feed on death-related emotions like pain, terror, and despair are called Shadelings, and because they crave the same dark feelings as fiends they are sometimes found in their company. Many fey are shapeshifters.
Archfey
The faerie realm is ruled by a collection of unique and powerful demigods called archfey. These alien beings are divided into four courts that wax and wane in activity according to the season. Summer and Spring are considered Seelie Courts, while Fall and Winter are Unseelie Courts. Despite their mild animosity, the courts do not wage war on one another. Instead they engage in an endless series of contests, tourneys, wagers, hunts, festivals, affairs, and labyrinthine intrigues. Mortals who get caught up in these events can expect a wild ride, rich rewards, and probably death.
Weird Wilderness
Most of Faerie teems with dangerous and capricious creatures, barbaric tribes, and weird magical phenomena. The natives fear crossing the archfey and their servants, but those domains are comparatively small. Beyond them, the law of the jungle prevails. Accidental visitors can expect to get lost, cursed, coaxed by the fey into doing things that inspire certain emotions, and eventually eaten by horrible beasts or blood-drinking plants — not necessarily in that order. Finding a way back out is hard without powerful magic.

Catalog

11 entries
Centaur
Scale
HP
61
ATT
+6/+6
DMG
hooves [d12+6], warbow [d12+6]
DEF
14
SOK
4
INIT
+3
SPD
55
ALR
18
MOR
8
F/R/W
9.4.4
IQ
3
Fast SpeedFast SpeedThis creature moves considerably faster than other creatures of its kind.
View Active Trait Glossary
Fast Speed
This creature moves considerably faster than other creatures of its kind.
Darkling (Powrie)
Scale
HP
31
ATT
+5/+5
DMG
weapon [d8+4]
DEF
15
SOK
2
INIT
+5
SPD
35
ALR
18
MOR
11
F/R/W
4.6.3
IQ
3
BerserkBerserkThis creature can go berserk once per combat, gaining an extra attack. But it must always charge.BloodhoundBloodhoundThis creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
Sub-Type
View Active Trait Glossary
Berserk
This creature can go berserk once per combat, gaining an extra attack. But it must always charge.
Bloodhound
This creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
Hag (Green)
Scale
HP
71
ATT
+7/+7
DMG
talons [2d8+8]
DEF
14
SOK
7
INIT
+3
SPD
30
ALR
18
MOR
13
F/R/W
10.4.6
IQ
5
Sub-Type
Harpy
Scale
HP
27
ATT
+5
DMG
talons [d8+3]
DEF
14
SOK
2
INIT
+4
SPD
15[55]
ALR
16
MOR
11
F/R/W
4.5.3
IQ
3
FlyingFlyingThis creature has a given flight speed.
View Active Trait Glossary
Flying
This creature has a given flight speed.
Leshy
Scale
HP
83
ATT
+8/+8
DMG
root lash [3d8+10]
DEF
13
SOK
9
INIT
+2
SPD
25
ALR
18
MOR
15
F/R/W
13.3.6
IQ
3
Maiden (Dryad)
Scale
HP
42
ATT
+5
DMG
spirit touch [d6+3]
DEF
16
SOK
1
INIT
+4
SPD
35
ALR
19
MOR
12
F/R/W
3.7.7
IQ
4
Sub-Type
Pixies
Scale
HP
M
ATT
+4
DMG
bow [d4+5]
DEF
17
SOK
0
INIT
+6
SPD
10[45]
ALR
19
MOR
13
F/R/W
0.7.4
IQ
3
FlyingFlyingThis creature has a given flight speed.
View Active Trait Glossary
Flying
This creature has a given flight speed.
Questrae
Scale
HP
67
ATT
+7/+7
DMG
hooves [1d10+7], horn/bite [2d8+7]
DEF
15
SOK
5
INIT
+5
SPD
65
ALR
20
MOR
13
F/R/W
9.6.5
IQ
3
Satyr
Scale
HP
38
ATT
+5
DMG
ram [d8+4] or weapon
DEF
15
SOK
2
INIT
+4
SPD
40
ALR
17
MOR
10
F/R/W
5.6.4
IQ
3
Bardic InspirationBardic InspirationThis creature’s music inspires allies, granting a bonus to their next roll.LeapLeapThis creature can jump the listed distance as a move action or bonus action.Fast SpeedFast SpeedThis creature moves considerably faster than other creatures of its kind.
View Active Trait Glossary
Bardic Inspiration
This creature’s music inspires allies, granting a bonus to their next roll.
Fast Speed
This creature moves considerably faster than other creatures of its kind.
Leap
This creature can jump the listed distance as a move action or bonus action.
Sidhe
Scale
HP
71
ATT
+8/+8
DMG
blade [2d8+8], blast [3d6 psychic]
DEF
17
SOK
4
INIT
+6
SPD
40
ALR
22
MOR
12
F/R/W
7.9.9
IQ
4
SorcerySorceryThis creature has a number of spells, an arete score, and a mana pool.
View Active Trait Glossary
Sorcery
This creature has a number of spells, an arete score, and a mana pool.
Witchlight / Will-o'-Wisp
Scale
HP
22
ATT
+5
DMG
shock [d12 lightning]
DEF
22
SOK
0
INIT
+7
SPD
0[60]
ALR
20
MOR
8
F/R/W
1.8.5
IQ
3
FlyingFlyingThis creature has a given flight speed.
View Active Trait Glossary
Flying
This creature has a given flight speed.