do you have any resources or guides for worldbuilding and reimagining the feywild? not looking for adventure prompts or npcs just your thoughts on setting and how to make the feywild feel dangerous and mystical
I won’t lie, the introduction if the feywild is one of the best additions to the default d&d cosmology in a while, not only from a thematic perspective, but gameplay aswell, as it allows any podunk patch of land to act as a doorway to wild adventure. That said, too often this wonderland is treated as a place where things are just wacky, without real attention paid to the narrative possibilities introducing the feywild into a story can have.
To that end, I’m going propose a few different aspects of the feywild, different visions of how things could be drawn from different mythologies and storytelling conventions:
The feywild has no geography: like the notes of a song or the lines of a play, the reality of faerie is reinterpreted with every visitation, Coloring itself based on the expectations and emotions of those exploring it. This is why a child can stumble into a mushroom ring and have themselves a whimsical romp full of talking animal friends and life lessons, whereas adults tend to find themselves ensnared by echoes of their deepest desires and why adventurers ALWAYS find something to fight. If you want to go anywhere in the feywild you don’t need a map, you need a thematic structure that will carry you to your destination: whether that be staying on a yellow brick road through a number of distractions and tribulations, or winning a game of riddles against a talking bird who’ll swear to drop you off at your destination.
The feywild is a place of stories: When a peasant family leaves out milk and performs small acts of thanks for the brownie, they are unwittingly inviting the primal energies of the feywild to fill the space they have made for it, creating a creature that had always been there, looking out for them. Likewise, when folk tell of wonderous places just beyond the edge of the map, the feywild becomes those places, taking solidity from repeated tellings of the tale and incorporating different interpretations to give themselves depth. This is not to say that the translation is perfect, as one can’t simply make up a story, tell it to an audience, and expect it to suddenly become true as it takes a powerful and engrained sort of lies, embelishment, or folktales to give shape to the otherworld. When populating your local fairy-realm or those areas near enough to it, consider what sort of stories people tell about that place, whether it be about monsters that gobble up wayward children or treasure hidden there by bandits long ago.
The feywild responds to your emotions: When your party takes a rest, ask them how they think their characters are feeling. Consider whether they are frightened or foolheardy, adventurous or avricious, and then sketch out some random encounter to spice in along the way as the realm of whimsy responds to the vibes they’re putting out. A party that’s feeling hungry may encounter a friendly fey teaparty or a dangerous lure disguised as a snack, a group that’s feeling pressed for time may hear the horn of a savage hunter stalking them, or a parable about stopping to help others can actually speed you along your own path. In this way, the fairyland is in diolog with the party’s desire to press their narrative forward, and will test or reward them according to its whim.
The feywild is everywhere: one of the underutilized aspects of having the feywild in our games is that a portal to the “shallower” areas of the otherworld can pop up anywhere overtaken by nature, allowing fey beings and other oddities to cross over in a way that creates all manner of adventure hooks. If I’m building a dungeon in the wilderness, I’m personally fond of having a mounting fey presence the deeper in you get, replacing the normal ruin dwelling hazards with troops of hobgoblins, odd enchantments, and various tricksters. For smaller dungeons, the closed off fey portal can be an adventure hook for later, encouraging them to come back when they need to delve into whimsy, whereas for the larger dungeons, a non contiguous fey realm connecting multiple points can serve as a combination of fast travel AND bonus stage. Even for non dungeon locations, consider how much fun of an adventure it’d be if someone discovered that their cellar had been replaced with a fairy’s larder, or that the vine-covered lot where neighborhood kids play during the day transforms into a vast battlefield for sprites during the night.
“ Fellers, yer not going to ‘alieve this, but I was siftin through all this pickrel and I think I found me ol’ keys, how’d ya think they ended up ‘ere?”
Setup: The gnomish village on the shore of a great lake is seasonally plagued by the appearance of a tremendous golden carp. Nicknamed “the gorger” by the locals, this golden monstrosity emerges from the depths to devour all the fish at the height of the catching season before returning to the muddy deep for another year.
Furious after years of plundered nets, a fishergnome by the name of Lennart Trawley has found the biggest boat he could, gathered a crew full of cousins, and stockpiled an arsenal of harpoons and cable. He’s still looking for a few strong backs to aid in his Ahabic vengeance quest and the party look like viable candidates for a pressganging.
Adventure Hooks
While the Gorger is an easy enough quarry to find, catching it is another matter. The massive fish is capable of splintering hulls with a slap of its tail and causing weaker vessels to tip over with its trashing. What’s more, no mundane line or net is capable of holding the creature, as it seems preternaturally able to break any bond forced upon it. If the party manages to pick themselves up out of their first sodden defeat, they may wish to seek out artisans capable of crafting unbreakable or otherwise enchanted fishing gear, perhaps a blacksmith that works in adamantine or a fey tinker who can spin a promise into a rope?
Not one to waste a good catch, Trawley and his crew will pull Goudslok’s body to shore for the butchering, revealing a belly full of still-wriggling fish as well as a trove of strange objects The gorger has seemingly scavenged off the lakebed. loose coins and gemstones, bewitched items, even a still-locked treasure chest, a portion of wish the party will be allotted a share based on their participation, along with as much fish as they can carry. Some of these items include: the ring of a rivergod who’d very much like it back, oddly familiar keys that open doors to places they shouldn’t go, and a weighty, invulnerable breastplate that compels its wearer to go swimming against their better judgement.
Goudslok is not a normal fish, as anyone can tell, but few could guess that its true origin lays somewhere in the feywild. To be swallowed by this great, glimmering beast is to be spat up on those shores of primal wonder, as the party may discover should their hunt go very, very badly. Likewise, slaying the beast in the mortal realm is not enough, as it will continue to return each year unless slain in its home domain. Doing so is easier said than done, and may require bargaining with whatever fey lord keeps the now miniaturized gorger as a pet.
“While the dragon may long be dead, there’s more than one predator in these waters. You best be quick if you wish to claim your prize.“
Setup: Generations ago the crystal clear waters of the Ildathan coast ran red with blood, as a terrible archdrake terrorized the trade routes and savaged any merchant ship it caught eyes on. Known to locals as Hullraker, this beast would use its powerful claws to crack open the body of ships to gorge itself on sailors and treasure alike.
While its a myth that dragons eat gold, they do sometimes devour valuable objects to spit up into their hordes later. This habbit would eventually lead to the drake’s defeat, as a group of clever pirates tired of the drake’s meddling caste a series of golden cannonballs, then hollowed them out and filled them with black powder, and an alchemical compound that would ignite after being exposed to the drake’s insides for some length of time. Loading up a dummy ship with their deadly decoys and piles of coin as bait, they watched in glee as the drake’s belly exploded mid air, showering the sea with golden shrapnel and sending Hullraker plunging into the reef below.
The Challenge: Since the time of its death, treasure hunters have paddled out to the glimmering reef in the hopes of reclaiming a portion of the dragons last, fatal meal. Having stripped most of the upper reef clear of coins. Now after years of plundering only the strongest of divers can make it down to the dark, shark infested shelf of the reef where the dragon’s bones and the bulk of its treasure remains. Tradition is that each diver only takes a single coin, and while one gold piece isn’t much to an adventure, a “drowned queen” (one of the particular printing of coins the pirates used for the bulk of their bait) is a mighty prize among sailors and other folk of the sea, said to confer the luck and cunning of the pirates that took Hullraker down.
some dnd backstory ideas that give your character a reason to leave home that isn’t “everyone in my family died.” (just to say: i have nothing against those backstories (i use them a lot), but its fun to mix it up!)
family/friends/personal
someone close to you is sick. you need to adventure to find a cure
someone stole something important from you and you need to find it
you’ve received a message from a long lost relative and are trying to find them
someone that you love has been kidnapped (maybe you have to earn money to pay a ransom or complete some deed…)
adventuring runs in the family! everyone is expected to complete one quest in their lives
your family/culture sends people out to complete certain tasks when they reach a certain age as a rite of passage
another player’s character saved you in the past so you feel indebted to them and travel with them, protecting/aiding them
there’s a magical drought in your hometown and you have to fix it
your hometown doesn’t have a lot of jobs so you have to travel and send money back home
some childhood friends and you made a “scavenger hunt” where you try and complete a checklist of certain tasks (ie. defeat a barbarian in hand to hand combat, steal x amount of gold, slay a dragon, etc) in an allotted amount of time
quests/jobs
a god/patron has sent you on a quest to do something for them
you’ve been hired by someone to complete a task (and you get sucked into the big adventure along the way)
you’re on a quest for knowledge. maybe it’s to learn the best ways of fighting, maybe it’s something more academic related
your priest received a vision from your god and they sent you on a quest
you’re writing a book about the world and different cultures and you need first hand experience
you’ve found every map you’ve come across is shitty, so you decide to become a cartographer and make your own
you’re a detective who helps solve crimes and need to travel to solve a particular case
you’re a collector of a certain object and travel across the land to find it
you’re apart of an adventuring academy and have to complete a quest to graduate
you’re an artisan and you travel with your wares, trying to sell them. alternatively, you’re trying to spread word of your business and gain new business partners
you worked at a tavern your whole life where an old bard would sing songs of their adventuring party and that inspired you to go and do some adventuring of your own
feel free to add some of your own!
Hiya!
Im prepping a ball for my players to go to (its hosted by the mob, half of the PCs are the children of the leaders), and I'm wondering if you had any suggestions on stuff that could happen there! I have a couple of events and bits of gossip and stuff, but I'm running out of ideas (most of the ones i have are expanded on thanks to forums and friends). Thanks!
There comes a time in every adventuring party’s career where they must attend some kind of celebration, whether it be in their own honor or as part of a larger adventure. Ranging from peasant festivals to the indulgent fetes of the upper class, celebrations are to regular social encounters what dungeons are to a random skirmish. Just like dungeons, celebrations are at their best when the group is attempting to explore and navigate a larger structure, looking to discover a way to their goal while fighting a time pressure while fighting against the clock, all the while attempting to dodge various hazards that will slow them down or eject them from the premises. While not every bash the party attends has to be run like this, having an idea how to run a celebration-as-encounter gives you access to a framework that can support important dramatic beats for your campaign, or launch unexpected new ones.
The Timeline
Think of your celebration as being divided up into acts or phases, depending on the general temperament/activity of the guests and the major events you’d like to see take place. When building your acts it’s important to have a goal in mind, something the celebration is building towards regardless of whether the guests or the heroes know about it. This goal often intersects or contrasts in some way with the party’s own objective, forcing them to jam themselves into the sharped toothed gears of polite society in order to get what they want. Here’s a brief example below, where the group’s goal is to ingratiate themselves with the influential duchess.
1 The guests arrive: general meet and greet, folk are a bit tentative
Party meets their intermediary and gets introduced to a few people before getting to split off. Their quarry is nowhere in sight
2 Full Swing: guests loosened up by good drinks and good company
the Influential Duchess finishes up with social niceties and begins talking with friends, the party might have an in, but they need to figure out who the duchess will open her conversational circle for.
The Long Awaited Viscount arrives fashionably late making a spectacular entrance, all but announcing his attempt to woo the Duchess’s daughter
3 First Dance: The party, their new acquaintances, and the duchess are all swept up into the dance, with only the most stubborn of wallflowers being spared from participation.
Atleast one of the party members has a chance to talk to the Duchess, but she is distracted worrying about the Viscount's intentions for her daughter.
Briefly introduce the party to the Viscount and the Daughter, let the party know they’re on some kind of collision course.
4 Refreshments: guests are in very good spirits but the Duchess is on war footing, walling her and her daughter off behind a circle of close acquaintances and trusted social allies. Any forays the party makes is likely to be seen as a ploy of the Viscount's to gain access to her daughter.
Cut out of the loop, the party must contend with all those who don’t pass the Duchess’s muster, but if they made friends with the shy handmaiden earlier, they have an in.
5 Second Dance: The duchess’s wall temporarily breaks for social propriety, letting the party begin to close in once again.
During this dance, the Viscount covertly releases a monster he had polymorphed and secreted onto his person. In the rampage, he and the daughter run off.
The party is forced to decide between battling the monster with improvised weapons, or pursue the Viscount, trusting that the guards will take care of it.
6 Here’s where the story turns: Do they duel the viscount and the daughter preventing them from leaving, or let them slip away? Do they battle the unleashed monster, proving their bravery before the assembled guests, or are their casualties among the attendants?
This example celebration obviously has an unexpected and violent twist at the end, but it’s possible to run one completely straight and have just as meaningful story affecting consequences.
Below the cut, I’m going to give a few different archetypes of the sort of encounters one can have during a celebration, and how to run them in a way that will save you time both during your planning and at the table.
The Opportunities
Less than an encounter, an opportunity represents a narrative thread available to the party during a particular phase of the celebration’s timeline. Ideally there should be more opportunities than the party can capitalize on at once, through some may be hidden unless the party is adventurous or perceptive. Don’t feel a need to be too rigid on how an opportunity “triggers”, as you want to give the heroes an excuse to enjoy all the delightful content you’ve made for them. Lastly, some phases are going to have less opportunities, so once these are exhausted, feel free to move ahead.
Here’s some examples to consider:
Fleeting: Directly related to events that are going to occur in later pheses of the celebration, these opportunities represent a way for the heroes to get ahead of the challenges to come. Think of them as keys to doors that the party have not yet encountered, with the challenge of a celebration-as-encounter being figuring out which opportunities are going to pay off in future phases.
Reoccurring: These stick around for most of the celebration, filling out your list of available opportunities. If a party member doesn't’ know what to do in a particular phase, have one of your Reoccurring opportunities seek them out. Gossips are likely to want new people to chat to, and someone seeking aid will likely grow more bold as the situation gets worse.
Stray threads: Unrelated to the celebration itself, a stray thread is a bit of worldbuilding, rumor, or quest hook that draws the player’s attention away from the mission at hand. These can be great ways to foreshadow upcoming events, or present options for the party for after their current adventure resolves.
Wallflowers: If one of your players feels like they’re not the party type, don’t worry, there’s likely some NPCs that don’t want to be there either. Staying as far away from the social battlefield as decorum will allow them, they’re likely to have wound ways to amuse themselves and be glad of some company. Wallflowers might need to be generated on the fly, but try to match them to the introverted character’s interest. A groundskeeper shares a flask with the uncivil barbarian, the awkward wizard stumbles across a great aunt playing chess against herself on two different boards. The troublemaker stumbles into a couple of bastard cousins playing cards in the smoking room.
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actions have consequences. things that your characters do inevitably can affect other people around them. what might they have done in the past that could come back and serve as an obstacle? or, maybe, what could they do now that could possibly raise the stakes just a little bit more?
subplots! be mindful of the subplots you’re adding - but sometimes it might be a good idea to include one if your plot is feeling a little bit empty. not only can it tie back into the overarching struggle, but it could also serve as a way to explore one of your characters or points further.
character exploration. get to know your characters a little bit better! let your readers find out something new. connecting and understanding the people within your story is important if you want your readers to grow attached to them.
world exploration. similar to the previous point, with the addition of creating a greater sense of familiarity of the circumstances that your story is taking place in. remember that nobody else knows the world of your wip as well as you do - illustrate it even further so everyone else can grasp it even better.
let your characters bond! maybe there’s a lull in the plot. if your characters have the chance to take a breather and get to know the people around them, let them! it might help flesh out or even realistically advance their relationships with each other.
Your party presses through the veil of sleet, and every step you take feels like a struggle. You are fighting the very wind itself, and the frost covered bones and crumbling ruins you’ve passed serve to remind you that standing still in such weather is a death sentance. How did you get here? What need could be so great as to climb these perilous peeks? The hole in your memory shocks you enough that you nearly lose your friends around a bend in the path. Catching up to them, you see it, battlements only visable against the rock and the migrane colored sky by their sheer scale. A castle, and perhaps a chance to get out of the cold you’ve been trapped in for so long.
Setup: There are many dread domains, each one a nightmare prison built to contain a great evil. This one is a labyrinthian tangle of pathways through a jagged mountainside, reflecting the final hours of a bloodthirsty margrave who spent hours fighting though a winter storm to return home, only to discover that all his cruelty had been in vain.
Sorrow, war, and misfortune are the ruling elements here, along with the horror of exposure and a chilling wind that hunts the party with it’s own malicious will.
Challenges & Complications:
Wretched beasts ride the skies of this domain, striking without warning or circling like stormbitten buzzards. The remnants of soldiers mummified by the cold shamble their way through patrols or wait in ambush, and always return to their station after some time after their clashes with the party. Those that wear tattered officer’s uniform even manage to remember previous encounters, and will plan their defenses accordingly.
Leaving the domain will require the party to trace a shifting maze of claustrophobic caverns, icy canyons, crumbling bridges and narrow switchbacks that what. as the “roads” of this domain. They possess their own sinister intelligence, seeming to know the exact right time to close or fail and drop the party into a new form of peril. Scaps of maps may be found hidden along the road like treasure, but these too are full of misdirections, showing no true path and seemingly only able to agree that the mountains they depict are called “The Sorrows”.
The castle in the heart of the ragged web of pathways is no shelter from the blizzard, as the cold winds pour from its open windows and echo through it’s echoing halls. This fortress is home to many terrible beasts, none more so than a screaming windstorm known as the Resounding Agony, which prowls the domain the way a shark might a reef. While not exactly intelligent, it will harry interlopers by alerting their pursuers, causing avalanches, and causing maddening fatigue.
Sorrowsworn and other shadowfell beats are drawn to the Roads of the coldhearted en-masse, and can frequently be seen clashing with the soldiers. This is quite unusual for a dread domain, but whatever unseen architect is at work here seems to allow it.
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An updated compilation of costume transformations from the popular douyin account 朱铁雄.
song: 此生过半 (DJ阿卓版)
Jason Isaacs as Colonel William Tavington in “The Patriot”
“You know why I brought you here? Because you’re a nobody, and I admire that. If you were a somebody around this court it invariably means that my father or his father tortured someone very important to you, and that means you’d be to intimidated by me to engage in conversation. Are you intimidated by me? Good, go and fetch us some drinks and I’ll tell you everyone’s dirty little secrets.”
All great courts employ torturers and executioners, but it’s only the cruellest of monarchs who have such need of these grim servants that they’d grant them lands and titles.
Such was the case for the Turcas family, simple but loyal jailers who found themselves elevated when during an attempted palace coup, their patriarch helped prevent the escape of the King’s leading political rival, thereby stifling the nascent rebellion, and preventing a civil war.
Magail Turcas grew up the beneficiary of her father’s windfall, educated along with the children of the court as befitted a young lady of nobility, but was continually excluded due to her family’s infamous reputation. Ever the outsider, Magali became a gossip and rumormonger, exposing the secret weaknesses of her rivals and dismantling reputations with the same vicious practicality that her forebears used to dismantle bodies.
Adventure Hooks
With the old king dying and an executioner sized ax to grind, Magali looks to cement her position as an indispensable fixture of the court, leveraging her web of informants and proxies into an actual spy network. Becoming master of whispers isn’t going to be easy, and she seeks competent agents who don’t mind digging up dirt or slinging mud on her behalf.
Having earned an enemy among the member of nobility, the party is approached by Baroness Magali after they’ve been backed into a corner: Bounties on their head, thrown into prison, assassins out for their blood. Magali offers to remove these obstructions, along with promises of financial and social assistance, provided they’re willing to help her destroy the antagonistic noble, and take public credit for their downfall.
Investigating a crime, the party comes across evidence that an otherwise inconspicuous servant was observing the proceedings and sending coded messages to an unknown benefactor. Breaking the code could provide vital information, but the servant is one of Magali’s loyal spies, and will not betray his mistress, even under threat of violence. IF the party wants this shortcut in their cimesolving escapades, they’ll need to broker a meeting with the would-be spymaster, and perhaps put themselves in her debt in exchange for some much needed clues.
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