Kigasida This cancels their aura but all basic attacks deal 1D8 extra damage, a bonus that increases as the Berserker increases in level. Chapter 1 and Chapter 5 The first chapter is called Into the Bright and seems intended to be a crash-course in the Feywild for the uninitiated. Mike Mearls is the dark hope of chaotic evil: Andrew Zimmerman-Jones of Black Gate commented: The way you use these cards is you build a deck minimum of 10 cards, and at least 3 of each type and at the beginning of an encounter dd shuffle your deck and draw a single cards. You may also like. No class restrictions apply to this theme but you must be a Fey race, so Elves, Eladrin, Half-Elves or any of the faces found in this book are fair game. They are merely a foot tall and are considered small creatures.
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Those who were born in the Feywild and those who dwell near a fey crossing have an entirely different perspective about the lands beyond the veil. 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 won- ders that lie beyond the ordinary world.
You might have taken the blessings and enchant- ments of the Feywild for granted, acknowledging them as an intrinsic part of your existence. 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 draw in the Feydark below and their desire to overthrow the surface world. You know of wicked hags in the Murkendraw swamp 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. You also have a basic knowledge of important Feywild locales and others close to where you live.
Given the shifting boundaries of the Feywild, however, even the most carefully detailed map can lose accuracy between one sunrise and the next. The following sections give you an idea of the mood and feel ofliving in a well-known Feywild locale, or in a mortal locale that has a fey crossing nearby.
These sections also detail traditions and cus- toms that your character might know if you hail from the vicinity. In the quiet wilderness far away from the cities of the natural world, small villages rest near areas where the border with the Feywild wears thin. You live in one such place, and every day passes much the same as the one that came before.
You and your neigh- bors plow and harvest fields, hunt game, pull flax for linen, shear sheep, dye wool, forge metals, and mare-a series of never-ending labors common to vil- lage life. But as long as you have lived here, you have noticed something strange and magical about the hamlet.
When pestilence and famine strike other nearby settlements, your crops grow tall and strong, wild game is plentiful, and your water remains pure u. J and clean. The mists that rise in the evening suggest shapes of fantastic beasts such as unicorns and grif- fons.
Sometimes strangers happen by your hamlet, smelling of faraway scents that create cloud Although the land around your village is rich and fair, the elders forbid your people from wandering in the woods after sunset, warning of villagers through the ages who strayed from the known paths and were lost in a fairy realm.
Some are said to have returned years later, not a day older than when they disappeared. But those who return never truly recover. Their eyes remain aglimmer with distant yearning as they recall enchanted forests, majestic hills, and flawless skies, like a dream one struggles to capture as it fades from memory.
Residing near a fey cross- ing in the mortal world, you are privy to charms, superstitions, and rumors regarding the creatures of the realm. In some villages, once each week the priest circles the settlement with a bag of iron shavings donated by the blacksmith.
He sprinkles pinches of the shavings on the ground as he goes along, followed by chattering children and dogs sniffing for handouts.
When you were young and ambled in this train, you asked the priest why he circled the village so, and he told you of the power of cold iron to ward away the creatures of fey. Not being of the mortal world, they must respect its boundaries and cannot pass over a border of cold iron without risking great peril. The local wise woman disagrees with the priest, claiming that only iron forged with- out heat can ward off the fey. The storyteller of your village offers a different tale, saying that the creatures of the Feywild are magic beings far older than iron, and every mechanical achievement decreases their magic and strength in the natural world.
And you once spoke to a traveling sage who refuted all these claims, swearing that only iron forged from a fallen CHAPTER 1 I Into the Brinht star can weaken the fey, for stars are beings of magic incarnate, with bones made of solid iron. The Feydark Just as the natural world has an Underdark, so does the Feywild have its own reflection of that dangerous subterranean realm.
The Feydark is a vast under- ground tangle of caverns and tunnels occupied by some of the most dangerous creatures of the Feywild.
The fomorians are the greatest organized threat in the Feydark, with their cyclops servants, but other fearsome creatures lurk in the shadows. The Feydark, like the aboveground portions of the Feywild, teems with magic and life on a much greater scale than the Underdark of the natural world. Many sections of the Feydark, especially those inhabited by myconids, could be described as verdant.
Food and water are plentiful for the underground inhabitants, but so are predators and malicious fey that inhabit the subterranean realm. Throughout the Feywild, the cities of the eladrin are bastions of civilization.
They are often filled not only with natives of the Feywild but also with visitors from the mortal realms. In spring and summer, this city you call home occupies an island in the natural world. It is the crown jewel of the eladrin realms, the incarnate dream and the envy of every mortal race. As an inhabitant of Astrazalian, you are surrounded by affluence, diversity, and trade.
You might be a mer- chant with the Star and Dolphin Coster, a warrior in service of Lady Shandria niece of the Summer Queen and ruler of Astrazalian , or a student of magic at the oldest and most prestigious school of wizardry in the planes.
Perhaps other grand cities exist, but if there is one more perfect, richer with opportunity and diversity, you have never seen its like. The ancient noble houses hold fast to their positions, as they have done for time out of mind.
For all practi- cal purposes, the Feywild exists as described in these pages and in sources such as Manual of the Planes regardless of the mortal world to which it is connected. You can view this consistency as a mys terious property of the Feywild-its features mirror every world at once-or as a convenience to make this material as useful as possible to the game. Your OM might add or modify details of the Feywild depending on his or her campaign, and these changes might open up new possibilities for your character.
A fey character in a DARK SuN campaign can come from these pocket planes, but Athasian characters are unlikely to have extensive adventures in the shattered Feywild. You cannot tell who might rise to power or when, and it is good to have as many "friends" as possible when opportuni- ties present themselves.
You know a few mortals, but you rarely know them well; they can never secure power in Astrazalian. At the end of summer, they pack up their families and stalls and leave your beautiful city before it makes worldfall back to the Feywild. All through the autumn and winter, savage fomorians besiege Astrazalian from their Feydark borderlands in hopes of plundering the city and using it as a base from which to raid the natural world.
The City of Starlight is lean and grim during these annual periods of war, and you are accustomed to enduring the giants or fighting them on the battlefield. The darkness that taints your home, both inter- nally and externally, has taught you that supreme beauty cannot exist without corruption, but the beauty is worth preserving at any cost.
Astrazalian is the grandest city in the known realms, and you have long acknowledged that a grim price must be paid for your bounty. Mithrendain Growing from the forest floor like a copse of towering trees, the fortress city of Mithrendain glints with copper, bronze, and gold in the amber rays of fey sunlight.
Here, time drifts by as gradually as the first tentative falling leaves of autumn. As an inhabitant of the Autumn City, you are accustomed to the slow passage of time. Mithren- dain has no clocks, sundials, or magic timepieces, and you live your life as if ageless, basking eternally in the golden afternoon. In the light that glimmers through the russet boughs above, your people work toward the slow perfection of everything they touch.
In a city without time, there is no hurry, no project left forever incomplete or abandoned, and no sense of early, late, or never.
You consider it rude to place expectations on timeliness except in the most dire circum stances, such as war or invasion, and this attitude frustrates alienated mortals-especially The results of the Mithrendain perspective show in the sheer artistic perfection that surrounds you at every natural angle. As a resident of the Autumn City, you have grown accustomed to this point of view, regardless of whether you embrace it, and you appreciate any task that is carefully and flawlessly executed.
A legend told in Mithrendain speaks of an age when time moved more quickly. In fact, it moved so quickly that it formed a wide, deep hole in the Feywild from which issued fomorians, draw, and all the evils of the Feydark underworld. Accord- ing to the tale, seven eladrin wizards placed seven powerful seals on the hole and built a brooding for tress around the maw, in the spot where the golden Citadel Arcanum stands today. Then this council of wizards banished time from Mithrendain so their wards might remain ever new, thrumming with the magic that courses through every leaf, rock, and timber of the plane.
Everyone in Mithrendain knows this legend, but few, if any, know whether it is true. Nevertheless, its legacy remains in the customs and traditions of your home. Timekeeping devices are considered ill fortune, and at every grand festival in Mithrendain, an hourglass is shattered before the crowd, its sands scattered to the winds.
The city, already overrun by wilderness, recedes from the Feywild and emerges in the Howling Forest of the natural world. As an inhabitant of the Fading City, you are a creature of two worlds, each as perilous as the other. In the golden sunlight of the Feywild, you work through the day, cultivating the plump grapes of the hills for feywine, fletching keen-tipped hunting arrows with the feathers of homing pigeons, or patching the places in the city where the roots of strong trees have grown through.
Yet beneath your feet in the cav ems of the Feydark, the brutish fomorians of the evil Queen Connomae plot your downfall, emerging from their subterranean realm at dusk to attack. They seek to conquer Shinaelestra so they can raid the natural world each night when the fey city appears in the Howling Forest. You are a veteran of dozens of fomorian skirmishes, fervently battling the twisted giants until midnight when Shinaelestra fades away into the mortal realm.
Even after the worldfallleaves the fomorians behind, you cannot lower your guard. Creatures of the Howling Forest cry their bloodlust into the night air, and the trolls, especially, have developed a taste for the sweet delicacy of fey flesh. You shoot them with a hundred arrows, and still they come crawling from the darkness to steal your people.
And although it is true that fire will stop a troll, fire will also burn a forest- and all life within it-to ashes. Despite your troubles, the people of Shinaelestra are among the most valiant and vibrant in the Fey- wild. Though these factions claim some loyalty to their chosen archfey, there is little to bind a creature to a faction permanently. Court of Stars: Periodically, representatives of the factions assemble in a grand conclave hosted by the Summer Queen. Each of these gatherings is partly a political or business meeting and partly a time of revelry and friendly competition.
For more information on the Court of Stars, see the Shiradi Champion epic destiny, page Among the fac- tions that might be in attendance at any time are those described here. Court of Coral: The Court of Coral encompasses the aquatic and island-dwelling fey, ruled by the Sea lords.
The Sea lords are Elias and Siobhan Alastai, siblings who oversee the rivers and seas of the Fey- wild, respectively. Gloaming Fey: The Gloaming Fey are associated with dreams, darkness, stars, twilight, and dusk.
They owe allegiance to a variety of archfey, the most famous of which is the Maiden of the Moon, a formidable hunter and the bane of alllycanthropes. Most of the Green Fey are forest-dwelling creatures, such as hamadryads, satyrs, and elves.
Of all of the archfey, Tiandra commands the largest following of Sid he lords and other eladrin. Winter Fey: Fey creatures bound to the icy power of winter rarely consider themselves to belong to any faction and have no true leader. The most powerful among them is the Prince of Frost, and those who follow him and similar fey lords are roughly grouped together as the Winter Fey. Unseelie Fey: Though they have no true repre- sentative among the Court of Stars, there are fey creatures of evil, maliciousness, and corruption that are collectively known as the Unseelie fey.
If you come from Shinaelestra, you embrace your sylvan fellows, the elves, as close kin- dred, and you recognize the value of allying with humans who share your goals.
It is your custom to offer small gifts and tokens to new friends and pot en- tial allies as an outward show of trust.
heroes of the feywild shared files:
This book contains exciting new character builds and options that are thematically rooted to the Feywild, a wild and verdant plane of arcane splendor, full of dangerous and whimsical creatures. Characters who trace their origins or backgrounds to the Feywild gain access to unique feats, powers, and mechanics. The book explores what makes fey-themed characters so fun and distinct. This extraplanar wilderness of deep forests and jagged mountains is largely unexplored for a reason, being inhabited by fierce beasts, vicious fey, and primal giants. The Feywild takes the role as the traditional land of faerie, full of strange magic; fey lords and ladies of incomparable power; and foul, twisted things that prey on children and the unwary alike. This book is a far cry from early 4e rulebooks that focused solely on rules and left out story. Instead, story and new options are beautifully intertwined, with art and prose that complement the game rules perfectly.
Player's Option - Heroes of the Feywild