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April 9, 2024 14 mins
We’re All Mad Here You lose your way in the woods and find a path through a willow tree arch you’ve never seen before. The path twists and turns through ever-more vibrant old groves and flower fields and you spot a young girl. She giggles as she takes your hand and whisks you away into a courtyard gala where you dance and sing amidst what seems like hundreds of smiling faces. The days and hours blend into a colorful haze before eventually you wander home away from the fop and fey only to find your loved ones old and tired from all the years they spent without you. You’ve just wandered in and out of the feywild, a chaotic and whimsical realm where logic has little meaning and emotion shapes reality. Grab a cup of tea and don’t give any strange fairies your name as we go through everything you need to know. Read the full blog post here: https://www.skullsplitterdice.com/blogs/dnd/feywild-5e Like our content? Check out our dice: https://www.SkullSplitterdice.com They aren't official D&D Dice (that would anger lawyers), but you can use them to play that game?
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Episode Transcript

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(00:00):
This vibrant plane of existence is arealm of boundless magic and whimsical beauty,
where nature flourishes in its most fantasticalforms, and the influence of the fay
can be felt everywhere you step.Of course, I'm talking about the fay
Wild, and if your adventuring partywishes to interact with magic in nature in
some rather unique ways, stick aroundfor today's video. The fay Wild is

(00:28):
not a proper plane amidst the astralplane, but rather is an echo of
the material plane to us the normalworld that parallels it and exists alongside it,
making it more or less the goodversion of the shadowfell that also hugs
tightly to the material world. Thismeans that for every major landmark in the
material plane, there will be somesort of happier and more whimsical version of

(00:48):
it in the fay Wild at roughlythe same place. However, things like
landmarks have so little impact here mostof these reflections are easily missed, just
more specs of interest in a Colliedyscopic and chaotic realm. A phae crossing
is a portal to the Fay Wild. Magical sources typically hidden in plain sight
and often guarded by druidic circles orpowerful Fay guardians. Some consist of stones

(01:11):
arranged in arcane patterns and carved withrunes, but others may be simple mushroom
rings or natural tree arches. Manyrequire specific rituals to activate, but some
can just be walked through, leadingto travelers accidentally stepping between the realms.
Convincing the Fay guardian to let you. Plane shift features prominently in many Fay
Wild campaigns, as they could demandanything from secrets to memories to whatever you've

(01:37):
got in your pocket. Things liketime and logic really don't matter much in
the Fay wild. It's a morphicplane where feeling an emotion dictate reality.
Happy arch fay make for joyous andcolorful twilight glades, while areas ruled by
a cruel hag can be despicable cravenwoods, where the very air tastes bitter.
Emotions and sensations are also more intensHere, food tastes better, color

(01:59):
is more vibrant, and a minorinconvenience can feel like the greatest of insults
I can relate to that one inthe real world. This emotional intensity is
largely responsible for the seemingly erratic behaviorof its inhabitants, beings who have lived
their whole lives amidst the sway ofheightened sensation. Elves are not natives of

(02:20):
the material plane. Rather, theyare the descendants of elodron that left the
Fay Wild thousands of years ago,but countless Elodrons still remain in their ancestral
homeland. Eldren are similar to materialworld els, but are far closer to
fairies than their mundane cousins. Manyare bound to nature and the seasons,
and even physically change as seasons pass. The Elodrons share these wildlands with Sylvan

(02:42):
creatures such as fairies, hags,pixies, harangon and sprites. Creatures who
spend significant time in the Fay Wildoften become saturated in Fay energy, becoming
more chaotic and colorful versions of theirmaterial plane cousins. The Twilight Woods contain
phae touched versions of the numerous creaturesfound on the material planes, such as
guns, goblins, ogres, andgiants. While a lot of the Fay
Wild sort of blends together, thereare powerful beings who put some very clear

(03:07):
dividing lines on which half of thechaos is theirs. Queen Titania is a
godlike Archfay, and her bright domainis called the Seai Court, also called
the Summer Court. The darker domainbelongs to the Queen of Air and Darkness,
another godlike Archfay. Both courts havea similar Alison Wonderland style royal chaos
going on, but the Summer Courtis typically good aligned, if a bit

(03:29):
mischievous, while the Unsealyie is typicallyevil aligned, but also welcoming to outsiders.
If something important is happening in theFaye Wild, odds are one or
both of the courts have their handsin it, though it doesn't work this
way. In fifth edition Dungeons andDragons you'll also find some versions of the
Faye Wild where the powers are dividedby the seasons into a spring court,
Summer Court, Autumn Court, andWinter Court. Since the Sealyi Court is

(03:52):
also called the Summer Court, thisleads to some confusion, but in five
E the Fuy Wild is just dividedbetween the Sea Lie and m the Unsea
Liie. If perhaps you're here afterwatching Vox Machin has plunge into the Fay
Wild with Odahan Tull Mystic Lothal Wisherand plane rider Wrin. You'll have seen
that there are also powerful Faye amidstthese forest domains that own their own spaces,

(04:14):
apart from the courts and their archbayleaders. This is true in Dungeons
and Dragons, as well as criticalroles setting, and you're free to create
all sorts of minor domains, likethe Ligament Banner, ruled by any number
of powerful fay, both evil andbenign. To fit them in, it's
best to at least consider their relationwith the Seeli or Unsealie Court, but
all sorts of alliances or arrangements canwork. Note that the forest night word,

(04:36):
tangle word, dust word, seawarddirection thing is one of Vox Machina's
inventions and isn't a part of theForgotten Realms Fay Wild. Like a lot
of these mirror domains, the FayWild is highly morphic, which means the
landscape is going to shift and changea bit every time you turn your head.
However, since the plane is soinfluenced by emotion locations that people care

(04:58):
deeply about ten to stick around,particularly powerful or influential creatures tend to warp
the landscape around them. A happyMeadow might house a conclave of cheerful pixies,
while a gnarl dying Wood is likelyowned by a wicked hag. Many
cities exist in the Fay Wild,most of which belonging to the elves,
such as the ancient Citadels of everMeat, Austrazalian Everesca, and New Cherinder.

(05:19):
There are also the nearly endless Tunnelsof Noctur, greatest of all Fay
Wild Goblin warrens and forbidden to mostFay Broken Stone Veil is a phayland of
lichanthropes wild werewolves, free to liveamidst the ruins of long forgotten beast lords.
While it's much rareer to see oneas a campaign setting, there's also
a much happier version of the Domainsof Dread called Domains of Delight. Domains

(05:42):
of Delight are tailor made dreamlands createdby Arch Fay and other deific powers to
suit their creators. Once and Whims. Notably, and this is a bit
of a spoiler warning, so I'llgive you a second to turn away or
skip to this point in the videoif you really need to. Notably,
the three connected worlds of Hither,Thither and Yawn. You ad venture through
during the Wild Beyond. The Witchlightcampaign started out as a domain of delight

(06:04):
until a Hag coven broke it upand corrupted it. Finally, the Fay
Wild is a mirror for the entireprime material plane, and that means there's
a Fay Wild mirror for the underDark as well. This place is called
the Faye Dark, which is farlivelier and more enchanting than the under Dark,
I would hope. So the FayDark is still a nearly endless maze

(06:25):
of twisting tunnels in massive caverns,but many of those caverns and passageways are
filled with overworld terrain like forests andswamps. So your party has ended up
in the Fay Wild, no doubt, in some sort of wes Andersony joyful,
funny, quirky type of way.What do you do from here?
Well, thankfully we get a bitof mechanical impact with two rules found in

(06:46):
the Dungeon Master's Guide called memory lossand time warp. To start with memory
loss. Now, let's talk memoryloss. What was I saying? Now,
let's talk memory loss. This isan optional rule suggest if you want
to emphasize the Fay Wild's ephemeral anddreamlike qualities. Whenever a non Fay creature
leaves the Fay Wild, they havea chance of losing their memories in a

(07:08):
Fay flavored haze. When they exit, each non Fay creature makes a DC
ten wisdom saving throw. On afailed saving throw, creatures have no memory
of their adventures in the Fay Wild. On a success, creatures remember,
but some of the details can appeara bit chopped up, kind of like
you just woke up from a dream. If adventurers want to recover those lost
memories, they can treat this effectlike a curse and remove it with the

(07:30):
Removed Curse spell or similar effects thatcan remove curses, and then with time
warp. This is an optional rulethat should be used carefully since it can
definitely make your campaign go caddywampus realquick. When the players spend a day
or more in the Fay Wild,they can return to find that the time
they spent there was not the sametime experienced by the rest of the world.
Think Narnia style, Well, alot of this you can think Narnia

(07:54):
style, but anyway. You canessentially use this feature in one of three
ways. The first is simply asa quest objective. Arch Fay and other
powerful figures within the Fay Wild maybe able to undo or mitigate this magical
time distortion on the players for aprice, essentially turning the time warp into
a hook to keep the players fromleaving the fay Wild until they finish up
a quester or two. The secondis as a controlled time change. You

(08:18):
simply adjust the time however best suitsthe next leg of your campaign as the
players leave the fay Wild. Mereminutes could have passed in days or weeks
to the players spent adventuring in thefay Wild, or it could be years
later so that the outside world progressesto the next interesting bit of history you
want your campaign to cover. Usethe year's option carefully, though, as
it'll have dramatic effects on any NPC'sor backstory characters that your players care about,

(08:43):
and I'm sure I don't even haveto warn you about that. It
can really be a tectonic shift forthe whole campaign. And then, finally,
we have a third option which isrolling randomly on the following table to
determine the time discrepancy as the playersleave the fay Wild. This is a
bit more of a chaotic option,but it can be pretty fun. This
is by far the most dangerous optionas a DM, and depending on the

(09:05):
dice rolls, it could completely wellshatter the campaign in some player's eyes.
While there are definitely Fay creatures tofight, the fay Wild lends itself more
towards narrative scenarios than straight combat.As I'm sure you can see, most
Fay creatures are mischievous in one wayor another, so there's plenty of opportunity
for conflict. It's just the sortof conflict that gets solved with gossip and

(09:26):
favors, more so than with swordsand other forms of violence. Because of
this, the Fay Wild is afine adventuring prospect no matter what tier you're
on, and whatever shenanigans or nonsenseyou want to subject your players to.
Early fay Wild encounters can be charming, confusing, or as simple as tracking
down a pixie that stole your hat. If you're itching for a fight in
the fay Wild at first tier,hags are an excellent foe, with varieties

(09:50):
that scale and power depending on whatyou need. Pixies and sprites can be
a real threat in numbers or withcoordination and Goblins and ogres are also traditional
early Faye Wild enemies, but canbe a bit bland considering the setting,
which can easily just be changed witha simple skin swap. If you think
of something better to make your goblins, ogres, or any other monster manual

(10:11):
creature a fay Wild themed threat,you can make Fay Touch versions of them
also, in order to just doanother really easy skin change for a fast
and easy Faye Touch template, justapply this information up here to any creature
and that should really do the trick. At tier two, most of the
creatures they can fight won't be challengingunless spammed, and they're not really ready
to deal with the nasty stuff quiteyet. I highly recommend using narrative in

(10:35):
role play at this tier rather thancombat, and any DM worth their salt
should be able to do endless amountsof things in this setting. The players
can track down an Elodron who stoletheir names, or sneak into an arch
phased garden party to steal I don'tknow a pie. You can come up
with anything for this type of setting. Play around with the dream like chaos

(10:56):
of the Fay Wild Wonderland with someriddles and contradictions. They should venture in
this tier figuring out what to door say rather than figuring out how many
hit points something has. If youneed a fight, consider upgrading those hags
to hag covens, or make avillain out of an Elodron who has a
particular interest in messing with the players. Having players be on an active mission
to not disturb the tranquil peace andhappiness of other creatures around them is also

(11:20):
an interesting way to take a session, and I highly recommend it if you're
in the Fay Wild and need somenoncombative or more clever things for your players
to do. I have similar advicehere in tier three, but at these
levels the players can stand their grounda bit more. In the Faye courts,
consider getting them involved in the highFay politics caught between the Sea LII

(11:41):
and the Unseai courts. These fightscan range from petty squabbles to full on
political intrigues, and the line betweenthe two gets fuzzy in the Fay Wild.
If you need stats for fights atthis tier, I'd recommend picking up
the Monstrous Compendium, Volume four.It contains some really good stats for a
range of high Fay enemies, andI'm sure there's some really good customs community
content out there for something like this. And then at tier four, the

(12:03):
Fay Wild is no longer statistically verythreatening to the average player, but so
much of the Fay Wild magic involvesthings simply happening without dice rolls that you
can still make the place quite challenging. Consider using one of the domains of
Delight as a staging ground, asit allows you to essentially do whatever you'd
like, which most levels seventeen totwenty players tend to do. Anyway,

(12:26):
pit the players against the whims ofan arch Fay, or even put them
up against the Summer Queen or theQueen of Air and Darkness herself for a
climactic, world shaking finale. Ilove how we went from stealing pies to
basically a final Fantasy Game finale.Full disclosure, I have not spent nearly
as much time in the Faye Wildas a player as I would like,

(12:48):
but I have spent a little bitof time there as a dungeon master,
and I can tell you if youneed a session that plays with themes of
toxic positivity or allows you to reallyfocus on the thematic nature of your visuals
as opposed to the logic of themall. If that's a way that you
like to set the scene is withLynchian like visuals and stuff like that,

(13:09):
I would highly recommend the Fay Wild. I don't think a lot of people
like to spend time there because ofthat reason. As a lot of creators
know, the most terrifying thing youcan be given as an assignment is do
whatever you want, and the FayWild sort of reaches into that territory.
So if this is if any ofthis sounds interesting to you, definitely run
your campaign there or maybe even prodyour DM to give it a try.

(13:33):
It also allows PCs to make somecharacters with rather interesting backstories, if that's
what you're looking for. Thank youso much for watching. I really appreciate
it. Be sure to like andsubscribe because we're putting out new content like
this all the time. Go seewhat we're up to over on skullsplitterdice dot
com. And if you plan ontaking an adventure to the Fay Wild or
have been there yourself, I wouldlove to hear all about it down in

(13:54):
the comments. Thanks again for watching. My name's Patrick Ferguson from skull Splitter
Dice and until next time, farewell,
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