The Feywild: Domain of Delight

The Feywild, also known as the Plane of Faerie, is a magical realm filled with enchantment, mystery, and danger. It is a place where beauty and peril are intertwined. This is a world of everlasting twilight, where every tree seems to whisper, and every flower holds a secret. The sun never fully sets nor rises, casting a permanent dusky glow across the land.

Introduction to the Feywild

The landscape of the Feywild mirrors that of the Material Plane but appears in a more vibrant, dreamlike state. Mountains may shine with crystal formations, and rivers may glitter with an unnatural luster, giving everything a surreal quality. This parallel existence gives the Feywild an uncanny resemblance to the Material Plane, but everything appears exaggerated — more beautiful, or more terrifying.

The realm is ruled by two rival courts — the Summer Court led by Queen Titania, and the Gloaming Court under the Queen of Air and Darkness. The two factions do not strictly align with good or evil, rather their rivalry is born of jealousy and competition. The Feywild is a realm of contradictions, where even the most alluring places can hold incredible dangers.

The Fey Courts of the Feywild

The Feywild is home to two rival courts that shape the balance of magic, nature, and wonder within this plane: the Seelie Court and the Unseelie Court.

The Seelie Court, led by Titania, the Summer Queen, is often viewed as the more "civilized" of the two factions. It celebrates ceremony, light, and the beauty of nature. Titania and her court are known for their love of festivities, etiquette, and the splendor of eternal summer. While many Seelie fey lean towards good, allegiance to this court isn't always determined by morality but by adherence to the values of light and growth.

The Unseelie Court, ruled by the Queen of Air and Darkness, embraces the mysterious, instinctual, and darker aspects of the Feywild. Its members indulge in activities that may seem sinister or wild compared to the Seelie Court. Though many Unseelie fey lean towards darkness, the true essence of the court is its freedom from the restraints of light—focusing instead on power, transformation, and the hidden truths of the plane.

Titania - The Summer Queen

Titania, also known as the Summer Queen, the Faerie Queen, or the Queen of Light, leads the Seelie Court with grace and immense power. She is often seen as an eladrin of extraordinary beauty, with honey-colored skin and hair that shimmers in the colors of autumn. Her very presence radiates warmth and magic.

Titania is often mistaken as being light-hearted or frivolous, but in truth, she is a skilled strategist, both in her court and on the battlefield. Her sense of humor is dry, and while it is difficult to anger her, her fury is unmatched when roused by true evil or harm done to her domain.

Titania wields immense magical powers. Her smile can cause crops to ripen, while her frown can cause wildfires. She possesses abilities ranging from enchanting individuals to summoning woodland creatures to protect her domain. Titania carries a diamond-tipped wand , which functions as a powerful artifact of protection and sustenance.

The Seelie Court itself serves as Titania's divine realm, an ever-wandering paradise of breathtaking beauty that shifts between planes like the Beastlands, Arborea, and Ysgard. Her palace, Senaliesse, is a symbol of fey beauty, overflowing with flowers, fountains, and silks. Here, faeries perform music and plays to honor her presence.

Queen of Air and Darkness - Ruler of the Gloaming Court

The Queen of Air and Darkness is an enigmatic and powerful archfey, ruling over the Gloaming Court. Unlike Titania, she lacks a physical form, appearing only as a presence, though magical sight reveals her as a faerie of haunting beauty with bone-white skin, long black hair, and eyes of pure darkness.

At the heart of her power lies the Black Diamond , also known as the Night Diamond, a mysterious and malevolent artifact that sits upon her throne.

The Gloaming Court, also called the Unseelie Court, serves as her domain. Some place the court within the plane of Pandemonium, while others claim it resides in the Plane of Faerie. This realm exudes darkness and carries an eerie, haunting atmosphere.

Legend has it that the Queen of Air and Darkness was once Titania's sister. After accepting a mysterious black diamond from dwarves, she was transformed and corrupted, choosing to depart from the Seelie Court and pursue a path of darkness. Her relationship with Titania is complex, marked by a sense of betrayal and rivalry.

Interaction Between the Seelie and Unseelie Courts

The Seelie and Unseelie Courts represent two sides of the Feywild, embodying both harmony and conflict. They share a relationship akin to estranged siblings—tied by their shared heritage but often divided by their differences. This dynamic is central to maintaining the natural balance of the Feywild.

The Seelie Court embodies the light and flourishing aspects of the Feywild, whereas the Unseelie Court represents its darker, wilder nature. Despite their frequent disagreements, the courts understand that one cannot exist without the other, and their rivalry keeps both courts engaged in a delicate balance of power.

Temporary Alliances

In times of great peril to the Feywild, such as when an external threat endangers their realm, both courts have been known to join forces. These alliances are rare and often fragile, with both Titania and the Queen of Air and Darkness acting out of necessity rather than camaraderie.

Such alliances usually last only until the crisis is averted, after which both courts return to their typical tension. The peace during these alliances is often uneasy, as both courts remain wary of betrayal by the other.

Emissaries and Intermediaries

Direct communication between Titania and the Queen of Air and Darkness is incredibly rare. Instead, the courts rely on emissaries and trusted intermediaries to convey messages and broker agreements. These agents must tread carefully, as betrayal or espionage is commonplace, and the repercussions can be severe.

Fey creatures that shift allegiance between the courts do so at great risk. The suspicion and rivalry between the Seelie and Unseelie make such shifts fraught with danger, but the potential rewards of gaining favor in the opposing court can make the risk worthwhile.

Rivalries and Petty Conflicts

While outright war between the courts is rare, smaller conflicts occur frequently. Pranks, sabotage, and raids are common tactics used to undermine the opposing court. These acts are less about inflicting harm and more about showing wit, charm, and magical superiority.

Despite the underlying hostility, these rivalries are rarely lethal. They often take the form of cleverly orchestrated tricks or displays of magical prowess that humiliate or frustrate the other side. The ultimate goal is to gain an advantage while demonstrating their ingenuity and skill.

Fey Crossings

Fey crossings are magical places where the boundary between the Material Plane and the Feywild is so thin that creatures can pass freely between the two realms. These crossings are often found in places of great natural beauty or deep mystery, such as secluded groves, shimmering pools, or circles of mushrooms. Entering a fey crossing can feel like stepping through a veil, leaving behind the familiar world for one filled with enchantment and wonder.

To those who find themselves in a fey crossing, it may seem as though they have simply taken a step forward into a slightly more vibrant version of their surroundings. However, the transition is far more profound than it first appears. The crossing manifests as an almost imperceptible shimmer or a feeling of being watched, giving way to the otherworldly flora and fauna of the Feywild.

Most fey crossings open infrequently, often influenced by specific conditions such as the phase of the moon, the passing of a season, or even the emotional resonance of those nearby. A crossing might only appear under a full moon, at the dawn of the solstice, or when someone approaches with a particular object or fulfills an unspoken requirement of the Fey.

The unpredictable nature of fey crossings means they can be both a blessing and a curse for travelers. One may stumble across a crossing by chance, finding themselves lost in the Feywild, or struggle to find one that offers a way home. Once a crossing closes, it may not open again for days, years, or even centuries, depending on its nature and the forces governing it.

Coming and Going

Travelers who don’t have access to plane shift spells or similar magic must rely on other means to travel to and from a Domain of Delight. Fey crossings are the most common means of transit between the Material Plane and the Feywild; more information about them can be found in the Dungeon Master’s Guide.

An archfey is usually aware of any Fey crossings that allow creatures to enter and leave the archfey’s domain and may protect these Fey crossings or leave them unguarded. Some Fey crossings operate only at certain times or when certain conditions are met. The Fey Crossings table allows you to randomly determine the characteristics of a fey crossing that allows passage to and from a Domain of Delight. Your Domain of Delight can have as few or as many Fey crossings as you like, and they need not all be the same in appearance or function.

Geographical features on one side of a fey crossing tend to be similar to those on the other side, to the extent that some travelers might be unaware they’ve left one plane of existence and entered another. For example, if one stumbles upon a fey crossing in a cave, a similar cave might lie on the other side of that fey crossing, as if the caves were near-perfect reflections of each other.

Fey Crossings Table
Roll (d8) Crossing Characteristics
1 Operates only on full moon nights, surrounded by a ring of glowing mushrooms.
2 Requires a song to be sung while holding hands with another traveler.
3 Appears at dawn when dew drops reflect the light in a clearing surrounded by old oak trees.
4 Requires a specific phrase to be whispered in Sylvan.
5 Appears when an object of pure sentimentality, like a family heirloom, is held up to the crossing.
6 Opens only for those who have assisted a fey creature recently.
7 Only visible during twilight when shadows grow long in an ancient grove.
8 Requires a creature to make an offering of fresh water, a handful of flowers, or a song of the Feywild.
Feywild Magic

The magic of the Feywild is unpredictable and infused with enchantment, causing unexpected effects on those who visit. The realm's magical influence can alter perceptions, memories, and even the passage of time. These optional rules help capture the strange and mystical nature of the Feywild.

Memory Loss

Visitors who leave the Feywild often find their memories of the realm hazy or missing altogether. A creature that exits the Feywild must make a DC 10 Wisdom saving throw. Fey creatures, as well as those with Fey Ancestry, automatically succeed on this saving throw. On a failure, the creature loses all memories of its time spent in the Feywild. Successful saves keep the memories intact, though somewhat fragmented. A spell that ends a curse can restore lost memories.

Time Warp

Time flows differently in the Feywild compared to the Material Plane. Characters might spend a day in the Feywild only to find that weeks or even years have passed when they return. When a creature or group leaves the Feywild after at least one day, the DM may roll on the Feywild Time Warp table or choose an outcome that fits the narrative. A wish spell may negate the effect for up to ten creatures, though this often comes at a price set by a powerful fey.

Feywild Time Warp Table
Roll (d20) Result
1-2 Days become minutes. Only a few minutes have passed since the travelers left the Material Plane.
3-6 Days become hours. Time in the Feywild moved more quickly, and only a few hours have passed.
7-13 No change. The same amount of time has passed in both realms.
14-17 Days become weeks. The travelers return to find that their absence has lasted several weeks.
18-19 Days become months. Their journey in the Feywild took much longer in the Material Plane, with months passing.
20 Days become years. Many years have passed, and the world the travelers knew has changed dramatically.
Fey Outlook

A Fey creature’s outlook is shaped by certain fundamental principles, among which reciprocity, hospitality, and gifts stand as pillars of their culture. Rarely will a Fey ignore these concepts, as they are intrinsic to their way of life.

Reciprocity

Reciprocity is a deeply held value among the Fey. They believe strongly in maintaining balance through quid pro quo exchanges. To a Fey, if something is taken, then something of equal value must be given in return. What constitutes “equal value” can vary greatly. A Fey might take a beloved pet and leave in its place a hand-carved wooden figure, or exchange a handful of gold for a bouquet of vibrant buttercups. To them, these trades are fair and fulfill the obligations of reciprocity, allowing the Fey to rest assured that balance has been maintained.

Hospitality

Hospitality is another cornerstone of Fey culture. When a visitor enters the home of a Fey, they are treated with utmost courtesy and generosity. However, this hospitality is conditional on the visitor’s behavior. They must return the favor by treating their Fey host with respect, avoiding any boorish or rude behavior. Failing to do so, or committing what the Fey perceive as impropriety, may sever the bond of hospitality, leaving the host free from their obligations. Different Fey have different notions of what is considered rude—even a poorly chosen gift could be seen as an affront. A reliable Fey guide is invaluable for navigating these subtleties.

Gifts

The giving of gifts is closely connected to both hospitality and reciprocity. Fey love giving gifts, partly because they love receiving them. Their gifts are almost always thoughtful, often possessing significant sentimental value to the giver. A beloved heirloom, for example, makes a great gift for a Fey. On the other hand, an item given without thought or care—a throwaway—can be a great insult.

To the Fey, gifts help maintain balance. If an imbalance is perceived, a well-considered gift can help restore equilibrium. This is why refusing a gift from a Fey can be unsettling to them, as they are attempting to set things right. Accepting a gift from a Fey can also be problematic for those unaware of the customs—it can indebt the receiver to the Fey, often with an expectation of an equivalent or greater gift in return. Such exchanges can sometimes lead to the formation of unintended fey contracts, entangling the recipient further into the Fey’s world.

Gifts for the Fey
Good Gifts to Give Fey
  • Family ring
  • Talisman sacred to your druid circle
  • Favorite hat
  • Piece of art that you made
  • Trinket from the Material Plane
  • Favorite dessert recipe
  • Sensational, applause-worthy performance
  • Haircut or bath
Bad Gifts to Give Fey
  • Item that has outlived its usefulness
  • Item you intended to get rid of
  • Half-hearted performance
  • Cursed, evil, or broken item
Fey Contracts

A fey contract is formed when a creature receives a gift (or the promise of a gift) from a Fey and is expected to give the Fey something in return. The gift can be almost anything, and the contract forms as soon as the gift is received.

Accidental Fey Contracts

A creature can accidentally stumble into a fey contract in a number of ways. Fortunately for novice Feywild explorers, most fey contracts can be broken with a remove curse spell or similar magic. However, the most powerful fey contracts—those woven by ancient hags, the queens of the Seelie and Unseelie Courts, and other powerful archfey—are harder to break. Such contracts usually require a wish spell or an elaborate ritual to negate.

Common ways to become unwittingly bound to a fey contract include:

  • Accepting a gift from a Fey (prompting the Fey to expect something of perceived equal value in return).
  • Stealing something from a Fey (creating a metaphysical imbalance that must be rectified).
  • Taking the life of a creature that made a contract with a Fey (thereby inheriting the creature’s debt to that Fey).
Accepting Gifts

Some Feywild guides recommend never accepting gifts from a Fey and, more importantly, never expressing thanks. To accept a gift from a Fey is to enter into a contract with it, especially if the gift is received with gratitude. Effusive thanks increase the gift’s perceived value, and the Fey will expect something more in return.

Stealing from a Fey

Even if a Fey creature is unaware that something has been stolen from them, they have an innate sense that something is missing. This nagging sense doesn’t go away until the Fey figures out what they lost and who has the stolen item. Moreover, the Fey might not want the stolen thing back, but rather something of equal or greater perceived value.

Taking a Life in Debt

Before taking the life of a creature in the Feywild, it is wise to ensure that the creature has no outstanding debts to Fey. Any Fey the creature was indebted to may look to the killer to make good on those unfulfilled debts. Fey are cautious when collecting debts from violent individuals and often make demands when the debtor is in a vulnerable state, such as while bathing or in a crowded area.

Making a Contract

Fey contracts are categorized as greater contracts and lesser contracts. Greater contracts are made with archfey, ancient hags, and other powerful Fey spellcasters, whereas lesser contracts are made with more common Fey. Examples of gifts bestowed as part of greater or lesser contracts include:

Greater Contract Gifts:

  • Audience: A private audience with the Summer Queen, the Queen of Air and Darkness, or both.
  • Major Magic Item: A very rare magic item that is yours to keep, or a legendary magic item for 5d12 days.
  • Safety: One creature that regarded you as an enemy no longer remembers you at all.
  • Time Displacement: You and your companions return to the Material Plane up to fifty years from now without having aged.
  • Title: Gain an important title and the associated rewards (see “Marks of Prestige” in the Dungeon Master’s Guide).
  • Wealth: Receive up to 50,000 gp worth of coins, jewelry, or property.

Lesser Contract Gifts:

  • Charm: Gain a charm of your choice, with DM approval (see “Supernatural Gifts” in the Dungeon Master’s Guide).
  • Fey Kinship: Gain the Fey Ancestry trait or Speak with Small Beasts trait for 5d6 days.
  • Guide: Receive safe passage through a region of the Feywild with the help of a Fey guide.
  • Inspiration: Gain inspiration each day at dawn for 2d4 days.
  • Invitation: Receive an invitation to the Summer Court or Gloaming Court (though an audience isn't guaranteed).
  • Minor Magic Item: Gain a common magic item permanently, or an uncommon one for 5d6 days.
  • Proficiency: Gain proficiency in a skill of your choice for 2d4 days.
  • Spellcasting: Cast a 4th-level or lower spell once without material components, using Charisma as your spellcasting ability.
Price of a Fey Contract
Fey Desires for Greater Contracts
  • One of your fingers
  • To take the next child born in your family and raise the child in the Feywild
  • The completion of three quests, each of which you must agree to before the contract is formed
  • Your everlasting fealty
  • The ruin or demise of the Fey’s sworn enemy
  • A precious object that was stolen by or belongs to the Fey’s sworn enemy
  • An art object deemed priceless, such as a famous painting that hangs in a museum
  • Your youth (which the Fey can harvest and bestow on another creature)
Fey Desires for Lesser Contracts
  • Your singing voice
  • A trinket that carries great sentimental value
  • Companionship (you remain in the Fey’s company for an agreed-upon period of time)
  • The color in your eyes
  • The memory of your first kiss
  • The spring in your step or the sparkle in your eyes
  • A lock of your hair
  • Your name (requiring you to choose a new one for yourself)
Breaking a Fey Contract
Penalties for Breaking a Greater Contract
  • You can’t speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead.
  • You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl.
  • You can’t attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately.
  • You are petrified.
  • An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can’t be revived for 5d12 days.
Penalties for Breaking a Lesser Contract
  • Your appearance becomes more toad-like (warty skin, bulbous eyes, large mouth, and webbed digits). This transformation has no game effects.
  • You smell like swamp gas. No amount of bathing can rid you of this stench.
  • Your shadow does not match your movements, which other creatures find unsettling.
  • Your appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat’s tail). This transformation has no game effects.
  • You cast no reflection. Superstitious folk who notice think you’re a vampire.
  • You are constantly surrounded by a small cloud of annoying but harmless flies.
Fey Abodes

Fey creatures live in abodes they fashion for themselves or repurpose for their needs. Characters might stumble upon these abodes in their Feywild wanderings. Use the Fey Abodes table to randomly determine a Fey creature’s lair, or choose an option that works well for the creature in question.

Fey Abodes Table
d20 Abode
1 A gazebo overgrown with flowering vines that beckon visitors with pleasing scents.
2 A crooked stone tower that has a moon-like orb of light circling its rooftop, which causes the tower’s shadow to move like a clock hand.
3 A decrepit mansion that is partially sunk in the middle of a bog.
4 A rocky hill shaped like a sleeping satyr, with its open mouth forming a cave entrance.
5 A windmill that walks around on giant crow’s feet.
6 A crumbling keep on a small island in the middle of a mist-shrouded loch.
7 An old farm overgrown with giant pumpkins.
8 A treehouse built in the boughs of a treant.
9 A tower that used to be the trunk of a giant petrified tree, with rope bridges connecting it to the giant living trees that surround it.
10 One or more houses in hollowed-out mushrooms.
11 A gingerbread cottage with a frosting-covered roof, frosting icicles, chocolate doors, and gumdrop gardens.
12 A musty, web-shrouded stone cottage surrounded by an orchard of awakened apple trees.
13 A walking stone colossus with a tower for a head.
14 A cave-riddled hill that walks around on giant stone feet.
15 A walled garden filled with friendly critters, talking flowers, and grasping vines.
16 A well-preserved elven tomb overgrown with moss, decorated with statues, and festooned with bird nests.
17 A giant beaver’s lodge.
18 An inn or hostel carved into the foot of a hill.
19 A dragon skull lying in the sand.
20 One or more giant rusty helmets that serve as houses, surrounded by an ancient battlefield.
Fey Curses

Curses are common punishments among archfey and other powerful Fey creatures. An adventurer might be cursed for any number of reasons, a few of which are listed below:

  • Offending a powerful Feywild denizen
  • Entering a forbidden place
  • Appearing in a fey court without an invitation

You can determine the curse’s effect by rolling on the Fey Curses table.

Fey Curses Table
d8 Curse
1 Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray.
2 You gain 1d3 levels of exhaustion. Until the curse ends, these levels of exhaustion can’t be removed.
3 Spells can’t restore hit points to you.
4 The sound of pixie laughter fills your head while you are awake, drowning out all other sounds.
5 Anything you try to pick up or hold in your hands slips through your fingers.
6 Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight.
7 You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected.
8 Whenever you tell a lie, you lose the ability to speak for 1d8 hours.

A remove curse spell or similar magic is usually enough to end a Fey curse on a creature, but some Fey curses are tenacious and resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table.

Ending the Curse Table
d12 Ending the Curse
1 You must carve your name into a tree, whereupon the tree inherits the curse’s magic and dies.
2 You must drink the blood of a pixie or sprite while basking in moonlight.
3 You must speak the true name of the creature that cursed you three times in a row.
4 While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her “fair blessing.”
5 After filling your pockets with fool’s gold, you must flap your arms and quack like a duck.
6 You must bury an executioner’s hood (a black-capped mushroom found in the Feywild) in the earth and pour goat’s milk over it while whistling.
7 You must be bitten by a faerie dragon. (It’s possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)
8 You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you.
9 You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest.
10 You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song.
11 You must bake a small cake and leave it on the doorstep of a forest gnome’s abode. Only when the gnome eats the whole cake does your curse end.
12 You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself.
Creating an Archfey

Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their Domains of Delight to the far ends of the Feywild. Other, lesser known archfey rule domains that are minuscule by comparison, but no less wondrous. Most archfey are ancient creatures, and no two are alike. When creating an archfey, here are some questions to ask yourself:

Where to Start?

When creating an archfey, consider the following:

  • Under what circumstances might adventurers encounter the archfey?
  • Does the archfey have any allegiance to the Summer Court or the Gloaming Court?
  • What traits does the archfey have? Specifically, what do they look like, what is their personality, and what magical powers do they possess?

These questions will help you flesh out the archfey’s Domain of Delight, ensuring their characteristics are clear and aligned with their personality and influence.

Encountering the Archfey

Think about how and when you expect the adventurers to encounter your archfey. The archfey might infiltrate the party using illusion magic or spy on the characters from afar to discern their intentions before confronting them. Alternatively, they could test the characters’ mettle through challenging encounters or puzzles. Conversely, a shy or reclusive archfey might not want to be disturbed at all.

Here are questions to help you decide:

  • Does the archfey engage with visitors or shun them?
  • Does the archfey wander their domain, or do they prefer to remain in their lair?
  • Does the archfey visit other domains? Are they involved in the politics of the Fey courts?
Fey Court Allegiances

The Summer Queen and the Queen of Air and Darkness are so powerful that other archfey might feel it’s in their best interest to ally with one or both of them. By swearing allegiance to either queen, an archfey gains the privilege of audiences with the queen and faint assurances that the queen’s court will not meddle in the affairs of the archfey or their domain.

Archfey that do not pledge allegiance may find themselves facing complications, such as their domains being overrun with Seelie or Unseelie spies or overlapped by the domains of those who have aligned with one or both queens.

Signature Magic
Roll (d8) Magic
1 Arcane Antlers. The archfey has antlers made of metal, crystal, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed antlers.
2 Compelling Voice. The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder.
3 Dreamwalk. When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain.
4 Hand of Knowing. One of the archfey’s hands blurs as though it were in multiple places at once. The archfey can learn the entire history of a creature or object by touching it with that hand.
5 Health Aura. The archfey’s presence rids creatures and vegetation of disease. Healthy vegetation yields an overabundance of flowers and fruit.
6 Scrying Eye. This archfey has an ornately crafted, removable eye that has the power of truesight (as described in the Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey’s empty eye socket.
7 Simulacra. The archfey can make magical copies of themself and other creatures. These simulacra are similar to those created by the simulacrum spell.
8 Time Distortion. For each minute spent in the archfey’s presence, an hour passes elsewhere.
Magical Gifts

Some archfey have the power to give magical gifts to those they deem worthy. A gift could be anything from a trinket that grants safe passage through the archfey’s domain to a magic item that can be used to defeat a powerful monster. As the DM, you decide whether such a gift is warranted. To randomly determine what kind of gift your archfey might bestow on a character, roll on the Magical Gifts table.

Roll (d8) Gift
1 Charm. The archfey bestows a charm of the DM’s choice (see “Supernatural Gifts” in the Dungeon Master’s Guide).
2 Guide. The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can’t be damaged, and it knows its way around the Feywild. It can’t leave the Feywild and disappears after eight days.
3 Lore. With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey’s choice. This knowledge might be permanent, or it might fade over time.
4 Magic Item. The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does.
5 Refuge. The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift’s recipient can’t enter this refuge without the recipient’s consent. After a specified period of time, the refuge vanishes.
6 Resurrection. The archfey offers one free casting of the true resurrection spell, which they can cast as an action without material components once per century.
7 Training. With a touch, the archfey grants the benefit of months of special training (see “Marks of Prestige” in the Dungeon Master’s Guide for different benefits of training).
8 Transformation. The archfey offers one free casting of the true polymorph spell, which they can cast without material components. The spell’s effect can be made permanent, if you wish.
Creating a Domain of Delight

Once your archfey is fleshed out, you can create the Domain of Delight that serves as the archfey’s home in the Feywild. Generally, the size of a Domain of Delight is a good determiner of an archfey’s power, but an archfey’s domain can be as big or as small as you want it to be.

Geographical Features

A small Domain of Delight might have only one prominent geographical feature, which you can determine randomly by rolling on the Geographical Features table. A large Domain of Delight can have multiple geographical features, which you can determine by rolling more than once on the table.

Roll (d8) Feature
1 A colossal, gnarled tree, its trunk riddled with passageways, halls, chambers, and staircases.
2 A valley filled with grassy meadows and groves of trees along a running river, nestled between two snow-capped mountains that look like the points of a crescent moon.
3 A crystal castle that sings in sunlight or moonlight.
4 A vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes.
5 A complex of caves connected by passageways formed by Fey magic to create grand galleries and soaring vaults.
6 Rolling farmland that yields healthy, bountiful produce of amazing size.
7 A forest of tower-sized mushrooms, or a forest of tiny mushrooms that characters must shrink down to explore.
8 An island that is actually a colossal sleeping turtle.
Domain Theme

A Domain of Delight might have a prevailing theme, which you can determine randomly by rolling on the Domain Theme table.

Roll (d8) Theme
1 Adversarial. Adversarial personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative.
2 Crystalline. This domain contains a profusion of crystal formations and outgrowths, as well as structures and trees made of crystal. Some of the crystals might generate light, music, or both.
3 Gloomy. Everything here has a gloomy cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites’ wings.
4 Inquisitive. Creatures in this domain are nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren’t looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what they’ve heard to their masters.
5 Kaleidoscopic. This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear costumes of scintillating hues.
6 Lackadaisical. The creatures here are easygoing. No one is in a hurry, and no task is greeted with a sense of urgency.
7 Musical. This domain abounds with music. Frogs, toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined.
8 Poisonous. Almost every plant here has spines or thorns that cause anything from itchy welts to damage or out-of-body experiences. Other sources of poison might be present as well (for example, toxic bogs or giant, poisonous Beasts).
Domain Denizens

A Domain of Delight is home to a variety of denizens, each of whom has a role to play within the domain’s intricate web of society and relationships. Here are some common types of denizens that one might encounter within such a realm:

Fey Nobles

These are the high-ranking members of the Fey court, often close allies or rivals of the archfey ruler. Fey nobles might include eladrin, powerful satyrs, or regal dryads. They have authority over other denizens, and they are usually found managing affairs, negotiating alliances, or participating in courtly intrigue.

Guardians

Guardians are creatures who protect the domain from intruders or threats. They might be treants, sentient plants, enchanted animals, or even animated objects. Some are fiercely loyal to the archfey ruler, while others act out of their own desire to keep the domain safe and flourishing.

Tricksters and Entertainers

Domains of Delight are rich in whimsy, often filled with satyrs, pixies, and other fey who delight in playing pranks and entertaining visitors. They might offer riddles, games, and performances to keep travelers entertained, but their tricks can just as easily become dangerous when the mood shifts.

Guides and Messengers

Guides, often sprites or smaller creatures, help travelers find their way through the domain—if it is the will of the archfey. Messengers are tasked with delivering orders or invitations across the Feywild and to other planes. Their loyalty to the archfey can be unshakable, but they may still have their own agendas.

Mischief-makers

Mischief-makers are denizens who live for chaos and entertainment. They might help or hinder adventurers in equal measure. While their actions often seem trivial, they can sometimes have far-reaching consequences. Mischief-makers might include boggles, mischievous gremlins, or grigs.

The Loyal Beast

Many Domains of Delight feature at least one powerful animal that serves the archfey as a companion or mount. These loyal beasts might be as fearsome as a giant owl or a unicorn, or as strange as a three-headed hound or a luminous stag. Their loyalty is often earned through acts of kindness or respect.

Notable Locations

A Domain of Delight contains various noteworthy locations, each with its own special significance. Below are some notable locations that adventurers might find in the domain:

The Archfey’s Palace

The center of power in the domain, the archfey’s palace is a majestic and enchanting structure that reflects the ruler's nature. It could be a crystal castle, an elaborate treehouse, or even a palace carved from living ice. Adventurers might be summoned here for an audience, or they may seek out the palace themselves to petition the archfey.

The Whispering Glade

A secluded grove where ancient trees whisper secrets to those who listen closely. The glade may serve as a meeting place for important figures, or as a repository of hidden knowledge, revealed only to those who prove themselves worthy.

The Moonlit Pool

A shimmering pool that glows under the moonlight and is known to have magical properties. The water may heal wounds, grant visions of the future, or be used as a portal to other parts of the Feywild. Many visitors come to the Moonlit Pool seeking its magic, though the waters may exact a cost.

The Bramble Maze

A labyrinthine maze of thorny vines that only opens for those with pure intentions—or those with something to prove. The maze shifts and changes, and those who enter may be tested before they can leave. Legends say that hidden deep within the Bramble Maze lies an artifact of great power.

The Ever-Blooming Garden

A vibrant garden where every flower is in full bloom all year round, tended by diligent sprites. It serves as a place of respite and beauty but also harbors secrets for those who know where to look. Here, adventurers might find rare herbs, fey fruit, or even sentient flowers that can provide valuable information.

The Crystal Cavern

A cavern filled with crystals that hum with latent magical energy. Each crystal captures fragments of the past, and those who listen can hear echoes of ancient conversations. The Crystal Cavern is considered a sacred site, and many come here to seek knowledge or to meditate in the calming glow of the crystals.

Inhabitants

The inhabitants of a Domain of Delight are as varied and complex as the Feywild itself. Many have lived in the domain for centuries, adapting to the strange environment and serving different roles within their fey society. Here are some of the types of beings one might encounter in a Domain of Delight:

Fey Creatures

Fey creatures such as dryads, satyrs, sprites, and pixies are some of the most common denizens of a Domain of Delight. They live among the trees, rivers, and groves, helping to maintain the balance of the domain, and they often serve the archfey as attendants, messengers, or spies.

Spirits of Nature

Spirits of nature are entities that embody aspects of the natural world. They might take the form of talking animals, glowing orbs of light, or ethereal beings that guard a particular part of the domain. They play a significant role in preserving the natural beauty and magical essence of the Feywild.

Archfey’s Followers

The archfey’s followers are loyal beings who have dedicated themselves to the archfey and their ideals. They might be lesser fey, enchanted beasts, or even mortals who have chosen to serve the archfey in exchange for power or protection. These followers act as guards, caretakers, and representatives of the archfey.

Cursed Inhabitants

The Feywild can be unforgiving, and those who offend an archfey might find themselves cursed to remain in the domain. These cursed inhabitants might be mortals who are forced to serve the archfey for eternity or transformed into beasts and objects as a form of punishment. Their presence serves as a warning to others.

Fey Beasts

Fey beasts are animals that have been touched by the magic of the Feywild. They might have unusual colors, strange abilities, or even the power to speak. Examples include blink dogs, giant owls, and unicorns. These beasts roam freely through the domain, often acting as guardians of sacred sites or companions to the fey.

Nomadic Visitors

Nomadic travelers such as wandering druids, adventurers, or wayward mortals occasionally stumble upon a Domain of Delight. Some are welcomed, while others are manipulated or tricked into serving the whims of the domain’s ruler. Their fate depends largely on their behavior and how they are perceived by the archfey.

Environmental Mechanics

The Feywild is an environment like no other, with unique mechanics that make it both wondrous and dangerous for visitors. These mechanics can change the laws of nature as travelers know them, adding a surreal quality to a Domain of Delight. Here are some of the key mechanics that define the environment in such domains:

Distorted Time

Time in the Feywild flows unpredictably. Characters might spend hours in the Feywild, only to return to the Material Plane to discover that weeks or years have passed, or that no time has passed at all. This time distortion can vary from domain to domain, and it adds an air of unpredictability to any journey.

Shifting Landscape

The landscape of a Domain of Delight can change in response to the mood of its ruler or the actions of those within it. Trees might shift to block the path of intruders, rivers might divert themselves, and mountains might vanish only to reappear elsewhere. The land itself is almost alive, and it responds to the emotions of the archfey and the inhabitants who call it home.

Enchantment and Illusion

Illusions are an inherent part of the Feywild. What appears to be a simple cottage could, in fact, be an archfey’s grand palace. Illusions can obscure dangers or create beauty where none exists. Visitors need to be cautious, as even the ground they stand upon might not be what it seems.

Emotional Influence

The environment in a Domain of Delight is strongly influenced by the emotions of its ruler and inhabitants. The weather might change depending on the mood of the archfey, or flowers might bloom or wither based on the joy or sadness of those nearby. This emotional resonance can make a domain either a comforting paradise or a chaotic nightmare.

Inexplicable Phenomena

Domains of Delight are often home to inexplicable phenomena, such as shimmering lights that dance in the sky, flowers that sing haunting melodies, or animals that can talk. These phenomena add an air of mystery and wonder to the environment, reminding visitors that the Feywild obeys no laws other than its own.

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