Ok so we have a small DnD group. Our current DM is running our first trial adventure. (We're all pretty new)I been great but they want a chance as a player and I wanted to try DMing so I'm working on the new campaign and it's all Homebrew.
It's main world is steampunk setting and a large part of my story arc relies on them ending up in the feywild for a while.
I took the creat my whole world path. I've got most of the steampunk setting down but info on the feywild seems few and far between. Any suggestions for more info?
Also need advice on how to have meaningful side quests. I have a few ideas that interact with one of the pcs background but not sure about them.
This (https://www.patreon.com/posts/into-feywild-100-6755905) is a great resource for some adventure ideas in the Feywild, and aside from that offers a great look into what a Feywild setting might look and feel like. I used it heavily when my main group ventured into the Feywild in my campaign. It also has a great random events table that my players had a ton of fun with me rolling on during their ventures. They got to gamble with sprites, rescue a doormouse's sickly father, face up against the Wild Hunt, and more! (My players were level 16 or so at the time, your mileage may vary.)
The Feywild is often split into the 4 seasonal courts, and while in the realm of any of those courts it is perpetually that season. Travel through the Feywild is also often tricksome and counter-intuitive. When I ran my adventure, I made my own version of Hedgegrove (the setting described in the PDF I linked above). Travel through the labyrinthine city required the party to travel in odd ways, such as "around the hedge four times and to the left" or "backwards the way you came, then take two rights" and so on. The players very well might need a guide.
You also have the Seelie Court and the Unseelie Court - they're not exactly "good and evil" but most people kind of make them out to be since it's close enough; the Seelie Court may tolerate people from other planes, the Unseelie Court not so much.
If you think a good part of the setting needs to be in the Feywild, you should figure out why it needs to be - and what makes that part of the adventure impossible to happen anywhere else, such as in the main steampunk setting. You should also consider how much of the steampunk technology has made its way into the Feywild, since the Feywild (and Shadowfell) are mirror versions of the Material Plane.
The best advice I know for structuring plots/adventures is "someone wants something badly but is having trouble getting it because..." and fill that in. Then of course make sure you have a solid beginning, middle, and end, and make sure the ends tie into the next beginning.
Most of all, have fun with it! The Feywild is a wondrous and magical place full of crazy shenanigans. Don't be afraid to create strange and amazing things, don't limit yourself, and just go crazy! Within reason, of course. (;
Thanks for that link. I may make use of the tables in it at the very least. I'm working using a story based off of the Seelie and Unseelie. I hadn't thought much about the material plane sinking into the feywild. I'll have to figure that out so thanks for bringing it up. Also, so the feywild is necessary because since I didn't have info on the feywild I agreed to let one of my players make their pc a Changeling like from an old story. An actual fae child left behind in place of a material plane child. (we're using the changeling stats but editing them a bit) She also wanted to be of noble birth so I'm working it in that she's the heir of one of the Queen's of the Feywild. Which is why they end up in the feywild on a completely different adventure than the one they think they're going on.
That makes sense. I will warn you that making a character of that high of nobility can come with its own challenges and potential pitfalls, so be wary - you can be of noble birth without being a queen, there are plenty of nobility in the Feywild, including Archfey, that could serve just as well for noble birth. Ultimately it comes down to if you trust your player there not to be a jerk about their noble heritage, and also as long as you don't plan to have them actually become the ruler, at least until the end - because then that takes them out of play too easily.
Yeah, with this particular player I have no worries that they will find any path to NOT being the ruler. However I have plans to make sure it's a challenge to get to where they can leave otherwise it wouldn't be fun for me or them.
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Ok so we have a small DnD group. Our current DM is running our first trial adventure. (We're all pretty new)I been great but they want a chance as a player and I wanted to try DMing so I'm working on the new campaign and it's all Homebrew.
It's main world is steampunk setting and a large part of my story arc relies on them ending up in the feywild for a while.
I took the creat my whole world path. I've got most of the steampunk setting down but info on the feywild seems few and far between. Any suggestions for more info?
Also need advice on how to have meaningful side quests. I have a few ideas that interact with one of the pcs background but not sure about them.
Any advice helps! Thanks in advance.
This (https://www.patreon.com/posts/into-feywild-100-6755905) is a great resource for some adventure ideas in the Feywild, and aside from that offers a great look into what a Feywild setting might look and feel like. I used it heavily when my main group ventured into the Feywild in my campaign. It also has a great random events table that my players had a ton of fun with me rolling on during their ventures. They got to gamble with sprites, rescue a doormouse's sickly father, face up against the Wild Hunt, and more! (My players were level 16 or so at the time, your mileage may vary.)
The Feywild is often split into the 4 seasonal courts, and while in the realm of any of those courts it is perpetually that season. Travel through the Feywild is also often tricksome and counter-intuitive. When I ran my adventure, I made my own version of Hedgegrove (the setting described in the PDF I linked above). Travel through the labyrinthine city required the party to travel in odd ways, such as "around the hedge four times and to the left" or "backwards the way you came, then take two rights" and so on. The players very well might need a guide.
You also have the Seelie Court and the Unseelie Court - they're not exactly "good and evil" but most people kind of make them out to be since it's close enough; the Seelie Court may tolerate people from other planes, the Unseelie Court not so much.
If you think a good part of the setting needs to be in the Feywild, you should figure out why it needs to be - and what makes that part of the adventure impossible to happen anywhere else, such as in the main steampunk setting. You should also consider how much of the steampunk technology has made its way into the Feywild, since the Feywild (and Shadowfell) are mirror versions of the Material Plane.
The best advice I know for structuring plots/adventures is "someone wants something badly but is having trouble getting it because..." and fill that in. Then of course make sure you have a solid beginning, middle, and end, and make sure the ends tie into the next beginning.
Most of all, have fun with it! The Feywild is a wondrous and magical place full of crazy shenanigans. Don't be afraid to create strange and amazing things, don't limit yourself, and just go crazy! Within reason, of course. (;
Thanks for that link. I may make use of the tables in it at the very least. I'm working using a story based off of the Seelie and Unseelie. I hadn't thought much about the material plane sinking into the feywild. I'll have to figure that out so thanks for bringing it up. Also, so the feywild is necessary because since I didn't have info on the feywild I agreed to let one of my players make their pc a Changeling like from an old story. An actual fae child left behind in place of a material plane child. (we're using the changeling stats but editing them a bit) She also wanted to be of noble birth so I'm working it in that she's the heir of one of the Queen's of the Feywild. Which is why they end up in the feywild on a completely different adventure than the one they think they're going on.
That makes sense. I will warn you that making a character of that high of nobility can come with its own challenges and potential pitfalls, so be wary - you can be of noble birth without being a queen, there are plenty of nobility in the Feywild, including Archfey, that could serve just as well for noble birth. Ultimately it comes down to if you trust your player there not to be a jerk about their noble heritage, and also as long as you don't plan to have them actually become the ruler, at least until the end - because then that takes them out of play too easily.
Sounds like a fun campaign for sure!
Yeah, with this particular player I have no worries that they will find any path to NOT being the ruler. However I have plans to make sure it's a challenge to get to where they can leave otherwise it wouldn't be fun for me or them.