Player's Option: Heroes of the Feywild enables players to weave elements of the Feywild D&D 4E Game System Electronic (PDF, DOC, eBook, HTML, etc.). Heroes of the Feywild is a 4th edition Dungeons & Dragons rules supplement published in November The book introduces three new player races. One of the things I expected to see one day in the life of 4e was a pair of robust boxed sets for the Shadowfell and the Feywild. While it doesn't.
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D&D 4th Edition Design Playtesters Rob Heinsoo, Andy Collins, James Wyatt Angela Amburn, Bryan Amburn, C.J. Thrasher, Douglas Kilpatrick, Eva Orta, Galen. Player's Option - Heroes of the Feywild - Ebook download as PDF File .pdf), Text Download as PDF, TXT or read online from Scribd D&D 4th Edition Design. Index of /public/Books/portal7.info & Dragons/D&D 4th Edition/ Supplement/ Sep 4M Player's Option - Heroes of The Feywild. pdf.
Two Tile Sets Released! Caverns of Icewind Dale gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles with which to build icy caves, winter backdrops, and other exciting encounter locations. The tiles in this set can be combined with tiles from all past and future sets to create truly memorable adventures. Caverns of Icewind Dale contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. The Dungeon Tiles Master Sets are designed to give Dungeon Masters the tiles they need to build adventure maps, including maps appearing in published adventures. This box contains 10 double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock.
The royal children of the Feywild, was the wisest, and the middle child was the most once idolized as a trio, had now been sundered forever. Their father watched over them from afar, and After the attack on her brother, the youngest sister together they made a beautiful and sometimes capri- fled, then rallied her supporters to her side. For what cious trio, and all was well in the realm of the fey. The youngest sister had always been own forces.
The lush and verdant Feywild ran red with quick of mind and bold to a fault, and had no fear of the blood of elves, and violence became the standard exploring dark and dangerous places. With her brother of the day. Herself headstrong, the youngest sister sym- drow. The youngest sister embraced her new home pathized with these outsiders, and began treating with and became a queen of her realm. No longer unified with their sibling, dealings with dark creatures, they confronted her.
Unwilling to bend, the youngest sister lashed out at Some of their followers even left the fey realm, choosing her brother, striking so quickly that, at first, the brother the world of men with all its dangers and flaws over the thought the attack to be some kind of dark joke.
Only despoiled paradise of the Feywild.
Thus, the three elves when the oldest and wisest sibling intervened did the became the first eladrin, elves, and drow. In this place, magic is inher- Faerie, is a place bright with magic. In this place, wild unicorns gallop wonders undreamed of in the mortal world. In the across the endless meadows like shooting stars, and Feywild, the laws of science, logic, and reason defer frolicsome nymphs lovelier than the dawn take mor- to the arts of magic, story, and rhyme.
Ordinary tals as partners. In this land, a maiden enchanted animals and objects converse as eloquently as any to sleep for a thousand years can be awakened with worldly mortal.
Clever mortals can outwit mighty landscape like herds of roving sheep. Glorious castles giants, trolls, and dragons, winning fantastic trea- perch on mountain spires that touch the starry heav- sures. Here, the pinnacle of mortal ambition is ens, and a bold traveler can board a vessel to a fey within reach, and each soul can attain its grand- palace on the moon. Fairies anoint the dew- est potential. The fey realm instills in Yet for all its dreamlike splendor, the them an adventurous, revivifying spirit.
Here on the dusky sea, leave impressions wicked hags place everlasting on a mortal heart that can never curses on their enemies, change be erased. Capricious fey play does in the natural world. In some areas careless games with mortal lives. Under- of the plane, time virtually stands still, basking in ground caverns sprawl the length of the world eternal summer or frozen in endless winter. After above, and in these dark places, fomorian tyrants, spending only a few days in the Feywild, a mortal brutal cyclopses, and hateful drow await the day might return to his home in the world to find that when they will overthrow the surface dwellers.
Thus, eladrin Those who are drawn to this realm of enchantment and other creatures that live in these timeless and danger must take care, for wonders and hor- realms seem practically immortal to those with rors beyond imagining lie around every bend in the mortal life spans. The change- able fey place little value on the brief lives of mortals. Although most mortals are raised on fairy tales, Fortunate visitors from the ordinary world deal with few continue to believe in such fancies as they grow fey that are ambivalent toward them rather than fey older.
Rural commoners might blame pixies, boggles, that toy with them for amusement. By and large, the fomorian kings, and powerful archfey that rule over civilized peoples of the world, surrounded day and vast, dark demesnes and command goblins, ogres, night with the ordered workings of their own hands, trolls, werewolves, and other creatures that savor the think little of the Feywild except as a passing fancy taste of mortal flesh.
These villains can be as funda- of childhood. The practicalities of day-to-day work, mentally evil as devils or demon lords, and they wield trade, and family dim the vivid wonders of the fairy powers of comparable might. More typically, spe- But regardless of whether they truly believe in the cial conditions prophesy their overthrow or reform.
The bards who betrayed him and escaped elsewhere in time with a dwell near fey crossings believe that reality is made mortal lover. These melt away, transforming him back into the Prince of bards see the storybook rules of the Feywild as the Summer he once was.
Or a powerful hag might be purest form of reality, only as consistent as the larger defeated only if a cold iron dagger forged at the hour story currently unfolding.
Mortals visiting the Feywild do well strength of arms alone are doomed to fall to beings to remember that fanciful rules govern this place, and that wield magic far more cunning than any blade. Those who adapt to the storybook logic of the Fey- wild and learn to live by their wits stand a far better A Storybook Land chance of survival.
The Feywild is a land of destiny both imposed and You know from the stories of your childhood that fulfilled. A mortal who trespasses in a fey demesne the rules that dictate life in the fey realm are differ- might be forbidden to leave until he or she completes ent. In the world, natural laws govern the physical seven seemingly impossible tasks, such as milking all environment and the study of arcane magic, but the cows in the world in the course of a day, slaying the chimerical Feywild rejects such conventions.
The story magic that makes all things possible and speak in its own manner, including rabbits, in the Feywild works both ways, and oath breakers roses, placid lakes, and the stars in the night sky. A Land of Unknowns In the natural world, mortals stake their lives on physical boundaries. Cottage walls keep out the wind and weather, town fortifications separate civilization from the wild, and castle walls repel invading armies.
While the empire of Nerath flourished, mortals felt secure within the protection of its borders, but since its fall, civilizations have become points of light in an indefinite sea of darkness. The definable borders and boundaries of the world are important; you rely on them for security and pro- tection. But what of the places that are neither one location nor another? The twilight that separates day from night, the uncertain days between one season and another, the perimeters of doorways and win- dows that are neither inside nor outside—these places are subject to superstition, which claims that demons, fey, and other frightening creatures can enter the world through indefinable regions.
In the natural world, magic too is governed by rules. Wizards study arcane texts, learn to cast spe- cific spells, and improve their techniques through research and dedication.
Fey magic, however, bends and breaks such rules. The humblest midwife can pledge herself to powers that can instantly plague mortals with curses that last a lifetime.
Many fey change shapes as easily as a mortal changes clothing. Such unknown quantities inspire fear in the people of the natural world. Fey creatures are not without limits, but their boundaries are more flexible and, at the same time, more binding.
Most fey that make pacts and bargains are magically bound to their promises. Breaking an oath or granting a favor places the fey under the power of another creature. Thus, fey rarely swear oaths or promise favors, usually only in desperation or when they desire high-stakes fun.
Similarly, fey respect ancient conditional laws, such as those that block them from boundaries ritu- ally sealed with cold iron. But as long as you have lived here, you have Those who were born in the Feywild and those who noticed something strange and magical about the dwell near a fey crossing have an entirely different hamlet.
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.
I haven't necessarily been a fan of every 4e rulebook, but this one gets it right. Places of Mystery. Crystal stone towers that sparkle like starlight, with ancient noble houses full of corrupt and treacherous politics.
Timeless forest cities whose very existence is art. Shimmering ruins that shift between worlds. Icicle-fortresses of glacial spires, keeping watch over a frozen land.
Buried cities of malformed giants, twisted inside nightmare tunnels. I think I like the presentation of these places as character origins because people sometimes complain about missing the "magic and sense of wonder" of gaming that they felt in their youth. For me, origin locations like these restore that missing element in spades. Wherever your hero comes from, it's likely a place of fascinating mystery that's full of secrets to be discovered.
Race and Class. Hamadryads, pixies, and satyrs are presented as new races. Whether you want to play a wild queen of the fey, a dedicated and whimsical mischief-maker, or a wild reveler, there are solid rules to do so.
Pixies can even fly—well, flutter—something that 4e usually restricts but which remains balanced in a group of non-fey adventurers. New subclasses include berserker barbarians, bardic skalds, druidic protectors, and wizardly witches. A slew of new powers, class abilities, and options accompany these new subclasses. There are rules for character themes, paragon paths, feats, gear, magic items, and the like.
I'm particularly impressed by the gorgeous art in these sections, which ties in nicely to new story elements. Build Your Story. Heroes of the Feywild provides excellent support for DMs who want to run a campaign set or centered in the Feywild. Incredibly flavorful locations, examples, advice, and events are all presented to help build such a game.
When character upbringing includes entries for Foster Parents Cruel and Foster Parents Kind , it's fairly clear that the authors understand that the Feywild is meant to be more than just a leafy dungeon. If you're playing 4e and want to reinvigorate your game with a sense of wonder, or if you are a long-time lover of Grimm's Fairy Tales, Heroes of the Feywild is highly recommended.
Don't miss this one; the rather plain stats and rules reflected in the online DDI Compendium don't nearly do it justice. About the Creators. He is the co-designer of Lords of Waterdeep , a board game you probably want to go download right now.
Trust me. It's that good. Claudio Pozas is a fantasy artist from Brazil whose talents also encompass game design. You can see his work at claudiopozas. Threats to the Nentir Vale , and lots more. You've seen his work in Dragon and Dungeon magazines. Please feel free to mail corrections, comments, and additions to kevin. These eBooks are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the document containing your name and the order number of your eBook download.
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Log In I am new here. Remember me. Password forgotten? Click here. Heroes of the Feywild 4e. Watermarked PDF. Average Rating 6 ratings. Ready to explore your character's wild side? Well, whatever else you might want to say about it, the Feywild isn't boring. Customers Who Bought this Title also downloadd. Reviews 2. Please log in to add or reply to comments.
Hampus S. I realy like this book especially the chappter about pixies. Timothy B. So I picked up the Heroes of the Feywild a while back. I had been looking forward to this one for a while, especially when I saw that the Witch was going to be one of the character class options.
I then spent some time working on various witch charact [ See All Ratings and Reviews. Browse Categories. WoD 20th Anniversary Edition Sale.