Into the Fey

Level 1 | Campaign

Stretches of wilderness mostly untouched by “civilized” races— particularly forests, swamps, mountains, and rolling plains—are the most likely to touch the Realm of the Fey, often opening a temporary or permanent portal between the Material Plane and the Fey Plane. Such occurrences are especially common in the Aeredale region.

Over the years, fey creatures—sprites, gnomes, pixies, satyrs, hags, and others—have filtered from the Fey Plane into the countryside surrounding Aeredale, particularly in Pelview Grove to the north and Pelfell Bog to the east. Most of these fey, while mischievous, have been largely good hearted...until recently.

A faction of fey known as the Vex’Mortem Fey rose to prominence on the Fey Plane in the region that corresponds to Aeredale—for the realm of the fey is but a fantastical, sylvan reflection of the Material Plane. Lead by Queen Thessalia, an arch fey referred to as The Queen Below, this faction is anything but good-hearted.

Indeed, their expansionist aims have led them not only to swallow up swaths of territory on the Fey Plane, but also to set their eyes on the Material Plane, specifically Aeredale and the surrounding region.

Recently, more and more of the fey filtering through the portals have been of the Vex’Mortem faction. At first, they were content to simply displace other fey in the forests, swamps, and other wild areas.

While they did so, the civilized inhabitants of Aeredale—primarily humans, halflings, and half-elves—were mostly oblivious. Sure, there were more sightings of fey creatures, often peeking out from behind tree trunks or other hidey spots, showing a clear interest in the goings on of the Aeredaleans. Nevertheless, the inhabitants of the region had no reason to suspect their sinister intentions.

Within the last few months, though, the Vex’Mortem Fey have put their expansionist plans for the Aeredale region into full drive with the arrival of Chittering Lucy Slopgrowth. One of The Queen Below’s chief lieutenants, the night hag arrived with one goal: complete conquest of the Aeredale region.

The sprites of Clan Darkpebbles were dispatched to the sewers beneath Aeredale to begin mapping them out to serve as a staging point for a fey invasion. The Azarati—creatures that are a mix between elves and plants—crept into the countryside west of town and began to abduct farm folk for transformation into unthinking du’Azarati monstrosities. Bedaview the Black and his pixie followers arrived to the area to begin preparations for the invasion.

Satyrs were tricked into invading the Dancing Meadery in Pelview Grove, and even Driftwood Ethel Wormwiggle—Slopgrowth’s younger sister—was called upon to prepare her goblin and razor gnome forces for the assault.

And now, it’s hard for even the most stubborn or least astute Aeredalean to deny the strange signs and odd occurrences happening almost daily around the town and countryside: increased fey sightings, farmers missing, and even children kidnapped.

It’s clear the region is poised on the edge of disaster.

15 years as a TTRPG players.
10 years as a Game Master.
0 Games Hosted on FateTide.

Current Players

AX-42 “Virell

Automaton
2
Player: ethandancz89@gmail.com

Hop The Booze Hound

Ogrefolk God-Touched
2
Player: Cannibal

Master Quixivar the Third

Impfolk Arcane Ancestral Fusion
1
Player: Bytor

Muertez

Lizardfolk Arcane Ancestral Fusion
2
Player: Dragotyraunt

Opal Dark Lily

Satyr Earthborn
1
Player: Clayest

Inactive Campaign Players

Price per player-session:
You will be charged when a session starts
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5 of 6 Seats Filled
  • Campaign Schedule:

  • 2 | Wed, Aug 20, 2025, 05:15 PM MDT
  • 3 | Wed, Aug 27, 2025, 05:15 PM MDT
  • Timezone: America/Denver
  • Information:

  • Campaign Level: 1
  • Microphone Required: Yes
  • Microphone Required: Yes
  • Age Requirement: Adult
  • Combat Tactics: Mid
  • Roleplay: High
  • Puzzles: Mid
  • Game Experience: Low
  • Session Duration: 3.00 - 4.00 hours
  • World:

  • World: Zin
  • Calendar: Atheon
  • Time: Comday, Deraëe 1st, 431
  • Custom Campaign Rules:

  • Magic: Overcasting
    Ability Spells
    Sorcerers can Overcast using Fortitude and Sanguine.
    Toggling this Allow ALL casters/benders to Overcast without using Sanguine (albeit risky).
  • Critical Hits: Maimed
    Gritty Attack Roll
    Critical hits force the creature to make a DC15 Fortitude Skill Roll or take 1 stack of Maimed.
  • Dying Rolls: Maimed
    Gritty Dying Roll
    Gain one stack of Maimed when failing a Dying Stratum Roll by 5 or more.
  • Massive Damage: Maimed
    Gritty Attack Roll
    Massive Damage!! When taking over 50% of your Max Vitality, of a damage roll in a single hit of your total Vitality you MUST make a DC 15 Fortitude. Upon failure you take ONE stack of Maimed.
d100
Mod
ADV/DIS
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Effect 1 Effect 2 Ambience Music

Item Information