Dungeon Master's Guide
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ETHEREAL CURTAINS<br />
d8 Plane Color of Curtain<br />
1 Material Plane Bright turquoise<br />
2 Shadowfell Dus ky gray<br />
3 Feywild Opalescent white<br />
4 Plane of Air Pale blue<br />
5 Plane of Earth Reddish-brown<br />
6 Plane of Fire Orange<br />
7 Plane of Water Green<br />
8 Elemental Chaos Swirling mix of colors<br />
Traveling through the Deep Ethereal to journey from<br />
one plane to another is unlike physical travel. Distance<br />
is meaningless, so although travelers feel as if they can<br />
move by a simple act of will, it's impossible to measure<br />
speed and hard to track the passage of time. A trip<br />
between planes through the Deep Ethereal takes 1d10<br />
x 10 hours, regardless of the origin and destination. In<br />
combat, however, creatures are considered to move at<br />
their normal speeds.<br />
ETHER CYCLONES<br />
An ether cyclone is a serpentine column that spins<br />
through the plane. The cyclone appears abruptly,<br />
distorting and uprooting ethereal forms in its path and<br />
carrying the debris for leagues. Travelers with a passive<br />
Wisdom (Perception) score of 15 or more receive 1d4<br />
rounds of warning: a deep hum in the ethereal matter.<br />
Travelers who can't reach a curtain or portal leading<br />
elsewhere suffer the cyclone's effect. Roll a d20 and<br />
consult the Ether Cyclone table to determine the effect<br />
on all creatures in the vicinity.<br />
ETHER CYCLONE<br />
d20<br />
Effect<br />
1-12 Extended journey<br />
13-19 Blown to the Border Ethereal of a random plane<br />
(roll on the Ethereal Curtains table)<br />
20 Hurled into the Astral Plane<br />
The most common effect of an ether cyclone is to<br />
extend the duration of a journey. Each character in a<br />
group traveling together must make a DC 15 Charisma<br />
aving throw. If at least half the group succeeds, travel<br />
is delayed by 1d10 hours. Otherwise, the journey's travel<br />
time is doubled. Less often, a group is blown into the<br />
Border Ethereal of a random plane. Rarely, the cyclone<br />
rears a hole in the fabric of the plane and hurls the party<br />
into the Astral Plane.<br />
E THEREAL PLANE ENCOUNTERS<br />
_lost encounters in the Border Ethereal are with<br />
eatures on the Material Plane whose senses or<br />
abilities extend into the Ethereal Plane (phase spiders,<br />
:or example). Ghosts also move freely between the<br />
:=:rhereal and Material Planes.<br />
In the Deep Ethereal, most encounters are with other<br />
~ve lers , particularly ones from the Inner Planes (such<br />
...: elementals, genies, and salamanders), as well as the<br />
- casional celestial, fiend , or fey.<br />
FEYWILD<br />
Stepping into the portal was like settling into a warm bath,<br />
though the chill didn't jade from the air. At first everything<br />
muted-the roar of the river around the rocks below, the<br />
ch irp ing of frogs and crickets on shore, the evening bustle of<br />
th e town behind him . ... A moment later, the world erupted<br />
into vibrant life. Frogs and night birds sang a chorus; the air<br />
was awash with autumn scents; the moonlight painted the<br />
flo wers in iridescent blue, silver, and violet; and the rushing<br />
of th e river became a complex symphony.<br />
-James Wyatt, Oath of Vigilance<br />
The Feywild, also called the Plane of Faerie, is a land of<br />
soft lights and wonder, a place of music and death. It is a<br />
realm of everlasting twilight, with glittering faerie lights<br />
bobbing in the gentle breeze and fat fireflies buzzing<br />
through groves and fields. The sky is alight with the<br />
faded colors of an ever-setting sun, which never truly<br />
sets (or rises for that matter); it remains stationary,<br />
dusky and low in the sky. Away from the settled areas<br />
ruled by the seelie fey that compose the Summer Court,<br />
the land is a tangle of sharp-toothed brambles and<br />
syrupy fens- perfect territory for the unseelie fey to hunt<br />
their prey.<br />
The Feywild exists in parallel to the Material<br />
Plane, an alternate dimension that occupies the same<br />
cosmological space. The landscape of the Feywild<br />
mirrors the natural world but turns its features into<br />
spectacular forms. Where a volcano stands on the<br />
Material Plane, a mountain topped with skyscrapersized<br />
crystals that glow with internal fire towers in the<br />
Feywild. A wide and muddy river on the Material Plane<br />
might be echoed as a clear and winding brook of great<br />
beauty. A marsh could be reflected as a vast black bog of<br />
sinister character. And moving to the Feywild from old<br />
ruins on the Material Plane might put a traveler at the<br />
door of an arch fey's castle.<br />
The Feywild is inhabited by sylvan creatures, such<br />
as elves, dryads, satyrs, pixies, and sprites, as well as<br />
centaurs and magical creatures such as blink dogs,<br />
faerie dragons, treants, and unicorns. The darker<br />
regions of the plane are home to such malevolent<br />
creatures as hags, blights, goblins, ogres, and giants.<br />
SEELIE AND UNSEELIE FEY<br />
Two queens hold court in the Feywild, and most fey owe<br />
allegiance to one or the other. Queen Titania and her<br />
Summer Court lead the seelie fey, and the Queen of Air and<br />
Darkness, ruler of the Gloaming Court, leads the unseelie fey.<br />
Seelie and unseelie do not directly correlate with good and<br />
evil, though many mortals make that equation. Many seelie<br />
fey are good, and many unseelie are evil, but their opposition<br />
to each other stems from their queens' jealous rivalry, not<br />
abstract moral concerns. Ugly denizens of the Feywild, such<br />
as fomorians and hags, are almost never members of either<br />
court, and fey of independent spirit reject the courts entirely.<br />
The courts have warred at times, but they also compete in<br />
more-or-less friendly contests and even ally with one another<br />
in small and secret ways.<br />
CHAPTER 2 I CREATING A MULTIVERSE<br />
49