1. Locations

Thelanis: The Faerie Court

Plane

Every culture has faerie tales— stories that use exaggeration and supernatural elements to warn children of the consequences of bad behavior or to demonstrate the virtues of society. Breland tells tales of the Sleeping Prince, cursed to slumber by a cruel hag until he’s saved by the courage of the Woodcutter’s Daughter. In the Mror Holds, there’s a tale older than Breland itself, in which Lady Narathun curses Doldarun’s son with eternal sleep, until he’s saved by humble Toldorath. And the Dhakaani dar have an ancient story about how Hezhaal—a dirge singer who betrayed the empire and studied sinister magic—cast the marhu’s son into a cursed slumber, until he was saved by a simple golin’dar.

This is just one of many stories that appear over and over in different cultures. The exact details may shift—is the sleeper a prince? The marhu’s son? Doldarun’s heir?—while the thrust of the tale and the lessons it teaches persist. But long before any of these cultures arose, these stories existed somewhere else. In a layer of Thelanis, the Lady in Shadow curses a prince with eternal sleep. She tends a garden full of wonders, and keeps her own daughter hidden in the heart of a labyrinth of thorns. At the deepest level, that is what the fey are: stories. The dryad isn’t a natural spirit; it’s the magic we want in the world when we see a slender tree move in the wind and imagine it as a beautiful person. Thelanis is built on iconic stories, but it’s also the Faerie Court; at its heart, satyrs and nymphs dance in the shadows of the Palace of the Moon, while the archfey engage in immortal intrigues. It’s a fantastic realm essentially built around the idea of adventures, but it’s a deadly place for those who refuse to understand its rules.

Thelanis is one of the easiest planes for mortals to reach. Just walk through a mushroom ring when Rhaan is full in the sky, or follow the sound of distant music in the forest. It’s not always this easy, but it can be. One wrong step and you could find yourself in Thelanis, retracing the steps of storybook heroes and making dangerous bargains with the rulers of the Faerie Court.

Source: Exploring Eberron


Thelanis is the home of the fey and a realm where narrative and metaphor shape the nature of reality. Its many dominions are governed by the archfey, and the denizens of each realm reflect the nature and the story of their lord. For instance, the realm of the Prince of Frost is trapped in endless winter, and pale eladrin lead packs of winter wolves in their hunts. It’s not the same environment as on Risia, because the prince’s realm isn’t an embodiment of the idea of cold — rather, it’s a domain frozen by its prince’s broken heart. If the prince’s story were changed, the realm would change with it.

Time and space are both malleable in the Faerie Court, and a mortal who wanders into Thelanis might never return — or might leave after a few days to discover that weeks, months, or years have passed back home.

Thelanis Manifest Zone Features

d4 Feature
1 Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian treants and awakened flora.
2 A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center.
3 An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of pixies.
4 The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage.

Source: Rising from the Last War

Denizens

Source: Exploring Eberron

Thelanis is home to fey in all their forms. Sprites flit between trees, singing to the dryads that dwell within them. There are birds in the trees, and if you talk to them, one might answer— either a bird or a tree, depending on the story. Most of the denizens of Thelanis fall into one of four categories.

Supporting Cast

The vast majority of the creatures of Thelanis—the sprites in the forest, the dryads, the birds, and for that matter, the trees themselves—are manifestations. These members of the supporting cast exist because the story needs them to exist, and they have a specific role to play. While most supporting cast are fey, any creature can appear if the story requires it. A pack of wolves? An angry giant? A white horse that appears just when it’s needed? Anything is possible.

Supporting cast generally use the standard stat blocks for each creature, though they might be considered fey instead of other creature types. These creatures don’t think of themselves as manifestations; it’s simply that they have no real depth, no desires other than the drives they need to fill their role in the story, and no care for the passage of time. The sprite never gets bored of its song, and it never stops to question anything about its existence.

The supporting cast reflects the fact that the stories of Thelanis don’t change. The hungry giant will always be guarding the well. If adventurers defeat the giant, they’re the heroes of the hour and it feels like a triumph; but if they return to the barony at a later date, the giant will be back—or at least, a remarkably similar giant—and it won’t remember them or acknowledge their previous victory. As a general rule, supporting cast can’t abandon their posts or leave their layers.

However, more than the manifestations of other planes, the supporting cast of Thelanis can evolve. When an anchor baron gives the white horse to an adventurer, it becomes a mortal horse and they can ride it home. Supporting cast that drift into manifest zones become mortal fey, dwelling in the zone until they die. A supporting cast member can also evolve by gaining a greater role in the story. An individual sprite doesn’t even have name, but if the adventurers convince the sprite to help them, and it plays a critical role in their defeat of the giant at the well, it’s no longer a nameless sprite; it’s Clever Jack, or whatever name they gave it. If a manifestation becomes mortal, it can go anywhere it likes, even leaving its layer and following the adventurers back to Eberron . . . but if it dies, it’s gone forever. On the other hand, a manifestation can evolve to become a greater fey; if this happens, it remains immortal, and it’s still tied to its story, just with a bigger role and more personality.

Eladrin and Other Mortals

There are two types of mortals in Thelanis. The first are the supporting cast that have become real and split off from their original stories. The second are natural-born mortals who do have their own cultures and cities; chief among these are the eladrin, who dwell in the feyspires of the Moonlit Vale. Each spire is ruled by an archfey, and each has a distinct story that shapes the personality of the local eladrin. The eladrin aren’t as bound by story as other fey, but the magic of the plane encourages a deep devotion to their spire and their ruler. They hunt, they hold revels, they serve their ruler in the intrigues of the Moon Court; it rarely occurs to them that there could be more to life. However, they’re indeed mortals; they fall in love, they have children, they are born, and they die. If an eladrin leaves their spire—whether to roam across Thelanis or into Eberron—they often gain a greater appreciation of the passage of time. Living among mortals in a mundane world can be a hard transition for an eladrin; compared to the wonders of the Faerie Court, there is little fey beauty in Khorvaire. The longer an eladrin lives in the mortal world, the more mortal it becomes; this is why eladrin player characters are considered humanoids (and elves) rather than fey.

For the eladrin of Thelanis, the seasonal aspect remains a statement of their current mood and nature. However, seasons are also used as a political statement, reflecting a degree of support for that season in the Moon Court; there may be times when an eladrin will resist assuming a particular aspect so as not to offend a host. The eladrin are the most common mortals in the layer, but there are also a handful of mortals who have been drawn in from Eberron—the gnomes of Pylas Pyrial, wandering Greensingers, mortals personally chosen by one of the archfey, or creatures who accidentally wandered through manifest zones and are trying to find their way home.

Greater Fey

Greater fey are tied to a barony or have a role in the Moonlit Vale, but they have their own names, identities, and distinct personalities. They can have their own agendas and schemes within the grander story of the archfey, seeking love or revenge or other ambitions. Sometimes the protagonist of the story appears as a greater fey; in the case of the Sleeping Prince, perhaps the adventurers can actually meet the clever Woodcutter’s Daughter. However, often the role of protagonist is left for the adventurers to fill; in Thelanis, they are the ones who must wake the Sleeping Prince.

Despite their individuality, these greater fey are still fey; they remain attached to their layers, and don’t experience the passage of time as mortals do. They want to achieve things within their story, but few have any thoughts or desires that go beyond Thelanis. However, it’s possible for them to go wherever they want. A greater fey could establish its own domain in a manifest zone tied to Thelanis, or be found selling strange trinkets in the Immeasurable Market of Syrania. When greater fey do leave Thelanis, they generally seek to create their own stories; they still want to be part of a narrative that makes sense to them. Any fey creature can be used as a basic foundation for a greater fey, possibly with additional powers tied to the story they tell. A greater dryad might be able to see through all of the trees in the manifest zone she calls home, and to control its beasts. This isn’t represented by a spell, as she couldn’t control beasts in other places; it’s simply part of the story.

As the story of a greater fey grows, its abilities can grow as well . . . but these are often tied to storybook logic, and power could be balanced by a weakness. A greater dryad could be immune to fire unless someone knows her name, at which point she is vulnerable to it. Or she might be immune to piercing damage but vulnerable to slashing damage—arrows and spears refuse to strike her, but axes hunger to cut her down.

Archfey and Anchor Barons

The archfey are the foundation of Thelanis, the force that sets a story in motion. Where greater fey may be tied to a single story, most archfey have inspired countless tales—often as the antagonist, though they can also be benevolent. The Lady in Shadow is the archetype of the mighty witch who lives apart from society, whose anger can bring a terrible curse. She’s the villain of the Sleeping Prince, but she also curses those who steal from her secret garden, and may have advice for those who approach her carefully and with gifts. In some cases, stories refer to the archfey by name. When something goes missing in the Five Nations, people in Eberron know the Forgotten Prince stole it; his story is explored in chapter 8. Other archfey inspire tales, but those stories are seen through a local lens. The Lady in Shadow set the story of the Sleeping Prince in motion long ago, but in Eberron, the villain of the story is Lady Narathun, or Hezhaal the dirge singer, or Sora Katra. This is fine with the Lady in Shadow; she doesn’t need mortals to know her name.

Many archfey dwell in the Moonlit Vale. Some rule over feyspires, while others dwell in the Palace of the Moon; the intrigues of the Court are their defining stories. Archfey that rule layers are known as anchor barons, as each is the anchor that defines the barony. They come to the Palace of the Moon for revels or conclaves, but prefer to dwell in their own story.

Archfey possess great power within Thelanis and its manifest zones, but to act in the world beyond, they need agents. Some recruit agents directly, working with Greensingers or training warlocks or other emissaries; an archfey could serve as an immortal group patron for a group of adventurers. Typically, an archfey wants its agents to take actions relating to its story; the Forgotten Prince charges his agents to steal secrets and unloved things. Others don’t want agents; they want mortals to reenact their stories, as in many versions of the Sleeping Prince. Hezhaal the dirge singer really did curse the marhu’s son long ago, and Sora Katra is another real person who just happens to resemble the Lady in Shadow in some ways. Neither Katra nor Hezhaal knowingly served the Lady in Shadow—but she may have secretly aided them, or placed gifts or obstacles in their paths that might make them reenact the stories, unknowingly becoming avatars of the archfey. Archfey can’t be permanently killed; as long as their stories are told, the archfey will reform. However, this usually involves a greater fey being promoted to fill the role; the archfey still exists, but they aren’t exactly the same as the one that came before.

Chapter 8 includes two archfey, the Forest Queen and the Forgotten Prince, along with descriptions of their layers, their goals, and how they can assist adventurers—or oppose them. Additional archfey are mentioned in the Archfey of Thelanis table, just a few examples of the dozens in Thelanis. In creating new archfey, consider the stories that are told about them and how those stories could play out again in the current campaign.

Archfey of Thelanis

d8 Archfey
1 The Forest Queen reflects the mystery and danger of the dark woods. She is protective of her beasts and despises the encroaching cities. In her tales, she rewards those who respect the wilds and show kindness to her beasts, but she is cruel to fools who stray from the path or hurt her subjects.
2 The Forgotten Prince steals things that are forgotten or unappreciated, hoarding them in his castle. This can be done to teach a lesson—in many tales, people don’t appreciate something until after the Prince steals it—but other times, the Prince is merely indulging his own desires.
3 The Lady in Shadow is the witch who stands outside society, possessing dangerous knowledge and power. She curses those who offend her or steal her things, but her knowledge can be quite valuable—if she is approached with care.
4 The Harvest Monarch is tied to the land they govern. When their people suffer, they’re sickly. In prosperous times, they’re strong and vital. Sometimes they’re deposed and forced to walk their land in hiding; during these times, they’re known as the Long Wanderer or the Exile. But they’re the rightful ruler and are always restored, and those who aid them are rewarded.
5 The Mother of Invention is a brilliant artisan. What she invents depends on the story; she can be an alchemist, a smith, or even a wizard devising new spells. She often creates things that solve problems, but other stories begin when she creates something that causes a problem—a metal beast that ravages the land, or a potion of immortality that doesn’t grant eternal youth. Depending on her depiction, she’s also known as the Forge Maiden.
6 The Second Son is the jealous heir who stands just beyond the claim to a title. He is always scheming to usurp power or steal the things that belong to others. In most tales, his gambits ultimately end in failure, further driving his bitterness. His formal title in the Moon Court is the Count of the Barren Marches, as his lands are always inferior to those of his siblings.
7 Fortune’s Fool is forever stumbling into a new disaster, though miraculously she invariably emerges unscathed. Her arrival usually bodes ill for those unfortunate enough to be around her, though sometimes others can profit from the chaos that follows in her wake. Her formal title in the Moon Court is Lady Perilous.
8 The Prince of Frost was once the Prince of Summer, but his heart froze when his beloved fled with a mortal hero. The escaping lovers cast their spirits forward in time, and the Prince waits in his castle of frozen tears for their return and his revenge. Until then, he torments all virtuous heroes who cross his path, reflecting the story of a good person turned cruel by loss.

Dryad, eladrin (all), lillend, nymph, satyr, sprite (all), triton.

Monster Manual II: Sylph.

Monster Manual III: Petal, shimmerling swarm, thorn

Universal Properties

Thelanis is unpredictable, and its cardinal rule is that layers follow their own stories. Consider the following properties.

Enchanted Realm. Saving throws against illusion or enchantment spells have disadvantage. When a creature casts an illusion or enchantment spell with a duration of 1 minute or longer, the duration is doubled; spells with a duration of 24 hours or more are unaffected.

Storybook Logic. No two layers of Thelanis are exactly alike. Each is driven by its story, and any rule can be overridden by a particular tale. Damage types could be swapped or rendered impotent; in the Valley of Stolen Fire, all fire damage becomes cold damage. Ability checks using particular skills could have advantage or disadvantage. In one layer, spells that restore hit points might have no effect; in another, a glass of wine could act as a potion of healing. But while these effects vary from layer to layer, they are entirely reliable within that layer and should feel logical based on the nature of the local story.

Words Have Power. In Thelanis, words—and particularly promises—have power. Creatures should be very careful about making formal agreements of any sort, especially with archfey; the more powerful the fey, the graver the consequences of breaking a promise. The price varies, a slightly broken promise to a greater fey might simply result in a run of bad luck, with disadvantage on the next few rolls. On the other hand, a promise to an archfey could inherently carry the power of a geas. The fey themselves are bound by this restriction—though they are aware of it and are exceedingly careful with their promises.

Chaotic Time. Time is entirely flexible in Thelanis, moving at different rates from layer to layer. It’s possible for adventurers to spend a night in Thelanis, then discover that a year has passed in Eberron. But it’s equally possible for a group of adventurers to find a layer where they save a kingdom and reign as kings and queens . . . only to stumble through a gate many years later and discover that only an hour has passed in their homes. Often time catches up with mortals when they return to Eberron—either swiftly aging them if more time has passed on the Material Plane, or potentially restoring their youth and erasing the decades of time spent in Thelanis.

Layers

Much like Kythri, Dal Quor, and Syrania, Thelanis has a core layer surrounded by lesser layers. The heart of Thelanis is the Moonlit Vale, where all archfey gather for their revels. This is surrounded by endless baronies, each embodying the stories of a particular archfey. While eladrin and fey can shift between layers, it’s more challenging for mortals to travel to a barony; this often requires a token from that realm, or for the mortals to act out some aspect of its story.

Regardless of the specific identity of a layer, Thelanis always feels magical and otherworldy. Its environments are typically vibrant and beautiful, but if they are harsh and ugly, they are exceptionally so. It feels like a story, exaggerated and unreal.

The Moonlit Vale

This is the largest layer of Thelanis and the heart of the plane. The Moonlit Vale is essentially a country, with the feyspires spread across it as cities; it’s possible to spend days traveling from spire to spire. While it’s largely arboreal, there are beautiful valleys, glittering lakes, and a vast mountain. It’s always night here, and the moon Rhaan radiates bright light, always seeming to hang just above the viewer. While the moon doesn’t move or change, the seasons do; in winter, the court is covered in snow, while in spring, it’s in brilliant flower. This has nothing to do with the passage of time, and everything to do with the intrigues of the Palace of the Moon; the current season indicates which seasonal court is currently dominant. This is a crucial aspect of the Moonlit Vale: things change. The baronies are fixed in their stories, but the intrigues of the four seasons are the story Thelanis tells itself.

The Moonlit Vale embodies the general idea of the fey— otherworldy beauty and magic. There are many natural displays of illusion— streams of glowing mist, ethereal music, distant song. Motes of light drift slowly through the trees. The beasts of the region are sleek and graceful, and have unusual colors and patterns; while many use standard stat blocks, sentient beasts might use the statistics for Valenar beasts from Eberron: Rising from the Last War (though these aren’t in any way related to the Tairnadal). The land is fertile, game is easy to hunt, and adventurers have advantage on foraging checks . . . though hunting without permission may incur the wrath of the local fey.

The grandest city in the Moonlit Vale is the Palace of the Moon. Its towers are built into the trunks of four vast trees, each one reflecting the influence of a particular season. The Summer Tree is in full bloom, while the Winter Tree is withered and bare. The four seasons are factions among the fey of the Moon Court, and those who dwell within the palace live within the tree of their season. The palace is full of endless intrigues, and envoys negotiate alliances with the feyspires and the anchor barons. To mortals, many of these intrigues would seem trivial and strange, but for the fey, they determine the ruling season, which sets the tone for the layer. At the apex of each season—perhaps a strangely arbitrary declaration in a realm with such a casual relationship to time—the fey of the ruling season host a grand revel, which draws archfey from all throughout the plane; this is a moment when intrigues bloom and stories are shaped, a time for duels and grand declarations.

The feyspires are the cities of the Moonlit Vale. Each is home to a single archfey whose personal story is reflected by the spire, along with a few greater fey and a host of eladrin and other mortals. Many feyspires serve as planar beachheads; they are tied to specific manifest zones in Eberron, and when the time is right, they can slip into Eberron for a short time. Usually the feyspires are hidden by powerful illusions during these times, but there are stories of people stumbling into magical cities that are gone the next day. In fourth edition, the Eberron Campaign Guide explored the idea that feyspires could be trapped in Eberron following the Mourning; it’s up to a DM to decide if that’s the story they want to tell. Here are a few notable feyspires:

Pylas Pyrial is the Gate of Joy, celebrated for its bards and revels. Tied to Zilargo, it has a significant gnome population. Shae Joridal is the City of Emerald Lights; its illusionists are legendary. It appears in what is now Darguun.

Shae Loralyndar is the City of Rose and Thorn, an arboreal spire frequently found in the Twilight Demesne of the Eldeen Reaches. Many Greensingers have close ties to this city.

Shae Tirias Tolai is the City of Silver and Bone. Tied to Xen’drik, it was sacked by the giants of the Cul’sir Dominion and never reclaimed; some believe the elves of Eberron are descended from the eladrin of Shae Tirias Tolai. Today, it’s a haunted ruin, shunned by the fey.

Shaelas Tiraleth is the Court of the Silver Tree, largest of the feyspires. Its ruler, Shan Tira, is a master diviner and gifted oracle. All archfey respect her words, and she serves as a mediator between the seasons of the Moon Court. The spire is tied to Cyre, and there are stories that suggest the first Princess Cyre herself may have been a student of Shan Tira.

Taer Syraen is the Winter Citadel, seat of the Prince of Frost. This martial spire appears in a barren region of Karrnath. It’s closely allied with the winter fey of the Moon Court.

The Baronies

Each barony is a collection of layers that embody the stories of their anchor baron. Only one archfey is found in each barony, and it is a serious transgression for another archfey to enter a barony uninvited, as their presence disrupts the story. Each barony is unique, but the layers are often quite small, reflecting the events of a familiar tale . . . though not all of the stories of Thelanis are known to every culture in Khorvaire! A few are described below, but there are many more.

The Endless Weald and the Castle of Forgotten Things are described in chapter 8; these are the baronies of the Forest Queen and the Forgotten Prince.

The Assembly is the barony of the Forge Maiden. Here, innovation is celebrated, and any artificer spell cast in this layer is treated as if it were cast at a level one higher than the spell slot that was expended. But while there are a few stories of how things go well, there are many where inventions go terribly wrong: the construct dragon that has claimed the workshop and gathered a hoard; the labyrinth the Maiden designed so well that she became lost in it; the time stop spell that can’t be undone. Wondrous (and impossible) artifacts can be found here, but so can many dangers.

The Shadow is the barony of the Lady in Shadow, with branches reflecting the many tales of this sinister figure. It includes a tiny kingdom, which serves as the set for the Sleeping Prince and similar tales; the kingdom is often named Whitestone, though this can change. The secret garden of the Lady is walled and protected by dangerous plant creatures, but holds imaginary flowers that an alchemist could use to do amazing things. The Lady’s tower is hidden within a maze of thorns. Any story dealing with a sinister spellcaster dwelling on the edge of civilization could be found here.

Folly is the barony of Fortune’s Fool. Here, great misfortunes regularly occur, but invariably lead to unlikely success. In this layer, d20 rolls of 5 or below are always considered a 1, and rolls of 16 or above are always considered a 20. Folly contains a charming village and a number of threats—a dragon, a giant— that can’t be defeated with weapons alone. However, skill checks can be used to achieve things that might seem impossible in reality. For example, each Persuasion or Deception check could be used to convince the dragon to eat its own hoard, with each successful check reducing its hit points until it bursts. This is a place where wits are more important than brawn, though it may take time for the adventurers to discover this.

Planar Manifestations

Here are a few ways Thelanis can affect the world.

Manifest Zones

More than with any other plane, Thelanian manifest zones often allow travel between the planes. Fey creatures dwell in such zones, and a greater fey may turn such a manifest zone into its personal domain. Just as fey can cross over from Thelanis, mortals can travel to the Faerie Court. Gateway zones always share the general environment of the layer they are connected to, though it’s rarely obvious when this passage occurs, and it may take time for travelers to realize they have crossed over. However, there are always signs of a gateway—circles of mushrooms, strange patterns of vegetation, eerie lights, or faint, unearthly music the adventurers must follow. Gateways typically only activate at certain times— often when the moon Rhaan is full—and even then, there’s usually something that must be done that violates a known superstition. If you stay on the path in the forest, you won’t stumble into the Endless Weald. But if you follow the ghostly music, or chase the silvery deer? That’s on you.

Other manifest zones reflect the properties and influence of Thelanis without allowing passage between worlds. Zones with the Enchanted Realm property are much sought after by House Phiarlan and House Thuranni. Zones with Storybook Logic break the rules of reality in specific ways; the Grove of Promises is a clearing that holds an old stone fountain. Stories from the nearby village say that if you make a promise to someone and then share a drink from the fountain, you must keep your word—and if you are false, you’ll sicken and die. The people of the town perform marriages in the Grove. Young lovers sneak away to pledge their hearts. There are even merchants who like to seal their deals in the Grove. The people of the town never break a promise sworn in the Grove . . . will you?

A final form of manifest zone is the beachhead; this phenomenon periodically draws a piece of Thelanis into Eberron. The feyspires mentioned earlier are an example of this, but a beachhead can be any unusual location—sure to be a local legend, but rarely be found by those searching for it, only uncovered by chance. There’s a tale in the Mror Holds of the Tomb of the Forgotten King, found when a traveler seeks shelter in a cave and discovers deeper passages. Following these tunnels, they find themselves in an ancient tomb. Jewels are embedded in the walls. Coins are heaped on tables, spilling onto the floor. In some versions of the story, guardians patrol the tomb, spirits of stone and metal. In others, there are deadly traps. But one detail remains the same throughout all the tales: treasures taken from the tomb always bring misfortune, bestowing curses that linger until the thief finds the tomb again and returns what they have stolen . . . or until they die.

Coterminous and Remote

When Thelanis is coterminous, new gateway zones spring up. Mischievous or cruel fey may cross over, and it’s far easier for careless travelers to cross over. However, there are always warning signs, and you generally must break some superstition or taboo to be pulled through. Thus, when people know the planes are coterminous, they are cautious to remember the stories and avoid foolish behavior.

When Thelanis is remote, the effects of Thelanian manifest zones are suppressed. Fey creatures may be temporarily drawn back to Thelanis, even those that normally dwell on Eberron. In general, the world feels less magical.

Traditionally, Thelanis becomes coterminous for a period of 7 years every 225 years, and it is remote for 7 years halfway between these cycles. However, there is evidence, such as beachheads remaining in place longer than usual, that something has disrupted this cycle. This may be a result of the Mourning . . . or it could be that the Mourning is just an easy excuse, and the true story is tied to the schemes of an archfey or a mortal mastermind. Nonetheless, no one knows when Thelanis will become coterminous again—or how long the phase might last when it does.

Thelanian Artifacts

Thelanis can be a source of wondrous magical items. The simplest deal with illusion or enchantment: eyes of charming or a hat of disguise. But any sort of magic item can come from Thelanis—the catch is that Thelanian items invariably have a story attached to them. The berserker axe that can’t be released until it kills someone you love. The dragon slayer that calls out to dragons, summoning wyverns for you to fight and drawing the attention of agents of the Chamber. The crystal ball that occasionally shows glimpses of things you don’t want to know.

Thelanian items can also hold curses that come with no accompanying benefit. The mithral falcon is a statue that amplifies existing greed. Generous people are unaffected by its magic, but greedy folk feel a growing need to claim the falcon from its current owner. The falcon can start a gang war between criminal organizations, or turn Aurum concordians into the bitterest of enemies. The falcon has no beneficial powers, but its curse can drive a story.

Thelanian Stories

Thelanian stories can start before a campaign begins. With the DM’s permission, any character or party could be connected to an archfey, for better or for worse. Here are a few examples.

The Patron. Whether serving as patron for a warlock or an entire party, an archfey could work with adventurers, providing magical benefits—perhaps spells from the artificer or bard lists, or boons and magic items—in exchange for the character’s services. It could be that the patron’s goals are tied to the intrigues of the Moon Court or to some element of its story. It might want the characters to deal with the warlock agents of another archfey. Or it could be that the archfey is trying to get the adventurers to reenact its story in the present day, to have a character serve as an avatar for the archfey— or as the avatar for one of its enemies.

Blessing or Curse? You don’t have to be a warlock to draw powers from an archfey. An artificer could have been blessed by the Forge Maiden; their artifice isn’t arcane science, they simply create impossible, whimsical things. A barbarian’s rage could be a curse from the Lady in Shadow, laid upon an ancestor and handed down through generations. All other members of the character’s family have eventually been killed by their fury; does the barbarian seek to break the curse, or do they just want to live as wild a life as possible before it consumes them?

Faerie Tales. The archfey and the baronies are the source of faerie tales. You can draw from beloved tales in our own world to craft any adventure, adding an Eberron twist. Using these tropes gives the players a sense of familiarity with the story, just as the people of Eberron are familiar with these archetypal tales, played out time and time again across cultures and generations. So, the Sleeping Prince clearly follows the same basic principles as Sleeping Beauty or Snow White, but with an Eberron twist—it’s Sora Katra and the prince of Breland!

The Actual Changeling. As a child, any character could have wandered through a manifest zone, stumbled into a feyspire, or even caught the eye of an archfey and been carried off to Thelanis. A bard could have learned their craft in Pylas Pyrial. A druid’s abilities might be tied less to nature and more to the magic of the fey. It might be that a warlock doesn’t have a patron, but they’re the adopted child of the Lady in Shadow and learned her tricks by watching her. If this is the case, is the character welcome to one day return to Thelanis, or were they cast out of it? Did the Lady in Shadow encourage her child to leave, or did the adventurer escape from the maze of thorns where they were held prisoner (for their own good, of course)? Does the character have a fey lover or rival in Thelanis? With the DM’s permission, such a changeling—of any race—could replace their background feature with the Fey Nature feature provided in the sidebar.

Variant Feature: Fey Nature

Due to the time you’ve spent in Thelanis, you feel more comfortable with the fey than your own kind, and can often find a welcome with them. This provides no protection from hostile fey, but fey that aren’t aggressive are more likely to talk with you, and might provide you with safe passage through their territory or even share stories. Lesser fey are also hidden across the world—minor spirits that dwell in cupboards and clearings—and these spirits might emerge to offer you minor aid or advice. Just don’t forget that you’re always expected to offer payment for services you receive, even if it’s just a gift of food or a song