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Ancient Great Peoples · A Rootbeyond Guide

First Fey Legacy

Fey is not the name of one bloodline. In D&D it is a broad creature type associated with magic, nature, and otherworlds; in Avarra it is shared language for Rootbeyond’s peoples, courts, oaths, and the far older independent First Fey.

This entry places D&D fey families in Avarra. It does not reproduce official rules text or monster statistics: consult the official source for a species option, spell, or stat block. What matters here is who a being is in the world, what it safeguards, and at what cost it relates to mortals. Source & Adaptation Principle explains the use of source labels.

First distinction: fey, fey lineage, and First Fey

TermIn D&DIn Avarra
FeyA creature type; not one people, morality, or appearance.An umbrella for peoples and beings directly connected to Rootbeyond.
Fey lineageA people, magic, or story may be tied to the Feywild without its creature type necessarily being Fey.A living connection through a gate, oath, old grove, or family story. It never compels court citizenship.
First FeyNot one standardized D&D player people; an Avarra-specific narrative layer.Rare, independent wills of concepts such as Hunger, Hunt, Mourning, Spring, Oblivion, Hospitality, Echo, and Vengeance.
ArchfeyA narrative title for a very powerful fey ruler or patron.A great bearer of a court, gate, or story-law; not the same as a First Fey.

Elves, Firbolgs, Goblins, and Gnomes may bear fey-heritage stories without all being First Fey. Conversely, a First Fey is neither the ancestor, monarch, nor owner of any one people.

Fey families in D&D

Fey are not a single biological class in D&D. The wider family includes tiny winged messengers, grove spirits, courtly peoples, bargain-makers, and predatory creatures. Mechanical labels can shift across editions and sources, so Avarra records follow origin and relationship, not only a technical label.

Player peoples and recognizable fey lineages

FamilyPlace in D&DAvarra counterpart
FairiesSmall flying fey people, often found in magic and gate stories.Households of oath witnesses and gate gardeners, living in Rootbeyond or Avarra.
EladrinFey people associated with seasons.The most visible oath-bearers of free courts; season is an inner cycle, not political loyalty.
SatyrsFey people associated with music, revel, and wild freedom.Travelling keepers of vine-law, public critique, and hospitality.
CentaursTreated as fey or as a fey-linked people depending on source.Migratory communities defending Uçsuz Yol’s seasonal right of passage.
HarengonsRabbit-like travellers with fey themes.Couriers and garden wardens who carry gate news by oath.
HexbloodsA lineage altered by a hag, fey, or old magic.People living with the promise left by a transformation, not automatic court members.

Encounter fey: D&D creature families

These are major D&D fey strands that can appear in Avarra as encounters, legends, or local spirits. A family may have multiple versions across published sources.

FamilyTypical examplesAvarra use
Light and messenger feyPixie, Sprite, FairyThey carry news, names, stolen promises, and gate testimony; they are never reduced to their size.
Grove and stone spiritsDryad, Korred, Brigganock, CampestriThey are subjects negotiating with the memory of a tree, cave, or stone—not NPCs bound to scenery.
Revel and road feySatyr, Centaur, Alseid-like communitiesThey become visible through right of passage, hospitality, music, and seasonal calendars.
Swift, playful, and threshold feyQuickling, Boggle, DarklingA small prank or uncanny threshold drives the adventure; use no purposeless cruelty.
Hunter and fear feyRedcap, Meenlock, Yeth Hound, Blink DogFear or violence usually follows a broken oath, abandoned road, or wrongly acknowledged guest.
Hag lineagesGreen Hag, Sea Hag, Annis Hag, Bheur HagThey work through bargains, prices, and kinship. No two hags need share a court, morality, or power.
Courts and greater powersArchfey, seasonal rulers, ancient grove keepersDefine their domain, recognized oaths, and the story changed by their loss before choosing a stat block.

Boundary note: Feywild connection does not make a creature’s game type Fey. Some sources treat faerie dragons as dragons and displacer beasts as monstrosities. Fomorians may carry fey-exile stories in Avarra but remain a giant lineage. This record does not relabel them as fey people.

Fey peoples and fey heritage in Avarra

Fairies, Eladrin, Satyrs, Centaurs, and Harengons hold the most direct ties to Rootbeyond. None is reducible to a single state, court, or temperament. They can be guild members, farmers, mediators, or soldiers in an Avarran city without ever seeing a gate.

Other peoples can carry fey heritage without being direct fey peoples:

  • Wood Elves, High Elves, Sea Elves, Drow, Astral Elves, and Shadar-kai are branches of elven history, not a single fey fate.
  • Firbolgs, Goblins, and Gnomes may preserve old oaths—or reject the stories entirely.
  • Boggarts belong in Avarra to bramble, neighbourhood, and repair cultures; they need not be forced into the same genealogy as every D&D fey creature.
  • Thornbloods are Avarra-original people inspired by fey aesthetics; a Rootbeyond link is never a citizenship or ancestry requirement.

In this public record, “fey blood” is not turned into a claim of nobility. The proof of connection is a recognized oath, living relationship, and shared memory, not blood.

Rootbeyond and the free courts

Rootbeyond is Avarra’s counterpart to the D&D Feywild, but it is not ruled by one queen’s court or a single good-versus-evil axis. Free courts rest on guarded gates, remembered stories, and oaths recognized by one another rather than a shared throne.

A court may lean toward spring, darkness, hunting, or revelry without making every member identical. Court membership is not hereditary citizenship: a Fairy can have lived in Ordan for three generations, and a Human can witness a gate’s oath. Fey Roads explains passages; the Veil Wars explains why crossing became rare.

Independent First Fey

First Fey are older and far rarer than courtly peoples. They bind themselves less to fixed bodies than to concepts: Hunger, Hunt, Mourning, Spring, Oblivion, Hospitality, Echo, and Vengeance. These are not court names but old principles that claim a place in the world. A court may tell stories around one without claiming to embody it whole.

A First Fey does not use cosmic power to win a duel. It first alters setting, witnesses, dreams, and choices. An encounter asks not “can we defeat it?” but “which rule has it made visible, and what price repairs it?”

ConceptWhat it seeksFirst signsWhen violence comes last
HuntRecognition of an honest boundary between hunter and prey.Tracks reverse, animals watch, the guilty dream alike.When escape is repeatedly closed at innocents’ expense.
MourningThat a loss and its cost are not forgotten.Clocks stop, an old voice calls, celebration turns muted.When the right to mourn is knowingly humiliated.
SpringSpace for renewal; not worship of rot, but continuation of the cycle.Sealed buds open and abandoned things take root.When a community deliberately and continually smothers life.
OblivionThat a name, debt, or terror can sometimes be released.Maps lose details and witnesses cannot recall one fact.When forgetting is used to erase others.
HospitalityMutual responsibility once a threshold is crossed.A table sets itself and a door opens only to the true name.When guest or host knowingly breaks the protected oath.
EchoThat speech and action receive an answer.Words return from other mouths and old promises become visible.When the powerful continually speak in others’ place.
VengeanceReckoning with denied harm, not anger for its own sake.Debt ledgers wake and a culprit’s trail reaches home.When repair is openly refused and harm is repeated.

The Fey of Hunt: the Hornless Hunter

The Hornless Hunter is a known face of Hunt. Not a great beast roaming the wood, it is a judgment that appears in the dreams of those who turn their quarry into a prize. It does not chase a band of smugglers; it makes their escape routes safe and ties them, unseen, to the village they despoiled. Those seeking its help must first say who is truly prey and who is hunter.

Its battlefield gifts make order rather than damage: revealing tracks, forcing an aggressor briefly to see through their victim’s fear, clearing false targets, and leaving escape open only to the blameless. Physical conflict happens only after every avenue of mediation is exhausted, or when someone chooses to sacrifice prey under its protection again. Even then, the Hornless Hunter seeks not corpses but confession, surrender, and restoration of the broken balance.

Table-use principle

  • Small fey may be a legend, guide, witness, or local problem; do not use them as a joke alone.
  • Court fey make bargains. Give every offer an explicit price and a social consequence once accepted.
  • Even hags and hunter fey should pursue a distorted need, broken oath, or consequence born of fear—not random harm.
  • When an independent First Fey appears, combat is not the default solution. Its presence makes a rule visible that everyone nearby must address.
  • If play needs mechanics, select an appropriate official D&D fey example and build the person, oath, and consequences around Avarra’s story.

Source and adaptation note

D&D’s Feywild, fey creatures, and Archfey stories are this entry’s game starting point. The First Fey as independent, concept-bound beings outside the courts are original to Avarra. “First Fey” is therefore not an official D&D species option, and this page deliberately contains no visual or stat-block section.