A feyr (pronounced: /fɛɑːr/ fear), or fihyr, was a chaotic creature that was formed from the nightmares of ordinary denizens, and dormant magical energy. They were unknowingly created in large settlements, such as cities, where they fed off emotions produced by the populace. There were four distinct types of feyr: larval, lesser, common, and great (sometimes called greater).
Great feyrs were extremely rare, as they were created by the joining of many smaller feyrs, which were already a rarity. These great feyrs, however, were extraordinarily terrifying, able to directly control the emotions of a person or creature. They drove mortals mad with fear and emotional torment.
Description[edit | edit source]
Feyrs were grim and vile to the human eye. They had up to five eyes, and their mottled iridescent hide was warped like the folds of a human brain. They typically had two large tentacle-like legs growing where a pair of ears usually would on a face. Its face was spread across its whole body, and its large mouths boasted several pairs of teeth.
Combat[edit | edit source]
Feyrs used their monstrously large jaws to attack. These were purely for attacking, as the monsters fed off of emotions, not typical food. As they were created by magical energy, feyrs could easily instill fear in their enemies, but great feyrs could directly manipulate their emotions, similar to the wizard spell, emotion.
Common feyrs could be slain by sunlight (and thus didn't live long), but greater feyrs could not. This, as well as their high intelligence, would allow them to live for much longer.
Society[edit | edit source]
Feyrs were most likely to be found on their own, or in small groups. However, there were times when common feyrs combined into a highly intelligent, greater feyr. Common feyrs did not travel long distances, but the greater ones would, if lured by very strong emotional states. Greater feyrs preferred to work at night, in order to get their fill without detection.
Ecology[edit | edit source]
They were mainly found in large cities, with a presence of priests and wizards. Feyrs preferred highly populated areas, to feed and grow stronger. These aberrations would wreck havoc in such areas. Towns under siege, civil wars, and highly oppressed societies were some of the possible breeding grounds of feyrs. For example, in 1368 DR, the denizens living near Boareskyr Bridge felt that they were doomed by the chaotic crusade of Caelar Argent. The residual magical energy, as well as the negative emotions of the people, spawned a great feyr.
Although both feyrs and great feyrs were very rare creatures, they were reported in:
- Boareskyr Bridge, Western Heartlands
- Chambers of Szass Tam, Thay
- The Demiplane of Nightmares
- Harrowdale, the Dalelands
- Yuirwood, Aglarond
Appendix[edit | edit source]
See also[edit | edit source]
Appearances[edit | edit source]
Gallery[edit | edit source]
References[edit | edit source]
- Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), pp. 100–101. ISBN 07-8692-873-5.
- David Cook (1991). Monstrous Compendium Forgotten Realms Appendix (MC11). (TSR, Inc), p. 20. ISBN l-56076-111-3.
- Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 116. ISBN 1-5607-6619-0.
- Kevin N. Haw (2000). “Nothing to fear: Ecology of the Feyr”. In Dave Gross ed. Dragon Annual #5 (Wizards of the Coast), pp. 96–101.
- Beamdog (March 2016). Designed by Philip Daigle, et al. Baldur's Gate: Siege of Dragonspear. Beamdog.
- Anthony Pryor (June 1995). “The Runes of Chaos”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), pp. 19–20. ISBN 978-0786901395.
- John Nephew, John Terra, Skip Williams, Teeuwynn Woodruff (1994). Mystara Monstrous Compendium Appendix. (TSR, Inc.), p. 26. ISBN 1-56076-875-4.
- Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 150. ISBN 0-7869-0406-2.
- Anthony Pryor (1995). Spellbound (Aglarond Encounters Charts).