Selling my children to pay my debt to baba yaga and the art of the deal: Greater Fey Contracts

We recently looked at contracts with lesser fey, and there’s quite a lot to gain from the lesser contracts, and they aren’t too dangerous, and minor fey are easily found in the form of a familiar or even a satyr PC without spells. But we also have the option of greater fey contracts.

“If you’re going to be thinking, you may as well think big.”

Lesser contracts can eventually gain us a way to talk with fey strong enough for greater contracts. Furthermore, if we play a race with fey type, like a satyr, and can meet the requirement for “powerful spellcaster” [vague, but definitionally has to be accomplished once 9th level spells are achieved at the latest]

“I want to lower Taxes”

Here’s the prices for signing a greater contract:

1One of your fingers
2To take the next child born in your family and raise the child in the Feywild
3The completion of three quests, each of which you must agree to before the contract is formed
4Your everlasting fealty
5The ruin or demise of the Fey’s sworn enemy
6A precious object (such as a rare, very rare, or legendary magic item) that was stolen by or belongs to the Fey’s sworn enemy
7An art object that is deemed priceless, such as a famous painting that hangs in a museum
8Your youth (which the Fey can harvest and bestow on another creature)
I want to be a fair trader. I want to be a firm and fair trader.

Lets get around them as much as possible

1: Even avoiding things like “i’ll take someone elses fingers so it’s -my- finger then trade it” or other language games, lesser contracts gives us a method to regain lost limbs. Cut off all 5 then lop off the hand and grow it back. Gorey, but fair.

2: “I want to start by, as always, thanking my family. My kids, they’re not kids anymore”

If we don’t care about our kids this doesn’t matter, but if we trade to ourselves we just need to raise our kids in the feywild. Go ahead and get every satyr in the feywild pregnant and marry them so you can trade your kids off for immense power. Bards; enjoy this. I called you out last article but you can get some stuff done here

3: This is just good, we like quests

4: This one is pretty difficult if we ever plan on going against the person we make this deal with. I suggest only making this deal with yourself, and being loyal to yourself. Otherwise, draw up what being loyal and recognizing the authority of your local baba-yaga means. Try not to get cursed off this one.

5: Inquire who the enemy is first, this is usually amazing as long as it’s not someone we care about personally or ourselves.

6: Go get the object, locate object and teleportation exist and it’s more quests.

7: same as 6, quests good

8: Being made old isn’t the worst, especially if we’re an immortal. though if i’m a 5000 year old immortal how is the fey taking my youth? Have a clone ready and you can re-clone yourself for your youth back.

“I’ve been making deals all my life”

Here’s what greater fey contracts have to offer

  • Audience. You and your companions gain a private audience with the Summer Queen, the Queen of Air and Darkness, or both.
  • Major. You gain a very rare magic item that is yours to keep, or a legendary magic item for 5d12 days.
  • Safety. One creature that previously regarded you as an enemy no longer remembers you at all.
  • Time. You and your companions can return to the Material Plane up to fifty years from now without having aged a day.
  • Title. You gain an important title and all the rewards that come with it (see “Marks of Prestige” in the Dungeon Master’s Guide).
  • Wealth. You receive up to 50,000 gp worth of coins, jewelry, or property.

Audience: Go see one of two deities, great if you want to deal with them. Also the penultimate way of removing yourself from another deal is to make a deal of safety with one of the fey queens. just be especially sure not to screw one of these up

Major: trade a finger for a ring of 3 wishes as many times as you want and get infini-wish. And we god-exit.

Other cool legendary items:
Well of many worlds [throw someone into another dimension, no save]
Sovereign Glue
Scroll of the Comet [make a bunch, use an action for 30d10 force save for half]
Scroll of Tarrasque Summoning [summon a tarrasque onto the field, it attacks everyone besides itself]
Scarab of Protection [can auto-pass failed saves vs spells from undead]
Robe of the Archmagi
Armor of invulnerability: immunity to damage for 10 min for your conc, also is +3 armor.
Nether Scroll of Azumar: +2 int [max 22], adv vs spells and magical effects, free stone golem.
9th level spell scrolls

Good Very Rare Magic items:
Absorbing tattoos
All stat tomes (get to 30 in every stat by trading some fingers)
Potion of possibility
Rod of Absorbtion
carpet of flying
+3 weapon
+3 amulet of the devout
Conch of Teleportation

Safety: My favorite deal on the list. there’s serious potential here to force an entire faction to forget you exist, or even other deities. We could use safety to get out of other deals, force the BBEG to forget his reason for hunting us, force factions to forget us, and more. We can also charm people, make their friends into their enemies, then make them forgotton to everyone they knew except us. From here we delete them from reality and forget them ourselves. If we’re the powerful fey that does this, we can have someone truly forgotten from history.

Time: really cool way around problems, and also canonizes time travel.

Wealth: “I never cared about the money, it’s about playing the game”

Titles

“Well, real estate is always good, as far as I’m concerned.”

First, what is a title?

“A politically powerful figure has the ability to dispense titles. A title often comes with a parcel of land (see above). For example, a character might be awarded the title Earl of Storm river or Countess of Dun Fjord, along with a parcel of land that includes a settlement or region of the same name.

A character can hold more than one title, and in a feudal society, those titles can be passed down to (or distributed among) one’s children. While a character holds a title, he or she is expected to act in a manner befitting that title. By decree, titles can be stripped away if the local ruler or ruling body has reason to question the character’s loyalty or competence.”

Titles get a special mention here, as they grant a title of royalty, along with ‘all the rewards that come with said title’, which references the marks of presteige system. Titles mention owning parcels of land, but listed as a possible reward in the same section we’re told to reference is “training” which allows us to train feats. This is a fairly long shot even by my standards, but it’s feasible we can inherit training grounds.

We can also now be a king-duke-baron-prince-lord, if we so desired.

Curses; why you shouldn’t try to screw over baba yaga

“sometimes your best investments are the ones you don’t make.”

Breaking a Contract

The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty imposed on a creature who breaks a lesser contract can be removed by any magic that ends a curse; a wish spell is needed to remove the penalty for breaking a greater contract.

The Breaking a Greater Contract and Breaking a Lesser Contract tables can be used to determine the magical penalty of breaking a fey contract.

Greater Contract Penalties:

d8Penalty
1You can’t speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead.
2-3You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl.
4-5You can’t attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately.
6-7You are petrified.
8An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can’t be revived for 5d12 days.

Being Petrified is almost instant death if you don’t have someone with willowshade oil around. not being able to speak or use verbal components is really bad, and this doesn’t end on a death. also, being turned into an owl removes our spells. Magic items not being able to attune is really bad, and the iron thorn can put us out of commission for months.

I’d say, if there’s any chance you might break a greater contract, have a servant with a ring of 3 wishes ready to save you, informed by scrying magic and in a secure location.

Of course, swearing fealty to myself isn’t something i’m likely to break, and once i’ve given up my fingers, i don’t plan on taking them back.

General Fey Curses

Curses are common punishments among archfey and other powerful Fey creatures. An adventurer might be cursed for any number of reasons, a few of which are listed below:

  • Offending a powerful Feywild denizen
  • Entering a forbidden place
  • Appearing in a fey court without an invitation

You can determine the curse’s effect by rolling on the Fey Curses table.

d8Curse
1Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray.
2You gain 1d3 levels of exhaustion. Until the curse ends, these levels of exhaustion can’t be removed.
3Spells can’t restore hit points to you.
4The sound of pixie laughter fills your head while you are awake, drowning out all other sounds.
5Anything you try to pick up or hold in your hands slips through your fingers.
6Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight.
7You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected.
8Whenever you tell a lie, you lose the ability to speak for 1d8 hours.

“A remove curse spell or similar magic is usually enough to end a Fey curse on a creature, but some Fey curses are tenacious and resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table.”

these curses can be pretty bad too, mostly the ones that remove our ability to talk, but not being able to hold things can be super detrimental as well, and being unhealable through spells could get you killed in a fight.

I strongly recommend trying not to get cursed, and if you are, fixing those curses, as well as having back ups on top of back-ups as methods of fixing them if you’re dealing with the fey.

d12Ending the Curse
1You must carve your name into a tree, whereupon the tree inherits the curse’s magic and dies.
2You must drink the blood of a pixie or sprite while basking in moonlight.
3You must speak the true name of the creature that cursed you three times in a row.
4While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her “fair blessing.”
5After filling your pockets with fool’s gold, you must flap your arms and quack like a duck.
6You must bury an executioner’s hood (a blackcapped mushroom found in the Feywild) in the earth and pour goat’s milk over it while whistling.
7You must be bitten by a faerie dragon. (It’s possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)
8You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you.
9You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest.
10You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song.
11You must bake a small cake and leave it on the doorstep of a forest gnome’s abode. Only when the gnome eats the whole cake does your curse end.
12You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself.

This is one way of going about ending the curses you might get stuck with, either by mistakes on your end or particularly bad fey to deal with being around. I’d recommend instead sticking to the magical routs and using wish and remove curse, as well as not being cursed in the first place. The list also says “Adventuerers may be cursed” which seems to mean we can’t use this particular trick to kill enemies ourselves, even as a powerful fey.

Curse-Bombing

This tech starts with this line about the feywild, and here is the biggest exception to our general rule of avoiding being cursed at almost any cost

Before taking the life of a creature in the Feywild, a wise individual makes sure that creature has no outstanding debts to Fey. Any Fey the creature was indebted to look to the killer to make good on the creature’s unfulfilled debts.

This is particularly useful for fights in the feywild; we can rack up a ton of curse debt on ourselves, of particular interest is the 1d3 of perma-exhaustion, and can even rack up the debt to ourselves, and when we die to someone elses hand, pass this debt on, giving them 30 exhaustion instantly, killing them. This is good for us if we’re exhaustion immune, like GITM is. This way, with fights only in the feywild, we can make even just killing us a net loss to anyone who would do so. This is additionally great, because we’ll die then resurrect instantly in place.

Conclusions

Another infinite magic item God-exit, force enemies to forget we ever were, curse someone through dying in the feywild, theoretically infinite feats, and a personal audience with a few fey deities. greater contracts are less flashy, but still very interesting to use.

“I’ve always won, and I’m going to continue to win. And that’s the way it is.”

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