To mortals, the motivations, desires, goals and aspirations of the Fae are strange. At times they may even seem irrational. The Folk are not bound by the same set of rules or necessities. One can never quite be sure why they do what they do. That is doubtless what makes them dangerous and alluring.
This week we present 20 plot hooks for use with the Fae:
_The Wild Hunt_ The local town thrives on its market, but the Hunt has slain several merchants on the way with their wares. What are they hunting and why? The town's continued existence hinges on finding the answer.
_Lovelorn Letters_ One of the adventurers has attracted the affections of a Fae admirer whose attentions have proven…persistent.
_The Changeling_ A mother begs the adventurers to recover her stolen child from the lands of Fae, but first they will have to hunt down and subdue the changeling left in the child’s place.
_Bacchanalian Revels_ Several charming and reckless Fae have swept into town, seducing the young with indiscriminate abandon. Much destruction and heartache will result if they are allowed to continue, but anyone dealing with them will also have to face their beguiled victims too.
_Impersonator Prince_ Members of the King’s Privy Council have become convinced that the adolescent heir has been replaced by an impostor. Are their concerns warranted, or is their story mere pretense for a hostile coup? Is it an excuse to begin war with the Fae?
_Amusements of Autumn_ A Fae prince or princess has come of age, and the adventurers awake to find themselves amidst the Tourney and Feast.
_Solstice Scream_ The boundaries between realms fray at the solstices. The adventurers must survive until dawn while amongst the Fae and the Dead.
_A Venerable Vintage_ Purveyors of faery wine, each steeped in a different mortal emotion, commission the adventurers to recover several bottles of "Tainted Love", "Suicidal Despair" and "Manic Genius". The consequences, should the mood-altering draughts be consumed, range from the humorous to the disastrous.
_The Moonspun Mantle_ The Mantle of the Faery Queen has gone missing and must be recovered, for it governs the very phases of the moon. Without it, chaos will wrack the seasons, and darkness dominate the night.
_Rhapsody of Riddles_ Wherein a powerful trickster forces the adventurers into a battle of wits, at the price of a terrible wager. The immensely powerful Fae Lord can take or bestow things beyond the power of men to alter. In the past he has granted immortality, and taken all impulse of compassion from the heart of a king.
_The Drowsing Duke_ An ancient Fae duke wakes from centuries long slumber, mistaking one of the adventurers for their great grandfather. It is not immediately clear whether the ancestor was friend or foe of the Fae, or both…
_Glamours Galore_ Adventurers must traverse the Mansion of Mirrors, contending with mind-twisting illusions and the very halls that inspired the art of M.C. Escher.
_Winter’s Wassails_ The Faerie vintner from plot #8 gifts the winter revels of the adventurers with his libations. Unfortunately, he didn’t warn them or their guests. Peril and hilarity ensue.
_Summer’s Somnolence_ In the midst of drowsing summer days, a Court of the Fae seeks the diversion of entertainment. They’ve decided the adventurers will provide it, and beset them with a series of trials and tasks. For their troubles the adventurers have been promised "rewards beyond mortal imagination"...if they survive.
_Seeing Double_ One of the adventurers is accused of being a changeling/shapeshifter. Are they? If so, to what purpose has the original been replaced, and where are they now?
_The Tree of Knowledge_ Someone has smuggled fruit from the Tree in Eden to the mortal realm. What could happen if it is eaten by Beasts, or planted and grown anew? What will the adventurers do if they recover a thing of such potent power?
_Pandora’s Peril_ A certain mythical box has resurfaced, threatening disorder and discord if not dealt with wisely.
_Fae Justice_ The Knights of Thorn and Thistle are hunting the adventurers for crimes and reasons unknown. None of the mortal associates or authorities is brave enough to help or harbor them for long. Can the adventurers discover their transgression and make amends before being overtaken and overwhelmed?
_The Tree of Life_ The same Fae thief from plot #16 has smuggled the fruit of Eternal life to the mortal realm. The potential consequences are even more grave than last time. What will the adventurers do?
_Of Courts and Jesters_ Wherein a fae Court conscripts the adventurers to be their fools and jesters. Can the adventurers ingratiate themselves to their “betters” until they fall asleep, then make good their escape? Will they be so bold as to loot the Court on their way out?
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