
Storm & Freedom — The Court of Gales
Lore of the Court
The Zephyr Fae are the most frequently encountered Fae in the wider world, and the most unpredictable. Their Court fractured during the War of Veils — some sided with order, some with freedom, and a significant number simply left rather than fight. That fracturing left them without central authority, without unified territory in the modern Feywild, and without any inclination to rebuild either. They regard this as an improvement.
Pale blues and whites, wings almost transparent and refracting light like glass in motion, voices carrying harmonic resonance that makes them difficult to ignore even in a crowded room — the Zephyr Fae arrive before you are ready for them and leave before you have finished processing their visit. Their curiosity is genuine and total. They are not being rude when they follow a tangent that interested them more than the conversation you were having. They simply cannot help it.
They created Caelith, the floating sky-realm above Lumeris's northern reaches. In the modern age they serve as couriers, scouts, and diplomats of convenience — valued for their speed and exasperating for their wandering attention.

Children of the Storm
The Zephyr Fae can Disengage as a bonus action, riding air currents to slip past enemies before they can react. Once per short rest they release a concentrated wind burst pushing enemies up to ten feet — targets must succeed on a STR saving throw to resist. Their Storm Sense means they cannot be surprised while outdoors, and their Aerial Mastery grants full combat effectiveness at any altitude. Thought Speed gives them a bonus to initiative and the rare ability to interrupt an enemy's declared action before it resolves once per encounter — a sliver of wind-fast prescience that many opponents do not realize is possible until it has already happened.
Abilities & Traits
STR
+1
INT
+6
DEX
+8
CON
+1
WIS
+2
CHA
+4
SPL
+5
HP
+2
Disengage as a bonus action, riding air currents to slip past enemies before they can react.
Once per short rest, release a concentrated wind burst pushing one or more enemies up to 10 feet. Targets make a STR saving throw to resist.
Cannot be surprised while outdoors. Advantage on detecting incoming attacks, ambushes, and atmospheric changes.
Full combat effectiveness at any altitude. Advantage on attack rolls against grounded targets while airborne.
Bonus to initiative. Once per encounter, interrupt an enemy's declared action before it resolves.