PALO a INTHE WILD BEYOND
THE WITCHLIGHT
EYWILD ADVENTURE
osCREDITS
Project Lead: Christopher Perkins
An Director Kate rain
‘Writers: Stacey lla, Will Dee, Ar Leiten, Christopher Pevkins
Additional Weng: Julien Camaraza, Belle Farmer, Adam Lee,
Taymor Rehman, Mosrigan Robbins
Rules Development: jeremy Crawford, Sen Pettsor,
Taymoor Rehman
Editing: judy Bauer, Kim Modan, Hannah Rose
Graphic Designer. Tish Yochure
Story Consultan: Patrick Rothfuss
CCltural Consultant Shiaw-Ling Lat
Cover illustrators: Hydo74, Tyler Jacobson
Cartographers: Stacey Alan, Will Doyle
Imerior Illustrators: Helder Almeids, Tem Babbey, Mark Behm,
Zoltan Bores, Filip Burburan, Christopher Burdett, Paul Seott
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Gana, Lare Grant West, Ralph Horsey, Sam Keiear, Julian Kok
Katerina Lador, Olly Lawson, Thus Lunter, Andrew Mar, Marcela
‘Medeitos, Brynn Metheny, Robson Michel, Che stopher Moe,
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‘eltkaryp, Magali Villeneuve, Richard Whivters, Mark Wirters,
Shawn Wood, Zuranna Wuzyk, Kieran Yarn, Tish Yochum
‘Concept Art Director: Shawn Wood
On THe Cover
The WitchighCarival has come to town) On the back
cover, 2 dsplacer bess nds Byear-od Ter jccbson and
leads him Bekto the carnival. whee he Belongs.
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Concept ilustrators: Jedd Chevier, Daatten, Tora Feizo Gas, Tus
Luuner Apr Prime, ya Shkipin, Cory Trego-Etcnet, Shawn
Wood, Kiera
Project Engineer: Cynda Callaway
Imaging Technician: Kevin Yee
Prepress speciaist:Joeson Dunlap
DED Stupio
Executive Producer: Rs) Winninger
Principal Designers: Jeremy Crawford, Christopher Perkins
Design Manager: Sieve Scott
Design Department: Syérey Adams, judy Bauer, Makenzie De
‘Armas, Can Dillon, Amands Haron, Ari Levtch, Ben Petro”
Taymoor Rehman, F. Wesley Schnelder, James Wyatt
far. Team Manager: Rchaea Whiters
‘Art Department: Trysian Falcone, Kate rw, Em Tan, Shawn
Wood, Tish Yochumn
Senior Producer: Dar Tovar
Producers: ill Berham, Robert Have, Lea Helect's
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MARKETING.
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ON THE Atr-Cover
Hydro74 presents Star, a displacer beast kitten that loves
adventuring in the Feywild. A wondrous magic iter called
the Witchlight vane graces the back cover.
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&CONTENTS
Introduetion: Into the Feywild
Adventure Summary
Adventure Structure.
Character Advancement
Running the Adventur
Using the Maps.
Using the Story Tracker
Tins for Now Dungeon Masters.
Feywild Trinkets.
Feywild Trinkets table...
Backgrounds. :
Feylos..
Witchlieht Hand.
Raceseenee nen
Fairy
Harengon,
Characrer Traits.
Beginning the Adventere.
Lost Things |
Warlocks Quest.
Pronunciation Guide. 21
Ch, 1: Witehlight Carnival. 2
Running This Chapter eas)
Carnival Owners.
Mister Wich (stat block)
Mister Light (tat block.
‘Witehlight Hands...
Witehlight Hand (stat block).
Carnival Overview
Bringing the Carnival o Life
Wandering Outsiders.
Carnival Locations...
Ticket Booth
Big Ton.
Hubble Pop Teapot
Calliooe..
Carousel
Treank Sapling (tat bloc)
Dragently Rides.
Feasting Orchard
Gondola Swans
Hal of Uusions.
Lost Property.
Mystery Mine:
Pixie Kingdo
Silversong Lake
‘Small Stale,
Snail Racing.
Staff Area...
Carnival Events.
Meeting Witch and Light.
Burly's Plan...
Caching Kettestcarn
Keitesteam (stat block).
Timed Events
“Through the Looking Glass
Ch. 2:Hither
Running This Chapter.
Prismeer Overview
A Domain Divided,
Fricadly Guides.
Rules of Conduct aun
Children of Prismeer
Transforming the Doma.
Death in Prismeer
Foraging in Prismeer
Features of Hither means
Arrival i Hiern
Random Encountersin Hither...
Locations ia Hither.
Slanty Tower.
Telemy Hill.
Brigands'Tolkway
Agdon Longscarf (stat block)...
Dowstall
Where's Bavlorna?..
The Sogay Court
Downfall Locations
Clapperelaw (stat block)
Troe Blight (stat block)
Baylorna’s Courage
Cottage Locations
From Hithec to Thither:
Ch. 3 Thither eevee 98
Running This Chapter. 99
Features of Thither 99
Fairy Rings. 99)
Wanted Posters 10L
Arrival in Thithes 102
Random Encounters in Thither.
Locations in Tithe jn
Nibie Cave cseecnreonm
loz
106
106
Lite Oak ‘ 108
Displacer Beast Kitten (stat block) 108
Sauirt stat block) un
Wayward Podleseansur 110
Loomturch, na
43
3
ld
Lost Chitren. re)
Loomlureh Locations ccscccocoes 113
Flying Rocking Horse (tat bleek).. 121
From Thither to Yoo. 130
Ch. 4: Yon. 132
Running This Chapter. 133
Features of Yon
Lightning Rods...
Arrival in Yon.
‘Amidor and Gleam...
Poiteneila (sat block). 135
Amidor (sat block)
‘Random Eneaunters in Yon
Locations in Yon.
Lockbury Henge...
Fey Beacons.
Brigganock Mine...
Motherborn..
Entering Motherhorn
Approaching Motherhorn
Where's Endelyn?.
A Tragedy in the Naking.
Motherhorn Locations.
Leaving Yon a
168)
Ch. 5: Palace of Heart's Desire ......170
aie
Running This Chapter...
Arrival athe Palace
Friends and Followers.
Exploring the Palace
Palace Features...
Temporal Stasis.
ace Loeations.ern.-
asswork Golem (stat block)
Ending the Story...
Zybiina Comes Alive.
ggwily (stat block).
Zybilna’s Gita.
‘Appendix A: Magie Items
Appendix B: Factions...
Hourglass Coven
Bavlorna Blightsteam
Endelyn Moongrave
‘Skabatha Nightshade
League of Malevolence.
Kelek
Skylla
Warduke.
Zara.
Valor's Call
lichorn.
Mercion...
Molliver.
Ringlerua,
Strongheart.-
Bullywwugs
Bullywue Knight
Bullywug Royal
Campestris.
Campestri
‘Swarm of Campestris...
Darklings.
Darkling,
Darkling Ele
Giant Dragonty.
Giznt Snail
Harengons..
Harengon Brigand
Harengon Sniper.
Quiekling.
Redcap.
Selenelion Twin
Appendix D: Roleplaying Cards
Appendix E: Stagefright's Lines
Story Tracker4
-
UCT
INTO THE FEYWILD
Wis DUNGEONS & DRAGONS ADVENTURE
)) begins in a world of your choosing—per-
haps a world af your own creation—then
ventures into the Feywild. Also known as
the Plane of Faerie, the Feywild is a place
of wonder and whimsy ruled by unfettered emotion.
Before running this adventure, please read the “Fey.
\wild” section in the Dungeon Master's Guide, as it
contains useful information about this dusky, fantas
tic plane of existence.
The information in this book is intended for the
DM's eyes only. IF you're planning to play through
the adventure with someone else as your DM, stop
reading now!
ADVENTURE SUMMARY
The main antagonists of this story are three hags
who collectively form the Hourglass Coven, which is,
described in appendix B. These hags are the adop-
tive sisters of lgewily, a powerful figure from D&D's
past and a key player in the adventure’s unfolding
drama. Using an artifect called Iggwilv’s Cauldron,
the hags have trapped an archfey named Zybilna
in temporal stasis and carved up her fey domain
among them. This domain is called Prismeer. To
‘enter it, the characters must first visit the Witch
light Carnival, which travels across the Material
Plane and appears on the characters’ world once
every eight years. The carnival owners are a pair of
shadar-kai (elves native 1o the Shadowfell) named
Mister Witch and Mister Light, who can help or hin-
der the characters’ efforts to reach Prismeer.
One of the many novelties of this adventure is that
the characters can accomplish their goals without
resorting to violence—but only if they're clever. They
can fight their way through the adventure as well,
but the odds wor’t always be in their favor.
ADVENTURE STRUCTURE
The characters are drawn into the adventure by one
of two adventure hooks, You choose which hook to
use, Both hooks are described in “Beginning the
Adventure,” later in this introduction
Chapter 1 describes the Witchlight Carnival.
Hidden somewhere in the carnival is a fey crossing
to the domain of Prismeer, but the trick to opening
this portal is known only to the carnivals shadar-kai
owners, Mister Witch and Mister Light.
INTRODUCTION | INTO THE FEYWILD
Chapters 2, 3, and 4 describe the carved-up do.
mzin of Prismeer, which the hags of the Hourglass
Coven have usurped and split into thirds. The char-
acters can move between these splinter realms only
if they have the right fey guides to help them.
Chapter 5 describes the Palace of Heart's Desire,
where the archfey Zybilna and her court are frozen
in time by the magic of Iégwilt’s Cauldron. The pal-
ace is where the characters need to go if they hope
to thwart the Hourglass Coven by freeing Zybilna or
destroying the cauldron
The book concludes with several appendices
Wherein you'll find rules for new magic items, stat
blocks for new creatures, and other goodies. At the
end of the book is a Story Tracker you can use to
keep track of story developments 2s they occur, Ad
vice on how to use the Story Tracker appears later
in this introduction.
CHARACTER ADVANCEMENT
The adventure assumes that the characters start
at Ist level, IFyour players are more interested
exploration and social interaction than combat. or if
you want to make the characters’ Feywild excursion
less dangerous, have them start at 3rd level insicad.
‘Advancement is handled the same way regardless.
In this adventure, the characters receive experi
‘ence points for achieving milestones rather than
defeating monsters:
Entering a Hag’s Realm, Whenever the charac-
ters enter a hag's realm (Hither, Thither, or Yon)
for the first time, everyone in the party receives
‘enough XP to advance I level. For example, when,
the characters leave the Witchlight Carnival and
arrive in Hither for the first time, they gain a level.
Encountering a Hag. After the characters encoun
tera hag of the Hourglass Coven for the first time,
everyone in the party who survives the encounter
receives enough XP to advance 1 level.
Freeing Zybilna. If the characters free Zybilna from
temporal stasis or destroy [gguily’s Cauldron,
everyone in the party receives enough XP to ad
vanee 1 levcl.
Ifyou follow this method of character advance-
ment, characters who start the adventure at Ist level
might reach 8th level by the adventure’s conclusion.RUNNING THE ADVENTURE
To run the adventure, you need the ith edition core
rulebooks (Player's Handbook, Dungeon Master's
Guide, and Monster Manual).
Text that appears in 2 box like this is meant to be
read aloud or paraphrased forthe players when their
characters fist arrive ata location or under a specific
circumstance, a: described in the text.
The Monster Menual contains stat blocks for most
of the creatures encountered in this adventure.
When a creature’s name appears in bold type, that’s
visual cue pointing you to its stat block as a way
of saying, “Hey, DM, you'd better get this creature's
stat block ready. You're going to need it” Ifthe stat
block is not from the Monster Manual, the adven-
{ure’s text tells you where (0 find it.
Spells and equipment mentioned in the adventure
arc described in the Player's Handbook. Magic
items are described in the Dungeon Master's
Guide unless the adventure’s text directs you to
appendix A.
Ustnc THE Mars
This book contains a fold-out, double-sided poster
map and several interior maps. These elements are
further described in the sections that follow.
PosTER MAP
The adventure lots you know when it's safe to
show your players either side of the double-sided
‘poster map,
One side of the poster map shows the Witehlight
Carnival and a Time Tracker, to help you track the
passage of time as the characters explore the car-
nival. Certain carnival events occur only when the
Time Tracker reaches a certain point. Though it’s
not necessary, your group can place tokens or mit
iatures on the map to keep track of where the char:
‘acters are in the carnival at any given time.
‘The reverse side of the poster map shows the
Feywild domain of Prismeer, now divided into three
splinter-realms called Hither, Thither, and Yon,
Lodged between them is the Palace of Heart's De
sire—the home of Prismeer’s archiey ruler, Zybilna,
This side of the map is meant to be shared with the
players once the characters reach the palace, from
‘where they can look out over the whiole domain.
DM-riendly versions of this map appear in chapters
2, 3, and 4, to help you track the party's progress
through Prismeer’s splinter realms.
InTERIOR Maps
Maps that appear in this book are for your eyes only.
As the characters explore locations on a given map,
you can redraw portions of the map on graph paper,
a weecrase mat, oF another surface to help your
players visualize locations that might have unusual
shapes or features. Your hand-drawn maps need
not be faithful to the originals, and you can alter a
map’s features as you see fit. Nordo your maps need
tobe painstakingly rendered. You can omit details
that are not readily visible (such as secret doors and
other hidden features) until the characters are able
to detect and interact with them.
Slopes and Staircases. An arrow on a slope or
Staircase always points in the ascending direction
LanpMarxs Not To Scate
‘The poster map of Prismeer and the interior maps
‘of Hither, Thither, and Yon show important land-
marks that are described in the text. These land-
marks are not drawn to scale,
Usinc THE Story TRACKER
‘This adventure uses a Story Tracker, a copy of
which is included at the back of this book: The Story:
Tracker is a note-keeping too! to help you remember
important information about the characters and
their accomplishments,
‘At various times in the adventure, you will be ad-
vised to jot down information on the Story Tracker,
as events that happen in earlier chapters can give
characters an advantage in later chapters. The Story
‘Tracker also allows you to record important details.
For example, if character falls under a curse, no!-
ing the specifics of the curse on the Story Tracker
‘might remind you of the effect.
INTRODUCTION | INTO THE FEYWiLD
at S yUnicorn Horn
A lost unicorn horn plays an important part in the
adventure. Iis location is determined randomly by
rolling on the Unicorn Horn's Location table. Once
you determine where the horn is, record its location
on the Story Tracker.
The horn belongs to a unicorn named Elidon, who
‘was captured and transformed into a rocking horse
by the Hourglass Coven. For more information
about Elidon, see area L6 in chapter 3
Unicorn Horn's Location
48 Location
1. Offered forsale a Trinket, Bauble, and Charm’s in
Downfall (see area D10 in chapter 2)
2 Hidden among the coals under Bavlornas caul-
ron (see 2rea D18 in chapter 2)
3 Stolen by Wil of the Feywild and kept in Little Oak
(see “Encounters in Thither” in chapter 3)
4 Hidden in one of the cupboards of Loomiurch
(Gee area 110 in chapter 3)
5 Inthe possession of Archillus the peryton (see
“Fey Beacons” in chapter 4)
6 Inthe possession of Skyila the warlock (see area
MID in chapter 4)
7 Inthe possession of Shon the librarian (see area
2B in chapter 5)
8 — Tucked ina wooden chest by Iggrik the quasit (see
area P31 in chapter 5)
INTRODUCTION | INTO THE FEY WILD
Tis FOR New DUNGEON Masters
Most of this book is for the DM's eyes only, since
it’s full of secrets that your players won't discover
until you run the adventure for them. That said, the
adventure contains a lot of information that can be
shared with the players at specific times, as.
cussed below.
NEw CHARACTER OPTIONS
During character creation, you can allow your play-
ers to read the new backgrounds and race options
that appear in this introduction, if youre comfort-
able with allowing these options in your game,
Macic ITEM DEscriPTIoNs
When the characters acquire a new magic item and
figure out what it does (see “Identifying a Magic
tem” in the Dungeon Master's Guide), give that
item's description to the players.
Sraristics
Creature stat blocks should be kept hidden from the
players until circumstances warrant otherwise, as
discussed below.
Armor Class. When characters make attacks
against a creature, you compare those attacks to
the ereature’s Armor Class to determine whether
the attacks hit. After a certain number of hits and.
misscs, players can usually pinpoint a creature's AC
on their own. However, in the interest of speeding
‘up combat, you can divulge a ereaturc’s AC onec the
characters have hit the creature at least once, allow.
ing players to know without asking if aitacka made
against the creature hit or miss.
Hit Points. I's better not to tell players how many
hit points a creature has. However, you can give the
players a sense of how well they're doing against
the ereature by describing, in narrative terms, how
hurt the creature is. For example, ifthe creature
has fewer than halfits hit points remaining, you
can describe it as being badly wounded or on the
ropes. Such information gives the players a sense of
accomplishment and might spur them to press the
attack. On the other hand, if the characters aren't
putting much of a dent in the creature's hit points,
cither because it has a lot of them ort has a trait
such as Regeneration, it's a good idea to let the play’
ers know thatthe creature looks like it can take a
lot more punishment. That information alone might
encourage the players to consider a change of plan,
such as a tactical retreat
Damage. Players neetl you to tell them how much
damage their characters take and what type of dam-
age itis. Whenever the adventure presents damage
that is variable, it shows the average damage first.
followed by a die expression in parentheses, like
this: 10 (@d6), You decide whether to use the averageor roll the dice. Using average damage speeds up
play, but it might feel less exciting, and players can
take advantage of its predictability. Rolling the dice
takes more time but can yield more volatile results.
In the interest of faimess, commit to one approach
‘or the other for the duration of an encounter or
game session.
Abilities, Strengths, and Weaknesses. As their
characters fight a creature, players expect to learn
more about the creature's strengths, weaknesses,
and abilities, t's okay to share such information
with them as it becomes apparent. For example, you
can describe a creature’s wounds closing up when it
regenerates.
‘Characters don’t need to fight a ereature to know
certain facts about it. For example, a character who
has the Witehlight hand background and chose a
sprite for a carnival companion would know a lot
about sprites, including their ability to turn invisible
Similarly, if character intuits that a treant, being
a creature made of wood. has vulnerability to fire
damage, just smile faintly and say, “That’s a reason
able hypothesis” If the treant takes double damage
from a fireball spell, be sure to let players know how
badly the fire hurt it
Don't be afraid to dole out information to char
ters who have the applicable knowledge. If you're
not sure whether the characters possess such
knowledge, have them make an Intelligence check
(ee the Dungeon Master's Guide for more guidance
about ability checks), and share the information if
‘one or more characters succeed on the check.
Dice Rous
Many DMs like to roll their dice in the open, for all
the players to see, to maintain transparency. Other
DMs prefer to roll dice behind a screen to maintain
suspense. Either approach is fine
Even DMs who conceal their dice rolls
divulge certain results. For example, when a crea
ture scores a critical hit against a character, i
customary to let the player know that their character
just tooka particularly nasty hit before revealing
hhow much damage was dealt,
It okay to ask one of your players to make a die
roll for you. For example, ifyou plan to use one of
this adventure’s random encounters, you can have a
player roll to determine what the characters encoun-
ter, rather than making the roll yourself.
Story INroRMATION
Important information that doesn't appear in
boned text is usually communicated to players
through roleplaying. As the DM, you roleplay all
the creatures that the characters encounter in the
adventure, Many of the DM-controlled creatures,
{also called nonplayer characters, or NPCs) in this
MaKinc Mistaxes
Dungeon Masters are fallibe, just Ike everyone e
and even the most experienced DW's make mistakes.
Ifyou everlaok, Forget, or mistepresent something.
‘correct yourself and move on, Ths ie big adventur
with lots of aterconnecting elements; ro one expects
you to internalize or memorize every aspect oft. AS
long as your players are having fun, eve’yihing willbe
just ine.
adventure know information that the characters can
Icarn through inquiry. The adventure outlines the
most likely circumstances under which a creature
«will share what it knows.
The adventure describes important creatures in
detail, while creatures of lle consequence get no
more than a passing reference. As such, you have
enough information to bring important creatures to
life, but not so much that it becomes. chore to re
member all the details. The adventure seldom goes
+0 far as to describe what a creature sounds like,
nor does it reveal everything that a creature might
say or do. You're expected (o improvise and bring,
creatures to life as best you can. For example, the
adventure describes Mister Light (one of the owners
of the Witchiight Carnival) as a famboyant figure,
but you get to decide what his voice sounds like and
how he reacts to a given situation, based on what
the adventure says about him. You can also ignore
‘what the text says and roleplay Mister Light or any
other creature as you sce fit
Roleplaying Aids. Appendix B contains informa-
tion that will help you roleplay a handful of impo
ant DN-controlled characters whose actions propel
and shape the narrative of the adventure. The cards
in appendix D serve much the same purpose but
are optional; they provide roleplaying notes for s
eral other colorful characters who aren't as pivotal.
You can photocopy these cards, cut them out, and
Keep them in a handy stack behind your DM screen,
soried alphabetically or grouped by chapter. (The
latter option works beticr if you expect the current
game session to focus entirely on one chapter of the
adventure)
FEYWILD TRINKETS
‘The Feywild Trinkets table that follows offers a se-
lection of trinkets appropriate for Feywild-themed
adventures such as this one, Players whose charac:
ters have the feylost or Witchlight hand background
can roll on this table instead of the Trinkets table in
the Player's Handbook to determine what trinkets
their characters possess, The adventure includes
few encounters that require you (o roll on the table
to determine what random trinkets the characters
find in key locations,
INTRODUCTION | INTO THE FEYWiLDFEYWILD TRINKETS
100 Trinket
©1 Cookie cutter shaped like @ unicorn
02 Two yew rings linked together
03 Sikerhand mirror with = nymph shaped handle
(04 Painted wooden key whose teeth change configu
ration every day at dawn
05 Delicate silver cameo with pictures oftwin chil-
dren opposite one another
06 Golden pendant charm shaped like a leprechaun
G7 Tiny wooden bos containing 2 croquet set sized
for pixies or sprites
08 Tiny pair of sharp, ron scissors
08 Chess piece shaped like 2 dancing satyr wearing a
bishop's hat and clutching a gnarled staff
10 Saltshaker shaped like a wizaid's tower
Ti Crystal orb that allows an elf who holds it to sleep
12 _ Pendant that shows the phases of the moon
13 Large iron fingernail
14 Tinyelectrum whistle that only Fey can hear
15 Wooden jigsew puzzle piece as big as a saucer,
with 2 painted image of ajug on it
16 Spool of glistening silverthread
17 Sheet of musie that goblins ind upsetting when
they hear it played or sung
18 Rotten ogre’s tooth with the Elvish glyph for
tched into it
19 Vitrified eye ofa displacer beast
20 Tiny duskwood coffin containing the ashes ofa
troll
21 Old invitation to banquet in the Summer Court,
‘written in ink en vellum in Sylvan
22 Gossamer shaw that glows faintly n moonlight
23 Ball-and-cup tey that plays a short, victorious jin:
gle whenever the ball lands in the cup
24 Sprite's skull covered in ink fingerprints
25. Silver fork with the outer tines bent sideways:
26 A soot-stained sock in which a nugget of coal
magically appears each day at dawn
27 Tiny wooden stool (sired fora pixie or sprite) that
ives splinters to those who held it
28 Tiny clockwork dragontly that slowly beats its
wings (but can't fy) when wound up
29 Toyunicon made of wood, painted with bright
colors,
30 Pixie plushie that sings when you squeeze it
31 Vinch square painting of e sleeping elf
32 Thimble that helps you daydream when worn
INTRODUCTION | INTO THE FEYWILD
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Trinket
Pumpkin cupcake that magically regenerates itself
inits paper cup each day at dawa
Fake Three-Dragon Ante card depicting a faerie
dragon
Teacup made fiom a varnished mustroom cap
that magically keeps its liquid contents lukewarm
Rock that floats and is small enough to hide in
your closed fist
Tiny bottle filled with rainwater collected from the
Feywild
‘Opalescent conch shell that laughs when you hold
itto your ear
Vial o
not drink!”
=0Us liquid labeled "Fororian spit, Do
‘Wax candle that roars and ciackles like @ bonfire
while fit
Potted daffodil that sways when near a source of
S-ounce, glass wine bottle that magically reas-
sembles itself | minute after being broken
Tiny wooden syiph figurehead from a model ship
Tiny pumpkin-shaped cauldron carved out of bog,
oak
ar of