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The Feywild

Known also as the Twilight Court, the Verdant Reflection, or Eliraeth in the old druidic tongue, the Feywild is a vibrant, intoxicating plane of emotion, nature, and chaotic beauty. It exists as a mirror to the Mortal Plane, but where the Shadowfell is cast in grief and decay, the Feywild is flushed with life, magic, and passion—a realm where seasons sing and dreams grow teeth.

Time dances erratically in the Feywild. A moment spent watching the petals of a dream-thistle bloom may cost a month in Ammondell—or none at all. Memory and identity are fragile currencies, and names have power beyond comprehension. The laws of physics and logic yield here to emotion, story, and willpower. Magic in the Feywild is not conjured; it responds, like a mood, like a storm.

The Feywild’s geography reflects a distorted echo of Ammondell, yet it is no simple overlay. Verdant canopies sprawl into the heavens, where stars pulse like fireflies and rivers wind upward. Whole cities may wander. Mountains bloom with glass flowers. Forests whisper with voices not their own. Some locations remain anchored to the Mortal Plane through thin veils, the most prominent of which are:

  • A moss-choked glade in the northwest of Phaerumcor, where the veil shimmers under moonlight, marked by ancient standing stones carved with druidic runes.
  • A grove in the heart of Houndswood Forest in Uuthraal, where trees grow in a perfect circle and the air buzzes with unnatural warmth and laughter. This grove opens during twilight eclipses, drawing the attention of both the Seelie and Unseelie Courts.

The Fey Courts are the great powers of the plane, but unlike traditional monarchies, their hierarchies are poetic and ever-shifting. The Seelie Court embodies joy, artistry, and vibrant life—but also possessiveness, caprice, and dangerous revelry. The Unseelie Court, in contrast, is aligned with sorrow, night, transformation, and feral instinct—not evil, but ancient, wild, and indifferent to mortal morality. The Courts war not with swords but with ritual, art, and oaths, and their champions are bound more by song and promise than by steel.

The Feywild is not safe. To speak your true name aloud is to invite servitude. To accept fey food is to risk enchantment. To break a bargain is to lose your voice—or your soul. Yet for those who navigate its whims, the plane offers unparalleled wonder: singing auroras, sentient meadows, living stories, and fruit that grants dreams.

It is said that the first druids learned their craft not from gods, but from the land itself—land that whispered to them from the Feywild. And though the gods do not rule here, they watch, uneasily, from afar.

The Feywild is a realm of story, change, and infinite possibility—where mortals go not just to lose themselves, but to become something other.


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