Feywilds

The Feywild exists in parallel to the Material Plane, an alternate dimension that occupies the same cosmological space. The landscape of the Feywild mirrors the natural world but turns its features into spectacular forms. Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey’s castle.   -Dee Emgy, Sage Advisor
  While for the most part, the feywilds of Chromanexus operate on much the same principles as other multiverses, it's worth noting that much like Chromatia functions as the center of Realmspace (Material Plane), the feywilds maintain an equally central influence overlapping with the realm. The feywilds connect all across realmspace, but the great courts (the Summer Court, Sable Court, and Gloaming Court, respectively) themselves can most reliably be found in the space overlapping Chromatia, should one know the way.  

Fey Crossings

Fey crossings are places of mystery and beauty on the Material Plane that have a near-perfect mirror in the Feywild, creating a portal where the two planes touch. A traveler passes through a fey crossing by entering a clearing, wading into a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. To the traveler, it seems like he or she has simply walked into the Feywild with a step. To an observer, the traveler is there one moment and gone the next.   Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular day, or for someone carrying a certain type of item. A fey crossing can be closed permanently if the land on either side is dramatically altered - for example, if a castle is built over the clearing on the Material Plane.   It is worth noting that no other realm in existence has quite so many fey crossings as Chromatia itself, with the most infamous crossing being Nexus, located deep in Priotoris's Hallowed Forest. It is believed this one place alone presents doors to all three of the great courts, wherever they're presently located in the feywilds, though which one you'll emerge in is anybody's guess.  

Feywild Magic (Optional)

Generally speaking, those who wish to run their own content in the feywilds may do so without doing anything more significant than portraying what a wild, diverse environment it is. However, if you'd like to add an extra touch of flavor to your adventures in this plane, feel free to consider letting the following options take effect during your journey.  

Memory Loss

A creature that leaves the feywild makes a Wisdom saving throw. The DC for this check is at the GM's discretion, but a good rule of thumb - begin with a DC of 10, and for every consecutive day the adventurer has stayed in the feywilds, increase the DC by 2 (up to a maximum of 20). Fey creatures automatically succeed on the saving throw, as do any creatures - like elves - with the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the feywild, much like one might expect after waking up from a dream. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories.  

Time Warp

Note: This option has the potential to create errant futures. Should you choose or result a time warp event that flings characters into distant futures, account for the fact that nothing that happens in this future is canon to the Chromanexus timeline. Furthermore, if you as a community GM choose a result that flings your party weeks, months, or years into the future, plan to address the issue before the mission is considered complete, as otherwise the characters are effectively retired from the game until time has caught up.   If you fail to include recourse for these actions in your mission plans, assuming you don't have express permission from the players involved to 'pause' their characters until time catches up, administration reserves the right to issue disciplinary action (including but not limited to revoking permission to run future games) in respect to power-playing (taking away player agency).
  While time seems to pass normally in the feywild, characters might spend a day there and realize upon leaving the plane that less (or perhaps more) time has elapsed everywhere else in the multiverse.   Whenever a creature or group of creatures leaves the feywild after spending at least 1 day on that plane, choose an option or roll from the below table. A wish spell can be used to remove the effect on up to ten creatures, restoring them to their proper times. Some powerful fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a geas spell and complete a quest after the wish spell is cast.  
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