Feywilds
Realm of Existence
Journeying to the Feywilds
Travel to and from the Feyrealm from the Known World is rather difficult, due to the remoteness of most portals, the unreliability of most known paths, and the accessibility of plane-shifting magic. Round trips can be fatal, just for the time dilation between the Mundane and Fey realms. A native from the prime material might get lost in the forest and end up with that forest's feyrealm twin, take the wrong turn or make a special combination of twists and turns down a path. Upon return, they might find they've been gone for a minute to their family, or they might gain a century and die.Natural Gateways
"Fey Crossings" are specific, naturally occurring locations in the Prime Material with near-perfect mirrors in the Feyrealm. Passage occurs through seemingly ordinary actions like entering a serene clearing, traversing a freshwater pool, crossing a circle of mushrooms, or passing beneath the arching trunk of a tree. The transition appears as a simple step for the traveller, while to an onlooker, the traveller gracefully disappears. If one is not too careful in remembering their path in the wilderness, it is possible to travel to the Feyrealm without knowing. These "Feypaths" are natural nexes of primal magic, triggered by specific actions, movement in particular directions, and/or Once a way is discovered, using it is actually easy and simply requires physically passing through. While there are Feypaths across the world, the continent of Felora is host to the most known ones. Amongst the ruins of the Feloran Empire, the wilderness and space between settlements and the people who cling to life in the inland regions feel distinctly...otherworldly. Trees grow to absurd heights and bushes in fantastical shapes. The entirety of the Temple City of Ekora is a Fey Crossing, and the city’s unusually high population of Eladreli is suspected to be because of this nexus between the material plane and the feywilds. Similar connections exist to the Realm of Shadows, while the Ethereal and Astral Planes can be accessed in the same way as in the Mundane.Magical Methods
Throughout the thousands of years of mortal history in both the Fey and Mundane Realms, artificial means of transiting the two planar echoes have been discovered and rediscovered by various mortal peoples. Spells and magic architecture can be used to access the Feyrealm, however access to the knowledge and resources to make widespread use of either is minimal in Getninia. The two most well known spells are the conjurations of Plane Shift and Gate. Plane shifting is the comparatively simpler of the two, being more reliable, but also requires physical possession of enchanted tuning forks and the knowledge of the Feyrealm's cosmic frequency. Gates require knowledge of a creature from the Feywilds, but rely on said creature being both on the plane and in a useful location. Architecturally, there are teleportation circles in rare and hidden places in the Mundane Realm that connect to specific locales in the Feyrealm. Knowledge of a circle's sigil sequence allows use of Plane Shifting in lieu of the cosmic frequency. Construction of these circles is an ancient art, with few, if any, remaining mortals skilled in the creation of new circles.Geography
Localized Phenomena
Climate
Fauna & Flora
Peoples
Eladrel are the Feywild counterparts to the Material's Elves, and are believed to be the descendants of Elves who never migrated to the Material Plane before the Getnian Cataclysm. The second prevalent group of mortals native to the plane are the Fomorians, counterparts to the Giants of the Material Plane, who've been cursed by the Feywild's powerful Archfey Courts with a disease-like affliction rendering them grotesque and deformed, supposedly as punishment for their greed and an attempted takeover of the Feyrealms untold centuries ago.History
Adventures in the Feyrealm
Conditions.
Everlasting Freshness. The Feyrealms are a wild land of eternal growth. Food prepared with spoilage ingredients from this realm does not mold or rot due to non-magical means. Time Dilation, or Subjective Time. Time passes irregularly in the Feyrealm. Upon returning to the Material Plane, one might find any time has passed, from seconds to centuries. Two creatures that both exit the Feywild at the same time might end up being split up vastly by the passage of time, never to see each other again. Wearing or holding iron or steel materials appears to stop time from distorting itself.Spells
Plane Shift. This is a recommended spell for travellers travelling to any plane besides their native realm. Here are statblocks for two common systems' versions of this spell, Dnd 5e and Pathfinder 2e.SRD 5.1
Plane Shift
7-level Conjuration
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | material somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
10 Min | Touch | 1 willing creature, or up to 8 willing creatures joining hands | - | - |
Description | You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances. |