Feywilds Geographic Location in Getninia | World Anvil

Feywilds

Realm of Existence

The Feywilds are a plane of existence existing in parallel to the Material Plane. The Feyrealm is one of two "echoes" of the mundane world, the other being the Dread Domain of Shadow. Where the Known World of Getninia is mundane, the Feywilds of Getninia gleam with vibrant colors, are caught in eternal twilight, and full of magical chaos. It is the native plane of several mortal races, including the Elves, Eladrel, and Fomorians.  

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

Echoing the mundane, the Feyrealm is as expansive and varied as the Known World, with continents and oceans in the same basic places as on Galisea, Felora, and Leandris. A simple watering hole might be a sylvan oasis – for example, wondrous counterparts to the Eastern Steppes, Dotharan Mountains, Palm Valley, and Finger Rivers exist in the Feyrealms.  
Feyrealm Dese by Trekman10
Climates – save for temperature – match those on the prime material, but find their natural beauty heightened in sometimes fantastical ways. For instance, temperate and tropical regions of the Feywilds are lush, more serene representations of the mundane world. Deserts can be full of shifting sand of gold, revealing ancient ruins for a day, only to be subsumed for another millennia. The underdark of the Feyrealms is known as the Feydark. The realm also holds several demi-planes, referred to as "the Realms to Delight", ruled by powerful denizens who've made the Feywilds their home.

Localized Phenomena

Irregular Day/night Cycle. The entire realm seems to bask in an eternal twilight, the sun remaining forever low in the sky, although regions within the realm might trend towards brightness or darkness. Colors and sensations are brighter and more vivid than in the prime material. Although this is an extremely rare occurrence, it is vital to take precautions against this time dilation when entering or exiting this plane.   Shifting landscapes. Due to the plane's dynamic nature, comprehensive maps of the Feyrealm are nonexistent. Since the realm exists in the same cosmological space, its geography morphs in order to match the mundane. A change in the feywilds might be reflected in the material plane by a natural event such as an earthquake or storm that alters the place in a way that is similar to the change in the feywild.   Amplified magic. The Feyrealms are impacted by the magical forces of the universe than the Material Plane. Native creatures can influence their surroundings because of their innate connection to the wild's magic, the most powerful Archfeys conjuring entire kingdoms overnight or plunging whole regions into eternal winter. Wizards find their arcane spells more powerful and uncontrollable, while Druids find their natural connections to be stronger and more all-encompassing.

Climate

The ambient temperature of the Feywild will never be too hot or too cold except in areas under the effect of a certain fey creature, like the regions near the Archfey Courts of Summer and Winter. Despite this, the plane is home to all of the same climate regions as the prime material, at least in appearance.

Fauna & Flora

Fey, sylvan, and various enchanted beings find their roots in the mystical realm, such as dryads, hags, pixies, blights, and sprites. Amongst the fauna, there are animals, mortals, and immortals that call this plane home. The two largest groups of fey creatures are the Seelie and Unseelie, although these are not exact categories. Its more of a spectrum, and the binary terms are used by natives from other planes to refer to "trustworthy", reliable fey, who respect mortals who respect them; and more erratic, chaotic fey, for who no slight is required for them to wreak havoc on mortal lives. Most are not exclusively one or the other, and reject being labelled as such. Fey creatures brought to the prime material by magical means dwell in the Feyrealms.   Flora is more vibrant and pungent than in the prime material, as positive energy is more pervasive in the realm. The same specimens of plants and fungi exist as in the Material Plane, and grow in their expected locales and climates. Additionally, some flora is native and grows only in the conditions of the feyrealms, such as Passionbells, Windrazor grass, and Orticusp flowers.  

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

The existence of the Feywilds to the Known World's academic community was only confirmed during Imperial Feloran expeditions to discover their long-lost ancient adversaries the Vöth in the Southern Reaches, as their route through the underdark remained elusive to the surface-dwelling Elves. Spiritual and religious knowledge of the Feywilds comes from contact with fey creatures, meditation, and hereditary links with omnipotent life, such as through the Èlbrìles of the Ëlhyaean faith. Aside from Elven heritage, some scholars also propose that other mortal races originated from the Feywilds such as the Goblinoids people indigenous to Galisea.   Aside from the Eladrel, who have multiple cities and societies across the Feyrealms, the largest organisations are the Seasonal Courts, two major and two minor courts each ruled by an Archfey Queen. Wide spaces of complete wilderness seperate most of them, and it is rare for two to border each other, and when they do it often causes tensions and even outright wars between at least two of the courts. At other times, they have been known to ally with one another for common goals and defense.  
Feywilds by Trekman10
Feyrealm Portal by Trekman10
Alternative Name(s)
The Plane of Feyrie, The Plane of Twilight, Feyrealm, First World, Old World
Type
Plane of Existence
Inhabiting Species

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

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

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.

Class(es): Cleric, Druid, Sorcerer, Warlock, Wizard
Plane Shift - Conjuration 7
CONJURATIONARCANEDIVINEOCCULTPRIMALTELEPORTATION

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.