Feywild Geographic Location in Thoia | World Anvil

Feywild

The Feywild, also called the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat fireflies buzzing through groves and fields. The sky is alight with the faded colours of an ever-setting sun, which never truly sets (or rises for that matter it remains stationary, dusky and low in the sky. Away from the settled areas ruled by the seelie fey (that composes of the Summer Court, Spring Court, Carnival Court, Cacophony Court and Cloud Court) and unseelie fey, (that composes of the Winter Court, Autumn Court, Agony Court, Serpents Court and Shadow Court) the land is a tangle of sharp-toothed brambles and syrupy fens — perfect territory for the wild fey to hunt their prey. There is also the new Iron Court, but not much is known about it other than that its fey are poisons to the others and so are there lands.   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 traveller at the door of an archfey’s castle.   The Feywild is inhabited by sylvan creatures, such as elves, dryads, satyrs, pixies, and sprites, as well as centaurs and magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants.   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 traveller 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 traveller, it seems like he or she has simply walked into the Feywild with a step. To an observer, the traveller 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.   Optional Rule- Memory Loss:
A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. 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. (https://www.dndbeyond.com/sources/dmg/creating-a-multiverse#PlanarTravel)
Seelie and Unseelie Fey:
Seelie and unseelie do not directly correlate with good and evil, though many mortals make that equation. Many seelie fey are good, and many unseelie are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of either court, and fey of independent spirit reject the courts entirely. The courts have warred at times, but they also compete in more-or-less friendly contests and even ally with one another in small and secret ways.

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