Feywild Geographic Location in Toriel | 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 colors 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 fey of the various Court, the land is a tangle of sharp-toothed brambles and syrupy fens — perfect territory for the dangerous fey that hunt their prey.
  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.
  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, and ogres.
 

Geography

The basic geography of the Plane of Faerie is an echo of the Material Plane, at least in rough shape. The further one travels from a fey crossing or portal, the more varied the landscape becomes, but when the two planes become more in sync the spontaneous crossings appear. These usually occur in out of the way places, where a bit of the magic and wonder of the Feywild crosses over into the Material Plane to create a magical if temporary bridge. Seasons and the sun’s cycle can vary wildly, however. Geographic regions across the Plane of Faerie are frozen in a season’s particular grasp, usually summer or winter. The same holds true for the position of the moon and sun – some areas never see the sun dimming, while others are bathed forever in moonlight. The borders between these regions can be extreme. A group of travelers may enter the Feywild in a summer-filled forest where the sun never sets, and while exploring they come upon a mountain range frozen in winter’s fury where the moon hangs high and full in the sky at all times.
  It is natural to connect these extreme seasonal changes and day-moon phases to the powerful archfey that rule much of the Feywild, but the truth is that only a few of the mightiest exert any real influence over the plane itself on such a grand scale. The Queen of the Summer Court has been known to change a region from winter to summer, or night to day, but these events are rare and usually catastrophic to the natural beings that have taken up residence in the affected area. Locally, however, the mood of the most powerful denizen of a particular small area can affect the surroundings in minor ways, such as the gathering of storm clouds, the movement of brambles, or the rushing of rivers with no apparent outlet.
  Below the ground in the Plane of Faerie twists an endless maze of brightly lit tunnels known as the Feydark. It is a mirror of the Underdark on the Material Plane, but a natural light, akin to that of a star, infuses the stone and prevents total darkness from blanketing any large subterranean realm. Foul things dwell in the Feydark, from the twisted fomorians cursed by the archfey for their transgressions long ago to goblins and other unsavory beings.
  There are regions beyond the strong seasonal variations of summer and winter. Known as the Wild Lands, clouds fill the twilight sky in these areas, and dark and twisted things fester outside the domains of the archfey. Some planar scholars say that the Wild Lands are what the Plane of Faerie would be like without the influence of the fey, and that it is held back only by the combined will of the courts. Sometimes, the Wild Lands breach the barrier between the planes and encroach upon the Material Plane, creating an overgrown tangled nightmare that threatens all creatures.
  The Plane of Faerie is an echo plane filled with wonders, strange sights, powerful denizens, and exotic treasures from ancient fey kingdoms. It’s close proximity to the Material Plane draws all sorts of adventurers and treasure seekers into its realm, but all such travelers should be cautious of the dangers and monsters that lurk in the Feywild.
 

Archfey Cities

The greatest cities on the Plane of Faerie belong to the courts of the archfey. While each member of the court can hold sway over a castle, refuge, or individual site, the leaders of each rule from sprawling cities that have become beacons across the Feywild.
  Except for Aechivia, each of these wondrous cities holds a common feature – they do not allow visitors unless explicitly invited. The archfey are capricious and follow their own strict sense of morals and honors, but one of the threads learned by planar sages is a disdain for mortals that do not follow protocol. Accessing the greatest lords and ladies of the Plane of Faerie requires no small amount of courtesy for those that seek an audience with them for one reason or another.
 

Getting There

The Feywild is an echo plane of the prime material realm, and both exist simultaneously. There are differences between the two, sometimes widely different, but when particular geographic and environmental features line up, the border between the two become thinner. THe unstable and volatile weave on Toriel can sometimes break through this barrier, creating small and temporary gateway. This is referred to as a crossing, a fey crossing specifically, and they can last anywhere from minutes to days. Fey crossings are two-way portals between the Plane of Faerie and Material Plane, allowing denizens of both planes to cross over into the other.
  Portals and gates exist that lead to the Plane of Faerie as well. Notably, in Megima where a portal is opened annually during the harvest festival, allowing the elves and fey to travel and trade freely. Before the Great Extinction each elven city used to have a portal to the feywild, those portal are now broken, but can still be found in the ruins of those ancient cities. Those portal require rare and powerful gem to be reactivated, and those gem are generally the possession of powerful elves or fey.
  Those who wish to access this plane may seek assistance. For instance, they could navigate a treacherous swamp and bargain with a hag for the knowledge.
 

Traveling Around

Whether travelers arrive intentionally or by accident, the chaotic Plane of Faeries does not show favor or mercy. The Feywild is deadly, there are no two ways around it. Because the Feywild has few civilized areas and the roads between them are unpredictable, traveling from one part of the Feywild to another is dangerous. Adventurers looking to move between cities in the Feywild might have to cross through swamps full of poisonous gas or forests that attempt to trap travelers in a never-ending maze.
  Even if visitors from the Material Plane manage to survive the untamed wilderness, innumerable deadly creatures call the Plane of Faeries home. Because the magic that shapes the Feywild is more chaotic and powerful than the Material Plane, even its most common creatures can be infused with power that can rival hardened adventurers.
  Thus, those who journey to the Feywild — whether on purpose or by chance — must tread carefully, for even the most innocuous-looking clearing or creature could lead to their end.
 

Creatures and denizens

Powerful & Mighty

Powerful archfey, wicked hags, twisted fomorian kings, and more lurk in the Plane of Faerie, each with their agenda and plots.
 

Crones

Isolated in theMurkendraw swamps, the crones are old creatures, older than humans, older than academies and mages, older even than elves and dwarves. The crones are such creatures. No one knows their true names, nor what breed of monstrosity they, in fact, are. People believe them to be primal hags. Folk say they were four at first. The Mother, She-Who-Knows, the Lady of the Wood, came here from a faraway land and, since she suffered terribly from loneliness, she made daughters out of dirt and water.
  A long, long time ago the Mother was sole ruler of all of land. Her daughters brought her the people's requests and served as her voice. Each spring, sacrifices of grain, animals, and men were made to the Lady of the Wood on her special night. Yet as the years passed, the Lady of the Wood slipped deeper and deeper into madness. Her madness eventually spread over the land—elves took to abandoning their homes and setting out into the bog, where they became food for beasts. Before long, the land was drowning in blood. The daughters saw their home nearing destruction and took it upon themselves to save it. When spring came once more, and with it the night sacrifices, they killed their mother and buried her into a bog. Her blood transformed the land forever, spawning the murkendaw.
  Common folk refer to the crones as "The Ladies of the Wood", “Norns”, or simply "The Good Ladies." The crones act as the true sovereigns of Murkendaw their land, whose inhabitants they help survive through harsh times in return for unquestioning obedience. In foul times, when plague or famine steals the harvest, when the gods have abandoned them, when the mighty do not care for their fate, the folks turn to the Ladies for help.
  In the more ghastly legends, crones are said to know over a dozen recipes for human soup. During their sabbath, crones truly feed on human flesh, cooking men and children in infernal pots spiced with root from the cursed trees growing in their lair. In whispered tales—for if they spoke too loudly the crones would hear it—villagers speak of the tribute demanded in the form of human ears. The ears hung from trees, allowing the crones, through the use of primeval magic, to hear all that happened in their land.
  Crones wield powerful magic, but one different from that of mages. They draw power from the elements and destiny and are bound to the land in which they live. The crones can hear everything that happens in their woods, predict the future, twist the threads of fey lives and bring blessings as well as curses. The crones seem for all intents and purposes to be immortal. Magic elixirs keep them from aging and allow them to take the appearance of young women. These elixirs and their mystical ties to the land in which they live also give them supernatural strength and vitality.
 

Courts of the Archfey

Great swaths of the Plane of Faerie is under the direct influence of powerful archfey, fey beings of enormous power and age. Some are noble, some are wicked, but many of them obey ancient traditions of the Feywild that organize their powers into distinct courts. There are four primary courts – the Court of Summer, the Court of Winter, the Court of Green, and the Court of Coral. A fifth, the Gloaming Court, was cast out originally for crimes against the Feywild, but it remains an influential and important member of the balance of power.
  All of the courts, and many independent archfey, operate across the multiverse through the actions of proxies and agents. Some of these agents are warlocks dedicated to the power of the archfey, while others are simply mortals caught in the wrong place at the wrong time. Often times, the communicated desires of their patron to a fey agent make little sense, such as moving a certain stone in a certain place several feet in a single direction. There is always meaning in these actions, however, it just requires a level of perspective that most mortals do not possess.
 
Summer Court
The Summer Court is primarily made up of sylvan creatures, such as centaurs, dryads, satyrs, eladrins, celadrins. The Summer Court is ruled by a duo of Queen; Queen Aledia, mother of the Eladrin, and Queen Cassandra, mother of the Celadrin. This duo is arguably one of the most powerful associations in the entire plane.
 
Autumn Court
The Autumn Court is primarily made up of animal-like creatures, such as Vulpin, Jerbeen, Hedge, Mapach, etc.. in addition to Yordles. The autumn court is the one that had the most recent change of all the fey court, but their new leader is Hap'Robinand the spring court is now rather peacful.
 
Spring Court
The Spring court consists mostly of pixies, faerie, faerie dragons, and moonstone dragons. Faerie dragons are native beings to the Feywild, and they claim to be the first and oldest creatures of the entire plane. This type of boasting is not uncommon for faerie dragons, so few pay them any heed, but there is one that might just prove it all to be true. Tasmiira is the oldest faerie dragon, and she rules as the de facto queen of the faerie dragons in the Plane of Faerie. Her memory is long and flawless, but unlike many of her kind her arrogance and pride do not cloud her judgment. Tasmiira is interested in only two things – keeping her subjects safe, and protecting the great treasure hoard of her people.
 
Winter court
The Winter court consists of the members of the Feywild that lurk in the dark and cold. These isolated creatures are usually the hunters of their ecosystem, wanting to kill rather than grow. Fey of the Winter court follow the Queen of ice, Luna Frostfall. Little is known about her true power, but many fear her, She is the dark veil of the night covering the summer fields, she is the unstoppable snow that extinguishes the flames.
 

Denizens

Numerous creatures inhabit the Plane of Faerie, from centaurs, pixies, and satyrs, to blink dogs, yeth hounds, and faerie dragons. Some of these creatures are intelligent, many are playful, and more than a handful hold a dim view of mortal life. Travelers to the Feywild should trust no one, as illusion magic is common and enchantments can sometimes fall like rain.
 
 

Beasts

There are a great number of beasts prowling around the Plane of Faerie. They resemble their Material Plane counterparts in abilities but they often have striking colorations and sharp, angular features that mark them as natives of the Feywild. Primal version of beast replace the common beast, primal bear roar in the plane, pack of primal wolves of impressive strength roam freely, and primal crow squeak in the colorful forests. Many of these beasts are under the direct sway of the fey that rule the plane and obey their whims without question. Eladrin druids are especially renown for having packs of wild animals at their beck and call in the wilds of the Plane of Faerie.
 

Fey

The fey are the original inhabitants of the Plane of Faerie, and they come in an astonishing array of shapes, sizes, colors, and temperaments. Every type of fey creature in the multiverse can trace its origin to the Feywild at some point in their past. Many centaurs emigrate to the Material Plane for example. A great number of fey pledge allegiance to one of the Courts of the Archfey and serve as spies, warriors, and guards to the archfey lords that rule over the great cities.
  Outside the cities the overgrown forests and lush wilderness is populated with creatures of all kinds. Blink dogs run in packs, and many of the oldest regions are protected by the boar-like triath. Gnashers are evil monsters that prey on lost travelers but can be driven away by sunlight. Nightlocks are fey spirits bound to poisonous plants with a mean disposition that serve an agent of the Queen of Air and Darkness.
  Though she does not dwell on the Plane of Faerie anymore, the influence of the Queen of Air and Darkness can still be keenly felt all across the Feywild. Gremlins skulk about in the streets of the archfey cities, spying and reporting back to their queen, while packs of yeth hounds fly through the air on missions of cruelty and malice. Quicklings are cursed to serve the queen and get into no end of mischief within the Plane of Faerie and the Material Plane.
  The Wild Lands, beyond the borders of the fey courts and largely disconnected from the echo nature of the Plane of Faerie, are dangerous realms filled with all manner of dark and twisted fey creatures. Brambles are the main denizens of these parts, with equal parts hate and overconfidence filling their blackened hearts. Madcaps can appear almost anywhere, springing from spilled blood to run around in murderous glee.
 
Darklings
The thieves and assassins of the Feywild are the darklings. These shadowy hunters were once a proud house of the Summer Court, but they betrayed the two Queens and were cursed by the vengeful archfeys. the curse made sunlight age a darkling rapidly, turning them into withered husks, and so they quickly adapted to their new lifestyles in the darkness. Nonetheless, they posses a great love of art in all its forms and often find themselves taking risks in order to appreciate a moment that may remind them of their former lives in the Court of Summer.
 
Elf
Elves have a natural connection to the Plane of Faerie that draws many of them with its mysteries and ancient wonders. The Feywild is the eves original home, so it is common to see elves among those lands, the most common of which are the eladrin which didn't left the feywild since the Great Extinction. Some of the archfey have elven houses in their court, and a great number of elves and half-elves live in Aechivia as well.
  Eladrin and Celadrin possess powerful impulses and live passionate lives around the seasons of nature in the Feywild, and they often serve the archfey of the Summer Court. Eladrin are dangerous and whimsical, and their moods are as difficult to predict as the weather of the day.
 
Hags
The Feywild is home to all kinds of hags. They are hateful, spiteful monsters who dwell in dark and ugly parts of the plane, such as the Murkendraw and other fell places. Annis hags, dusk hags, green hags, and bheur hags are the most commonly encountered types, and they often form covens out of greed and necessity. Their numbers are large and their powers great, but they often bicker and squabble among their kind, fighting over petty differences instead of uniting to take on the archfey whom they loathe. It is not uncommon to find hags allied with fomorians, though these relationships rarely last long.
 

Humanoids

Most humanoids that live in the Plane of Faerie have been adopted by the fey, often times at an age where they’re too young to protest. Many fey creatures, including sprites and nymphs, adopt a mortal child from the Material Plane and raise them as their own in the Feywild. The City of Aechivia is the most cosmopolitan of the great archfey cities, and there are numerous families of humanoids living and working in the sculpted boughs of that wondrous metropolis.
 
Firbolg
Firbolgs are well known as the gentle shepherds of forests and other natural surroundings, but they have a sizable presence in the Plane of Faerie as well. They usually shy away from the grand splendor and opulence of the archfey cities, preferring instead the untamed regions of the magical wilderness. They are allies of many fey creatures, and the skill of firbolg rangers and hunters in tracking down lost things in the Feywild is legendary.
 

Features

Travelers to the Plane of Faerie need to be wary of the natural hazards that come with the region. The most prominent and obvious is the forgetfulness and time loss that can occur when leaving the Feywild, but other phenomena should be known and avoided as well.
 

Obliviate Rain

Falling rain is not an uncommon feature in the Plane of Faerie, especially around archfey or other powerful denizens that have a deep sense of melancholy or loneliness. Occasionally, however, the falling rain takes on an otherworldly quality with an ability to make non fey creature forget their memory of time spent in the feywild. This Obliviate rain is usually the result of an archfey’s sour mood mixing with a natural weather phenomena in the Feywild, so it’s difficult to predict or control. Obliviate rain does not fall hard, but the falling rain shimmers with streak of blue and purple giving it a beautifully distinct look.
  Non-fey creatures caught in an area of Obliviate rain must succeed on a DC 14 Wisdom saving throw. On a failure, their memories of their time spent on the plane quickly fade away and are easily confused with dreams and fanciful imagination.
 

Befuddling Mist

Mist is not an uncommon feature in the Plane of Faerie, clan of foglet dwelve in those area, confusing the travelers unaware of the dangerous mist, the mist takes on an otherworldly quality with an ability to confuse and bewilder travelers. The befuddling mist is thick and shifting with all the colors of the rainbow giving it a beautifully distinct look.
  Non-fey creatures caught in an area of befuddling mist must succeed on a DC 14 Wisdom saving throw. On a failure, they are affected by the confusion spell for 1 minute. Befuddling mist last only 1d4 x 10 minutes, but some denizens of the Plane of Faerie have learned to watch for the signs of the phenomena and strike affected travelers. foglet especially love this tactic.
 

Oblivion Moss

Some darker forests and mountains in the Plane of Faerie grow a strange plant known as oblivion moss in shadowed corners. It never grows in full or partial sunlight, and some innate defensive mechanism within the non-intelligent plant retreats from such light automatically (albeit slowly). Oblivion moss can sense creatures with memories around it, and when it does so it shoots spores into the air in a 30-foot radius sphere. Any living creature must succeed on a DC 12 Intelligence saving throw or have some of their memories leeched from their mind. While affected, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. The memory loss becomes worse quickly, and after each minute affected targets must succeed at additional DC 12 Intelligence saving throws. For every failure, the memory loss penalty die increases, from d4 to d6, d6 to d8, d8 to d12, and d12 to d20. The memory loss saving throws stop when the target succeeds at one of the saving throws, and the effect lasts until the target finishes a long rest. A greater restoration or heal spell also restores lost memories.
 

White Frost

Between the lush and verdant lands of the Plane of Faerie exists an ever growing blizzard, an unstoppable end to this world known as the White Frost. Violent wind sweep through those lands, the cold of these region seeping on the esences of living creatures. The frozen nature of those lands affects creatures travelling overland or flying over them.
  Creatures traveling through such regions must succeed on a DC 14 Constitution saving throw every hour of travel. On a failure, they gain one level of exhaustion from the draining power of the cold winds that permeate the land. Any creature that takes a short rest in the this region automatically gains one level of exhaustion as well, and taking a long rest results in an agonizing death that only a wish spell can restore life from.
 

Cycle of Time

Time is a strange thing on the Plane of Faerie. The sun does not set if it is risen, and the moon does not wax while it is in the air. Time passes normally for creatures in the Feywild, though it can be difficult to mark its passage considering the unusual and stagnant cycles of day, night, and the seasons. Leaving the Plane of Faerie, however, is when time can catch up to a non-native suddenly. Refer to the Fey Time Loss hazard for more details.
 

Plane of Faerie Time Shift

1d20 Time Shift
1-2 Days become minutes
3-6 Days become hours
7-13 No change
14-17 Days become weeks
18-19 Days become months
20 Days become years

  Some powerful archfey have the ability to reverse this effect, though none do it out of charity. Parties that find great lengths of time have passed may need to deal with one of the archfey courts in order to regain their lost time.
 

History

Creation Myth

The World Tree serves as the bedrock of the Feywild, its roots extending throughout the entire plane and delving deep into the Feydark. Some even believe that these roots connect the Feywild to the Prime Material Plane, though the tree's true origin remains shrouded in mystery. Nevertheless, it stands as the cornerstone of the Feywild itself.
  Mapping the Feywild proves to be a challenging endeavor, as concepts of time and distance hold little sway in this enigmatic realm. Amidst this fluidity, the World Tree remains an unwavering constant, anchoring the very heart of the Feywild.

Type
Plane of Existence


Cover image: The ambush by Dave Greco

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