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What exactly is Feywild in your campaigns?
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<blockquote data-quote="jgsugden" data-source="post: 8295820" data-attributes="member: 2629"><p>In my setting: 4500 years ago the Far Realm collided with the Cosmology of the Known Universe. This had many impacts, but one of them was to shatter the boundaries between planes and create three transitive planes: The Feywild (which exists between the Positive Energy Plane and the Prime Material Plane), the Shadowfell (between the Negative Energy Plane and the Prime), and the Ethereal (between the Far Realm and the Prime). </p><p></p><p>The Feywild is a reflective plane, meaning that it naturally tends to change to reflect a vivid and vivacious version of the Prime Material Plane. Being there fills you with life, giving you an euphoric feeling - a slight buzz. Those that travel there tend to not want to leave, and tend to give into their urges and develop very reckless personalities. Fey creatures, in particular, tend to thrive in this environment and have taken control of the plane.</p><p></p><p>The Lords of the Plane are the Seelie and Unseelie courts, but the most powerful creatures residing there are Oberon and Titania, who share one of the 12 Wells of Power in my universe (making them amongst the most powerful greater gods). They were once Eladrin elves, created by the Gods to serve their interests on the mortal planes, but rose above that by claiming the Well of Power. The leader of the Unseelie Court, the Queen of Air and Darkness, is the Goddess of Curses - the source of all Supernatural Magic (which is different than the magic of wizards, druids or clerics) that curses creatures. I have dozens of members of the Courts that I've used over the years, but for the most part I do not reuse them as the members of the courts tend to treat their responsibilities and obligations as jokes, rather than respecting them. </p><p></p><p>The Feywild world is not always in Twilight in my setting. However, twilight and dawns last hundreds of hours (never exactly the same length) while days and nights are generally only a few hours long - but tend to be when important events within the Feywild occur. </p><p></p><p>I use a lot of chaotic magics with the Feywild. Time Warp and Memory Loss are amongst them. Charms and illusion run wild in the realm in general, resulting in a lot of misdirection and chaos - primarily for the sake of chaos. The plane itself is addictive, and players may have to make saving throws to be willing to leave, and might face withdrawl after leaving. </p><p></p><p>The powerful residents of the realm do not concern themselves with the ideas of Good and Evil, and tend to all be capable of doing horrific things if it amuses them. I had one player argue that the entire place was Neutral Evil - and I can't say he was wrong. I think of there being a lot of Neutral Evil and Chaotic Neutral influences, but I do not hold any creature to their written alignment, but allow the personalities to govern their actions (essentially, alignment doesn't really matter in my game mechanically). </p><p></p><p>Finally, I use a lot of homebrew creatures in general, but especially in the Feywild. I want very little of it to be familiar or understood by the players. The constant barrage of lifeforce mutates creatures over time, resulting in most creatures in the realm being quite unique. </p><p></p><p>There is a massive 'Preserve' in the Feywild tended by an order of druids. It is a place where the Seelie and Unseelie do not go, and the other residents of the plane are influenced away. It is a place of Joy and Love, where fey versions of real world creatures live blissful lives. Often, it is from here that a Fey Familiar will originate. Such creatures always choose to serve (that is the short version of the lore - there is a lot more to it).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8295820, member: 2629"] In my setting: 4500 years ago the Far Realm collided with the Cosmology of the Known Universe. This had many impacts, but one of them was to shatter the boundaries between planes and create three transitive planes: The Feywild (which exists between the Positive Energy Plane and the Prime Material Plane), the Shadowfell (between the Negative Energy Plane and the Prime), and the Ethereal (between the Far Realm and the Prime). The Feywild is a reflective plane, meaning that it naturally tends to change to reflect a vivid and vivacious version of the Prime Material Plane. Being there fills you with life, giving you an euphoric feeling - a slight buzz. Those that travel there tend to not want to leave, and tend to give into their urges and develop very reckless personalities. Fey creatures, in particular, tend to thrive in this environment and have taken control of the plane. The Lords of the Plane are the Seelie and Unseelie courts, but the most powerful creatures residing there are Oberon and Titania, who share one of the 12 Wells of Power in my universe (making them amongst the most powerful greater gods). They were once Eladrin elves, created by the Gods to serve their interests on the mortal planes, but rose above that by claiming the Well of Power. The leader of the Unseelie Court, the Queen of Air and Darkness, is the Goddess of Curses - the source of all Supernatural Magic (which is different than the magic of wizards, druids or clerics) that curses creatures. I have dozens of members of the Courts that I've used over the years, but for the most part I do not reuse them as the members of the courts tend to treat their responsibilities and obligations as jokes, rather than respecting them. The Feywild world is not always in Twilight in my setting. However, twilight and dawns last hundreds of hours (never exactly the same length) while days and nights are generally only a few hours long - but tend to be when important events within the Feywild occur. I use a lot of chaotic magics with the Feywild. Time Warp and Memory Loss are amongst them. Charms and illusion run wild in the realm in general, resulting in a lot of misdirection and chaos - primarily for the sake of chaos. The plane itself is addictive, and players may have to make saving throws to be willing to leave, and might face withdrawl after leaving. The powerful residents of the realm do not concern themselves with the ideas of Good and Evil, and tend to all be capable of doing horrific things if it amuses them. I had one player argue that the entire place was Neutral Evil - and I can't say he was wrong. I think of there being a lot of Neutral Evil and Chaotic Neutral influences, but I do not hold any creature to their written alignment, but allow the personalities to govern their actions (essentially, alignment doesn't really matter in my game mechanically). Finally, I use a lot of homebrew creatures in general, but especially in the Feywild. I want very little of it to be familiar or understood by the players. The constant barrage of lifeforce mutates creatures over time, resulting in most creatures in the realm being quite unique. There is a massive 'Preserve' in the Feywild tended by an order of druids. It is a place where the Seelie and Unseelie do not go, and the other residents of the plane are influenced away. It is a place of Joy and Love, where fey versions of real world creatures live blissful lives. Often, it is from here that a Fey Familiar will originate. Such creatures always choose to serve (that is the short version of the lore - there is a lot more to it). [/QUOTE]
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