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What exactly is Feywild in your campaigns?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8296453" data-attributes="member: 42856"><p>The question of congruent geography is an interesting one. It's one way to play on the "reflection" part of the Feywild plane. I prefer, however, to make the Feywild more abstract and alien by twiting geography. Players aren't expected to orient themselves with map in the Feywild because the concept of moving from point A to point B isn't translated exactly. If you want to move from the capital to the sea, you need to walk 100 km to the South. In the Feywild, the capital embodies the concept of centrality. Walking on any path leads to the capital, irrespective of where you start from (so if you leave by the southern road, you'll end up back at the capital by the northern entrance. If you want to get to the reflection of the sea, you need to travel, not physically but thematically (since i adhere to the Eberonnian Thelanis 'realm of stories' emphasis on reflection of themes and not necessarily a carbon copy of the material plane. So you could leave the city by walking from any direction as long as you seek adventure, freedom and isolation. Feywild maps are songs the speak of some places that are helping to transition from one idea to another. If a place is notorious enough to be of interest in the material plane, it's probably because some story happened about it... and a reflected, twisted or idealized version will be the equivalent location in the feywild, not a geographically equivalent location. It's fluid as well. My group recently assassinated the king's fiancée and I look forward to them visiting the Feywild-related capital palace to see it overcame by the themes of grief and loss.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8296453, member: 42856"] The question of congruent geography is an interesting one. It's one way to play on the "reflection" part of the Feywild plane. I prefer, however, to make the Feywild more abstract and alien by twiting geography. Players aren't expected to orient themselves with map in the Feywild because the concept of moving from point A to point B isn't translated exactly. If you want to move from the capital to the sea, you need to walk 100 km to the South. In the Feywild, the capital embodies the concept of centrality. Walking on any path leads to the capital, irrespective of where you start from (so if you leave by the southern road, you'll end up back at the capital by the northern entrance. If you want to get to the reflection of the sea, you need to travel, not physically but thematically (since i adhere to the Eberonnian Thelanis 'realm of stories' emphasis on reflection of themes and not necessarily a carbon copy of the material plane. So you could leave the city by walking from any direction as long as you seek adventure, freedom and isolation. Feywild maps are songs the speak of some places that are helping to transition from one idea to another. If a place is notorious enough to be of interest in the material plane, it's probably because some story happened about it... and a reflected, twisted or idealized version will be the equivalent location in the feywild, not a geographically equivalent location. It's fluid as well. My group recently assassinated the king's fiancée and I look forward to them visiting the Feywild-related capital palace to see it overcame by the themes of grief and loss. [/QUOTE]
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What exactly is Feywild in your campaigns?
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