Plane of Faerie

Zzyzx

First Post
Seen a couple references recently to Faerie as a demiplane.

Read the Faerie setting stuff on the Wizards site and in book "Manual of the Planes."

Does anyone here play fey as from a Plane of Faerie, rather than just local nature spirits?

Do you play Seelie/Unseelie Court? If so, do you use Faeries as in MoTP (elf with celestial/fiendish template)?

Thanks for any comments.
 

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Both. I've used the plane of farie on its own, had games where the fey were each responsible for creating their own demi-plane, and used the planar traits for sections of the prime plane that have a strong fey influence. Eventually I wrote my own rules for the plane, which mirrored the kinds of traps fairie laid in some of my favorite fairy narratievs (don't lie, but never tell the truth; don't eat the food; etc). They got published in one of the ENworld Player's Journal mags (3 or 4, from memory).

I' use my own builds for sidhe, although they are extraplanar creatures the the elves do have a common acnestor deep in their path (I also have planar variants of the gnome, the goblin and a couple of other races). Celestial fey were the starting point, but I like the concept of a more fliud transition from seelie to unseelie.
 

Yes. :)

IMCs, Faerie is something like the Etheral or the Shadow in that it is a reflection of the main world. And they usually do all sorts of mischievous things constantly. They've mostly featured as minor players, thuogh once the PC's tagged along with the nomadic Court to speed their travel to a new land.
 

When I was running a little mini campaign with a focus on the Sidhe, I found the Seelie and Unseelie templates from GRs Advanced Bestiary to be a much better fit flavor wise than the half-fiend template. If you wan't to add flavor beyond what's available in the MM, Advanced Bestiary is your friend.
 

I use a Plane of Shadows/Plane of Faerie mix in one of my settings. The fey are similar to the Birthright Wild Hunt. They are not particularly cute ;).
 

I treat Faerie as something akin to a roving demiplane that borders on the near ethereal of any living prime material world, sending out tendrils/connections to the deepest portions of a forest, places of beauty in the world, places of terror in the world, etc.

The Seelie and Unseelie both are contained in opposing halves of the demiplane, though the borders may be uncertain for mortals, something like a world of perpetual twilight (dawn or dusk, depending on seelie or unseelie influence).

Of course given those connections to various prime material worlds, the boundary between prime and Faerie is a very very thin border indeed.
 

I'm using the Seelie and Unseelie in my current game. I've simplified the planar structure quite a bit, as well. The Seelie rule Faerie, and the Unseelie are exiled in the Plane of Shadow. Both Planes are Transitive. Shadow replaces the Ethereal in my setup - and theoretically, any spell referencing Shadow could have a Faerie equivalent. So you could have Faerie Walk, which would be identical to Shadow Walk, except for the flavor text.

I've also replaced the Astral Plane with a Plane of Dreams, and made psionics dream-based. Which is cool, because then Eberron did the same thing, so I can easily steal lots of Eberron psionic stuff...
 

I run an persian-themed game. All the djinn (even the bad ones) are in Jinnistan, which is a magical parallel world sort of like the Umbra. You access Jinnistan through special gates, if you know how to see them. In general, a sure way to get there is be led by a djinni or someone who has been there before. However, this is risky business, because depending on what kind of gate you use you could end up in Ahrimanibad - where the shaitan serve their master Iblis/Ahriman, or the City of Brass - fiery home of the ifreet, or Ghulistan - horrifying home of the ghuls. Follow the right gate and you'll end up in Shad-u-Kam - the province of pleasure and delight, where you can visit Amberabad - City of Amber, or Jauherabad - Abode of Jewels, or the City Beneath the Waves - home of the marid.

Returning home can be very difficult once in Jinnistan. Selfish djinn may fall in love with you and try to keep you, they may serve an enemy of yours on "earth" and seek to imprison you, or they may trick you. Of course, if you've ever killed a Jinn (which is quite easy to do without realizing it apparently) then you'll be hauled off to their fantastic courts.

The normal fairie rules (Don't eat the food, don't lie, don't tell the whole truth) are usually not relevant in Jinnistan. However like in most fairie tales, one's faith, sheer luck, good deeds in the past, ability to solve riddles, charm and performing skill, humility, and open-mindedness are the key to surviving/escaping Jinnistan.
 

IMC, Faerie is the Plane of Chaos (as an alignment). Above it floats Ysgard, below it howls Pandemonium and the Abyss.

The Fae are much better representatives of my definition of Chaos (which is "individualism") than Slaad and a big whirling maelstrom of random crud.

(The BWMoRC is still there, but it's called the "Astral", and it's just the border froth before the Far Realms.)

-- N
 


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