And in you 'favored' terrain, it is *worse*.
I'm still working out how I'm going to do the expanded range ability. I think I'll probably say you can sense the distance to within a mile when you are able to sense further out. So you won't know the direction, but you'll be able to sense that something is between 1 and 2 miles away, for instance.
I understand, I just disagree. That's not how I envision the implied D&D setting and that's not how the books describe it either. Also, that's not even how I run the game, since my preference is sandbox, either of my own design or adventures that play more like a sandbox. There are a thousand ways of designing settings of which your animistic approach is only one, and it doesn't make everything else "small world", it's just that other "big worlds" are full of humans doing human things. My cities are full of cultists, wizards, guilds, and scheming nobles that players never get to interact with, if they don't want to.
I'm reading the ability again and I believe the "up to 6 miles" makes all the difference here. Beyond 1 mile and up to 6 miles, by the rules as written, the ranger has a lot of control over his awareness degree. It doesn't make it more useful on "there are supernatural creatures everywhere" scenarios, but it certainly buries the "you're actually worse in your favored terrain" argument.
Just let it provide a general direction, and some implication of strength, and it becomes useful. Or perhaps both of those only in favored terrain, and only one in other terrain.
Whose myth?I presume that D&D's fey are the fey of myth.
Whose myth?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.