Li Shenron
Legend
I generally try to maintain the core idea of the Feywild or plane of faeries as "a magical place that exists behind the curtains of the world, with the boundaries between the two being thin where nature and wildlife dominates". Because nature is not static, I typically have stuff related to the Feywild (including travelling options) very variable, depending on the season or the weather... "one does not just walk into Feywild"How do you make sense of the Feywild Plane in your campaigns?

I have no interest in trivializing other planes of existence to make them conform to how things work in the real world. If I just want a parallel world, I use alternate material planes. That said, Feywild could be effectively turned into an alternate material plane, but I think it's more interesting as something different altogether. I like non-material planes to be disorienting to the characters, in one way or another: it can be non-Euclidian geography, different laws of physics, or whatever. A big part of the disorientation lies in not telling the players exactly how things work over there. To make sure I don't tell too much to the players, I do not even tell myself about it, and leave things undefined.
Excellent.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.