The Feywild (sometimes known as the Plane of Faerie) is a verdant,
wild twin of the mortal realm. Towering forests sprawl for a thousand
leagues. Perfect amber prairies roll between pristine mountain peaks
soaring into the flawless clouds. Emerald, turquoise, and jade green seas
crash along endless beaches. The skies are a perfect blue not seen in the
mortal world-until storms come, coaldark thunderheads boiling with fierce
winds and torrential rains. In this world, arcane power thrums through
every tree and rock. All existence is magical.
The creatures native to the Feywild-the enigmatic eladrin, the
vicious hags, the wild dryads, and the tyrannical fomorians-are all
charged with the mystic energy of this plane. Some are blessed by it, and
some are warped. Like the land around them, the fey who inhabit this
plane run to extremes. Good fey are noble and just, protectors of the
natural world and those mortals they choose to show favor to. Evil fey
are dark instinct unleashed, all blood and claw and rage. The creatures
of the Feywild can be kind, cruel, noble, monstrous, and savage-often all
at the same time.
Visiting the Feywild
The realm of faerie, full of beauty-and deadly danger.
- Type: Parallel plane.
- Size and Shape: The Feywild is a parallel plane with dimensions and
topography similar to the mortal world.
- Gravity: Normal.
- Mutability: Normal.
Some eladrin sages claim that the Feywild is the dream of the natural
world itself. The Feywild is in many ways indistinguishable from the
natural world. However, like a dream, the Feywild is a dangerous, vibrant
reflection of the familiar. The geography of the Feywild parallels that
of the mortal realm, if loosely. Various mountains, rivers, and seas on
the natural world are found on the Feywild. However, the distances
between landmarks in the Feywild-and the landmarks themselves-are often
Mortals come to this perilous realm to tap into the arcane powers that
course like unseen rivers of magic through the wild landscape. Some wish
to negotiate secret knowledge from the eladrin; some battle fey who
inflict their capricious cruelties on innocents in the mortal world.
Others seek to plunder magic artifacts still buried in the wreckage of
crystal cities abandoned by the eladrin during the war with the drow. The
dizzying forests, storm-kissed seas, and cloud-sheathed granite peaks of
the Feywild hold countless mysteries for those with both the courage and
cunning to survive.
Reaching the Feywild
The Feywild is unique in that it is the only plane commonly reached by
accident. In the wild places of the world fey crossings-points where the
barrier between the Feywild and the mortal world is thin-lie sleeping in
hidden glades or brood under mistwreathed hills. More than a few mortals
have strayed into fey crossings on the wrong day of the year or at the
wrong moment of the day only to find themselves stranded in the world of
Over the centuries, the eladrin (and others) improved many naturally
occurring fey crossings to create a number of reliable portals between
the Feywild and the world. Such portals are marked by ancient standing
stones, knee-high obelisks covered in ancient runes, groves of trees
planted in a deliberate arrangement, or even circles of toadstools. Some
fey crossings are as small as a single narrow archway between two
menhirs, and others are sylvan glades the size of cities. Many of these
sites have been abandoned. Their magic only slumbers deeply, waking when
conditions are right or when ancient elven words of passage coax them to
Fey crossings can normally be activated one of two ways: a key phrase
coded to that particular crossing point or the use of the Fey Passage
ritual. As befits their connection to such a wild plane, some portals
activate randomly or when certain specific conditions are met, such as
when the right lunar phase occurs or the sun hits a certain angle through
just the right trees. When a fey crossing activates through random or
through rare but normal occurrences, creatures often pass through these
open portals without even noticing the transition to the Feywild. A few
fey crossings remain permanently open. These occur in the deepest forests
of the world, places where the mortal world and the Feywild achieve the
greatest harmonic convergence.
Fey crossings in the mortal world are surrounded in local legends. Old
stories warn that encounters with fey are fraught with peril. People who
wander into the Feywild return changed, and some never return at all. For
alert adventurers, such tales are clues to a long-lost passage to the
wondrous, savage world of the fey. A forest with a reputation for locals
disappearing in it may indeed be home to savage beasts-or perhaps folks
who walk between two twin trees atop a hill deep in the woods at moonrise
leave one world for the next.
The second method of travel across to the Feywild is through a worldfall.
Worldfall occurs when the ebb and flow of planar energy allows a huge
tract of land from one plane to shift to the other. Eladrin cities often
“ride” worldfalls, suddenly appearing in the mortal world in a flash of
sunlight and scattered flowers. To travel to the Feywild, all a traveler
need do is enter the gates of such an eladrin city while it rests in the
mortal plane and then wait within until the city returns to the Feywild.
Each worldfall is different. An eladrin city may appear regular as
clockwork or once a century. The city of Shinaelestra shifts into the
world every midnight, replacing a glade deep in the Howling Forest, then
shifts back to the Feywild just before dawn. The towers of Astrazalian
remain on the hillsides of a fair green island all spring and summer,
fading into the Feywild with the coming of autumn and winter.
In the early days of the Feywild, wild magic swirled through the primal
forest, giving birth to countless beasts that were more an extension of
nature than inhabitants of it. Some deities found the bright splendor of
the place more fitting for their creations, and so fantastic variants of
mortal creatures were turned loose under the eternal green shade. Few
truly dumb beasts reside in the Plane of Faerie. Most creatures are
gifted with some sliver of intelligence, even if nothing more than a
The intelligent races do their best to bend the Feywild to their will.
The main rivals attempting to rule the Feywild are the eladrin in their
shining cities and the fomorians in their subterranean fortresses. Other
races lurk at the edges of the conflict, and the unpredictable character
of the fey keeps the balance of power fluid. When dealing with politics
in the Plane of Faerie, only one thing is certain: Half of what seems to
be true isn’t.
The most powerful of fey spirits are godlike avatars of their chosen
aspect of nature. Some are noble eladrin so old and powerful that they
have transcended the bounds of mortality, such as Tiandra, the Summer
Queen, or the Prince of Frost. Some are the awakened spirits of mighty
forests, mountains, or rivers, such as the Green Lord Oran or Scamander,
the guardian spirit of the river of the same name. Others are the
sentient incarnations of different types of animals, such as the Cat Lord
or the Monkey King. A few archfey are fey of other races who have
achieved great age and power-for example, the hag Baba Yaga or the satyr
prince Hyrsam. Few of these beings are as strong as a deity or even a
demon lord, but within their own demesnes, few other entities could hope
to best them.
Archfey range from kindly to malicious and from compassionate to
uncaring. Most are perilous for mortals to deal with, but others find
mortal heroes fascinating and sometimes favor them with gifts of power or
knowledge. In general, the archfey are absorbed in their own rivalries,
intrigues, and old enmities. They work at cross-purposes with each other,
although the most powerful archfey govern factions of like-minded fey.
The fey parallel to the Underdark is similar to its mortal twin in many respects. Its tunnels worm through the gutrock of the world for thousands of sunless miles. Vast caverns echo with the dull roar of underground rivers. Countless creatures hunt these catacombs, and entire civilizations rise and fall among the stone pillars.
The Feydark is different in that the magically fecund wild nature of the plane is evident even here, miles beneath the surface of the earth. Translucent, glowing purple crystals light the Feydark in an unearthly glow. Where the Underdark is bare stone, the Feydark is lined with bizarre fungi. Forests of mushrooms, as tall as a human, cling to the jagged cliffs descending deep into the earth. Waterfalls run blood red with algae that’s evolved to live off the magical emanations. Poisonous blue moss lines the tunnel walls, and shock stones lodged in the onyx walls absorb travelers’ torchlight and convert it into sparking electrical energy.
Many of the Feywild monsters of the surface wander among these mutant forests, along with creatures even more bizarre. Giant insects swarm through the ooze of fungus and silt, often exhibiting great intelligence. Gnomes send regular expeditions into the Feydark, searching for magical stones used in their research. Drow on missions from the mortal realm use these tunnels to travel without alerting the eladrin. Strange humanoids that can only be described as “mushroom folk” gibber and puff spores as they scurry in the shadows. However, the undisputed masters of the Feydark are, of course, the fomorians.
FOMORIANS: LORDS OF THE FEYDARK are a wicked people that rule over courts of sinister fey. Their Feydark realms are twisted reflections of the beautiful eladrin kingdoms of the surface Feywild, and indeed, some few fallen eladrin have come to serve new masters below the earth.
CYCLOPSES: PLEDGED SERVITORS serve fomorian masters, acting as bodyguards, soldiers, and artisans. In the depths ofthe Feydark, cyclops elders forge implements of immense power-magic rings, swords with blades of lightning, and shields that can turn a dragon’s breath. Cyclopses interact with other races of the Feydark on behalf of the fomorians, whether as invaders or envoys. On some occasions, cyclopses ally with drow according to an ancient agreement called the Declaration of Eschatos. Such alliances rarely last.
GNOMES: GRIM SURVIVORS Those gnomes who have chosen to make the Feydark their home show obvious differences from their surface-dwelling cousins: their eyes are slightly larger, lending them an eerie, staring appearance, and their skin has a nearly translucent pallor. The culture of Feydark gnomes reflects the harshness of their life here. Where a surface gnome japes and capers to deflect the attention of outsiders, gnomes who live in the darkness use gallows humor to create a sense of group solidarity. Madness and savagery are lauded as positive traits, provided that they’re directed toward the enemy. Outsiders belong to one of two categories: mortal foes, who must be destroyed if they come too close, and fools, who can be taken advantage of. Honed by centuries of survival in a hostile realm, gnomes who scrape out lives in the Feydark are crueler and more prone to violence than their surface counterparts.
The Kinslayer Wars
No one knows what transgression occurred, but at near the same time the
Dragon Isles rose into the air and Darklens was consumed by the earth, the
elves were cast out of the Fey Court, expecting never to return. They were
exiled to the natural world all at once, thrust through a rift between
planes. Many died immediately from the shock, and many more were driven mad
but the strong among them sought to help the less fortunate humans and went
on to bring culture to their barbaric tribes. Though stripped of the
majority of their power, the Sundered Fey Folk were still mighty and learned
through great trial and error how to survive.
In the first generation of elves born in the natural world included three
that rose above the rest. Their names were Corellon, Sehanine and Lloth.
They each represented a different viewpoint of the fracturing elven
community and led factions who proclaimed those virtues best. The power
these three amassed during their lifetimes was tremendous and they gathered
like-minded elves to their side.
Corellon championed the use of magic to influence civilization, elven
artistry and music, and the fierce elven heart when in battle.
Sehanine loved the elven curiosity about their new world and the subtle and
silent footsteps of the elven people in harmony with the wild places they
Lolth loved the elven desire for power and dominion over other species and
their detached morality from those whose races were and had always been
No one knows exactly what started it nor precisely why, but Lolth led her
faction against their own people in a bid for power over all elven people.
It is known that in the course of the war that followed, Lolth contacted and
made bargains with the early Demon Princes, and in a massively powerful
ritual linked all of her followers with demonic taint, turning both their
skin and hair deepest black and making their eyes burn a hellish red. The
other elves dubbed those marked by demonic taint “drow”, and ugly elven word
referencing things that haunt the night.
Whatever the reason for the revolt of Lolth and the drow, the consequences
were devastating. War tore through the shining fey cities and consumed the
woodlands of the world with fire. In the grief of the aftermath some sought
to return to the solace of the Fey Court, their cities and culture developed
in way so close to the Feywild that they sometimes crossed over, appearing
briefly in the lands of Faerie before fading back into the natural world.
These follows of Sehanine, the eladrin, eventually grew distant from the
others, the ‘people’ of the Feywild . The drow were cut off and banished
from both elf and eladrin communities, driven into the dark places of the
world, but the eladrin never entirely severed their ties with the elves of
the natural world. Even the drow have learned how to use fey crossing to
access the Feywild but there they have had to restrict activities to the
Feydark, a fey parallel to the Underdark. Drow have traveled there on
missions from the mortal realm where they use the Feydark tunnels to travel
without alerting the eladrin.
By the end of the rebellion, the elves, the eladrin, and the drow were three
distinct races. Each was shaped by the nature of their home and the favor of
Or at least that is what is taught at the University of Majere.