The Feywild is inhibited by many beings, you can find more about them and their history here: The Fey
The Feywild, also called the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat fireflies buzzing through groves and fields; the sky suffused with the sheen of a moon that never moves, which never truly sets, or rises for that matter as it remains stationary at the apex of the sky. Away from the settled areas ruled by the seelie fey that compose the Summer Court, the land is a tangle of sharp-toothed brambles and syrupy fens-perfect territory for the unseelie fey to hunt their prey.
The Feywild exists in parallel to the Material Plane, where Kildar is located. The landscape of the Feywild mirrors the natural world but turns its features into spectacular forms. Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey's castle.
Time and distance in the Feywild are mutable, as is the plane's geography. Roads are uncommon, and those that exist are as likely to change as the land around them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed to the plane's mutability. For them, it's no more peculiar than the sun rising and setting on a Material Plane world.
The Feywild responds to unfettered emotion. It's not uncommon for flowers to turn and tremble if there's a heated argument nearby. If someone is filled with malice, their footprints might wither the grass under their feet or cause underground insects and worms to burrow to the surface. Birds chirp merrily in the presence of those who are joyous and squawk angrily at those who are perpetually dour. Nosy trees lean in to overhear whispers of conspiracy, eager for delicious tidbits they can gossip about later, and a rock might reshape itself to look like the creature that's happily sunning itself on the rock's surface.
Kildar's Domain of Delight (the Gleamvale)
Some regions in the Feywild were known to attune to the most powerful Archfey nearby. These regions would warp to reflect the emotion or attitude of the Archfey to which they were attuned, with everything from the weather to the landscape changing to be more dismal, peaceful, or dangerous as best befitted the creature's mood. The Archfey could shape these domain to their whims, with lesser creatures in them abiding by rules set by the Archfey. If such a domain is controlled to an extreme extent, it separates from the rest of the Feywild, creating a Domain of Delight.
Long ago, Venariel, Archfey of the Gleamvale carved out a pocket realm from the greater Feywild a domain known as the Gleamvale. While it is not uncommon for Archfey to shape subrealms of their own, the Gleamvale is unique in its position: it hovers like a shimmering veil over the region of Kildar in the Material Plane. As a result, many travelers find themselves drawn into the Gleamvale when traveling into the Feywild, often without realizing it.
Though it is still possible to access the wider Feywild beyond the bounds of the Gleamvale, whether by accident, arcane power, or force of will, such events are rare. However, that appears to be changing, as the boundaries between the Gleamvale and the outer Feywilds begin to weaken, and an unknown presence stirs at the edges.
The appearance of the Gleamvale is ever-changing, shifting with time, mood, and magic. Forests may bloom with crystalline trees one day and melt into silver mist the next. Yet one constant remains: a massive, never-setting moon that hangs eternal in the sky, outshining even the sun. This moon is both beacon and symbol of Venariel’s watchful presence.
Many locations within Kildar have reflections within the Gleamvale, twisted echoes of the material world made stranger and more magical. These mirrored places hint at a deeper connection between the realms, one shaped by emotion, memory, and dream.
Important Locations
How to get there?
Portals to the Feywild can be opened by powerful arcane spellcasters or beings who have forged pacts with the Fey. However, these gateways often occur naturally, taking the form of so-called faerie circles. These circles might appear as rings of mushrooms, twisted thickets, broken trees, or other curious natural formations.
The connection between locations in the Feywild and the Material Plane is tenuous and often governed by emotion rather than geography. A shadowy alleyway might lead to a sinister grove ruled by malicious archfey, while a vibrant field of wildflowers could transport a traveler directly to the shimmering halls of Vandierl’s Court.
These connections are delicate. Even the smallest change, like placing a stone on a stump, blowing out a candle, or stepping into a pool under moonlight, can activate, alter, or sever the link between worlds.
Feywild Magic
In the Feywild magic is much more common than in the mortal plane. Almost all beings interact with it in some way. For Fey, magic is as ordinary as air to mortals. Creatures do differ in magic prowess, however. A small pixie may be stronger than the largest troll. This also allows Fey to cross over to the mortal plane much more easily than for mortals to cross to the Feywild.
Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane.
Memory Loss
A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories.
Time Warp
While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse.
Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table. A wish spell can be used to remove the effect on up to ten creatures. Some powerful fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a geas spell and complete a quest after the wish spell is cast.
Spells in the Feywild
Spells that manifest one way in the Material Plane might do so differently in the Feywild. A magic missile spell might take the form of a giggling sprite that materializes next to the caster, fires off a barrage of tiny, glowing arrows, and disappears in a puff of sparkling fairy dust. Here are some other examples of how spells can be cosmetically reinterpreted in the Feywild:
Crown of Madness. The crown is made from gingerbread with icing filigree and candy gems.
Find the Path. A pixie-like spirit appears and guides the caster to the desired location. The spirit can't be harmed.
Gust of Wind. The wind carries the scent of flowers.
Maze. The demiplanar labyrinth created by the spell resembles a thorny hedge maze.
Phantom Steed. The steed looks like a giant, fuzzy caterpillar.
Revivify. A creature restored to life by this spell wakes up wondering if their entire life was all just a dream