First Strike Gaming Society
A bright, wild twin of the Prime. Think big and beautiful, utterly magical and fey. Commonly entered through Fey Crossings (deep forest glades, specific crossroads, toadstool circles, ruined obelisks and the like) that open by time, key or accident. Riotous wild growth and rugged terrain coupled with few paths and fewer roads. Landmarks in the Prime have echoes in the Feywild; natural landmarks are often exaggerated versions of their Prime counterparts. Mountain peaks are higher, sharper, more treacherous. Rivers that meander through the Prime roar through the Feywild. Seas crash with waves driven by eldritch storms far offshore.
Built landmarks in the Prime, such as cities, are nothing more than a hunting camp or even a small clearing in the Feywild forests. The distances between Feywild locales can even vary depending on which direction one is traveling. The trip from the one place takes three days less than the trip from that place, back. Absolutely no one who makes the trip can explain why. The realm is a font of magical energy and within the Feywild are places referred to as Fey Demesnes, which typically manifest in locations where two or more ley lines meet. A fey demesne attunes itself to the most powerful denizen that dwells within its boundaries (usually but not necessarily a fey creature), altering its environs to reflect the mood or disposition of that creature, though the creature usually has no direct control over the changes.
The fey Underdark is known as the Feydark and is ruled by the Formorians. The most powerful of fey spirits are the Archfey, godlike avatars of their chosen aspect of nature. 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.