The Plane of Faerie
The Plane of Faerie, or the plane of growth, is a land of soft lights and wonder, a place of music and death. Faerie is an supersaturated world, colors are more vibrant, sounds more melodious, the breeze always carries a new scent.
Away from the vibrant cities of the Faerie Plane are thick forests, tangled branches, and foggy swamps. All the plant life of the shimmering plane grows to heights and thicknesses unheard of in the material plane. Many druids travel to the glimmer to seek out a deeper connection to the natural world that the rampant growth affords.
Faerie is a reflection of the material plane, influenced by the constant influx of fresh magical energy that the lustrous plane infuses with the energies of life and growth. The plane of Faerie is smaller than the material plane but matches its landscapes and features. A journey between two locales on the material plane may take weeks, but on Faerie, it would take days.
The landscape of the glistening plane mirrors the natural world but turns its features into spectacular forms. Where a volcano stands on the Material Plane, Faerie has a skyscraper of blood-red crystal jutting out of a mountain peak. A wide and muddy river on the Material Plane might be echoed as a clear and winding brook. A marsh could become a vast black and sinister bog. A traveler might cross into Faerie from the ruins of an old castle and walk up to the doorway of an archfey’s castle.
There are no Skylands in the air of Faerie, but their positions are matched by shimmering crystals that float suspended at the center of where the Skylands float in the material plane. The size of the crystal in the sky corresponds to the size of the Skyland on the material plane.
The plane of the Fey is inhabited by sylvan creatures, such as elves, dryads, satyrs, pixies, and sprites, as well as centaurs and magical creatures like blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. Neither groups are exactly safe for travelers.
The Selino and Liaka Courts
Within the Plane of Faerie, there are two main factions that rule over two distinct aspects of the Fey. The Selino, Moon, or Moonlight Court, and the Liaka, Sun, or Sunshine Court. Both reside over their individual distinct aspect of the Fey, and are at odds with one another. The Selino Court resides over the darker and more nightmarish aspects of the Fey, while the Liaka Court represents the brighter and more whimsical features of the plane.
Selino Court
The Selino Court embodies the shadowy and nightmarish aspects of Faerie. The presiding body of the Selino Court is known as the Moonlight Communion and consists of 7 members. It is the Lunar Council, helmed by the Moonlit Queen. The members are as follows:
- Miathyra Liachos: The Moonlit Queen, Daughter of Celeste, Mother of Lunarborn.
- Ezala: Dragon of the Moon, Serpent of the Night, Lunar Devourer.
- Vanoldas: Mirror King, Lord of the Shards, Master of Multiplicity.
- Midnight: The First Wolf, The Alpha, Lord of Lycans.
- Arialith: Princess of the Stars, Lady of the Stellar Fog, Angel of Stardust.
- Elderdream: Pixie of Dreams, Lady of Slumber, Ruler of the Unwaking Mind.
- Shayeira: The Moonlight Butterfly, Winged Dancer, Lunar Lover.
Liaka Court
The Liaka Court embodies the more lighthearted, whimsical, and bright aspects of Faerie. The presiding body of the Liaka Court is known as the Sunshine Collective and consists of 7 members. It is the Solar Council, helmed by the Bright Queen. The members are as follows:
- Theishana: The Sunshine Queen, Daughter of Sol, Mother of Starborn.
- Oltora: Lady of Thorns, The Spiked One, The Barbed One.
- Oraelle: Queen of Moths, Lady of the Light, Follower of the Eternal Flame.
- Silverwillow: Princess of the Silver Tree, Seer of the Quicksilver Roots, Mother of the Mercury Leaves.
- Verex: Tiny Prince of Dragonkind, Pesudolord, Little Guy.
- Wrevyre: Mushroom Heir, Ruler of the Shrooms, Sunshroom.
- Neraida: Queen of Marble, Lady of Panekast, Lover to All.
Fey Crossings
Fey crossings are places of mystery and beauty on the Material Plane that have a near-perfect mirror in Faerie, creating a portal where the two planes touch. A traveler may pass through a fey crossing by entering a clearing, wading into a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. To the traveler, it seems like he or she has simply walked into the Fey plane with a step. To an observer, the traveler is there one moment and gone the next. A fey crossing can be closed permanently if the land on either side is dramatically altered- for example, if a castle is built over the clearing on the Material Plane.
Optional Rules: Fey Magic
Tales speak of children kidnapped by fey creatures and spirited away to Faerie, 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 plane of Faerie are often alarmed to discover upon their return that the magical weight of the plane means 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 plane of Faerie must make a DC 10 Wisdom saving throw. any Fey creatures automatically succeed on the saving throw, as do any creatures, like elves or half-elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the plane. On a successful save, the creature’s memories remain intact but are a little hazy. Any spell that can end a curse can also restore the creature’s lost memories.
Time Warp
While time seems to pass normally in the shimmering plane of Faerie, 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 leave the plane 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 Fey 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.
d20 Time Warp Effect 1-2 Days become minutes 3-6 Days become hours 7-13 No change 14-17 Days become weeks 18-19 Days become months 20 Days become years