5e:Wildes

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Venture Maidens Campaign Guide
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Setting: The Planes

 Noncanon  

Wildes [1] (Location)  +

Alt. Names: Faerie Realm
Type: Plane


Setting: The Planes
Plane: Feywild



Wisdom of the Wildes

  • Landscape Shifts
  • To reach a destination, never change direction.
  • Falling asleep in the Wildes is dangerous.
  • All food and drink in the area can lead to death or enchantment.
  • Fey are obsessed with politeness and etiquette.
  • Never accept anything from a faerie.
  • Speaking the name of a fey aloud will draw their attention.

Preventing Transformation

A mortal creature… in the Wildes for 7 consecutive mortal days transforms into a changeling and [can't] leave the faerie realm… Once a creature completes the transformation, nothing short of a wish spell or similarly powerful magic can restore the creature to its former state.

There are several methods to temporarily ward against the effects of transformation:

  • Magical effects that interfere with divination magic
  • A fey creature can provide a warding charm for a small favor.
  • A kiss freely given by a changeling.

The Wildes is an ever-changing realm ruled by faerie creatures. While most characters aren’t from the Wildes…, its influence is felt in every corner of the Eldrin Empire. The Wildes is the closest realm to the mortal one and the easiest to access. [1]

Nature of the Wildes

Every realm in the Planes is governed by a unique set of laws that sculpt reality. While the laws of nature in the Mortal Realm are nearly identical to those of planet earth, the realm of faerie has several major deviations from these familiar principles. [1]

Geography

…The arrangement of the Wildes is continually in flux. Its borders grow and shrink… but its interior geography also changes based on the willpower of its residents. …Creatures’ desires cause locations to grow, shrink, shift, swap, change, or appear at an accelerated pace. Creatures born in the Wildes possess an innate understanding of navigating the ever-changing landscape, but travelers from other realms quickly become lost without assistance. Certain areas of the Wildes, like demesnes and dwellings, are more solidly fixed, but the land in between is prone to change each hour. [1]

Environment

Fey are creatures of instinct and imagination, unconcerned by the daily needs that plague mortal existence. …The environment of the Wildes [are] a realm dominated by awesome stretches of untamed nature. Every biome… exists somewhere in the Wildes. …Due to the shifting landscape, it is impossible to say with certainty what the environment of the Wildes will be when a creature enters, but it is guaranteed to have an abundance of thriving flora and fauna. [1]

Life and Death

Fey are immortal, born fully grown, and do not age. Faeries of the Wildes do not require food, water, or air to live (though they enjoy all three) and only die if slain. Fey do not sexually reproduce as mortals do (though many enjoy recreational sex). Faeries who want children must adopt them or craft a special magical object called an effigy… Whenever a faerie dies in the Wildes, the deceased’s soul may travel into the nearest effigy, transforming the vessel into a living faerie. …Effigies typically resemble hyperrealistic dolls or sculptures. If a soul released by death is not drawn into an effigy, it feeds back into the environment of the Wildes, and a new fey is born through a process called “sprouting.”

If a fey is killed, its body rapidly decays before disappearing into a swirl of autumn leaves, a hail of sparkles, or some other appropriate harmless effect. If the death happens within the bounds of the faerie realm, the fey’s soul is born again in one of the ways previously described. If the fey dies outside the faerie realm, its soul cannot return to the Wildes, and it is lost forever. [1]


Time and Memory

Like the fey themselves, the Wildes is untouched by the ravages of time. Its creatures do not age, and it is not ruled by daily or seasonal cycles. Some areas of the realm are cast in eternal night, while others experience traditional days. Perpetual summer can invigorate one region, while the adjacent land is locked in winter frost.

Biological commitment to the present makes it nearly impossible for fey to record the past, which is why no written history of the Wildes exists. [1]

Magic

Fey are creatures born of magic with an intuitive understanding of its intricacies. Unlike mortals, fey require no training to use or control the magical energies of the world. Also, unlike mortals, fey are limited in their magical potential; a faerie’s innate magic capabilities do not grow or change with experience. Fey can learn and cast spells as mortal mages do, but most lack the self-discipline necessary to use such methods.

In the Wildes, magic is an ever-present natural force similar to air or gravity in the Mortal Realm. Drawing on the world’s magic is second nature to the fey and is typically done without thought. A faerie projects its will into the world and knows the Wildes will eventually cause it to manifest. [1]

Creatures of the Wildes

Main: 5e:Wildes Creatures

Life in the Wildes

In-Between

Main: In-Between

Sovereign Courts

Main: 5e:Sovereign Court

Sources and Notes

  1. Celeste Conowitch, et. al.. Venture Maidens Campaign Guide (5e) (2022-06-07 (Community Edition)). Venture Maidens LLC, 2CGaming. p. 101-102. Licensed: © Wizards of the Coast. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7

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