Faerie
Faerie is chaotic and highly magical. The laws of physics are subordinate to the whims of the fae lords: there are places bathed in eternal winter sunlight, while a neighbouring kingdom lies in the shadow of an unending night.
Faerie is inherently magical, and the majority of its native inhabitants are capable of drawing on this magic in some form. Arcane magic-users from other planes, unaccustomed to this abundance, may find that their spells produce unexpected effects until they have acclimatised.
The flow of time in Faerie is not constant relative to time on Corth. A day in Faerie can be a year in Corth, or vice versa, with no way of predicting in advance which it will be.
Geography
The geography of the Faerie Realm is similar to Corth’s, although scale and distance are not always constant between the two planes. Every location in Faerie corresponds to a location in Corth, and the natural features are likely to be similar. However, the landscape of Faerie is widely held to be more beautiful, more dramatic, and more inherently and obviously magical.
Type
Dimensional plane
Included Locations
Wild Magic
Whenever a bard, sorcerer, wizard or warlock casts a spell in Faerie, they must make an Intelligence (Arcana) check against a DC of 10 plus the spell level. For clerics, druids, paladins and rangers, the DC is 5 plus the spell level. On a failure, roll on the Wild Magic Surge table. On a critical failure, they must also apply one randomly selected metamagic effect to the spell.Remove these ads. Join the Worldbuilders Guild
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