Encompassing a strange and alien world, the Fæ Wild is a realm infused with powerful yet erratic magic, enough that some believe the Fæ Wild to be a manifestation of a leyline as a whole realm unto itself. Whatever the truth may be it is a bizarre place to those unfamiliar with it, the many terrains often looking like that of natural terrains (such as forests or mountains) however the magic in the land inexorably alters the location to appear more unnatural, adopting extreme traits that wouldn't normally be seen. A forest in the Fæ Wild would be much more erratic and dangerous as constant storms would ravage them, meanwhile a mountainous area would instead be filled with patches of holes leading to long and sprawling cave systems or underground lakes, long and bending stalagmites and stalactites adding to the unnatural atmosphere within said mountainous caves.
Much of the plants within the Fæ Wild are blue or purple in appearance, even if they would otherwise be functionally identical to a plant grown on Earth instead. Creatures develop camouflage to adapt to this new environment, meaning those wishing to blend in are also blue (though not all creatures are concerned with blending in).
The Fæ Wild is what used to be another dimension entirely who was nearly identical to Primus. However, after an apocalyptic event the two dimensions merged together, fusing their histories and pre-histories together in a horrifically stitched up cosmic mess. All that's well understood, is that the Fæ Wild is all that remains of that old dimension.
Plants grown in the Fæ Wild have strange qualities to them, often being just similar enough to plants from Earth but containing a few key differences such as size, shape, or quantity. It is also possible to alter an Earth plant to become a Fæ Plant, and vice versa by planting the seed in the appropriate soil. Planting a seed into Fæ Wild soil results in a Fæ Plant which has blueish-purple hues and range from vibrant to dull in terms of color variation and shade. Once it grows as a Fæ Plant it can't change back (however its seeds can be planted in Earth soil once again for regular plants).
Fæ Plants sell for 10% more than their regular value, and when eaten you heal 1d4 points of MP and receive a +2 bonus to Bodily Defense against poisons and diseases for 1 minute.
Mortals, animals, and other creatures who end up in the Fæ Wild get altered to such a startling degree that they start taking on a different shape and form than their original self. Their skin or fur changes to a color ranging from neon green to navy blue, and the eyes of the creature (if any) become yellow and cat-like.
Becoming a Fæ Infused is permanent. It's recommended not to allow players to use this template until later in a campaign (such as when the players will begin fighting Supernatural threats regularly).
These creatures receive the following abilities;
Ability Scores: +1 Stamina and Health, +1 Agility and Reaction, +2 Intellect (and +1 to all Intellect sub-ability scores), and +2 Wisdom (and +1 to all Wisdom sub-ability scores).
Fæblooded: Fæ Infused are considered Supernatural creatures except against Cold Iron weapons, which damage them normally.
Magic Blood: Fæ Infused increase their MP by 20, and are considered Spellcasters. In addition they receive Spellcasting at Trained Rank if they didn't possess it already.
Innate Spells: All Fæ Infused are capable of casting the following spell:
Spell Name: Absorb Life | MP: 8
Effect: Increase move speed by 4 and all Defenses by +4. | Range: Self | Duration: 2d4 rounds | Time: Strenuous (Costs 8 Stamina)