A strange fantastical caricature of Blimnor, its geography similar but much smaller in scale with mountains as hills, lakes as ponds, and continents only a fraction the size of their counterpart. The people who live there are equally strange in appearance and behavior, relying on magic and emotion for lifestyle. Their attitude towards death seems equally strange, treating it as an inconvenience.
Faeland has long been connected to Blimnor, with people from either world coming and going through naturally occurring crossings. However, the ever pragmatic Blimnorians dismissed this as superstition. Now with new technologies, Faeland is not only proven real, but reliably accessible to anyone wishing to visit.
Now Blimnorians wishing to delight in the wonders of the fairy land may book trips through a stable crossing to have a "faycation" or "holifay".
Fay Crossings, also known as Fay Gates are places throughout both Blimnor and Faeland where one can travel between the worlds. These can be anything as conspicuous as stone archways, to anything as innocuous as a curious puddle.
While such crossings have always been present throughout Blimnor, having been described in many such stories, they are complex and fickle, often involving a strange puzzle or ritual to activate. Furthermore, they are not at all permanent, so using them reliably or providing instructions to use them is nearly impossible.
However, in the 4th Age, scientists and wizards from the University of Sparklek have discovered that through a method of electrical induction, a stable fay gate can be created, allowing visitors from either world to come and go as they please.
In Faeland many people consider death a temporary inconvenience or a personal slight. This is because with sufficient magic, fey are immortal in their own world.
These fey can be injured by any normal means, such as weapons, sickness, or magical attacks. They can also be defeated by other nonconventional means such as solving their riddles, invoking their true name, or winning a bet. However, in most cases, killing a fey of some importance only vanishes them, their magic and identity dispersed into the world. After some time, they manifest once again, sometimes changed in appearance, other times having lost memories, and often having developed new abilities.
True death is still possible, though. For lesser fey it is a greater certainty, even if they do not share a normal fear of mortality. But greater fey can also experience true, permanent death. However, for this to occur, the circumstances of their defeat must be powerfully significant. Often it must be an ironic death, such as perishing upon their own weapon, having their motto recited back to them, or discovering some deep unresolved emotion. The true death of a fey is a significantly historic event, news of which travels fast among the world and often serves as a platitude in common rhetoric.
Because of the trivial perception of death among fey, they are often prone to risky and impulsive behavior, and this can get them into trouble when crossing over into Blimnor, where they no longer benefit from the immortal properties of their home plane.
A desert made of glitter
An ocean through which light is refracted into prismatic colors
A wooded swamp where leaves only exist in the peripheral
A forest of coaxing lights
Islands are quite small and easy to traverse by bridge or canoe
A lake where the water forms into bubbles and floats into the sky before popping
A mushroom forest, of course
A strange number of pits in the glittering desert which are instead filled with a black powder
The land of the Unseelie Court
The land of the Seelie Court
Village built for Blimnor tourists as a holifay resort
A forest of trees that may form invisible portals between their trunks
Beautiful grassy slopes made perilous by constantly rolling boulders
Ritual Ball is a favorite sport of Faeland. Its arenas are most often characterized by circles of large stone monuments and can be found throughout Blimnor as well.
The history of Ritual Ball is shrouded in mystery, believed to be the remnants of long dormant primal enchantments possibly established as early as the Years of Absence. While some historians suggest that these rituals themselves provide hints as to prehistoric cultures, or even the very nature of the forces that created Blimnor, others point out that ritual ball arenas have grown on top of ruins created as late as the Second Age, suggesting that whatever magic governs them may still be developing. Theoretical arcanists of the Zifirian Mage's Guild claim to have even caused new rituals to develop atop of engineered arenas, however they have been unwilling to publish their findings, and so this claim is still disputed by the greater Blimnorian community of arcane studies.
The rules and objectives of Ritual Ball vary between each arena, and sometimes between each round. However, the game almost always involves depositing glowing orbs into certain goals until the arena is satisfied and grants the winner a magical boon.
Many Blimnorians participate in Ritual Ball, with one team even going on to compete in Faeland. Before their interplanar debut, the Ben-Aluin Bandits grew famous for their mastery of the shifting sandstone obelisks of their home arena. Tragically the team disappeared during the 27 Faeland Ritual Ball Tournament, with audiences only lamenting the "ludicrous display".