Arcadia. This plane goes by many names: the first world, the fey wilderness, etc. It is a verdant and chaotic plane coterminous to the mortal world, resembling a vast primordial forest or jungle overflowing with colossal trees and brilliant colors. Within this realm the power of creation is very strong. Natives become infused with magic, and many are insane by mortal standards. The laws of reality are also different, and the ignorant who venture here often become lost (or dead) because of them. Many strange creatures owe their origins to Arcadia, and some have migrated into the mortal realm over millennia. These include gnomes, plant monsters, giant primordial animals, certain types of Chymerics, a wide variety of nature spirits, and true fey.
Sentivores. The unifying trait of all true fey is that they require both food and psychic energy to survive. The occult term for these beings is “sentivores”, meaning they feed on thought. Every fey has a set of 2-5 emotions that nourish them, and they seek to inspire these feelings in others by instinct. Intelligent fey can resist this impulse, but it is never far from their minds. It is best to think of this thirst like an addiction. A starving fey will often try to force emotions onto others so it can feed. Fey that feed on positive emotions like love, pride, gratitude, inspiration, and humor are called “Seelie”. Those that feed on negative emotions like anger, sadness, envy, guilt, or anxiety are called “Unseelie”. Those that feed on death-related emotions like pain, terror, and despair are called “Shadelings”. Because Shadelings crave the same dark emotions as fiends, they are sometimes found in their company. Many fey are shapeshifters.
Archfey. The faerie realm is ruled by a collection of unique and powerful demigods called archfey. These alien beings are divided into four courts that wax and wane in activity according to the season. Summer and Spring are considered Seelie Courts, while Fall and Winter are considered Unseelie Courts. Despite their mild animosity, these courts do not wage war against one another. Instead they engage in an endless series of contests, tourneys, wagers, hunts, festivals, affairs, and labyrinthine intrigues. Mortals who get caught up in these events can expect a wild ride, rich rewards, and probably death.
Weird Wilderness. Most of Faerie is teeming with dangerous and capricious creatures, barbaric tribes, and weird magical phenomena. The natives fear crossing the archfey and their servants, but those domains are comparatively small. Beyond them, the law of the jungle prevails. Accidental visitors to this realm can expect to get lost, cursed, coaxed by the fey into doing things that inspire certain emotions, and eventually eaten by horrible beasts or blood drinking plants. Not necessarily in that order. Finding a way back out is hard without powerful magic.