The Fae Wilds
"The Fae Wilds are not hidden. They are simply polite enough to let you lie to yourself."
There is no true entrance to the Fae Wilds.
There are only moments where the world forgets itself—and something else remembers you.
A ring of mushrooms grown in perfect silence.
A knot of trees arched just slightly wrong.
The reflection of your house in the pond, showing lights you did not leave on.
A sound like weeping in the hedgerow, or laughter beneath the floorboards.
The ache behind your teeth when you almost remember a story you were told as a child.
These are not metaphors.
These are doors.
The Wilds do not take everyone. That would be inefficient.
They take those who are already walking sideways through the world—
Children who cry alone.
Lovers who forget their names.
Men who drink too much on festivals older than the calendar.
The ones who see a shadow and follow it, because part of them was already missing.
To walk the crooked path is not to go looking for the Wilds.
It is to realise they were already looking for you.
You do not step into the Fae Wilds.
You step out of everything else.
Of Summer Flame and Winter’s Heart
The Summer Queen does not rule. She arrives. Crowned in blossoms, barefoot and radiant, her presence sets the Wilds alight with colour and compulsion. Where she walks, joy blossoms—not gently, but with abandon. Emotion answers her without question. Lust, laughter, life: all rise in her name. She does not issue commands. She has no need. The Wilds would rather burn than deny her.
But she cannot remain. Joy is not a permanent state—it is a fever. Eventually, it breaks. She sleeps. And when she does, the frost begins to form.
The Winter King does not rise. He endures. Pale, antlered, and draped in memory, he watches the world turn cold in her absence. His silence is not indifference—it is mourning worn into ritual. He does not seek to replace her. He merely keeps the Wilds breathing until her warmth returns. In every icicle, her name. In every hush, her echo.
They have loved each other since the first story was whispered in firelight. But they are seasons, not souls—never together long enough to soften, never apart long enough to forget. The Courts that rise around them are not structured—they are felt. Summer revels. Winter endures. Between them, other courts flicker like candle flames—shame, hunger, grief, delight. The Wilds are not ruled. They are permitted. And if you are noticed... it is already far too late.
Of the Wild Places That Remember
They are not hidden. They are simply patient.
The Fae Wilds are not metaphor. They are not “symbolic of nature’s whimsy.” They are not an allegory for inner balance. They are a forest.
Specifically, they are the forest. The first one. The one that existed before agriculture, before roads, before mortals learned to name trees and build fences around them. The Wilds were here when the sky was still learning its colours. They have not changed. Only you have.
The terrain is what it has always been—dense, tangled, and vast beyond sense. The trees grow thick and high, gnarled with age and thick with lichen. Moss blankets everything it can reach. The air is damp with rot and blossom in equal measure. You are not walking through the woods. You are walking through something with a pulse.
The creatures who dwell here are not curiosities. They are not helpful guides, nor harmless tricksters, nor representatives of natural philosophy. They are residents. Sprites. Dryads. Centaurs. Bogs that move slightly when you're not looking. Laughing things with wings and opinions about your scent. None of them care what you call them.
Iron is still a problem. I would say “avoid it,” but if you are the sort to bring it, you likely won’t listen anyway. The Wilds will handle the rest.
The forest does not want you here. Not exactly. But it hasn’t decided to remove you either. That decision is slow. Observant. Not based on moral alignment or narrative purpose. You are simply… here. And it will see what you do with that.
Some things will watch you. Others will call to you. A few may ask your name. If they offer you food, you would do well to consider what part of you they’re hoping to keep.
It is beautiful, yes. Radiantly so. But that is not the warning some believe it to be. The Wilds are not luring you. They are not lying to you.
They are showing you what the world looked like before you were taught not to be afraid of it.
Children of the Old Wood
Some are born of the place. They do not recall entering because they never left. Their blood carries a resonance the soil recognises. They are not a species. They are a category of consequence. Attempting taxonomy is a fool’s errand. Their shapes vary. Their logic does not.
Others are not born, but remain. Prolonged exposure—willing or otherwise—has an effect. The Wilds do not transform out of cruelty. They simply fail to make exceptions. A mortal who stays too long will shift, slowly and irreversibly. This is not punishment. It is simply what happens.
The signs are familiar to those who know what to watch for. A resistance to iron. A warping of memory. An increasing discomfort with structured time. Affinity for song, ritual, moonlight, and silence. The longer they remain, the less they resemble what they once were. Until, eventually, there is no distinction to be made at all.
These are the Children of the Old Wood.
Not fae in the courtly sense. Not entirely mortal either.
They are what remains when something soft and temporary stays in a place not meant to end.
Some are benign. Some are predatory. Most do not understand why they make others uncomfortable.
The Wilds do not train them.
They do not explain.
They simply allow.
And for some, that is permission enough.
Of the Old Ways
The Fae Wilds do not merely intrude upon worlds. They stain them.
Not visibly. Not consistently. Not even deliberately.
But always—always—they remain.
Every Threadworld touched by the Pattern carries echoes of them.
A rhyme too old for language. A festival that insists on masks. A charm of red string and saltwater whispered by grandmothers who never say why.
These are not traditions. They are protections. Half-remembered bargains etched into the rhythm of survival.
You will find them in every culture that fears the woods.
You will hear them in every lullaby that ends in warning.
You will feel them on the back of your neck when the lights flicker and no one admits they heard the laughter.
The Wilds do not send envoys. They do not conquer.
They leak—through forgotten places, old doors, broken rituals, and stories told without understanding.
Sometimes a creature comes through. More often, a rule does.
“Never eat food offered in the dark.”
“Never give your name to a stranger.”
“Never thank the thing that saved you.”
These are not superstition.
They are instruction manuals.
And most of them are incomplete.
Of course, no one believes such things anymore.
Except, curiously, those who’ve seen the inside of a ring of mushrooms—and no longer speak at all.
Final Thoughts
This is not a realm of metaphor. It is not dream or symbol.
It is not about anything. It simply is.
The Fae Wilds do not require belief. They require caution.
You may call them beautiful. You may call them cruel.
They do not care.
They existed before the gods learned speech. Before mortals built fire. Before the Pattern stabilised enough to warn us where not to tread.
And still—still—there are children who vanish into the trees.
Still the wind carries names it should not know.
Still the flowers bloom out of season, and no one dares pick them.
You do not enter the Wilds.
You notice too late that they have entered you.
And if you are very lucky—
You remember enough of the old rules to leave.
At a Glance
A guide for those who don’t like to read—and may not have much time left to do so.
What This Place Is
The Fae Wilds are the Old Forest. Not a metaphor. Not a dream. A realm older than gods and less interested in your story. It breathes moss and drinks memory. If it wants you, it already has you.
How You Might Enter
You do not go to the Fae Wilds. You leave everything else. A crooked path through a festival, a knot of trees that feels wrong, a reflection that blinks—these are not accidents. They are doors. You were simply convenient.
Who Rules This Place
The Summer Queen and Winter King: lovers divided by season, not sentiment. She blooms, he waits. She laughs, he mourns. Their courts are not governments. They are consequences. You are not here to meet them. If you do, it’s already a story.
What the Land Is Like
It is forest. Real forest. Not your well-mannered woodland walks. This is the wild place—alive, watching, older than your ancestry. Dryads hunt, sprites bite, rivers whisper, and iron is still a problem. You are not special. You are simply here.
Who Lives Here
Some were born here. Some stayed too long. Either way, they are no longer mortal in the ways that matter. They do not call themselves fae. They do not ask for your respect. They exist. The Wilds allow this. That is all.
How to Survive (Or Not)
There are rules. No iron. No names. No thanks. No bargains you don’t understand. Most are learned too late. Most are broken mid-sentence. The Crooked Path winds where it wants. If you’re lucky, it may let you crawl back out.
Why You’ve Heard of It
Because the Fae Wilds leak. Into lullabies. Into grandmother’s charms. Into stories that end in “don’t go there.” These are not superstitions. They are leftover rules. Half-remembered debts. Echoes of an older agreement between the world and what waits beneath it.
Final Note
The Wilds are not evil. They are not kind.
They are not asking to be understood.
They are waiting.
Walking the Crooked Path
A survival primer, compiled for the deeply stubborn.
Rule One: Never give your name.
Not your true one. Not a clever one. Not even a partial one. Names are not introductions here. They are keys. And you will not like the door.
Rule Two: Do not thank anything.
It’s not politeness. It’s a binding. You are not being courteous. You are offering yourself as debt.
Rule Three: Do not eat what is offered.
Unless you are certain it came from your own pocket, or your own world. If you are not sure—starve. It is the safer option.
Rule Four: Do not ask questions you are not prepared to pay for.
Knowledge is never free in the Wilds. Even if it sounds like gossip. Especially then.
Rule Five: Iron is protection.
If you are not already carrying some, you were not meant to be safe. Make peace with that.
Rule Six: Never step off the path.
Even if it looks shorter. Even if something calls your name. Especially then.
Rule Seven: Do not assume anything is kind.
That helpful stranger? That weeping child? That flower that smells like home? All of them might be stories wearing faces. Yours could be next.
Final Warning:
If you find yourself walking the Crooked Path, do not try to make sense of it. Do not look for logic.
Look for the way out.
And walk faster.
This. This entire article. If anyone ever asks why I won't trust Fae ever not a single second in my life I will direct them here. This is wonderfully written and just reinforces my distrust of these 'whimsical' ***ers. Absolutely not. No shot. Zero trust, stay the hell away from me. No I won't introduce myself, no I won't exchange names, don't talk to me. Well written :)
Thank you—I'm glad I managed to sell it well. I've always loved the fae, though specifically the darker folklore, not the whimsical, Disneyfied version that now dominates D&D and other media. Ancient Magus’ Bride and Pan’s Labyrinth are two of my favourites in how they portray the fae: eerie, unsettling, and emotionally resonant. So thank you again for the response—it’s genuinely lovely to read how people react to my work. (Corrected Version - :P)
Still standing. Still scribbling. Still here.
The Last Home