Add the Faewolde

This commit is contained in:
Eric Woodward 2023-05-07 12:39:36 -04:00
parent cd65c5afe8
commit 086f55b795
28 changed files with 530 additions and 48 deletions

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{
"name": "planar-vagabond",
"version": "0.10.1",
"version": "0.10.2",
"description": "",
"main": "index.js",
"scripts": {

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<div class="rulesMenu">
Version 0.9.1 / 2023-04-22
Version 0.9.2 / 2023-05-07
- [Basics](/rules/basics.html)
- [Combat](/rules/combat.html)

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<li><a href="/rules/index.html">Rules</a></li>
<li>
<a href="/about.html">About</a>
<a href="/campaign/index.html" aria-haspopup="true">Campaign</a>
</li>
</ul>
</nav>

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---
title: Air Elemental
description: The air elemental creature for OSR gaming.
date_pub: 2023-05-04T18:10:00-04:00
section: bestiary
content_type: feature
short_code: bea
status: draft
---
An [elemental](./index.html) from [the plane of Air](/planes/elemental/index.html), usually in the form of whirling vortexes of air.
<div class='headlessTableWrapper'>
| | |
| ------------------- | -------------------------------------------- |
| **Hit Dice** | 1d10 (5hp) |
| **Armor Class** | 13 (leather) |
| **Movement** | 40' |
| **Attacks** | 1 @ weapon (1d6) |
| **Attack Modifier** | 0 |
| **Alignment** | Any |
| **Save As** | [Fighter](/classes/fighter.html#advancement) |
| **Morale** | 7 |
</div>
**Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher).
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale |
| :-: | :-: | :-: | :-----: | :----: | :----: |
| 3 | 16 | 14 | +2 | 1d6 | 7 |
| 5 | 27 | 15 | +4 | 1d6+1 | 8 |
| 7 | 38 | 16 | +6 | 1d6+1 | 8 |
| 9 | 49 | 17 | +7 | 1d6+1 | 9 |
| 11 | 53 | 18 | +9 | 1d6+2 | 9 |
| 13 | 66 | 19 | +10 | 1d6+2 | 10 |
[Higher-Level Fighters]
</div>
#### Short Stat Blocks
```
> HD 1+1 (5 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 7
> HD 3+3 (16 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d6 (weapon); AL Any; ML 7
> HD 5+5 (27 hp), AC 15; MV 40'; Atk 1 (+3) @ 1d6+1 (weapon); AL Any; ML 8
> HD 7+7 (38 hp), AC 16; MV 40'; Atk 1 (+5) @ 1d6+1 (weapon); AL Any; ML 8
> HD 9+9 (49 hp), AC 17; MV 40'; Atk 1 (+7) @ 1d6+1 (weapon); AL Any; ML 9
> HD 11+11 (53 hp), AC 18; MV 40'; Atk 1 (+9) @ 1d6+2 (weapon); AL Any; ML 9
> HD 13+13 (66 hp), AC 19; MV 40'; Atk 1 (+11) @ 1d6+2 (weapon); AL Any; ML 10
```

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---
title: Elementals
description:
date_pub: 2023-05-04T18:10:00-04:00
section: bestiary
content_type: feature
short_code: be0
status: draft
---
Beings formed of pure, elemental matter (air, earth, fire, water, law, or chaos). Some can be summoned from their plane of origin to serve a spellcaster, potentially binding them to a piece of equipment to make a magic item.
Can only be harmed by magical attacks.

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@ -27,6 +27,7 @@ Holy (or unholy) warrior-priests who serve one or more deities.
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- Gains spell casting at level 2, can pray to receive spells every day.
- Can conduct magical research starting at level 2.
### Stronghold

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---
title: Druid (Class)
description: The Druid class for OSR gaming.
date_pub: 2023-05-07T10:55:00-04:00
section: classes
content_type: feature
short_code: cdr
---
A nature-focused magic user and guardian of the forest.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------------------ |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, wooden shields |
| **Weapons** | Non-metal only - Club, sling, spear, staff, whip |
| **Languages** | Alignment, Common, Druidic |
</div>
### Divine Magic
- Can pray to nature to receive spells every day.
- Must have a holy symbol (token of nature)
- Must remain faithful to alignment and druidic faith.
- Number of spells per day shown on [Level Advancement table](#advancement).
- [Druid Spell List](./spell-list.html)
### Languages
- Know a secret language called "Druidic", known only to other druids.
- With each level beyond 2nd, learns to speak the language of a creature in the forest.
### Nature Lore
- INT check to identify plants or animals, or to discern pure water.
- Max 1-in-6 chance of getting lost in woodlands.
### Change Form
- Starting at 2nd level, can change into the form of either a reptile, bird, or mammal.
- The new form can't have more hit dice than current level.
- Regain 1d4 hit points per level when used.
- All carried equipment is absorbed into animal form, only reappearing after changing back.
- May be used a number of times per day equal to level / 2 (rounded down).
- In combat, can change (or change back) as a free action.
### Pass Without Trace
From 3rd level, can pass through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
### Charm Immunity
From 7th level, gain immunity to fae charms (from dryads, nixies, pixies, etc).
### Stronghold
After 12th level, can build a stronghold that integrates with a natural setting.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | - |
| 2 | 2,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | - |
| 3 | 5,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | - |
| 4 | 10,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - | - |
| 5 | 20,000 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | - |
| 6 | 40,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | - |
| 7 | 80,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 2 | 2 | 1 | - | - |
| 8 | 150,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | - | - |
| 9 | 300,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 2 | 1 | - |
| 10 | 450,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 3 | 2 | - |
| 11 | 600,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 750,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 900,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 1,050,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 | 4 | 4 | 4 | 4 | 3 | 3 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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---
title: Druid Spell List
description: The list of spells that can be cast by a Druid.
date_pub: 2023-05-07T11:03:00-04:00
section: classes
subsection: Druid (Class)
content_type: feature
short_code: cds
---
The following list of spells may be cast by Druid characters.
### 1st Level
1. Animal Friendship
2. Cure Light Wounds (Cause Light Wounds)
3. Detect Danger
4. Entangle
5. Faerie Fire
6. Locate Plant or Animal
7. Predict Weather
8. Speak with Animals
### 2nd Level
1. Barkskin
2. Create Water
3. Heat Metal
4. Invisibility to Animals
5. Obscuring Mist
6. Produce Flame
7. Slow Poison
8. Warp Wood
### 3rd Level
1. Call Lightning
2. Growth of Nature
3. Hold Animal
4. Protection from Poison
5. Tree Shape
6. Water Breathing (Air Breathing)
### 4th Level
1. Cure Serious Wounds (Cause Sr. Wounds)
2. Dispel Magic
3. Protection from Fire and Lightning
4. Speak with Plants
5. Summon Animals
6. Temperature Control
### 5th Level
1. Commune with Nature
2. Control Weather
3. Pass Plant
4. Protection from Plants and Animals
5. Transmute Rock to Mud (Mud to Rock)
6. Wall of Thorns

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@ -12,6 +12,7 @@ short_code: c1
- [Cleric](./cleric.html): Holy (or unholy) warrior-priests who serve one or more deities.
- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas.
- [Astral Variety](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral/index.html).
- [Druid](./druid/index.html): A nature-focused magic user and guardian of the forest.
- [Fighter](./fighter.html): An adventurer that specializes in combat.
- [Knight](./knight.html): Honor-bound warrior that excels at mounted combat.
- [Mystic](./mystic/index.html): Warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./mystic/powers.html).

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@ -27,6 +27,7 @@ Holy (or unholy) spellcasters who serve one or more deities.
### Divine Magic
- Can pray to receive spells every day.
- Can conduct magical research.
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.

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@ -14,13 +14,13 @@ Someone skilled at stealth-based retrieval.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------ |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
| | |
| ----------------- | -------------------------------- |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, Thieves' Cant |
</div>

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title: Wizard (Class)
description: The Wizard class for OSR gaming.
date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-04-01T19:22:00-04:00
date_upd: 2023-05-06T23:26:00-04:00
section: classes
content_type: feature
short_code: cwz
@ -28,9 +28,13 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
- Can cast prepared spells.
- Carries a spell book (or equivalent) with known spells in it.
- Number of prepared spells per day shown on Level Progression chart.
- Number of prepared spells per day shown on [Level Advancement table](#advancement).
- Can conduct magical research.
### Wizard Lore
- INT check to identify arcane magic items or spell effects, or remember wizarding lore.
### Stronghold
- After 9th level, may construct a stronghold (usually a tower).

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@ -17,5 +17,5 @@ If this is your first time here, you may want to see what it's all about, or you
Thanks for stopping by!
<div class="contentWarning">
Warning: This site may elements that some readers may ind disturbing, including depictions of cultists, demons, madness, hell, slavery, human sacrifice, self-harm, overbearing religious figures, and eternal damnation. Reader discretion is advised.
Warning: This site may elements that some readers may find disturbing, including depictions of cultists, demons, madness, hell, slavery, human sacrifice, self-harm, overbearing religious figures, and eternal damnation. Reader discretion is advised.
</div>

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---
title: Flaming Sword of Lorwin
description:
date_pub: 2023-05-01T17:57:00-04:00
section: magic items
content_type: feature
short_code: mfs
status: draft
---
A high-quality bastard sword, exquisitely decorated with the fire and dragon iconography of the royal house of Dulara, and bound with a fire elemental.
Previously wielded by Prince Lorwin of Dulara, The name means "Flametongue" in Dularan, and was named for a great dragon that his grandfather, King Drannyl (his grandfather), often rode into battle.
### Flame
Bursts into flame when the command word ("Aegyt") is spoken, burning for up to 1 turn, and extinguishing automatically when sheathed.
While flaming:
- Casts light in 30' radius
- Can set things alight as a torch
- +2 vs flammable creatures or undead
oher abilities based on flame elelmental

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@ -14,6 +14,8 @@ Below you'll find a growing list of magic items that can be found across the mul
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.

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---
title: Jar of Preserving
description: A magical device for capturing and preserving creatures indefinitely.
date_pub: 2023-05-07T11:19:00-04:00
section: magic items
content_type: feature
short_code: mjp
---
A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring.
If the command word ("Preservo!") is spoken as the lid is removed, target creature within 60' must **Save vs Spells** or be drawn into the jar (+2 if it has been preserved in a jar before). The jar can only hold one creature at a time.
While inside the jar, a creature exists in a state of suspended animation - it does not age, does not need to breathe, eat, drink, or sleep, and is unaware of the passage of time. Once inside the jar, a creature remains there until released.
It takes one round to open the jar and release the creature. If the other command word ("Befriendo!") is spoken as the jar is opened, the creature will serve the jar's wielder for 1 turn, defending them and obeying their commands (morale check if ordered to do something suicidal). If the jar is opened without saying the command word, the creature's reaction should be determined randomly.

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---
title: Mirror of Meeting
description: A magical mirror that allows its user to meet with other remotely.
date_pub: 2023-02-20T22:56:00-05:00
date_upd: 2023-04-23T23:57:00-04:00
section: magic items
content_type: feature
short_code: mmom
status: draft
---
A mirror with intricately-carved detailing.
**Sizes**: Vary based on usage. Can be small and compact, or large and ornate.
**Bell**: Most mirrors come with a bell (or similar component) that rings to indicate that someone is trying to connect via the mirror.
**Using**: Meetings can be started by swiping sigils on the mirror.
- The sigils are tied to a specific mirror, and it rings that bell and tries to connect
- When someone else is trying to connect to one's mirror, you can "answer" the request, or dismiss it.
**Usage Frequency**: May be used to connect to another mirror up to 3 times per day. Each connection lasts at most 10 minutes.
---
### In Game Examples
- Lord Stengar had a smaller one on his desk, about the size of a book.
- Amary's shop carried several different types and sizes
- The one on the Sky Runner is a 3' x 2' rectangle with 6" frame on one side, and a 4" notification bell inside the frame.

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---
title: Mirror of Telepresence
description: A magical mirror that allows its user to view and speak with others remotely.
date_pub: 2023-05-07T11:39:00-04:00
section: magic items
content_type: feature
short_code: mmot
---
A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane.
- Size and shape vary by usage: can be large and ornate or small and compact (pocket-sized).
- Most mirrors come with a bell (or similar component) that rings to indicate an incoming communication request.
### Usage
- Conversations can be initiated by swiping various sigils on the mirror.
- The sigils are tied to a specific mirror, ringing that bell and notifying its owner of the communication attempt.
- When someone else is trying to connect to one's mirror, the request can be either "answered" or dismissed by swiping in different directions.
- May be used to connect to another mirror up to 3 times per day, with each connection lasting for up to 1 turn.
---
### In Game Examples
- Lord Stengar had a smaller one on his desk, about the size of a book.
- Amary's shop carried several different types and sizes
- The one on the Sky Runner is a 3' x 2' rectangle with 6" frame on one side, and a 4" notification bell inside the frame.

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---
title: "Aeria / The Zephyr: The Elemental Plane of Air"
description:
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pea
status: draft
---
- An endless sky of different colors dotted with floating islands
- Subjective gravity - everything is assumed to "fall" 100' / round, and characters can change direction with a thought (CHA check if under duress).
- No breathing difficulties
### Major Races
- Birdfolk
-

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@ -0,0 +1,9 @@
---
title: "Dema / The Abyss: The Elemental Plane of Chaos"
description:
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pe
status: draft
---

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@ -0,0 +1,9 @@
---
title: "Terru / The Rock: The Elemental Plane of Earth"
description:
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pet
status: draft
---

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---
title: "Pyrea / The Pyre: The Elemental Plane of Fire"
description:
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pef
status: draft
---

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@ -0,0 +1,9 @@
---
title: "Ange / The Firmament: The Elemental Plane of Law"
description:
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pe11
status: draft
---

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---
title: "Aquos / The Deep: The Elemental Plane of Water"
description: The air elemental creature for OSR gaming.
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pe
status: draft
---

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---
title: "The Faewolde"
description: The Plane of Faerie for OSR gaming.
date_pub: 2023-05-04T18:10:00-04:00
section: planes
content_type: feature
short_code: pnf
---
_The Plane of Faerie_
- A plane of wild, primal magic, mostly consisting of a great forest surrounded by various domains.
- Depending on the season, the plane is ruled by one of the four seasonal courts.
- Seasons typically last around 4 years, although some last much longer.
- It is currently the last year of a 10-year-long summer.
- The length of each day and night are random, averaging just around 12 hours.
- Most last between 9 and 15 hours, although some have been known to last 24 hours or more.
### Major Races
- Boggies (Goblins)
- Brownies
- Bullywugs
- Centaur
- Darklings
- Dryads
- Dwarves
- Elves
- Faerie Dragons
- Firbolgs
- Dragons
- Giants
- Griffons
- Harekin
- Pixies
- Quicklings
- Redcaps (Hobgoblins)
- Satyrs
- Sprites
- Trolls
- Unicorns
- Vampires
- Will'o'wisps
- Wyrmlings (Pseudodragons)
- ...plus various awakened / enchanted birds and beasts of the woodlands
### Realms
#### The Great Forest
- A massive expanse of old-growth trees of all kinds, intersected with various, ever-changing pathways.
- Many of the animals (and some of the trees) can readily speak Low Fae.
- The realms of the [Fae Courts](#the-fae-courts) lie in the four cardinal directions (Summer to the North, Autumn to the East, Winter to the South, and Spring to the West).
- Different species of plants and animals become more (or less) prevalent as one approaches the courts.
- The various **Mirthlands** lie at the edges of the great forest, between the court realms.
- Portals to (and from) here occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests).
##### Locations
- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some that lead to other planes of existence.
- **The Wandering Lake**: A large body of fresh water that teleports to a new place everyday, temporarily flooding wherever it goes.
#### The Mirthlands
- An odd assortment of dominions, each under the control of one or more Archfae.
- Each has a climate and tone dictated by the Archfae in charge, leading to abrupt changes when traveling between the Mirthlands.
#### Known Mirthlands
- **The Giant Mountains**: Massive mountains populated by various kinds of giants.
- **Tu'un'lan**: A chaotic land of wild illusions.
- Home of the Tu'un, a race of strange pixies that disguise themselves in bright, illusory shapes, and then engage in bloodless (but hilarious) ritual combat.
- **Krussenvalia**: A realm of dark magic and gothic horror, ruled by the vampire, Lord Drakkos.
- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants.
- Home of the Fun'to, a race of short, adorable mushroom people.
- Ruled by the tyrannical dragon, Bau'sa, King of the Kuu'pah
#### The Underwolde
- Enormous underground caverns that exist beneath the Great Forest.
- Controlled by the Fomar, a race of misshapen ogres.
#### The Fae Courts
- All creatures who live in the Faewolde owe allegiance to either (or both) the Day Queen and/or Night King, but must obey the rules of each court when they are in charge.
- Each court has it's own climate, with the surrounding woods reflecting that climate.
- Each courts' power peaks during it's time of day and season.
**The Seelie Court** - The fairest of the noble Fae.
- Live in Castle Noonsky, in the clouds high above the Summer Realm of Everbright.
- Ruled by the Day Queen, Tay'tan'ya.
- Surrounded by deciduous, fruiting trees that are almost always in season.
**The Evening Court** - Pensive, occasionally gloomy Fae nobles of varying colors and appearances.
- Live in Castle Twilight, at the edge of the Autumn Realm of Evergloom.
- Ruled by the Dusk Prince, Pu'ka.
- Surrounded by maples and various deciduous trees that grows leaves in the morning, only for them to change color and wither by days end, falling overnight.
**The Unseelie Court** - Haunting, dark, and occasionally terrifying noble Fae.
- Live in Castle Midnight, deep in the Ice Mountains of the Winter Realm of Evernight.
- Ruled by the Night King, O'bron.
- Surrounded by coniferous evergreens and blackened, leafless deciduous trees.
**The Morning Court** - The smallest but most energetic of the noble Fae.
- Live in Castle Daybreak, in the center of the Spring Realm of Everbloom.
- Ruled by the Dawn Princess, Aur'on'ya.
- Surrounded by willows and blossoming deciduous trees.
### Other Creatures
- Basilisks
- Blink Dogs
- Dragons
- Pegasi
- Owlbears
- Shambling Mounds
- ...plus the various woodlands birds and beasts

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@ -30,5 +30,4 @@ _The Plane of Faerie_
- Depending on the season (and time of day), ruled by either the Day Queen and her Seelie Court, or the Night King and his Unseelie Court.
- Most consists of a great forest, surrounded by numerous smaller domains called the Mirthlands, controlled by the various Archfae.
- Portals to the Faewolde occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests).
- Notable locations:
- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some which lead to nearby portals to other planes of existence.
- [Details](./faewolde.html)

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@ -38,9 +38,17 @@ Starting HP is based class and race. When damage is taken, HP is lost.
**Secret Languages** - Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
### Perception Checks
#### Languages of the Multiverse
Generally, perception can be checked by rolling highest of INT or WIS.
- Chaotic (Demonic)
- Lawful (Angelic)
- Druidic - the secret language of Druids
- Dwarfish
- Elemental - Spoken by all elementals, each subtype has their own dialect.
- Elvish
- Faerie - Native language of the fae, with High Faerie spoken in the Fae Courts, and Low Faerie spoken throughout the Faewolde.
- Giant
- Gnomish
<div class="dividedTableWrapper">
@ -58,6 +66,26 @@ Generally, perception can be checked by rolling highest of INT or WIS.
</div>
<div class="dividedTableWrapper">
| INT | Language |
| :---: | :-------------: | :---: |
| 3 | Native (broken) | No |
| 4-5 | Native | No |
| 6-8 | Native | Basic |
| 9-12 | Native | Yes |
| 13-15 | Native + 1 | Yes |
| 16-17 | Native + 2 | Yes |
| 18+ | Native + 3 | Yes |
[Languages Known]
</div>
### Perception Checks
Generally, perception can be checked by rolling highest of INT or WIS.
### Encumbrance
PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).