diff --git a/src/pages/index.md b/src/pages/index.md
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--- a/src/pages/index.md
+++ b/src/pages/index.md
@@ -21,6 +21,11 @@ And all 100% _free_!
So please take a look around, and thanks for stopping by!
+
+
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, eternal damnation, and AI-generated imagery. Reader discretion is advised.
diff --git a/src/pages/planes/near/faewolde/adventuring.md b/src/pages/planes/near/faewolde/adventuring.md
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+---
+title: Faewolde Adventuring
+description: Notes and rules for playing (or running) adventures in the Faewolde.
+date_pub: 2025-04-12T22:38:16.000-04:00
+section: planes
+subsection: near-faewolde
+content_type: feature
+short_code: pfa
+---
+
+If you want to go adventuring in the Faewolde, this is what you need to know.
+
+[[toc]]
+
+### Archfae
+
+Fae creatures that have attained near godlike abilities.
+
+- Can come from any fae race.
+- Most claim allegiance to one (or more) of the fae courts.
+- Many are granted (or claim) dominion over a mirthland.
+- Some can even grant abilities to their followers.
+
+### Crossings
+
+Places where the boundaries between the Faewolde and the material plan are thin, allowing them to "overlap".
+
+- On the material plane, this usually occurs in places of great natural beauty.
+- While on the material plane, creatures born in the Faewolde know the direction to the nearest crossing.
+
+### Damage and Dying
+
+While in the Faewolde, most native creatures (and non-natives of fae ancestry) become much more difficult to kill.
+
+- They automatically heal 1 HD of hit points each minute that they aren't damaged (or heal 1 hp per minute, for 0 HD creatures).
+- When reduce to 0 hp, they are typically just unconscious, and should heal enough to wake back up a minute after they stop taking damage.
+- Cold iron weapons reduce a fae creature's max HP by the inflicted damage.
+ - This heals back at the rate of 1 HD per day (after a long rest).
+- Most fae creatures can only be killed one of two ways:
+ - By being reduced to 0 hp exclusively via cold iron damage, or
+ - By decapitation.
+
+### Direction Sense
+
+While in the Faewolde, most native creatures (and non-natives of fae ancestry):
+
+- Automatically know the direction to each of the 4 courts,
+- Automatically know the direction to their "home" (if born in the Faewolde),
+- Automatically know the direction to any mirthland that they've visited, and
+- Have at least a 10% chance of knowing the direction to the nearest crossing or portal.
+
+### Emotional Influence
+
+The area around a fae creature can be influenced by their emotional state.
+
+- The older and more powerful the fae is, the greater the area of influence.
+- Typical manifestations:
+ - Happy fae often cause nearby flowers to bloom brighter, and can even be followed / accompanied by small, friendly critters from the surrounding area.
+ - Sad fae often trigger localized rainstorms or cause flowers to wilt in their presence.
+
+### Faeblest Creatures
+
+A creature that is "faeblest" has been empowered with enough fae energy to be able to speak either (or both) of the fae languages (and sometimes common) and carry on conversations.
+
+- Most can still communicate with non-faeblest members of their species.
+- Some gain the ability to walk upright, and many gain the desire to wear clothes.
+
+### Major Races
+
+- Brownies
+- Bullywugs
+- Centaurs
+- Darklings
+- Dryads
+- Dwarves
+- Elves
+- Firbolgs
+- Giants
+- Goblins
+- Griffons
+- Harekin
+- Hobgoblins
+- Pixies
+- Quicklings
+- Satyrs
+- Sprites (and Spritekin)
+- Treants
+- Trolls
+- Unicorns
+- Vampires
+- Werebeasts
+- Will'o'wisps
+- Wyrmlings
+- ...plus various faeblest birds and beasts
+
+### Other Creatures
+
+- Al'mir'aj
+- Bandersnatches
+- Basilisks
+- Blink Dogs
+- Borogroves
+- Devilkin
+- Dragons
+- Giant Dragonflys
+- Giant Snails
+- Hags
+- Jubjub Birds
+- Pegasi
+- Oozians
+- Owlbears
+- Raths
+- Shambling Mounds
+- Toves
+- Fablest plants
+- ...plus various birds and beasts
diff --git a/src/pages/planes/near/faewolde/hexhall.md b/src/pages/planes/near/faewolde/hexhall.md
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index 0000000..ca2e65f
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+++ b/src/pages/planes/near/faewolde/hexhall.md
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+---
+title: Hexhall, Royal Academy of Faerie Arts and Arcane Sciences
+description: Notes and info about Hexhall, the Royal Academy of Faerie Arts and Arcane Sciences.
+date_pub: 2025-04-12T22:38:16.000-04:00
+section: planes
+subsection: near-faewolde
+content_type: feature
+short_code: pfh
+---
+
+A boarding school for fae and fae-born who live on the material plane, which (according to the brochure) "allows students to develop their in-born fae-abilities in a safe, secure environment".
+
+[[toc]]
+
+- Functions like a fae "embassy" on the material plane, or a school on a military base.
+- The school itself is one of the [mirthlands](./realms.html#the-mirthlands).
+ - It has "entrances" on 4-5 continents from the material plane, plus portals to and from each of the 4 courts of the Faewolde.
+ - The interior of the school is mostly fashioned after a medieval castle, albeit one with "fae touches".
+- "Royal" indicates association with all of the Fae courts.
+- Students and faculty usually refer to it as "Hexhall Academy".
+
+### History
+
+- Founded over 1000 years ago by four [archfae](./adventuring.html#archfae), each appointed by one of the 4 courts:
+ - Vrulkah Lavamaster, a fire giant appointed by the Day Queen;
+ - Aydra Darkwater, a nereid appointed by the Night King;
+ - Meneos Longtail, a centaur appointed by the Dusk Prince; and
+ - Varthys, a rainbow dragon appointed by the Dawn Princess.
+- The founders effectively "merged" pieces of their own mirthlands (along with "gifts" / "blessings" from each of the courts) to create the school.
+- Since the founders retired, it has been lead by 4 high schoolmasters and schoolmistresses who rotate the position of headmaster / headmistress based on the power rotation in the Faewolde itself.
+ - As the 4 different kingdoms shift in prominence, so does the leadership of the school.
+
+### Notable Locations
+
+#### Courtyard
+
+A massive, open, two-story area in the center of the school.
+
+- Each wing can be accessed from here.
+
+#### Dungeons
+
+The lowest levels of the school, where detentions are served.
+
+#### Entryway
+
+A room with 50' ceilings and a massive clock along the main wall
+
+#### Great Library
+
+A huge, cathedral-like space filled with dozens of multistory shelves, each fitted with rolling ladders and overflowing with books and scrolls.
+
+- The main desk sits near the entrance, a 3' high countertop arranged in a square, 20' on a side.
+- A handful of 3' high, 3' diameter cylinders are scattered around the main floor, each lidded and marked with a sign that says "book drop".
+- Various doors lead off to further collections, including several restricted sections, and a entire lower floor (where most of the sorting and stacking occurs).
+
+> I've heard from several people that each new class always has at least one student who wants so desparately to see where the book drops lead that they inevitably climb inside.
+>
+> I hear that most are disappointed to suddenly find themselves in the dungeons, serving a detention for their curiosity...
+>
+> --- PV
+
+#### Headmaster's Office
+
+An impossibly long room at the top of the tallest tower, dominated by a large black oak desk, high-backed chair.
+
+- Behind the desk, the room stretches for 50', with various magical apparatus spread around and arcane symbols drawn on the floor and walls.
+
+### Staff
+
+- **Alystar Dredd**: Vampire, headmaster, schoolmaster Enchantment & Transfiguration.
+- **Ona Umbra**: Elfaye, librarian,
+- **M'kersh**: Ogre, groundskeeper.
+
+#### Professors (by Subject)
+
+##### Conjuring & Divination
+
+- **Carmine Diablos**: Demokin, schoolmistress of Conjuring & Divination
+- **Kornelian Copper**: Living statue
+- **Kellam Ebonywood**: Darkwood elf
+- **Lazsalla Flamebraids**: Fire giant
+
+##### Charms & Hexes
+
+- **Remmel Quickwings**: Sprite, schoolmaster of Charms & Hexes
+- **Aya Shrew**: [Faeblest shrew](./adventuring.html#faeblest-creatures)
+- **Kyser Drakh**: Vampire
+- **Skye Sephiran**: Angekin
+
+##### Enchantment & Transfiguration
+
+- **Magwina Longcount**: Sphinx, acting schoolmistress of Enchantment & Transfiguration, riddlemistress for the school
+- **Ruby Clockwork**: Automaton
+- **Zel & Zyn Whysper**: Identical twin elfaye
+
+##### Energy & Nature
+
+- **Mazie Longtail**: Centaur, schoolmistress of Energy & Nature
+- **Alder Aurora**: Elfaye
+- **Graytwig**: Treant
+- **Seraline Splinterwood**: Dryad
+
+### Schools & Subjects
+
+#### General Knowledge
+
+- Bardic history
+- Combat training
+- Fae architecture
+- Fae arts
+- Fae writing
+- Language (one for each of the various fae races)
+
+#### Charms & Hexes
+
+- Aeromancy (Air elemental magic)
+- Charms
+- Flying
+- Glamour
+- Illusion
+- Mischief
+- Subterfuge
+- Trickery & Anti-Trickery
+
+#### Conjuring & Divination
+
+- Astrology & Astronomy
+- Conjuration & Evocation
+- Divination
+- Numerology
+- Pyromancy (Fire elemental magic)
+- Summoning
+
+#### Enchantment & Transfiguration
+
+- Abjuration & Defense
+- Aquamancy (Water elemental magic)
+- Enchantment
+- Transfiguration & Transmutation
+
+#### Energy & Nature
+
+- Care of Fae Creatures
+- Botany & Herbology
+- Faeblest Studies
+- Life magic
+- Mixology & Potions
+- Necromancy
+- Terromancy (Earth elemental magic)
+
+#### Special Subjects
+
+- Chronomancy
+- Gnomish Engineering
diff --git a/src/pages/planes/near/faewolde/index.md b/src/pages/planes/near/faewolde/index.md
new file mode 100644
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--- /dev/null
+++ b/src/pages/planes/near/faewolde/index.md
@@ -0,0 +1,13 @@
+---
+title: The Faewolde
+description: The Plane of Faerie for OSR gaming.
+date_pub: 2023-05-04T18:10:00-04:00
+section: planes
+subsection: near
+content_type: feature
+short_code: pnf
+---
+
+!!!include(planes/faewolde.md)!!!
+
+!!!include(planes/faewolde-links.md)!!!
diff --git a/src/pages/planes/near/faewolde/realms.md b/src/pages/planes/near/faewolde/realms.md
new file mode 100644
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+---
+title: 'Realms of the Faewolde'
+description: The Plane of Faerie for OSR gaming.
+date_pub: 2023-05-04T18:10:00-04:00
+section: planes
+subsection: near-faewolde
+content_type: feature
+short_code: pfr
+---
+
+[[toc]]
+
+### 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](#the-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 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 (Day) 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, E'Duar, and his sickly sister, B'Laa, Princess of the Moon.
+- 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 (Night) 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, the Cold.
+- Surrounded by evergreens and blackened, leafless 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 trees.
+
+### The Underwolde
+
+- Enormous underground caverns that exist beneath the Great Forest.
+- Controlled by the Foma'rii, a race of misshapen ogres.
+
+### 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
+
+- **Ahzz'lan**:
+
+ - Home to the moonshkin (fae halflings) and various witches, wizards, and hags who via for control of the Jade Capital (and the realm itself).
+
+- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants.
+
+ - Home to the Fun'to, a race of short, adorable mushroom people.
+ - Ruled by the tyrannical dragon-turtle, Bau'sa, King of the Kuu'pah
+
+- **The Giant Mountains**: Massive mountains populated by various kinds of giants.
+
+- [**Hexhall Academy**](./hexhall.html): A school for the children of fae beings that live on the material plane.
+
+- **Tu'un'lan**: A chaotic land of wild illusions.
+
+ - Home to the Tu'uns, a race of strange pixies that disguise themselves in bright, illusory shapes, and then engage in bloodless (but hilarious) ritual combat.
+
+- **Wun'da'lan**:
+
+ - Land of the eternally warring Kingdoms of Suits and the fabled dragon, the Jabberwock (among others).
+
+### The Ever After
+
+- The realm beyond, where fae go when they grow weary of the Faewolde.