diff --git a/src/pages/index.md b/src/pages/index.md index 540d7af..1d4f0db 100644 --- 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 new file mode 100644 index 0000000..d79f3d3 --- /dev/null +++ b/src/pages/planes/near/faewolde/adventuring.md @@ -0,0 +1,116 @@ +--- +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 new file mode 100644 index 0000000..ca2e65f --- /dev/null +++ b/src/pages/planes/near/faewolde/hexhall.md @@ -0,0 +1,155 @@ +--- +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 index 0000000..05c47ff --- /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 index 0000000..2d7d20d --- /dev/null +++ b/src/pages/planes/near/faewolde/realms.md @@ -0,0 +1,92 @@ +--- +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.