minor tweaks, missing files

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Eric Woodward 2025-04-13 21:00:55 -04:00
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So please take a look around, and thanks for stopping by!
<div class="alphaLink">
Looking for the original "alpha" version of the rules, classes, or anything else?<br />
You can still find them at <a href="https://alpha.planarvagabond.com/">https://alpha.planarvagabond.com/</a>!
</div>
<div class="contentWarning">
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.
</div>

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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

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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...
>
> <cite>--- PV</cite>
#### 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

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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
subsection: near
content_type: feature
short_code: pnf
---
!!!include(planes/faewolde.md)!!!
!!!include(planes/faewolde-links.md)!!!

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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.