minor tweaks, missing files
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@ -21,6 +21,11 @@ And all 100% _free_!
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So please take a look around, and thanks for stopping by!
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<div class="alphaLink">
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Looking for the original "alpha" version of the rules, classes, or anything else?<br />
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You can still find them at <a href="https://alpha.planarvagabond.com/">https://alpha.planarvagabond.com/</a>!
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</div>
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<div class="contentWarning">
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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.
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</div>
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116
src/pages/planes/near/faewolde/adventuring.md
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src/pages/planes/near/faewolde/adventuring.md
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---
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title: Faewolde Adventuring
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description: Notes and rules for playing (or running) adventures in the Faewolde.
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date_pub: 2025-04-12T22:38:16.000-04:00
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section: planes
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subsection: near-faewolde
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content_type: feature
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short_code: pfa
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---
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If you want to go adventuring in the Faewolde, this is what you need to know.
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[[toc]]
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### Archfae
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Fae creatures that have attained near godlike abilities.
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- Can come from any fae race.
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- Most claim allegiance to one (or more) of the fae courts.
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- Many are granted (or claim) dominion over a mirthland.
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- Some can even grant abilities to their followers.
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### Crossings
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Places where the boundaries between the Faewolde and the material plan are thin, allowing them to "overlap".
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- On the material plane, this usually occurs in places of great natural beauty.
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- While on the material plane, creatures born in the Faewolde know the direction to the nearest crossing.
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### Damage and Dying
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While in the Faewolde, most native creatures (and non-natives of fae ancestry) become much more difficult to kill.
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- 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).
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- 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.
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- Cold iron weapons reduce a fae creature's max HP by the inflicted damage.
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- This heals back at the rate of 1 HD per day (after a long rest).
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- Most fae creatures can only be killed one of two ways:
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- By being reduced to 0 hp exclusively via cold iron damage, or
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- By decapitation.
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### Direction Sense
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While in the Faewolde, most native creatures (and non-natives of fae ancestry):
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- Automatically know the direction to each of the 4 courts,
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- Automatically know the direction to their "home" (if born in the Faewolde),
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- Automatically know the direction to any mirthland that they've visited, and
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- Have at least a 10% chance of knowing the direction to the nearest crossing or portal.
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### Emotional Influence
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The area around a fae creature can be influenced by their emotional state.
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- The older and more powerful the fae is, the greater the area of influence.
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- Typical manifestations:
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- Happy fae often cause nearby flowers to bloom brighter, and can even be followed / accompanied by small, friendly critters from the surrounding area.
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- Sad fae often trigger localized rainstorms or cause flowers to wilt in their presence.
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### Faeblest Creatures
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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.
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- Most can still communicate with non-faeblest members of their species.
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- Some gain the ability to walk upright, and many gain the desire to wear clothes.
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### Major Races
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- Brownies
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- Bullywugs
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- Centaurs
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- Darklings
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- Dryads
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- Dwarves
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- Elves
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- Firbolgs
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- Giants
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- Goblins
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- Griffons
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- Harekin
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- Hobgoblins
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- Pixies
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- Quicklings
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- Satyrs
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- Sprites (and Spritekin)
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- Treants
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- Trolls
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- Unicorns
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- Vampires
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- Werebeasts
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- Will'o'wisps
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- Wyrmlings
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- ...plus various faeblest birds and beasts
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### Other Creatures
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- Al'mir'aj
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- Bandersnatches
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- Basilisks
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- Blink Dogs
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- Borogroves
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- Devilkin
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- Dragons
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- Giant Dragonflys
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- Giant Snails
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- Hags
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- Jubjub Birds
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- Pegasi
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- Oozians
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- Owlbears
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- Raths
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- Shambling Mounds
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- Toves
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- Fablest plants
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- ...plus various birds and beasts
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src/pages/planes/near/faewolde/hexhall.md
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src/pages/planes/near/faewolde/hexhall.md
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---
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title: Hexhall, Royal Academy of Faerie Arts and Arcane Sciences
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description: Notes and info about Hexhall, the Royal Academy of Faerie Arts and Arcane Sciences.
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date_pub: 2025-04-12T22:38:16.000-04:00
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section: planes
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subsection: near-faewolde
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content_type: feature
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short_code: pfh
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---
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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".
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[[toc]]
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- Functions like a fae "embassy" on the material plane, or a school on a military base.
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- The school itself is one of the [mirthlands](./realms.html#the-mirthlands).
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- It has "entrances" on 4-5 continents from the material plane, plus portals to and from each of the 4 courts of the Faewolde.
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- The interior of the school is mostly fashioned after a medieval castle, albeit one with "fae touches".
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- "Royal" indicates association with all of the Fae courts.
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- Students and faculty usually refer to it as "Hexhall Academy".
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### History
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- Founded over 1000 years ago by four [archfae](./adventuring.html#archfae), each appointed by one of the 4 courts:
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- Vrulkah Lavamaster, a fire giant appointed by the Day Queen;
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- Aydra Darkwater, a nereid appointed by the Night King;
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- Meneos Longtail, a centaur appointed by the Dusk Prince; and
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- Varthys, a rainbow dragon appointed by the Dawn Princess.
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- The founders effectively "merged" pieces of their own mirthlands (along with "gifts" / "blessings" from each of the courts) to create the school.
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- 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.
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- As the 4 different kingdoms shift in prominence, so does the leadership of the school.
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### Notable Locations
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#### Courtyard
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A massive, open, two-story area in the center of the school.
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- Each wing can be accessed from here.
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#### Dungeons
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The lowest levels of the school, where detentions are served.
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#### Entryway
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A room with 50' ceilings and a massive clock along the main wall
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#### Great Library
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A huge, cathedral-like space filled with dozens of multistory shelves, each fitted with rolling ladders and overflowing with books and scrolls.
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- The main desk sits near the entrance, a 3' high countertop arranged in a square, 20' on a side.
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- 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".
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- Various doors lead off to further collections, including several restricted sections, and a entire lower floor (where most of the sorting and stacking occurs).
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> 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.
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>
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> I hear that most are disappointed to suddenly find themselves in the dungeons, serving a detention for their curiosity...
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>
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> <cite>--- PV</cite>
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#### Headmaster's Office
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An impossibly long room at the top of the tallest tower, dominated by a large black oak desk, high-backed chair.
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- Behind the desk, the room stretches for 50', with various magical apparatus spread around and arcane symbols drawn on the floor and walls.
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### Staff
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- **Alystar Dredd**: Vampire, headmaster, schoolmaster Enchantment & Transfiguration.
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- **Ona Umbra**: Elfaye, librarian,
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- **M'kersh**: Ogre, groundskeeper.
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#### Professors (by Subject)
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##### Conjuring & Divination
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- **Carmine Diablos**: Demokin, schoolmistress of Conjuring & Divination
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- **Kornelian Copper**: Living statue
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- **Kellam Ebonywood**: Darkwood elf
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- **Lazsalla Flamebraids**: Fire giant
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##### Charms & Hexes
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- **Remmel Quickwings**: Sprite, schoolmaster of Charms & Hexes
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- **Aya Shrew**: [Faeblest shrew](./adventuring.html#faeblest-creatures)
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- **Kyser Drakh**: Vampire
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- **Skye Sephiran**: Angekin
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##### Enchantment & Transfiguration
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- **Magwina Longcount**: Sphinx, acting schoolmistress of Enchantment & Transfiguration, riddlemistress for the school
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- **Ruby Clockwork**: Automaton
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- **Zel & Zyn Whysper**: Identical twin elfaye
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##### Energy & Nature
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- **Mazie Longtail**: Centaur, schoolmistress of Energy & Nature
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- **Alder Aurora**: Elfaye
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- **Graytwig**: Treant
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- **Seraline Splinterwood**: Dryad
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### Schools & Subjects
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#### General Knowledge
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- Bardic history
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- Combat training
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- Fae architecture
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- Fae arts
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- Fae writing
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- Language (one for each of the various fae races)
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#### Charms & Hexes
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- Aeromancy (Air elemental magic)
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- Charms
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- Flying
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- Glamour
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- Illusion
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- Mischief
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- Subterfuge
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- Trickery & Anti-Trickery
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#### Conjuring & Divination
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- Astrology & Astronomy
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- Conjuration & Evocation
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- Divination
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- Numerology
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- Pyromancy (Fire elemental magic)
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- Summoning
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#### Enchantment & Transfiguration
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- Abjuration & Defense
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- Aquamancy (Water elemental magic)
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- Enchantment
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- Transfiguration & Transmutation
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#### Energy & Nature
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- Care of Fae Creatures
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- Botany & Herbology
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- Faeblest Studies
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- Life magic
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- Mixology & Potions
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- Necromancy
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- Terromancy (Earth elemental magic)
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#### Special Subjects
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- Chronomancy
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- Gnomish Engineering
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13
src/pages/planes/near/faewolde/index.md
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src/pages/planes/near/faewolde/index.md
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---
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title: The Faewolde
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description: The Plane of Faerie for OSR gaming.
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date_pub: 2023-05-04T18:10:00-04:00
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section: planes
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subsection: near
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content_type: feature
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short_code: pnf
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---
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!!!include(planes/faewolde.md)!!!
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!!!include(planes/faewolde-links.md)!!!
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92
src/pages/planes/near/faewolde/realms.md
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src/pages/planes/near/faewolde/realms.md
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---
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title: 'Realms of the Faewolde'
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description: The Plane of Faerie for OSR gaming.
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date_pub: 2023-05-04T18:10:00-04:00
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section: planes
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subsection: near-faewolde
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content_type: feature
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short_code: pfr
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---
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[[toc]]
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### The Great Forest
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- A massive expanse of old-growth trees of all kinds, intersected with various, ever-changing pathways.
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- Many of the animals (and some of the trees) can readily speak Low Fae.
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- 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).
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- Different species of plants and animals become more (or less) prevalent as one approaches the courts.
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- The various [Mirthlands](#the-mirthlands) lie at the edges of the great forest, between the court realms.
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- Portals to (and from) here occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests).
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#### Locations
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- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some that lead to other planes of existence.
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- **The Wandering Lake**: A large body of fresh water that teleports to a new place everyday, temporarily flooding wherever it goes.
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### The Fae Courts
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- 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.
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- Each court has it's own climate, with the surrounding woods reflecting that climate.
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- Each courts' power peaks during it's time of day and season.
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**The Seelie (Day) Court** - The fairest of the noble Fae.
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- Live in Castle Noonsky, in the clouds high above the Summer Realm of Everbright.
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- Ruled by the Day Queen, Tay'tan'ya.
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- Surrounded by deciduous, fruiting trees that are almost always in season.
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**The Evening Court** - Pensive, occasionally gloomy Fae nobles of varying colors and appearances.
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- Live in Castle Twilight, at the edge of the Autumn Realm of Evergloom.
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- Ruled by the Dusk Prince, E'Duar, and his sickly sister, B'Laa, Princess of the Moon.
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- 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.
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**The Unseelie (Night) Court** - Haunting, dark, and occasionally terrifying noble Fae.
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- Live in Castle Midnight, deep in the Ice Mountains of the Winter Realm of Evernight.
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- Ruled by the Night King, O'bron, the Cold.
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- Surrounded by evergreens and blackened, leafless trees.
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**The Morning Court** - The smallest but most energetic of the noble Fae.
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- Live in Castle Daybreak, in the center of the Spring Realm of Everbloom.
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- Ruled by the Dawn Princess, Aur'on'ya.
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- Surrounded by willows and blossoming trees.
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### The Underwolde
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- Enormous underground caverns that exist beneath the Great Forest.
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- Controlled by the Foma'rii, a race of misshapen ogres.
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### The Mirthlands
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- An odd assortment of dominions, each under the control of one or more Archfae.
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- Each has a climate and tone dictated by the Archfae in charge, leading to abrupt changes when traveling between the Mirthlands.
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#### Known Mirthlands
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- **Ahzz'lan**:
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- Home to the moonshkin (fae halflings) and various witches, wizards, and hags who via for control of the Jade Capital (and the realm itself).
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- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants.
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- Home to the Fun'to, a race of short, adorable mushroom people.
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- Ruled by the tyrannical dragon-turtle, Bau'sa, King of the Kuu'pah
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- **The Giant Mountains**: Massive mountains populated by various kinds of giants.
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- [**Hexhall Academy**](./hexhall.html): A school for the children of fae beings that live on the material plane.
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- **Tu'un'lan**: A chaotic land of wild illusions.
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- 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.
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- **Wun'da'lan**:
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- Land of the eternally warring Kingdoms of Suits and the fabled dragon, the Jabberwock (among others).
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### The Ever After
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- The realm beyond, where fae go when they grow weary of the Faewolde.
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