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Showing posts with label planar. Show all posts
Showing posts with label planar. Show all posts

Tuesday, August 6, 2013

Plane of Færie Gazetteer: dTír na nIontas (Wonderland)

by Adam Frank


The world of dTír na nIontas (THEER nah NIN-tahs) is an ever shifting expanse one moment filled with light and color, the next with fear and darkness. It is one of the many dream worlds within Faerie and thus is mutable in many things. There are many different environments within dTír na nIontas from sandy beaches to magical forests, even a large hedge maze culminating in a beautiful castle.
When one enters dTír na nIontas if doing so outside of a dream one must always enter from the East Ocean. The tides in this place are ever changing sometimes from minute to minute but often times from second to second causing huge swells and waves. The currents of this ocean will always guide a traveler inward to the coast. These currents are more and more difficult to fight the farther from the coast one travels; due to this extreme hindrance no one knows if the East Ocean has a west coast.
The beach itself located at the coast of the East Ocean is populated by a strange race of awakened animal people who are consistently dodging the ever changing tides and trying to get dry. It has never occurred to these people to move from the coast and it never will. The changing tides here flow in and out about one quarter mile mercilessly covering and tearing at these people’s homes.
Having passed the East Ocean one enters the Everwood in one of two places depending solely upon the mood of the entrant. The Shine and The Murk, there is only ever one path and it is not unknown for an adventuring party to embark together upon this seemingly innocuous road and be separated once they enter into the Everwood. If one completely understands the mutable nature of this world it is not unheard of for them to be able to completely skip the Everwood into the beginning of the dwelling grounds of the denizens of dTír na nIontas an area known as The Queen's Ways.
The Shine is a very lighthearted place with creatures that resemble things out of dream that appear to be foods or playthings like the Bread-and-Butterfly Loafs or the Rocking-Horse Fly’s, and even the Musical Leapfrogs. There are always new beings being discovered here as new dreamers and adventurers traveling these parts are consistently dreaming up new things by design or not. The road through The Shine is many miles long and it seems to vary per person who wanders this path. Those who dwell in The Shine tend to be light-hearted and fair they will do what they can to help a dreamer and to warn the adventurers of the dangers they may face along the way.
The Murk, conversely, I a terrifying dark place populated by dangerous beings. It is the birthing grounds of the Jabberwoks and Bandersnatches. Many who enter The Murk never awaken, it is a place of unending nightmare and fear. The path commonly becomes overgrown here and winds back upon itself. Those who have taken up residence here are nothing if not cruel and unhelpful to a pointless degree; commonly harming themselves simply to make life even slightly more difficult for an adventurer and the stay here that much more nightmarish for a dreamer.
At the end of the Everwood is The Queen's Ways. The Queen's Ways have many dangers from meeting up with the queen, a renegade group, a group of guards, or even the air itself (every 24 hours a player must make a Will save DC 15 or suffer 1d2 points temporary wisdom damage). Here the one path branches into many different roads going all directions wooden signs pointing down every road bearing some variation of the term “My Way” designating that all ways are her ways. This is where most of the population of dTír na nIontas lives. All here are subservient to the Queen of Hearts if not out of choice, out of fear. It is a place dominated by homes created by these creature that resemble anything from a single tree to even a small home with a thatched roof cottage, however the dweller dreams it to be. As one progresses further down any of the ways that take one closer to the hedge maze the homes get larger and more elaborate as the traveler enters the Noble's dwellings. Continuing down the road's one will eventually meet the hedge maze.
Here it is not uncommon to see the Queen's gardeners fussing about the roses growing among the maze painting the white ones, of which there is no small shortage, red; or pruning the dying roses. The maze itself is huge and long with no given guides here and many creatures and lost souls wandering within. If one makes it through the ten mile long and twenty mile wide maze you will be treated to the Queen's Court.
Arguably the most beautiful place in dTír na nIontas, the Queen's Court is consistently filled with feasts, games, fanciful nobles of all races and even the odd court of justice. It stretches from end to end as far as the eye can see. In the center of this wondrous place, juxtaposed from the incredible natural beauty surrounding it is a bloody wooden block the grass around it, what still lives, is stained red with still wet blood, the thick wooden block has many grooves dented in it made by the axe sitting by the side of the block. A red basket reeking of old blood stained by the years of carelessness sits at the base of the block.
The Queen of Hearts herself, the ruler of this great land, is most often seen here in the enormous courtyard of her castle. She is a fat woman always in a red gown with an ornate red crown on her head adorned with hearts cut from every jewel imaginable. Ruled by her passion she always shouts be they shouts of joy at winning a rousing game of croquet, her favorite game, ofttimes played with living creatures; or shouts of rage, her face turning as red as her dress as she shouts “Off with their head!” A threat carried out immediately and with great pomp. One may, depending on the mood of the queen, convince her to have a trial but these trials are always heavily weighted to the queen's favor and more nonsensical than actually useful, though they have been known to occasionally sway the queen and allow the accused to keep their head on some occasions even declaring them nobility of dTír na nIontas. It is believed that the Queen will eat the brains of those who's heads she orders removed from their previous resting places and will feed them to her court (This is patently true though no one would dare accuse the Queen herself for fear of losing their own head. The purpose behind this is doing so makes the imbiber immune to the wisdom draining aura of the world itself for 1d3 days, the effects stack and eating partial brains will gain you temporary immunity to a minimum of 12 hours).
The Castle itself is a very basic place, large certainly but very little of note exists beyond the court. At a close inspection the stones are all shot through with veins of copper and red crystal. The castle itself seems to grow from the ground having no definitive foundation. It has grand ramparts to defend against those who would try to siege it, rooms of all sorts, a large entrance hall, and the kitchens. The kitchens take up almost the entirety of the ground floor and are always buzzing with activity; cooks bustling here and there making sure the meals will be ready at a moment's notice for the Queen. The head cook, a very dirty looking woman has learned much about cooking brains, the most important thing about it though is to spice the flavor up and she has many different peppers to do so. There are entire spice cabinets within the kitchens dedicated solely to different types of pepper as the cook has become quite fond of it. Surrounding the castle is a moat stained blood red, either by the blood of those slain on these grounds or by some natural algae.
dTír na nIontas is a place of great power, the birthplace of laughter some say but others have seen the darker side from The Murk to the dark rage of the Queen of Hearts foul moods. They know this is a place to be feared, to always have one's guard up, and to run if the need arises. Here one can discover massive gardens filled with flowers chatting and singing happily only to notice the malice beneath the music and smiles. This place is where nightmares are born, this place is where no one can come back completely sane. (If you travel to dTír na nIontas any of the wisdom loss one suffers lingers and can only be repaired by a greater restoration spell, miracle or wish). No one travels to dTír na nIontas lightly when they know the lurking secrets past the Everwood.

Tuesday, March 5, 2013

PFRPG: Plane of Færie Gazetteer: Déscaradh


I apologize for the tardiness of this post. I asked a friend of mine if he was interested in contributing to the blog, and he was excited to. He had the article to me on time, but I forgot to post it yesterday. Anyways, here is it. Please enjoy!

Déscaradh, by Adam Frank

The realm of Déscaradh (DAY-skar-ah) in the plane of Færie is separated into three distinct parts: the White Kingdom, the Red Kingdom and the Chessboard. The White Kingdom is the lair of the White Queen and her subjects. It is a place where freedom and creativity are treasured. The Red Kingdom on the other side is a place of slavery ruled by the Red Queen and where fun is seen with cruel tricks. Creativity is treasured there as well, but looked upon more favorably the crueler it is.

White Kingdom

The White Kingdom is a place of eternal beauty. The White Queen, a beautiful Azata of incredible power is in dominion over it. She celebrates freedom and creativity of the most beautiful kind. The art of nature is abundant here yet constantly flowing: sculpted gardens, fountains that pour crystal from their spouts, even paintings done in living flowers are here. The Queen loves art and the artists that produce it.

The White Queen is always experimenting with something new and is rarely seen in the same shape twice as her form is shifting with her mood. Two things that remain static though are her incomparable beauty and the theme of white in her being and outfits. She is flighty and pleasant to deal with unless it comes to the war where she becomes as serious as stone; at her core she has become a warrior for her cause and her kingdom.

Within the court proper there are seven other very powerful Azata all of whom share the queen’s love of beauty and freedom. One named for each of the seven pieces on a chessboard: two Rooks, two Bishops, two Knights, and a King. What many don't know is that the King himself holds all the power despite being the least powerful there as the White Queen must review all her plans through him.

The weather is always shifting but is mostly considered enjoyable and fair from a light rain to a beautiful summer morning, even sometimes the floor will be dusted with snow. The weather is at the beck and call of the realms queen.

The Red Kingdom

The Red Kingdom tends to mirror its white counterpart with some very stark changes. While beauty, creativity and freedom are such huge precepts within the White Kingdom the Red Kingdom is rather the opposite. The Red Kingdom reveres the beauty of cruelty and perfect hate, the creativity of torture and pain, and it reveres slavery rather than freedom.

Ruled over by the Red Queen a Demon of unimaginable power, she is in a form that befits beautiful cruelty. She does not change form though many believe she has the ability. She is constantly seen as an elven woman with an elaborate red dress and a beautiful face she always caries a weapon of some sort on her and is quick to use it. The one thing she respects is her war with the White Kingdom. She has been known even to offer help, though it normally is detrimental in the end, to a new warrior of the White Kingdom.

The Red Kingdom itself is all sharp corners thorns and jutting rock. The weather though never extreme is always oppressive or overbearing and the screams of the victims of the Red court can be heard from almost anywhere in the Red Kingdom.

The Red Court like the White is made up of seven demons: again two Rooks, two Knights, two Bishops, and finally a King. Though powerful the King is consistently berated and put down, sometimes even to the point of him being tortured. His power lies though in his ability to veto much of what the queen says so she is careful never to push him over the edge.

Chessboard

Between the two kingdoms lies an expanse of land exactly 80 miles wide and 80 miles long. It serves as battleground, center of power and home for the inhabitants of Déscaradh. This expanse is called the Chessboard. Similar to an actual chessboard in several ways it had very stark defining lines every 10 square miles.

The color schemes in these squares are designed to be able to tell them apart: white squares and black squares. Each white square has a different environment dictated by the queens. Some are snow covered, some are deserts, while others are an expanse of brilliant white and blue crystal harder than mithral when set yet more malleable than gold in its raw form, there are 40 white squares each one stark and lacking many inhabitants. The black squares differ in this in that they aren't all black; in fact most of them are lush and vibrant. These squares vary from farmlands to cities grown from trees, to deep and foreboding forests. Most of the denizens of this plane dwell either on these squares or in the kingdoms proper.

On the Chessboard you will find the overall climate ideally suited to the specifics of each individual square. Some are freezing, so cold that a person would freeze without a heavy coat, others, sometimes the next square are perfectly temperate with frolicsome fey children enjoying the perfect weather that their queens have blessed their square with.

The one consistent fact about every single square is that it is constantly at war. Some of the fighting is obvious, with huge soldiers battling it out with each other bloodying the field; other squares are less overt, and the battle being fought there is quiet with spies and silence, information being transferred from one hand to the other. Everyone who lives on the plane from the biggest meanest troll to the sweetest looking sprite is a warrior and everyone who enters a square is considered to be a warrior.

Monday, February 4, 2013

PFRPG: The Plane of Færie: Overview


Though coterminous to and coexistent with the Material Plane, little is known of the homeland of the Fey, and what is known is found in ancient folklore from various cultures.

The plane of Færie has the following traits:
  • Normal Gravity
  • Timeless & Flowing: Creatures do not age or grow old while visiting Færie, but they must still eat and drink. In addition, for every sixteen days spent there, only one day passes on the Material Plane.
  • Alterably Morphic: Some of the more “untamed” portions of wilderness have been known to be Highly Morphic.  
  • No Elemental or Energy Traits: Specific locations may have these traits, however.
  • Mildly Chaos-Aligned: Creatures who have a Lawful alignment take a -2 circumstance penalty on all Charisma-based checks.
  • Enhanced Magic: Spells and spell-like abilities from the druid and ranger spell lists are enhanced, whether or not they are cast by a druid or ranger.
  • Impeded Magic: Spells and spell-like abilities from the Conjuration, Divination, and Evocation schools are impeded, except for those found on the druid and ranger spell lists.
  • Limited Magic: Spells and spell-like abilities from the Necromancy school do not function, except for those found on the druid and ranger spell lists.


Færie is an antediluvian world filled with flora and fauna magical and mundane, massive and minuscule. It is fraught with the most beautiful sights you may ever see, and the most deadly creatures you may ever encounter. Not only fey, but an array of innumerable dragons, giants, magical beasts, monstrous humanoids, oozes, plants, and vermin persist there naturally. Since it is coexistent with the material plane, its geography climates match superficially. Few structures exist, and those that do are fashioned from living trees with tree shape and similar magic.

Forthcoming (in no particular order): LeShay Archetypes, The Plane of Færie: Gazetteer, and The Plane of Faerie: Adventuring.