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The Erewan Feywoods or The Feywoodlands

by Aoz


Map by Robin

 
D&D and AD&D mix plus through in a few twists of my own

While the feywoodlands are focused on the individual self and freedom, they still hold boundaries and promises. Fey that make pacts and bargains become magically bound to their promises and breaking an oath places them under the power of another creature. To swear an oath or promise favors to another is reserved for times of desperation or maybe for a desire of extreme fun.

The Feywoodlands and Erewan exist within the same space; however, to most normal people it is like being in different dimensions. Some have often described this mystical realm as Mystara's dream reflection amplified by the raw natural magic of the world itself.

Furthermore, fey understand that cold iron can harm, bind (prevent spellcasting) and imprison them. When a fey makes a promise, they must deliver or face the wrath of those they have wronged. Likewise, travelers are placed under the same supernatural forces when it comes to making pacts, even if the pact maker has no idea of the consequences.

The Feywoods has no normal day-and-night cycle. The sky exists in a state of near-constant twilight. The sun, when visible, is always on the horizon, and the moon’s phases seem, to those not-native to the realm, to be as random as it’s position in the sky

The Feywoodlands and its chaotic nature fights against the constraints of the Known World. As a source of magic, the Feywoodlands intertwines things separate elsewhere in the Mystara, like space and time but also, perception and reality.

The Feywoodlands offers no true distinction between space and time; it has no East and West, only Mornward and Nightward; its denizens do not travel North to South, but Springward to Winterward. Each spot in the Feywoodlands is fixed in time, an eternal spring morning or summer night, a moving picture that somehow feel frozen in time. It is for this reason that humanoid visitors describe the plane as dreamlike, for they might spend days, months even, basking in a winter morning, before traveling nightward and finding the time of day crawls forward with their travels. Even through I still use north, east, west and south.

Much of the Feywoods is pleasant spring and eternal, glittering dusk, but the realm stretches far nightward, much further than most humanoids dare to travel. That region of endless darkness is sometimes called the Feydark, for if the Feywoods is dreamlike, that place is nightmarish. Even evil fey and those accustomed to night do not travel too deep into the Feydark, for it has its own denizens, embodiments of the night's terrors amplified by the magical plane.

While all the Feywoods is magical, in the Wilds, the constraints of reality wear thin. In certain places, a rare portals between Ewewan and Feywoods appear allowing travel between the two . Visiting the Feywoods can be an exciting journey for any adventurer, though it isn’t without its dangers. Stepping into a portal, you may not know where exactly you end up, and while the inhabitants of the Feywood may appear to be helpful, it may end in your death or even enslavement or worse. The certain inhabitants can be cruel when it comes to another’s life and are only interested in their enjoyment.
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The Feywoods is filled with enchanting forests and beings, and many who return from the Feywoods to the Mystara find themselves ill-adjusting to the boring qualities of nature and the plane. This plane instills a longing for adventure and new experiences, the desire to experience the fantastic and truly strange.

The land is filled with powerful fey lords who use mortals to entertain them, either by bestowing strange powers or by sending them out on quests. When they make these deals, it can be dangerous for those who may not realize that the Feywoods itself may enforce the deal. If you make a deal for power or favor, you better hold up your deal or find yourself in a far worst position.

Journeying through the land, it many be dangerous; however it is a beautiful experience where you can see Pixies and sprites dance in the night sky, an emerald ocean of grass or witness true power and awe in the court of some fey lord. The Feywoodlands is a land like no other and leaves an impression on anyone.

However, there is a growing threat in the Winter/Nightward. The mightiest and most terrifying fomorian stronghold ruled by the fomorian King Vomorok, known as the Underking. This powerful citadel was found in the Feyground and was left alone for centuries. Many fomorians tried to take control of this underground city, but powerful creatures walked its halls and drove off all invasions until Vomorok was able to clear the citadel. An ancient Vault from Blackmoor times was shifted into the feywoodlands during the Great Rain of Fire.
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Inside the underground citadel are hundreds of ancient devices. There is even a spirit that haunts the Underking and talks about a place called Blackmoor, denies him access to places in the Vault, and is trying to slow process of the king but all the Underking cares about conquest. The Silver Knights and Centaurs believe that King Vomorok may have made deals with a few entities of the Far Realm.

Underking is constantly looking for arcanists for if he can understand how these ancient devices work, he would try to conquer the Feywoodlands and beyond. To that end, Zug Maw, is home to a large population of slaves who are used as test subjects in understanding how each device works. Even after all these years, the Underking has only learn how to use about dozen or some devices for this ancient vault.

There was once a Great Green Nation, however, the Underking slaughter most of the population and took those they captured as slaves . The Great Green Nation was hoping to amass enough power to be a true force in the Feywoods, and even had sent emissaries to the other races when the City was wipeout from the Feywoodlands and the King disappeared (Captured by the Underking). The Green Nation had Leprechaun, Wood Imp, Wood drakes, many different intelligent Floran races along with hundreds of faerie folk.

The other fey and factions sent forces to stop the destruction but was to late. Thankful with all the faerie folk and woodland creatures united against King Vomorok's Army and barely stopped at them near the borderlands of the Darkwoods. All attempts have proven ineffectual and Underking has only grown in strength as his fomorian army unlocks the secrets of the ancient Blackmoor items and weapons.

The King Vomorok's Army gathered on 1013 AC then march and started to make the Champions of the Feywoods falter but was stopped by the mysterious Great Flumph Wizard and his rust monster allies. Once the fomorian were stripped of their mighty weapon and armor. The Silver Knights along with the River Lords and many faerie folk even woodland creatures pushed King Vomorok forces back to Zug Maw. The defenses of Zug Maw were to great to go any farther but over eight hundred slaves were freed in this heroic feat. For now, King Vomorok has several mercenary units that he hires out to select Glantri wizards, hags, and even the the Queen of the Darkwoods act as protectors or an army. Redcaps, fomorian, trolls, and ogres make up the bulk of the fighting force.

A few addons:

 
As the Underking needs the arcane power to charge his ancient devices. For now, King Vomorok has several mercenary units that he hires out to select Glantri wizards, hags, and even the the Queen of the Darkwoods act as protectors or an army. Payment is in iron or spells cast into a tube that keeps the magic till returned to Zug Maw. The Underking currently gives 25 to 50 dc in credit per spell level traded in this way.

Troop: Cost in dc/month each.
Redcaps: 25

Fomorian: 200

Trolls: 100

Ogres: 50

It may look high. However, a wizard even giving 1st level spell per day for a month. 28 spell level x 50 = 1400 dc in credit

Could hire: 20 redcaps, 8 ogres, 3 trolls and 1 Fomorian for one month

The Underking would prefer "slaves" powering his devices unfortunately most wizards, elves and faeries only last a few months. So, he will trade services and grow in power. Until, Underking realizes in 1018 AC the value of faeries and starts exporting faerie parts to the Glantri wizards for more spell charges.

 
The Erewan Feywoods or The Feywoodlands (Rabbit Folk)

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De Glace and Hightower by Robin

Currently there is some conflict with Mage Kummer, an Alchemist, on Oragiato Creek which causes often toxic pollution in the creek, and the elves of Erewan complain about the dead fish once in a while floating by. The problem is, this alchemist knows the secret to specific kinds of glass production for lens making, which are highly desired anywhere in the Principality, and thus though while grinding teeth, they can only accept the pollution popping up once a while.

Rabbit folk
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Quick, clever, quiet, and the flighty rabbit folk keep careful watch on their dens. More likely to wait in silence observing strangers, rabbit folk are cautious and rarely seen. When needed to defend themselves, rabbit folk prefer ambushes, hit & hop tactics, attacking from hiding with lightning speed before hopping out of sight, only to repeat the process all over again.

Unknown to most, some of the alchemist's waste along with other environmental and mystical factors lead to the awakening of the rabbit folk, mouse folk, and bee folk in the area. The first awaken were found by the sprite, named Laura Fernsong, and she told them that she would help them. Laura lead them to the Erewan Feywoods and set each one up at different location. In the the region was a wilderness, with few predator and no humans. The Rabbit Folk arrived in small group and began to settle down, largely ignored by the fey . However, they did not set up borders, their territories overlapped, and resulted in conflicts and even deaths. After a brutal battle, the survivors were visited by the Laura Fernsong, Flumph named Miskozeen and a woodland dryad called Epimeliades, urging them to unite and live in peace.

However, the rabbit folk could not agree who would lead them, so five clans, Little Paw Clan , Lightning Foot Clan, Rouge Hare Clan, Tunnelers Clan, and Hoppers Clan, each demanded to be the leaders. In the end, they decided to separate into five groups, under the leadership of chieftain or chieftess. They developed the hare code, founded the five, dividing the hunting grounds between themselves and starting the Giant Watermelon Patch. They follow the Laura Fernsong, Miskozeen and Epimeliades who guided them with advice.

Erewan Map by Robin (Cropped by Me)
Everything north of the Red River is Rabbit folk area. These are general locations and the Rabbit folk must be careful. Sometimes an event will happen as the rabbit is hop, tunneling, or just sitting there and end up in Mystara: Erewan instead of Erewan Feywoods then the rabbit folk must find their way back. Maybe once about 3 months a few rabbits may reappear in Mystara: Erewan (only a few make it back to the Feywoods).

 
Little Paw Clan

Little Paw Clan claims the Northwestern part of the region, their territory consisting of woodland, named Berry Grove by an old werebear hermit. Their camp is the town to northwestern most part of the map (the town next to the berry).
Landmarks in the Little Paw Clan territory:
A Marmelade creek runs through the territory, close to the camp .
Near the camp is a sandy hollow, an area where apprentices do their battle training.
East of the camp is snake hollow, a cave where most amazing berries are abundant, but venomous snakes represent a very real danger. Use the tower between the berry patches as the area where the snake cave is.

Lightning Foot Clan

Lightning Foot Clan claims the region, their territory consisting of The area between Telnsen Creek and Oragiato Creek extending to the Red River. A few tunnels run underneath their territory that permits crossing into Hopper Clan and the Giant Watermelon Patch. This was created to easy travel to the Watermelon Patch and for the Hopper Clan to retreat when the Dread Wolves are on the hunt. Their camp is in a hollow, surrounded by brambles (use the middle of the Hills as a good spot for the clan).
Landmarks in the Lightning Foot Clan territory:
About four hexes south of the camp is the Burnt Oak Tree, an ancient tree that was struck by two lightning bolts from two fey arguing over the title Lord of Thunder.
Far west of the camp where the last hill hex ends is beetle gully, home to beetles to carrion crawlers and wild basil grows here. It provides Lightning Foot Clan with extra food and insect gear.
Many young rabbit undertake a quest to the Burnt Oak Tree, takes a small piece, defeats a foe in solo combat then travels to the Moonlight Den. Miskozeen will create a simple +1 weapon of shocking (+1d8 electric : twice per day); however, only one weapon per year to the most worthy young hare.

 
Rouge Hare Clan

Name was suggested by Miskozeen: rouge is French for red.
The Rouge Hare Clan claims the southwestern part of the region, on the north bank of Red River. Their territory consists of open plains, and their training camp is on a large, well-drained island, surrounded by reeds, that can be reached only by swimming (although the island is a tiny track of land).
Landmarks in the The Rouge Hare Clan territory:
South of the Giant Watermelon Patch, with a campsite next to it.
Southwest of the training camp is firestone (a Flaemish lost relic), in a large red glowing den, where some rabbits love to bath in the glow of the stone. The Rouge Hare Clan and select visiting rabbits often race over to bath in a dim red light. This clan can even have wizard rabbits (Maximum level 2, can go higher using GAZ10 - The Orcs of Thar: DM Booklet page 6 Personal Sacrifice Chart)

Tunnelers Clan

Tunnelers Clan claims the western most hills part of the territory, a small branch of Marmelade creek flows into the heart of the clans hills
Landmarks in the Tunnelers Clan territory:
West of the camp is the Hsiao Trees, the trees always have a dozen or more Hsiao.
East of the camp is the Outlook Rock, a large rock from where the moorland can be overseen.
The moors are almost hollow with tunnels, some made by animals, others by underground streams. Tunnelers Clan rabbit folk use them to move through their territory without being seen; those skilled in doing so were trained as tunnelers.

Hoppers Clan

Hoppers Clan lives in a woodland area in the far eastern part of the region. Their territory is also the home of some Dread Wolf the two are enemies. Another mutation from the Alchemist waste that found their own way into the Erewan Feywoods. The Dread wolves would have killed all the Hopper Clan members if Laura Fernsong had not intervened almost dying herself. Their camp is within a group of great fallen trees before the hills.

 
Rabbit Folk Territories

The Three Oaks
3 powerful dryads that heal rabbits when they can in a small clearing with 3 tall oak trees in the middle, used by Clans for Gatherings. It is a neutral territory, unclaimed by any Clan. All Clans have a direct access to it; they do not have to travel through other Clans' grounds to reach it. The Oaks are surrounded by the Giant Watermelon Patch. A good location would be 2 hexes southeast of the town Telusen in the 3 hexes of hills for the Oaks and around the hills is flat lands that is the Giant Watermelon Patch (at least to the Rabbit folk).

The Giant Watermelon Patch
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Every clan works in the Watermelon Patch, sending 30% population to work the patch and defend the watermelons. At least once in their lives all rabbit folk work in the giant watermelon patch. It is hard work but the patch has some of the sweetest Watermelon anywhere in Mystara or the Feywoodlands.

Gathering Rock
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The Gathering Rock or the greatstone is on a hill in the northwestern part of the territory. It is an easily visible landmark. A cave below the Greatstone called The Moonlight Den in the ground contains Moonstones, where leaders and shaman rabbit folk go to speak with the Laura Fernsong, Miskozeen or Epimeliades about once per month. It is a neutral territory, unclaimed by any Clan.
Using Telusen as a starting point or The Tree Oaks travel southeast crossing the Hightower creek until your reach a Tower on other side. Use the tower as on the map for the Greatstone. Even some other Fey are known to attend these hare raising meetings.

The Hole
The location would be underneath where Fiume Rosso would be. There is a Hin style home there named the Cotton Post, known as the Hole to the local rabbit folk.
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It is the home to a rabbit (actually a pooka in rabbit form) named Raider the Trader (9th level). He trades stuff from all over the Feywoods and even Erewan. "Barter System"
--Will use his time heal: every 2 hp = 1 crown or 50 dc in trade or equal value in trade--
Mouse Folk
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The Mousefolk spend their lives carving a home for themselves in the feywoods. They form tight-knit communities where every member is expected to contribute to the success of the whole.

Mousefolk settlements can be found in the most unlikely and inhospitable of places. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mouse folk are omnivores, eating whatever was available.

Mousefolk families extend beyond bloodline, an mousefolk's community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge the members of each becoming kin to the other.

The leaders of the communities are a circle of elders selected by the hunters and shaman of the mousefolk population.

 
Bee Folk (3 inch tall and life span 14 years max 20 years except the Queens live 60 years)
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The Bee Folk also commonly known as peuple d’abeilles, were tiny humanoid bee-like creatures that lived in large hive cities. They were divided into three castes: the worker, the soldiers and the ruling queens.

Only the queen and her court can cast spells like the faeries.

The peuple d’abeilles lived in hive-cities, with the majority of the population consisting of 66% workers, and about a 33% soldiers. They are very expansionist, splitting off and founding new hives whenever they grown too large.

Workers performed the hive's labor at the behest of their Queen, including tasks such as gathering pollen, producing goods, and maintaining the city's structures. A small number 1% of more individualistic vassals make up a queen's court, these peuple d’abeilles can cast up to as 6th level cleric and druid spells (the Queen can cast as a 9th level cleric and druid spells).

Soldiers patrolled the hive and its borders. They are suspicious of any outsiders and report any threats or activity.

The queen rules the hive with absolute power. She was the one to rear the juvenile queens, feeding them royal jelly to convert them into fully-fledged queens when the time came to found a new settlement.

Interesting Side Note: Can rabbit folk eat honey? Sadly, they can’t, even if it’s raw or processed. Like most animals with a plant-based diet, but highly glucose food without the right amount of nutrients is not an ideal meal for your rabbit. Do to this, the rabbit folk and peuple d’abeilles get along very well. Peaceful relations and even help each other when in times of need.

 
Erewan Feywoods

Of course, all elves are well aware of the fairy aspect of Erewan. The concept of enchanted beings interacting with the mortal realm goes back before written word. Elves, goblins, hobgoblins, bogies, sprites, pixies, brownies, even the undead and on for wee folk. The hidden people that have populated feywoods and sometimes appear in Erewan.

In fairy lands, time passes differently. A few days in Mystara is months in the feywoods. Old times sometimes children were stolen and raised as the fairies' own however in the Erewan Feywoods this has been replaced with taking a bunny. It can be a wonderful place, but as a dangerous place.

I highly suggest:

Monster Manual Chapter 6: Fairykin and Weefolk by Robin

 
A few town locations and at least 4 Fairy portals
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Laura Fernsong, 9th level Sprite and her mission to Glantri or Erewan: to help Rabbit Folk, Mouse Folk, and Bee People
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Miskozeen, 25th level Wizard Flumph
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Epimeliades, 18th level Dryad
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Underwater Lord \ sidhe (Rogue) 21st level (Filing in for the Archfey and too busy fighting the fomorians)
-treant 6th friend
--9th level Hsiao
---Centuar 14th level (Advisor)
The ArchFey Ruler of Erewan (Imprisoned by King Vomorok: cryostasis)
301,176 Rabbit Folk (5 clans)
128,000 Mouse Folk (The Mighty Mouse Nation)
Bee Folk: A typical healthy hive can reach between 20,000 to 80,000 bees. 20 hives (there were 23 hives but two were destroyed by the Dark Woods and one was corrupted by the Dark Fey)
about 400K to 1 million Peuple d’abeilles doing their thing (Many plants in the Feywoods are dangerous)

Dark Queen: sidhe (Fighter) also 21st level and sister of the Underwater Lord
-Has about 6000 Undead (90% Rabbit and Mouse Folk)
--60,000 Corrupted Peuple d’abeilles turning them into Wasp People

Area: (Feywoods)
1,260 +/- square miles

Population (I went with x4 Erewan population: includes all faeries, creatures and even fomorians)
90,384

Aozy Markov: Archmage of the Dark Woods | Image from pinimg.com
Aozy Markov was once polymorphed into a cat, and worshipped by tiny mice for almost 2 years until a dispel magic changed him back. Good times...still likes to change into a black cat every now and then.