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Come with me,
Where mountains have ears
Where waters have eyes
The flower you see
Knows what you seek


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Inspirational music. Come with me.

Can life be but a dream; a vision born
From one great conscience sleepless as the day
One night in darkness to one waking dawn
To eternity where past dreams fade away.

 Far east of the Dalelands there are another set of dales nestled in the boughs of the Rawlinswood. Collectively these dales are called the Great Dale and are under the protection of a mysterious being known as the Nentyarch.

The Nentyarch brooks no cutting of the protected forests with death being the only punishment for transgressors. Only in one other area of the realms do druids hold so much power but the Emerald Enclave of the Vilhon Reach place a pale second place to the druids of the Great Dale.

Trade occurs with the cities along the coast of the Sea of Fallen Stars, along the Golden Way, to the shores of Lake Ashane and the Rashemi boatmen, to the northern Nar, famous for their proud horses. Farmers grow their crops, merchants trade, craftsmen hawk their wares and rangers watch all.

To enter the personal holdings of the Nentyarh is death. To harm a druid is death. To disobey a druid will bring down the wrath of these great, old woods. There is power here. Power such as that of the Grandfather Tree and of the Hight Forest. The spirits in these lands are both good and bad, powerful and meek. Rangers from these lands tell stories at the great ranger gatherings that Satyrs still dance in these woods and fey of all kind can be found even near the edges of civilized areas.

Unknown to all but the Nentyarch there is a great secret in the Rawlinswood. Near the castle of the Nentyarch, under its watchful shadow lie a series of faerie mounds. These mounds were old before the Netherese built their first lakeside villages. These lands are sacred to the fey and only the most trusted rangers patrol the borders of this perilous land. For this was the last bastion of the Fey against human kind. When humans first began to study magic, metalcraft and war one of the pasttimes was hunting fairies. Like the elves later on the fairykin were inattentive and didn't notice that humans were spreading, growing, and learning the mystic arts. The human gods began to overshadow the fey powers and before the fey realized it they were hunted and no longer dominated their favorite frolicing lands.

Oberon went out into the world with several trusted fairy nights and saw the Dust Dessert Raurin, the Planes of Purple dust and other ruined lands. After traveling the world for 222 years he reported back to his love, Queen Titania of what he found. But war had already come to their lands and the human empire of Narfell was in turmoil and the priests of that once great land burned in hellish fires of their own making. While Oberon mustered the Hosts of Faerie, Queen Titania created a new world that would last through all of time and be the new home for the Seelie Court. It was a world made of the dreams of Faerun and has lasted through the ages.

Fairy Gates all over the Realms would now lead to this new land if one only knew the proper key. This key is known as the Fey Rune. One simple has to know what it looked like and visualize it when stepping into a Faerie Circle to be transported to the fey realm. Fairies love secrets and this one is most jealously guarded. For the fairys would not see their new realm despoiled by humans and orcs and other foul things.

But not all turned out as it was meant to. Pharod the Goblyn King had long ago been cast out of the faerie court and had created his own Unseelie Court with his followers, a mockery of Oberon and Titania's rule. Pharod had been outcast for his dealings with the diabolical. In fact, it was Pharod who put the whispers in arrogant human's ears to hunt fairies and show their dominance. It was Pharod who taught the high priests of Narfell the magics needed to summon beings from the Nine Hells. And the Goblyn King, ever watchful, scryed Queen Titania's great work and slipped into the land of fairy thus corrupting, and unwittingly balancing the magic world so that it could endure.

[Near the castle of the Nentyarch, under its watchful shadow lie a series of faerie mounds. These mounds were old before the Netherese built their first lakeside villages. These lands are sacred to the fey and only the most trusted rangers patrol the borders of this perilous land. For this was the last bastion of the Fey against human kind.] For under these mounds lies a great grotto, where the sun makes its way past leaf and moss and shines down on a monolithic artifact, a great rune of moss-covered stone that not only is the key to the fey lands but is the keystone to its existance. Should it be discovered all of the lands of Fey would be in jeopardy, for to look upon it is to know the key to the fey lands. To destroy this great rune would sever the link from Faerun to the Fey lands, or worse, disolve the magic threads that hold the fairy realm together.

But once in a blue moon a human or other being might not only stay his hand from slaying a fairy but may save one thus indebting the fairy to his benefactor. Mostly this involves some small favor or the granting of wishes, but sometimes, on the rarest of occasions one is taught the fey rune that will allow them to pass into the faerie world. This has only happened three times in the history of the world.

But for those that live there, in that timeless, ageless realm there is great adventure. For Pharod continuously plots and sends out his goblyns and other brutes to trouble the good fairys. So push back your small shoulders, draw your tiny sword and fly into a new world of adventure.

Welcome to Fey Rune.