Beneath the magical forest of the Feywild lies the dark and twisting caverns of the Feydark, a reflection of the Material Plane’s Underdark. This land is in sharp contrast to the beautiful world above it and is home to fomorian lords, cyclops, drow and other horrors who only wish to destroy the surface dwellers.

Fomorian Cities

The fomorians have cities all over the Feydark and are constantly at war with each other. Fomorians will never bow to another, and many are considered quite mad by the surface dwellers of the Feywild, which is good as it stops them from working together. Many of the fomorian lords suffer from extreme paranoia and will kill those who they suspect to be spies or who they suspect might become a spy in the future.

The three biggest cities of the fomorians are Harrowhame, Mag Tureah, and Vor Thomil. These cities are home to not just their fomorian lord, but slaves, spies, assassins, and the massive armies each lord is accruing to destroy the surface dwellers.

Mag Tureah

The mightiest and most formidable fomorian stronghold ruled by King Thrumbolg, known as the First Lord. This powerful citadel was found in the Feydark and mysteriously was left alone for centuries. Many fomorians tried to take control of this city, but strange creatures walked its halls and drove off all invasions until Thrumbolg was able to clear the citadel.

Inside the citadel are hundreds of portals to the Material Plane, though they are impossible to keep track of. Many fade in and out of existence every few hours, days or even weeks. Adventurers who wander the ruins on the Material Plane may find themselves inside of Mag Tureah, with no recollection of how they ventured here. There are even rumors that some of these portals lead not to the Material Plane, but to the Far Realm and some worry that King Thrumbolg may have made deals with the entities found there.

King Thrumbolg is constantly looking for arcanists for if he can understand how the portals behave, he can control the portals and begin an invasion of the Material Plane. To that end, Mag Tureah is home to a large population of slaves who are used as test subjects in understanding these planar portals.

Borderlands and the Wild

Past the civilized lands of the Eladrin lords are the wild expanses. Traveling to these locations is incredibly dangerous and most travelers avoid it if they can.

The Dread Isle

This isle exists somewhere above the Sea Lords domain of coral reefs. This island is home to treacherous waves, jagged rocks, and mysterious creatures. It is constantly flitting from the Feywild to other planes, and any who find themselves on this island may never leave.

This island is constantly trying to kill any visitors as it is home to the psychic Su Monsters that reside in its treetops. The Su Monsters watch over their island, with a special focus on the Yaun-ti who also live here. If you are ever shipwrecked on this island, you may find yourself having to fight to the death with your friends, for survival is everything here.

Brokenstone Vale

This land is home to lycanthropes who were able to win it from the eladrin lords after a bloody and hard-fought war. Here werebeasts are free to live, though if they ever leave their lands they risk being hunted by the Maiden of the Moon who wields a silver sword and is the doom of all therianthropes. As the moon is far brighter and stronger here, it creates an almost giddy like excitement when it hangs in the sky, causing all werebeasts to be more bloodthirsty and savage.

Throughout the Vale are ruins of castles and towers from past werebeast rulers that now lie in ruin. On the mountainsides that surround the vale are old mines home to wererats. While most lycanthropes choose to live a solitary life, some gather in clans and there is even a small village near the border of the vale led by a werewolf ruler known as Viktor Mazan. Here traders can come and trade for the rare wood that grows in the vale, though they are quickly sent away once the trade is done, as some werebeasts bristle at the idea of non-therianthropes in their realm.

The hatred of the elves and eladrin is strong among many of the werebeasts, and some will leave the vale for the sole purpose of hunting down fey and killing them in gruesome ways. Others have made deals with the fomorians to help the werebeasts kill the archfey.

Nachtur, the Goblin Kingdom

On the borderlands of the wild is the kingdom of the goblins. Here a hobgoblin wizard known as Great Gark, Lord of All the Goblins, is amassing the power of all goblin-kind. Great Gark is hoping to amass enough power to be a true force in the Feywild, and to that effect sends emissaries to eladrin cities and fomorian kindgoms. Only the fomorians have truly responded, and trade relations between the two continues to grow.

While the eladrin have tried to stop this rise of power in the borderlands, all attempts have proven ineffectual and it has only grown the strength of Great Gark as the defeated eladrin leave behind powerful magical items and weapons that the goblins would not be able to make on their own. Nachtur also has several goblin mercenary units that are hired by fomorians, hags, and even the Winter Court to act as protectors or an army. Goblins, giants, trolls, and ogres make up the bulk of the fighting force, though boggles are kept as pets as they have special powers that goblins use to great advantage.