Friday, June 6, 2025

Worldbuild24 - Shadowfell and Underdark

Shadowfell

Geography

Auburn Desolation, The – As much Earthly Deshur is a sick copy of the Shadowfell, its counterpart takes on a sinister aspect. The weak horizontal sun barely stifles the unbearable heat, and the sands seem almost malicious in their treachery. Rocky outcroppings are exposed and buried by burning wings except during the greater freezing nights. The land is infested with snakes, and it seems even the Iteru River flows backwards, but it is clean. Terminating in a cliff face with a ruined temple-city and mausoleum of dreaded Ssra-Tauroch, the first mummy. His undead Yuan-ti continuing in a nightly parody of life.[i]

Domain of Dread – When a being has crossed some unknown line and revealed their most wretched heart, the Shadowfell will claim them and their community. Surrounding all in mists and transporting them to that Plane. Most villains will not suffer this, and it is not just to bystanders. It remains a mystery. Some realms have adapted and become sprawling, if closed regions. Some seem trapped in stasis, as if the event were mere years of months before. Temporarily or not, defeating the darklord will lift the mists. Permanently ending their reign sends all those of evil hearts to another domain.[ii]

Gloomwrought – The city of midnight. The Shadowfell companion to Punjar, this desolate port is the largest entrepot on the Plane. The city is surrounded by the Skins, a vast swamp, and is otherwise a gloomy and colourless place of morose natives, Shada-kai and Dark Ones, True or otherwise. Notably the city is mutable, changing by the whims of the keepers, much like too oft-mentioned Sigil. Otherwise, an apparent immortal rules, and bends the districts to his changes. Crime and corruption is rampant and the city suffers riots and literal collapse even more than it’s Earthly counterpart.[iii]

Golden Architect, Citadel of the – High above the Plain of Sighing Stones float the folly of a gold Dragon. Golgorax was driven to seek oblivion by the endless losses against Tiamat’s draconic forces. Yet weakened, he was caught by the death Giants and offered oaths to build them a magnificent floating city. Using Dark One slaves, the city was built, with him a prisoner, but it rotted in a generation due to the giant’s soul-devouring evil. Now the few giants who remain serve him, scouring the desert for the few who can be fed to Golgorax, and the giants their souls.[iv]

Kas, Kingdom of – The ancient and terrible vampire lord Kas, once one of Vecna’s Servants, rules an entire kingdom where vampires openly rule over the mortal population. Taking their cruel taxes in blood. Such a realm avoids destruction at the hands of the Raven Queen’s sworn warriors by his ongoing deceit. He provides information on Orcus and Vecna to the queen of the dead. Allowing him time to take subjects to his domain in the Astral Sea for feeding on, in that realm of lava and polished obsidian.[v]

Letherna – The first and last place in the Shadowfell any righteous souls should see as they descend like falling stars. The newly dead are called across the planes to this mountaintop fortress of black ice and new snow, to meet the Goddess in person and receive their final fate. Here the Raven Queen administer judgement and she can not move beyond for she has staked her domain here and in doing so given up her former master’s realm in the Astral Sea. It is the headquarters for her many Forces and ringed by many fortress-towers and the trial temple Zvomarana.[vi]

Moil – The City that Waits. Whether this place was of the Earth or the Shadowfell is immaterial. The Molians desired power and wealth, so they dabbled in demonology. Eventually a cult of Orcus ruled, purchasing his favour through sacrifice and hideous ceremonies. In time they could not stomach it and turned to Pelor to purify themselves. Yet Orcus is near a God and the pacts are not easily undone. He seized and flung it into the lightless regions of the shadowfell, a black pool of necromantic energy. The citizens embraced nihilistic oblivion and undead now prowl. Even drawing dread Acererak.[vii]

Monadhan – Once in Arodia, now a Domain of Dread. During the end of Antiquity, as Bael Turath and Arkhoisa battled for world dominance, some unknown damnation created a valley-stranded shantytown and fort, surrounded by a hostile jungle. Those guilty of the basest betrayals find themselves drawn here in life or after death. All manner of scum from across disparate times and places dwell here in a lawless mass of paranoia. Kas the vampire is frequently drawn here but has discovered how to escape. Periodically, a dracolich wreaks havoc.[viii]

Plain of Sighing Stones – No Narrow Passage stands to sever the greatest desert the Planes has ever seen. The desolation possesses little water and fierce dust storms to make up for the weakened sun. The death Giants extracted the pitiful resources, and Dark Ones slaved to build their Citadel of the Golden Architect which hangs above, like a storm cloud. Shifting dunes and rocks distort the wind into moans. Dry oases and sentient mirages cannot equal the nomadic Zamar-Sha. Vicious shadowborn Humans as likely to torment and kill as ignore. They ingest and wield poisons, curses like weapons and paint themselves white with chalk.[ix]

Prison of Trebarra Kan – Before the Age of Chaos, the empire of Nerath linked the Known World. From such cosmopolitan beginning, Trebarra Kan became ordained by the temples of Vecna and Zahir. When revealed, his fame grew, and lightless pacts were forged. His cult became powerful and discordant, forcing him forge a dark mirror to drive foes mad and bend others to his will. A magical fortress in the Shadowfell to hold them insubstantial. Open infighting disrupted his task, and he was the only victim. His spirit now haunts the fortress, leaving only to possess those who deal with the mirror of secrets.[x]

Uncrafted Ruins – The Shadowfell is full of mourning. Yet no being mourns here, and no being touched them. As an echo of Earth, the Plane manifest locations akin to its twins, but always morbid. A village is a graveyard, a castle is a ruin and a city is massive pyramid palaces, surrounded by overflowing charnel pits instead of neighborhoods. The natural animated undead or lost souls find themselves among these places as they emerge, haunting the dark reflections of their lives. It must be an earthly place already so miserable and gloomy to be reflected as a living city.[xi]

 

Anthropology

Dark Ones, True – The Goblinoids of Imaria have adopted their ways, but the original Dark Ones are first-born Human children of the Shadowfell. First worshipping then fleeing the death Giants, they embraced the subterranean darkness. With little affection for outsiders, they remember their once soul-devouring overlords and stay loyal to themselves alone. Integrating into cultures and beliefs, they reside in most settlements of the living and the dead. Often as covers to let comrades in, to resupply, but other times they set aside their grudges. The Shadar-kai have the most success at a rapport, with many fervently loyal to the Raven Queen.[xii]

Forces of the Raven Queen – Besides the religious orders and slayers of the Earth. The Raven Queen can marshal the forces of some Dark Ones, the majority of the Shadar-kai, being capable of free-will yet having dedicated their culture to her. Chief among her enforcers is the Raven Knights. Terrible and hideous spirits of death called sorrowsworn who hunt those who cheat dead and put the undead to rest. These command the fortress-towers of Letherna and in turn command mortal companies. They are perhaps the only way for a shadar-kai to obtain desired immortality without violating their Goddess’s commands.[xiii]

Shadar-kai – During the Dawn Age, a tribe of Humans, rumored to be part Elven, was perturbed by deathly fate. Nerull could not answer where the soul went, he was more interested in acquiring for power or torture. Their old devils were selfish and cruel. With the coming of the Raven Queen, they turned to her service amid the Shadowfell. They purged the last of Nerull’s cult and established what would become Gloomwrought. To stave off their Plane’s ennui, even as they need to return to it. They undertake extremes of emotion, experience, boasting and modification. None live their four centuries.[xiv]

Undead and the Raven Queen – The undead fear she who rules over the dead for she bide them to pass on and abandon their half-forms. Yet the Shadowfell is a place of naturally-occurring undead and her servants must contend with them. Wariness and guarded mistrust mark the trades between the Shadar-Kai and intelligent undead. Though some believe the Raven Queen can return them a Soul, their own or others to quench the gnawing hunger. Those cluster around her temples and her fortress Letherna in hopes of catching her attention and favor. Though the God is silent, her priesthood eradicates them if they grow too numerous.[xv]

Vistani – Wanders with no permanent home and travel the Planes in insular caravans. Perpetual outsiders mean others are not their kin. Their colours make them so associated with crossing the Shadowfell. Vistani divination magic follows bloodlines of glossy black eyes. Claimed to be divinely granted and akin to the moon. Though any race may join bloodlines with cultural scarification called the Blooding or by bringing in new blood while on their coming-of-age exile called the Jaunt. Indeed, Vistani and her original kin may have been Halflings aggrieved at their abandonment. Another is they were enemies of Mira and were pushed out.[xvi]


 

Underdark

Geography

Bolmarzh, Mines of – Within the shallows of the Underdark, there lies a deep chasm that stretches down to where the Duergar dwell. For decades they carved and mined in their ‘Secret Treasure’, hidden beneath the foothills of the Dawnforge Mountains. Until, according to those who tell traveler tales in the Vault of the Drow, they were driven off by grimlocks. Grimlocks are a threwd-less race, so some day a more powerful creature is sure to seize control and the surface ventilation tunnels.[xvii]

Heart of Darkness – Thought to lie beneath the Forest Wall, this twisted knot has caused much misery to Dwarves and other deep dwellers. The oldest sages of the Empires of Deep Darkness say it was carved by beholders. But for centuries it has been the lair of the Orukurtz, a purple Dragon. Such a wyrm has never troubled the surface, yet he hunts in an ever-expanding territory. His lair contours around itself and branches, making him impossible to catch and easy to be ambushed.[xviii]

King’s Highway – When Torog did battle against the Primordials in the Dawn War, he went into the Underdark to confront its maker, Gargash. Who had learned to confine not just create. Victorious yet broken, Torog had smashed through the barriers of the Planes and rock and continues to dig to this day. Leaving a broad path some fifty to two hundred feet wide and spattered with his undying blood. He carved it through other paths and through every cavern or maze of note, even into the Shadowfell and Feywilds. All manner of creature uses this road and makes it lucrative and dangerous.[xix]

Lost Dawn, Pockets of – In the bleakest days of the Dawn War, the Earth was churned, scarred and scorched by powers alien to it. The Gods and Primordial waged bitter war and great holes opened in the earth’s wounded form. Whole mountains and forests were swallowed below. That realm’s alien nature swiftly digests such sites. But still there remain strange former mountain peaks and forests of crystals, growing around a Primal site. These bubbles of earth and hidden springs are sought by heroes and half-remembering spirits. To nurture and preserve them as the underdark erodes the surrounding rock.[xx]

Mutuz-Vot – In some caverns the darkness is so utter that it drips from the ceiling in black-stained water, poisoning and body and the mind. The Mul was forged in that sickening blackness, where the cruelties of the Drow were tested. For deep beneath Ajayib, the drow and Duergar still fight bitterly from the sea caves to the central cavern of Mutuz-Vot. Within this war germinated an idea, a hybrid of immense vigor and fairer temperament. So were the Dwarves of the Range of Marching Camels and the Human proto-Zakharans fused.[xxi]

Phaervorul – Deep beneath the Nentir Vale is said to be an outpost of the loathsome Drow. A centre for trade and religious observation at one end of an enormous spider web of tunnels that lead east to the Vault of the Drow. Here the drow tolerate trades provided they do not interfere with their customs. This place is rumoured to connect to shafts in the Dawnforge Mountains and beneath Thunderspire Labryinth.[xxii]

Underwilds – The frequently traveled corridors of the Underdark crawl with horrors. But far from the King’s Highway, there are eddies of Primal power. Whether these be spirits of the dark or Lost Pockets of the Dawn, life flourishes. Fungal forests, slime pools and sweeps of phosphorescent mold. These oases have abundant food and water in the otherwise desolate depths. For those Drow which could not fully escape in body or mind to become Renegades, this is the perfect home to reform as free tribes of graceful barbarianism.[xxiii]

Vault of the Drow – Only those without morals tread the Kings Highway and the secret roads of the Drow to their fell capital. Erelhei-Cinlu dominates a cave six miles long and nearly as wide. Ruled by eight drow houses, led by matriarchs who maintain estates beyond the walls, with their slave fields and garrisons. The dark gem itself is a riot of debauchery and torture, its eight ghettos, inhabited by pleasure-seekers and sufferers. Along with what theocratic governance the Fane of Lolth holds. Yet it is far more tolerant of outsiders, so long as they keep their heads down among the mercurial residences.[xxiv]

Anthropolgy

Elf, Drow – Of the three races devoted to the Seldarine, none are as mysterious and feared as Lolth’s. In the Dawn Age they revolted alongside their goddess and their failure sent them beyond the Feywild. Into the lightless depth of the Underdark, where the magic preserves them better than the Elves. Playthings of a goddess corrupted by demons, then bereft of her domain of fate by the Raven Queen. Bound in a cult of her image of matriarchs and half-spiders. Few become Renegades. Closer to Eldrain in looks, but elf height. The midnight skin, white hair and blue-red eyes are no curse.[xxv]

Elf, Renegade Drow – Some Drow are born different, others experience a flash of life without constant paranoia and treachery at the whims of a corrupted Goddess. They seek the sun. Most perish as sacrifices, as weak links or to dangers on their climb. For those strong, cunning and decisive, even ironically ruthless, freedom awaits. Renegades blend in in the blinding hinterlands and entrepĂ´ts, aided by most surface-dweller’s unfamiliarity and assumptions they are some extreme form of Desert Elf. But the greatest cities and wildest places house surface Elves and their corresponding wild hatreds.[xxvi]



[i] See Open Graves pp.88-95

[ii] See textbox in The Shadowfell – Gloomwrought and Beyond p.6

[iii] See The Shadowfell – Gloomwrought and Beyond pp.12-65

[iv] See Draconomicon: Metallic pp.138-144

[v] See Open Grave p.205

[vi] See Open Grave pp.22-23, Manual of the Planes p.60

[vii] Manual of the Planes pp.60-61

[viii] See Dragon Magazine #378 pp.12-24, Dungeon Magazine #170 pp.4-57

[ix] See Draconomicon: Metallic p.138, Manual of the Planes p.61

[x] See Open Grave pp.39-40

[xi] Inspired by text in Draconomicon: Chromatic Dragons p.118

[xii] See Manual of the Planes p.56

[xiii] See Open Grave p.23

[xiv] See Dragon Magazine #372 p.5

[xv] See Open Grave p.22, 4E Monster Manual p.243

[xvi] Dragon Magazine #380 pp.75-91

[xvii] See Draconomicon: Metallic Dragons pp.108-117

[xviii] See Draconomicon: Chromatic Dragons pp.126-133

[xix] See Underdark p.12, pp.14-15

[xx] See Textbox in Primal power p.47

[xxi] Inspired by spell Dark Rain of Mutuz-Vot, Arcane Power p.81

[xxii] See P2 – Demon Queen’s Enclave p.6, pp.8-9

[xxiii] See Primal Power p.132

[xxiv] See Underdark pp.66-73

[xxv] See Heroes of the Forgotten Kingdoms p.246 4E Monster Manual pp.94

[xxvi] See Dragon Magazine #390 p.42

Wednesday, June 4, 2025

Worldbuild24 - The Feywild

Feywild

Geography

Astrazalian – The City of Starlight is a two-faced realm. It spends spring and summer floating on its emerald island of Ruislip and autumn and winter in the Feywild. The crown jewel of all the Eladrin realms, where affluence, diversity, learning and trade fill the streets. The Havens are but a faded image of the original. Yet the noble houses hoard the power and courtesy and respect so engrained, just balances the corrupting arrogant and deceit. The mortals leave seasonally, for worldfall brings Astrazalian to be besieged by the Fomorians. The city is lean and grim then.[i]

Bakemono – Normally a term for a haunt, it has long been associated with the Hobgoblins of the Feywild. Which threaten and terrorise much of eastern Nangia from their Plane. The Great Gark of Nachtur commands his forces to destroy for his own pleasure or pay. Bakemono is a series of nominally independent staging camps in the lush forests where no axe or hoe will come to hew. The captains rule as independent lords and balance the hoarding and tributing of plunder to the Great Gark. From there, forces march to make worldfall in mortal woods.

Brokenstone Vale – Where the Fey Vidya Mountains rise and the pass to Whitewall belongs to the howling moon. By ancient compact, shapechangers are safe here and neither can a creature enter without their permission. Yet likewise, all beyond are forfeit to the eyes of the Archfey, the Maiden of the Moon. The lycanthropes make useful if intimidating trading partners for Mithrendain. Yet others are vicious, especially with the full moon. A sliver stripe or display of wolfbane dissuades them. But one must compete with the hags and witches for that and can mark one out as a target by the werebeasts.[ii]

Cendriane – Tragedy is the mark of the ruins of Cendriane, for here was the greatest of cities before the Kinstrife Wars that separated the Drow from the other Seldarine. Repeatedly attacked and pushed back, the final battle between the drow and Eldrain was forewarned by the appearance of the Far Realms-touched star Zhudun. Great magic was used and within days every citizen had vanished. The crystal city remains a beautifully preserved haunted ruin, guarded by nesting creatures, outlying communities with strange melancholiac customs and picked over by treasure hunters who seldom return. The lord himself, Kannoth remains as a vampire.[iii]

Court of Fallen Leaves – Once the lands south of the Scourge Mountains resisted the Archfey, the Prince of Frost and his opportunistic harnessing of the hateful winds. Now the remaining Eladrin lords bicker in a ruined realm and the Fey of Tronskal have no authority, living wild as they please. Or demanding much and offering only a little to the Earthly borderlands between the Jotunheimen and the city walls. In turn the Fomorians of the Feydark have made greats strides in securing their realms above and below. What little earthly commerce they do is with the Frozen Coast.[iv]

Desert of Winds – The desolate yet beautifully carved lands which mirror the western reaches of Zakhara. Few Genies dwell in the Feywild and those which do have embraced the narrative flow of the land. The tribes of Eldrain do not Differentiate but pass from spire-top villages to wind-carried tent as they please. The few cities are wind-scoured white and decorated, overgrown palaces of lords and attached bazars. The animals and resources are few and magical, meaning the fighting is for higher stakes. Numerous Sand Knives, a bandit people, have crossed over in recent years, lured by their control of Earthly Kashtaph.[v]

Feydark – As Earth has its depths, so does the Feywild. As the King that Crawls likewise laughs at such boundaries as the Planes in his anguished wanderings. Here lie the greatest dangers for the feydark is the realm of the Fomorians, and their cyclops. But also, creatures they could contain but never kill. Unlike the Underdark, it teems with life and magic, especially the lands of the myconids. With water and food abounding, the numbers of threats rise as well.[vi]

Forest Edge – There has never been barbarian Humans to hew the forests of the Feywild’s Long Lakes. Allowing the abundant greenery to grow all the way to the Lake of Dreams but remains no less vibrant. Yet the courteous of the Fey do not dwell here for the lake edge is home to a Dragon. This green beast has bewitched those who steaded here. Transforming the capricious realm into something malevolent.[vii]

Islands of the Uttermost South – South of the Crowded Sea is said to be a linear chain of island stretching a thousand miles west and east. This is thought to be the boundary of the world in Zakaharn folklore. Beyond is bare ocean or plunging mists to the Astral Sea or Elemental Chaos. It is yet another mirage of the Genie’s Wind. The islands lie in the Feywild, accessible through miss-aligned ships and Arodia’s counterpart not being in place. Unexplored as of writing, the only reported note is that the islands are forested.[viii]

Isle of Dread, The – It is said to exist everywhere and anywhere, an island that time forgot, ringed with treacherous reefs and storm-tossed seas. Black sand, black mountains and black smoke mark an island that floats above the coral kingdoms of the Sea Lord Archfey. The island is said to shift from the Feywild to Earth, any earth and any time it is whispered. Tight-knit or short-lived bands of survivors struggle and betray each other, for the island is home to powerful magic, Dinosaurs, Yuan-ti and the dread Su-Monster. Psionic creations of short-sighted and deceased wizard Halkith, which monitor and prey upon the island.[ix]

Lake of Dreams – Akin to Lake LumlĂ© in Adventia, this crystal-clear Feywild lake is rimmed with forest and cliffs, as is its counterpart. To gaze into the lake is to have one’s dreams perfectly interpreted in the reflection. To drink its waters is to invite he most wonderful or nightmarish phantasms for the sleeper. It is most known for its role in the savage enlightenment of Cerunnos, patron of the Wild Hunt.[x]

Mithrendain – Beyond these autumn stormlands of the Plains of Valdrennai is a magnificent city. Soaring autumn-colored towers and graceful architecture, with neither wall nor grid seem to benefit the phrase “Walls of the Fortress”. That citadel lies at its heart, built in the waning days of the empire to guard something forgotten. Besides the Citadel Arcanum, it is a place of tower clusters, gardens and rigorous privacy. A deep hum is heard by visitors. Earthly difficulties include vague timekeeping, exacting standards of beauty, the shady Old Battery neighborhood, secret police and that imprisonment is replaced with harsher penalties. Frequent diplomacy occurs.[xi]

Murkendraw, The – Stretching across the horizon is a pustule on the face of the Feywild. Not the Fenreach but the entire Sea of Ships is a bleak and sodden landscape of clotted mud and quicksand. Populated by crocodiles the size of the skiffs, assassin vines and flies the sizes of dogs. Witches driven from civilisation learn at the foot of hags and cold iron is buried under every door and window. The Murkroot Trade Moot cannot be found unless one is shown by another who has. An underground bazar of the cruel, illegal, illicit and the cures for what else is sold.[xii]

Nachtur – North and east from the territory of the Eladrin, the forest gives way to open meadows and eventually to dry rocky ground. Beyond is grey and treacherous badlands. The great Continental mountains reduced. This is the gateway to the Goblin kingdom. The forces of the Great Gark are numerous and count Trolls and Giants too. The Hobgoblin wizard seeks raiding against all. Snatching children and good Fey. By rumour, the innocent are eaten and malicious transformed into more goblins.  Border towns line the outskirts, home of witches, exiles and outcastes. Still, diplomats and mercenaries stream forth to all civilised realms.[xiii]

Nypacian Outlands – The echoes of the great jungles that swirl across the green coast of Zakhara’s Fey twin. No khedive dares march on this verdant misery, even when they know where the Planar portals are. For this land is one of snakes and birds and elephants of legend. It is the Earth which is but a pale echo of here. Worse still are those fey Giants who rule. The Fomorians have never fallen nor devolved, and they and their kin rules shadow-dappled cities amid the tower-high trees.[xiv]

Scourge Mountains – In the north, where the echoes of Jotunheimen rise, stripped of a name. A terrible wind blows every twenty years across the Feywild. A sentient and malevolent blast that seeks to freeze to death as many lives as possible before it blows out. Such a curse came about when an infant Eladrin princess of elder blood was slain in her crib. Such an act resonates despite amends. Indeed, only specially trained song-singers can ameliorate the wind for their foothill settlements. To do so, they take a sacred quest to wander, promote peace and life so they may sing of it.[xv]

Senaliesse – Titanic silver trees arise from the forests yet hold higher the living wood palace of the Summer Queen Tiandra. The Archfey dwells in a realm of endless summer and perpetually merriment among the roots. Yet such a realm was the work of many, Oran, the Green Lord wove the palace for this is the Court of the Stars and it’s Shiradi champions. Archfey, even those malign, travel here regularly to meet and scheme and revel. The lesser all know a rhythm to avoid the wrath of powerful visitors and courtiers, and petitioners bring constant tales of woe.[xvi]

Shinaelestran – The Fading City, City of Rangers. From sunrise to dusk, the Eldarin work the vineyards around their forest-choked city. Producing feywine, fletching arrows or trying stop the trees from consuming the manses. From dusk to midnight, the Fomorian Queen Connomae of Vor Thormil tries to seize the city as a raiding base, and Lord Calenon’s forces are put to the test. From midnight to sunrise, the city arrives on Earth to contend with the feral and savage Humanoids of the Deepwoods. Every night, from before to forever. Welcoming and valiant are they to allies, and mightily do they revel.[xvii]

Spiral Tower, The – A site both actual and metaphorical where the Fey races of the Seldarine studied the spell and the sword to achieve a balance between them. While Corellon taught here and Nerull studied here. The site is best known for being the final battle between the Drow, the Eldrain and Elves. The demons and drow had seized the site after a protracted battle. While the eldrain were fighting on multiple fronts, the elven commander Ossandrya stepped up. Victorius, the spiral tower was reduced to a blackened spindle and had to be rebuilt.[xviii]

Valdrennai, Plains of - Deep in the Feywild is the reflection of the great plains cradled by the Vidya Mountains. The lands of the Dyne, the Hill Cantons and the nomad-tinged marches of the Hundred Kingdoms. Here the weather is eternally blustery, and the plants bedecked in autumn colors of an eternal partial death. Beyond these autumn stormlands is the bright twin of wolf and bat-haunted woods. Where color predominates yet the danger can be just as great. This is the domain of the city of Mithrendain, which more than some know the way to.[xix]

Zoramadria, Tower of – Once the Eldrain warlock Zoramadria was banished from Astrazalian for her meddling in the Planar boundaries between the Shadowfell and Feywild. Forewarned, she teleported her tower and her students to a far corner of the shifting lands. As her tower was being invaded during a ritual. Apparently, the magic killed Zoramadria and render many of her students undead. Her promising student Parthal now leads as a lich. He is said to be consumed by vengeance and frequently in need of innocent or powerful souls.[xx]

Anthropology

Archfey – There are more archfey than there are major Gods, demon princes, Primordials and even Primal Spirits. They command the Fey courts, empower Exarchs and demand respect even if not attending the Court of Stars. The mightiest are called Sidhe Lords and many are still Eldrain. though others have arisen or are independent wanderers. Mightiest is Tinandra the Summer Queen, who rules two courts. The Prince of Frost and the Winter Witch, Siblings Elias and Siobhan Alastai, ruler of the rivers and seas. Oran and Cerunnos, the Maiden of the Moon. Baba Yaga and the greatest of the Formorian monarchs.[xxi]

Beast Tamers – It is suggested by the divine records which stretch to the Dawn War, that the callous Elven nobility would open Planar crossing to the Feywild to let loose beasts in generational gladiatorial games with Human settlements. Besides the historical inaccuracies, the Eldarin have sought to disprove their ancestors committed such vile acts. Nevertheless, many folktales refer to Fey beats and in turn to those who developed the art of taming them. These magical bloodlines have been diminished by time, yet individuals still occur. Perhaps the Whipmasters of Bael Turath were such, deceived rather than gifted by their masters.[xxii]

Cerunnos – A Firbolg, raised as the adopted son of Oran of the Green Court. Taunted by his sisters, it was foretold that he would be the greatest hunter, and a dark destiny awaited him at the Lake of Dreams. In hunting the silver hind to the lake, Cerunnos embarked on a story of betrayal. His father, the Prince of Frost, Tiandra, the Summer Queen and the hind herself, an aspect of the Moon. Now he lurks among the Gloaming Fey. Cursed with horns, he hunts lovers, lycanthropes and the strong if sporting. He brings madness by his passing.[xxiii]

Eldrain – A Fey Demi-Human race which are the ancestors of all Elven peoples. Supposedly made from the blood and tears of wounded Corellon, they continue to live in disparate Feywild kingdoms centred on powerful beings called Archfey. They possess slimer builds than their Earthier elven descendants and are more fair than dark in complexion. Noticeably they have no pupils, only pearly and opalescent orbs. Swords and spells are to them as a saw is to a carpenter, for the Feywild is turbulent as it is magnificent.[xxiv]

Fey – The Feywild live on and through stories and all narratives have sides. All native Humanoids and intelligent creatures serve one of these. The Court of Stars is the grand conclave of the rest. The Court of Coral encompasses the aquatic and island-dwelling fey. The Gloaming Fey are associated with dreams and night. The Green Fey are forest-dwelling creatures. The Summer Fey are the largest and most refined of the Eldrain. The Winter Fey perceive themselves as not being a faction, though they follow leaders. The Unseelie are not a true faction, being malicious outcaste creatures, frequently tied to the Shadowfell.[xxv]

Fey Crossing Hamlets – Far from the cities of the Earth stand quiet villages, where the Planar boundaries with the Feywild grow thin. Here plagues and famines never strike, and game is always plentiful. Mists rise in fantastic shapes and the woods are filled with senses that ae beyond the humdrum. Yet to stray out at night or beyond the path is to invite vanishment, and the few who return are out of time or mind. Residents are prone to odd rituals, even by the loose understanding of magic. Still, here is where fairy blood and skills may be found.[xxvi]

Fey Pacts of Ancient Days – A tome that records obscure Archfey once revered by primitive Humans. Within are Neifion the Lord of Bats, Zebechial the Lord of Lightning, and Morrisa the Lady of Swords. Zebechial is the most beseeched, but all that can be known is that he dwells upon a floating demesne within the Feywild and is most concern with directing the power of the storm. Their obscurement is obvious. Neifion is of an aspect long shunned by day-dwelling man, Zebechial was toppled by Kord in his Pagan glory. And Morrisa lost her chance when dead Turen perished for usurpation, not lack of skill.[xxvii]

Fomorians – As Giants and titans exist on Earth, their Fey equivalent reside. Masters of the Feydark against the Seldarine. Which is why the Drow came to the earth, though the Declaration of Eschatos preserves some equity. Emerging with a sinister eye, that brought them nightmares, visions and imparted curses. They shaped the Cyclops, reflection of Ogres but far more skilled into willing servants. The discarded Verbeeg, reflections of the Indra. They enslaved the Gnomes and made the Hengeyokai their servants. Hag-Ungotha may be destroyed, but Harrowhame, Mag Tureah and Vor Thomil remain. Mag Tureah the largest, most diplomatic and warlike.[xxviii]

Gnome – As Dwarves emerged on Earth, the gnomes emerged in the Feywild. And likewise, they were enslaved by the Fomorians, the Fey echoes of Giants. It is by stealth and cunning and occasion rebellion that many did hide or slip away from the Feydark. Illusions, inventiveness and unobtrusiveness are virtues to them, and hidden are their root-drawn holes. On earth, some have become closer to dwarves, loving gems and mechanisms, sometimes intermingling to grow beards. Others hide in the Underdark, losing hair but retaining their black orb eyes. Shorter than Halflings, they live like Eldarin, passing three hundred years, but aging.[xxix]

Knights of the Fey – The Aelavellin Seldarine, the Sword Knights of the Seldarine are those knights who serve Corellon above all. Open to all, they are more frequently are his patroned people; Eldarin, Elves and Half-Elves. They have a Fey perspective on what could be called a personal code of chivalry. They do not shun the bow, spell or ruses of war and learn techniques of moving in armour. Beyond valour and martial skill, they are expected to show the eldarin and elven virtues; exceptional patience, grace and compassion. Always welcome in those communities, with the title of ruathar, star-friends.[xxx]

Turco-Fey – Turco might mean strength, but some of Zakhara say it means robber. The Howling Plains of Earth are wild enough, the Feywild equivalent, the Plains of Echoing Thunder are where even the rivers, hillocks and mountains migrate to the rhythm of the sky. Hordes of Centaurs and intelligent horses roam these lands warring alongside Eldarin on storm-cloud shrines. There is never enough grass or water for hardship is the tale. And the tale ends when a mighty city is conquered, to be burned or settled. Only an earthly city has the legend-permeance and the majesty for the tribes since Antiquity.[xxxi]

Tuathan – The most mysterious Westermen were those which went through the Deepwoods to the Feywild and emerged again in ships to settle the riverine lands of the old Elven Empire. Human in form, they subsumed and interbred with the earlier westermen tribes and the Elves. Producing challenge-seeking, animal-faced humans and Half-Elves with faerie magic. In time, their empire crumbled before the advent of their death-metal kin and they retreated beyond. Their legacy are shape changers, those Planar west-rovers whose vows and bargains are binding, and a term for odd children in Fey Crossing Hamlets.[xxxii]

Wild Hunt, The – Led by Cerunnos, the Horned Lord, the wild hunt sweeps forth in an unhinged tide, hunting man and beast across the planes. They can cross Planes at auspicious times, and otherwise wait in between. Those taken but not slain can return years later with memories missing and unaged. Firbolgs, revere the hunt and ape it, joining the Gloaming Fey in it with wild whooping. Warlocks and undead bound by oaths must ride, the dead most common with the new moon. Kannoth, vampire lord of Cendriane still holds loyalty to Cerunnos, though he escaped.[xxxiii]



[i] See Heroes of the Feywild pp.9-10, Manual of the Planes p.41, Dragon Magazine #395 pp.1-5

[ii] See Heroes of the Feywild p.14

[iii] See Dragon Magazine #366, p.18; Heroes of the Feywild pp.14-15, Wizard presents Worlds & Monsters p.22

[iv] Inspired by Revenge of the Giants pp.84-87

[v] Inspired by Draconomicon: Metal pp.202-203

[vi] See Heroes of the Feywild p.10

[vii] See Draconomicon: Chromatic pp.110-117

[viii] See Al-Qadim Land of Fate: Map Booklet

[ix] See Heroes of the Feywild pp.15-16

[x] See Dragon #428 pp.13-16

[xi] See Dragon Magazine #366, pp.5-16, Heroes of the Feywild p.10, Manual of the Planes p.45

[xii] See Heroes of the Feywild pp.17-18, p.154

[xiii] See Heroes of the Feywild pp.18-19, 156-157, Maunal of the Planes p.46

[xiv] Inspired by the spell Nypacian Serpents from Arcane Power p.78

[xv] See Arcane Power p.23

[xvi] See Heroes of the Feywild pp.12-13, p.121

[xvii] See (Martial Power 2 p.52, Heroes of the Feywild pp.11-12, pp.149-150, Manual of the Planes pp.46-47, Dragon Magazine #413 pp.29-35)

[xviii] See 4E Players Handbook, p.171, Martial Power, p.128

[xix] Inspired by Dragon Magazine #366, p.5

[xx] See Open Grave pp.104-111

[xxi] See Heroes of the Feywild p.12, pp.108-109 and many Dragon and Dungeon Magazine articles and adventures

[xxii] See Heroes of the Feywild p.105

[xxiii] See Dragon #428 pp.13-16

[xxiv] See D&D Players Handbook 4th edition p.38

[xxv] See Textbox in Heroes of the Feywild p.12

[xxvi] See Heroes of the Feywild pp.9-10

[xxvii] See Arcane Power p.95

[xxviii] See Dragon Magazine #394, p.47, 4E Monster Manual p.48, 4E Monster Manual 3 p.200. Heroes of the Feywild p.16, pp.155-157

[xxix] See (4E Player's Handbook 2, p.10, Into the Unknown: The Dungeon Survival Handbook p.46-48)

[xxx] See Divine Power p.95

[xxxi] Inspired by Hill Canton Compendium II p.3, Heroes of the Feywild p.154

[xxxii] See Heroes of the Feywild pp.110-113

[xxxiii] See Dragon #428 pp.13-16