

Map Key:
Toy / Fomorian / Neutral


Airta Kunds
- Realm to the North, zealous followers of The Maker. Think Cowboys and Indians Damacia, only more racist.
- Hates Toraigh on principle
- Does take advantage of the current situation however
- Respects [The Compromise] (treaty signed after Airta Kunds seceded), but just barely. If given enough reason it would happily take over Toraigh in the name of The Maker.
Resources and Trade
- Airta Kund’s western mountains, [name], have rich gold, or ‘chaun metal, deposits, and utilize Copper Pots to eek out other metals.
- Fomorians will always trade for gold, usually at a premium, because the Leprechauns will always trade for gold, usually at a premium.
- Airta Kunds employs slave labor, (usually Fomorian), to mine these deposits and handle the Copper Pots. (This happened to Guy).
- Multiple Airta Kundian cities are connected via waterways, including its own capital Wintrus.
- Its city Triweins lies a bit north along the river [name]),in between Toraigh and Wintrus), and serves as a main throughway between the realm and the [dark city]
- Trade mostly for Fomorian Steel, other smithy metals, food (fish, salt, Fomorian crop, Dubcluain crop), slaves, weapons, armor, etc.
Dubcluain
(Technically owns Toraigh, but that is largely out of happenstance)
Maintained ownership of the land through [The Compromise], before they had lost total control. It was meant to serve as a symbol of unity, with Toraigh and Triweins becoming sister cities
After Mael Duin declared independence Dubcluain gradually lost control of the city to the other factions as its forces were driven South by necessity. Dubcluain was put in a desperate situation, and as control loosened new resources were able to flow into the city, which Dubcluain and Airta Kunds both grew somewhat addicted to.
To this day it lacks the willpower to take it back, Toraigh’s current vassal status being incredibly convenient for the realm as is. The state has marginal presence, (just enough to satisfy Airta Kunds, and protect its mercantile activities), is able to access markets previously impossible, takes a cut out of the ‘legitimized’ black market, and it serves as a fence for Airta Kunds.

Overview
Fomorians are one of the oldest classification of beings to exist within The Wylder, and are by far the most diverse. Existing as physical manifestations of our fears, nightmares, and odious imaginings they are as old as the human race, growing, (in population and sophistication), as they did throughout the centuries.
The Fomorian story is one of tragedy, perseverance, and brutality; they are incarnations of our worst selves, literal monsters. But each generation from an Origin, (a being born of The Wylder and not from parents), these compulsions lesson, and for modern Fomorians this story is beginning to change.
The current age for Fomoria would, as all the others, be defined by war and strife. But, unique to itself, it would also be defined as a renaissance, (of sorts). This is the result of a few compounding factors:
It’s been centuries since the Severing, (when The Wylder’s connection with Earth was severed, ceasing the creation of Origins and closing the access points between the worlds). This means that more generations have come and gone, with each successive one tempering their more primal instincts, (though not entirely)
The Toy onslaught has been unlike anything they have experienced prior; a coordinated monolith of a civilization, (at least until recently), hellbent on one thing: Fomorian destruction. This has forced the disparate clans to work together, in numbers never seen before.
The Breaker came to the Fomorians during the first of the [Toy Crusades] when the genocide and destruction was at its worst. It single-handedly put an end to the first [Crusade], cementing its future position as patriarch of the New Fomorians
With the coming of The Breaker a large section of Fomorian society was pushed into a renaissance, becoming less overtly tribal and adopting The Better Way and the Fomorian title with pride (think: rather than being a ‘Vermonter’ first they now consider themselves an ‘American’)
Clans
These clans are either the largest or the most likely to be in this part of Mag na Mell, but this is not an exhaustive list nor does it preclude you from creating your own for your backstory.
In general though there are numerous Fomorian clans throughout Mag na Mell, some old, some young, all ambitious, hungry, and on the backfoot. Some, like the Vampire broods and Wulven packs, appear to be ancestral, indicating perhaps that they grew out of species-specific hierarchies. Others, like the Laíches, appear to be associated with particular roles within Fomorian society, likely a result of military branches that became their own subcultures or a societal evolution of particular guilds.
-
The Eyes of Balor is one of the largest and most diverse Fomorian clans for a simple and beguilingly brutal reason; the only thing they care about is how good you are at what you do. Any are welcome if they can contribute, and they remain welcomed right up until they can’t. Such is life in the Wylder, and a proud Fomorian accepts that. (Which isn’t to say they literally anyone is accepted just ‘because’, each cell/region has their own initiation traditions. But, anyone capable is welcome to petition.)
Named after one of the few known Firsts, the Eyes are unique in that they’re the only clan to have never accepted an official pact with a patron Wylder God, choosing instead to acknowledge the fallen Balor of the Piercing Eye as their ‘God’, (think: deity mascot for the clan). Individuals are allowed to believe whatever they wish, as long as it doesn't interfere with their ability to contribute.
This tradition remained for centuries up until The Breaker appeared on the scene and proved himself to the clan council to be the reincarnation of Balor himself. (The rule of individual determination still has not changed, the Eyes just generally acknowledge The Breaker as the clan’s Patron)
Dovetailing a spartan-like perspective on ‘human capital’, a non-discriminatory ideology, and your religious and cultural pride being tied up in an increasingly missing God doesn’t come without tension, which in this case results in a very fractured clan. You’ll find every personality within the Eyes, from morally-bankrupt religious zealots to honest and noble Toy merchants.
-
To be a Laiche means to be good at one thing; killing Toys. The Laiches are unique in that they are essentially the organized military of the Fomorians, a ‘clan’ that was created to focus the efforts of a mixed cohort of Fomorians in an effort to create a consistent response to Toy aggression. Their membership is a result of a draft system, which results in a lack of clan-identity in practically all of the ranks beneath the Longteeth, (veterans).
-
Vampire Broods, like some notable Wulven Packs, are some of the oldest factions in Mag na Mell. While most are located in mainland Fomoria, there is one that operates close to Toraigh.
House Skarre
House Skarre is the younger house between the only two that have taken to the seas, having done so following a brutal defeat at the hands of a rival house. Having lost everything the survivors retreated to the waters of the Wylder, adopting a nomadic and pirate-like lifestyle.
Due to a mix between their limited number and their ambition, House Skarre was forced to associate with a disproportionate amount of mercenaries, freelancers, and just general non-vampires; resulting in a House that now resembles a sea-faring mercantile corporation more than anything else. Most enterprising, (and generally fearless), Fomorians would find themselves welcome on a ship flying Skarre colors.
-
Wulven Packs, like some notable Vampire Broods, are some of the oldest factions in Mag na Mell. There are no Packs that operate close to Toraigh, though this does not preclude you from playing a Wulven should you so desire.
Neutral Groups
-
The Entombed are the one race of Fomorians that are typically always ‘the bad guy’, (think Drow or Orcs pre-Tashas). They are hyper ambitious, powerful, and ancient. They have been fighting other Fomorians for millennia, the coming of the Toys is but a recent annoyance from the East to their eyes.
The Entombed civilization is one of strict protocol and process, governed by nobles whose rule is absolute over a caste system that is brutally enforced. They have performed the most research into manipulating The Story, and have found ways to remove their Lyfe from their physical form; essentially enabling their strongest mages to Edit without any physical repercussions.
Every Entombed belongs to a royal dynasty, one of the great houses of the ancient Aegyptus Empire. Allegiance to a dynasty was once purely a matter of family and tradition, (such as in other Fomorian clans), but it is now entrenched through constant warfare and total oppression.
Every Entombed noble is truly individualistic and, whilst they might share a common set of customs and loyalties, they rarely have a unity of purpose beyond that imposed by their superiors.
-
Think: Iron Bank of Bravos for a general idea
The Gentry are a known and deeply-respected, (if entirely out of fear), faction within Mag na Mell, made up of the most rich and powerful Leprechaun families. The Gentry are the financier class of Mag na Mell, their agents are never far from opportunity and are usually the ones bankrolling catastrophe.
Regardless of any creed, ideology, affiliation, or family, one rule every self-preserving Fomorian and Toy knows is to not harm an agent of The Gentry. Retribution is as inevitable as it will be disproportionate. Lie, cheat, steal; all seemingly fair game, violence however is not tolerated.
The Gentry are not a playable affiliation, but you would know of them.
Religion
[Church of the Breaker]
The Breaker is the newest God to the Fomorian pantheon, and while generally considered their ‘mainstream’ God old habits and traditions die hard.
Fomorian religions are generally transactional in nature, for centuries following the being that offered the most in return.
Each clan typically had their own patron Wylder God, one that would provide boons in exchange for worshippers. It wasn’t unknown for rival Gods to attempt and usurp positions, particularly during times of war.
The Breaker is unique in that he doesn’t offer any boons, he only offers The Better Way.
The Breaker came to the Fomorians during the first of the [Toy Crusades] when the genocide and destruction was at its worst. It single-handedly put an end to the first [Crusade], cementing its future position as patriarch of the New Fomorians
With the coming of The Breaker Fomorian society experienced a bit of a renaissance, becoming less overtly tribal and adopting The Better Way and the Fomorian title with pride (think: rather than being a ‘Vermonter’ first they now consider themselves ‘American’)
Similar to the [Church of the Maker], The Breaker’s power and influence have waned in the recent decades. It’s still a respected facet of Fomorian Culture if considered a little ‘quaint’ by modern sensibilities, (the general wholesome and inclusive nature of the Breaker’s Church was always a hard sell for most Fomorians, and these days followers are often derided, similarly to ‘’goody-two-shoes’ in our world)

Factions
The Enforcers
A private security guild with chapters in most of Dubcluain’s larger settlements in the heartland. After the Red Night and the subsequent power vacuum in most of the settlements a need arose for someone to maintain the peace, and that need was filled by the market.
Operate essentially as insurance, as long as you’re paying your monthly dues you remain under their protection, if not tough tits.
Toraigh is the only chapter that has been deputized by the realm, they get a cut of the revenue the realm generates in return for maintaining the general peace. Their main job is to keep Airta Kunds happy by keeping the chaos to an acceptable minimum.
[Underbelly Lords]
Leaders of the three main factions, unofficial Lords of the City.
The Gold’n Grin (Fomorian)
Sea trade, Pirate crew that grew and took a stake in the Docks. Focus on bringing goods into the city. Rumored to be connected to The Gentry, and is.
The Greybloods (Toy)
Terrestrial, largest thieves guild in the realm with chapters in most of the cities, they focus on getting goods out of the city. The lord at Toraigh is a leader within the Greybloods.
The Mongers ( Mix)
Terrestrial trade, homegrown in Toraigh. Focused on the City itself. Have started getting into pirate trade.
The Docks (‘Black’ Market)
Mini competing factions control the Docks, (most connected to The Mongers, Gold’n Grin, and Greybloods), but often band together against outside forces. Are able to shut down the entire city, and have been known to.
Independent merchants are entirely at their whim
Serves as the legitimate black market for Dubcluain to operate through, (Dubcluain turns a blind eye, gets a cut, and access to a market)
Actual Black Market
Unofficial trade skirting The Docks.
All three factions above take pieces of this pie, they just can't be caught doing so
Cracked down on by the Enforcers guild due to their contract w/ Dubcluain
Generally tests Airta’s patience, and therefore the tenuous peace
Pirates
Various pirates that use Toraigh as a hub to trade through
Most are lieutenants of the Gold’n Grin and now The Mongers, handful are independent or affiliated with lesser or foreign factions. Few privateers operate out of Toraigh but it’s not entirely unheard of.
The Old Faith
The only time the Old Faith is present within the city is when they are hunting a magic user, rare but not unheard of.