A Guide to Tir Na Drayocht
Also see: Game Map of Tir Na Drayocht - click here
Although included among the "city-states" of Otherwhere, Tir Na Drayocht is actually the size of a small town with about 1,800 individuals there at any given time (tripled during festivals). The settlement covers an underwater plateau around a island dominated by a single gigantic oak tree, the spiritual center of the Tree Lands.
Comfort Underwater: The settlement, located within a vast lake east of the dark woods of the Tree Lands, is home to the Tuatha De Danann (a tribe of humans), sidhe (half-elves), halflings, and various local travelers. The name "Tir Na Drayocht" roughly translates to "City of Magic," so named in part for the permanent Water Breathing spell that not only allows land creatures here to survive underwater but also prevents items from becoming damaged by soaking or wetness.
The magic also negates the effects from water pressure, but beings on the town's streets or above its buildings must still swim to navigate. Friendly water nymphs offer to speed travelers back and forth to the surface, but the creatures only accept payment in silver (never gold, which they seem to fear for reasons unknown).
The magical underwater effect spans a plateau about eight miles away from the lake's northern or southern shoreline. On one side of the plateau, an island called the Isle of the Oak rises up to break the surface of the water, helping boats on the surface locate the underwater location of the town.
Most buildings in Tir Na Drayocht stand only two stories tall, though inns and major public forums are three stories in height and often include one or two basement levels. Lake water magically holds back from entering through doorways, windows, or other holes made in structures, though a completely collapsed building would soon become flooded space.
The Lake Water: The underwater nature of the town, about 150 feet below the lake's surface, puts everything in dim light even on the brightest of days. Continual Flame spells are common around city streets, causing fish to often swarm around such lights that attract bugs and other food. The lake itself provides protection against two of the Tree Lands' most frequent threats: violent storms summoned by hags or fomori, and the terror of dragons on the hunt for treasure or prey.
THE FESTIVALS: Despite Otherwhere not having a mortal night sky, holidays in Tir Na Drayocht follow observances of Old Earth's solstices and equinoxes: Litha, Mughnasa, Mabon, Samhain, Yule, Imbolc, Ostara, and Beltane.
The Districts
Five noble families reign in Tir Na Drayocht - Ulaid, Duibne, Silures, Erainn, and Flachach - each collecting rents and taxes from property holders across their local districts. Crafters of all types are found in every district. A sixth area, the Isle of the Oak, is the exclusive protectorate of a small cabal of magic-users called the Council of Merlins.
- BIRCH DISTRICT: Seat of House Ulaid ("OO-lid"), direct descendants of the original Tuatha De Danann kings. Master druids and bards, keepers of the land's history and eldritch secrets. The district is full of nature shrines and ceremonial performance spaces where poets mix truth and music for all to hear.
- Birch Hall: A noble of House Ulaid is found here at all times. Extensive historical records are stored here.
- The Rusty Cauldron Inn: Popular meeting tavern for adventures and sages.
- ROWAN DISTRICT: Seat of House Duibne ("DIV-nuh"), an ostentatious noble family of high elf sidhe (half-elves) known for their wealth and mastery of wizardry. The district tends to reflect luxury and a high cost of living.
- Rowan Hall: A noble of House Duibne is found here at all times. Extensive spellcasting lore and gold are stored here.
- Cask & Coven Inn: Popular meeting tavern for adventures and wizards.
- WILLOW DISTRICT: Seat of House Erainn ("AIR-inn"), a noble family dominated by sidhe (half-elves) descended from the green-skinned Tiriatharl (the so-called "death elves" of the dark woods). The Erainn are infamous for their warlocks holding pacts with a wide variety of cosmic entities.
- Willow Hall: A noble of House Erainn is found here at all times. Exotic beings from across the multiverse are frequently coming and going from this hall, each avoiding any explaination for their business there.
- Pookas Pour Inn: Popular meeting tavern for adventures at the very edge of the district.
- HAZEL DISTRICT: Seat of House Silures ("SIL-yoor-eez"), a noble family of Tuatha De Danann and sidhe heritage with a recent marriage bringing in Nubian lineage. As clerics and rangers, many nobles serve as explorers and negotiators with spirits found in the forests.
- The Thirsty Troll Inn: A noble of House Silures stays here at all times. Those seeking navigation across the Tree Lands will find the best guides drinking here.
- ALDER DISTRICT: Seat of House Flachach ("FLAH-khrah"), a noble family of halflings known for their ancestral knack for wild magic. The district tends to be home to the less wealthy of the town's residents, as well as lairs to supernatural creatures often seen swimming through the watery gloom.
- Pixie Pints Inn: A noble of House Flachach stays here at all times. Otherwhere's greatest "undiscovered" musicians perform their ballads and songs at "The Pint" every night.
- ISLE OF THE OAK: Seat of the Council of Merlins, seven powerful spellcasters who dwell in a cavern below the roots of a supernatural oak tree. In the branches above the water, the Archdruid Sheybaigh keeps watch over people, beasts, plants, and spirits all around her sacred lake and across the Tree Lands.
Leaders and Noble Families of the Tree Lands
These people attend the welcoming banquet in honor of the four "heroic finders of the lost souls" coming to settle in Tir Na Drayocht. What do you have to say to any of them?
Archqueen of TreesMystical overseer of the realm. Crafter of songs, poetry, and music - especially about love and heartbreak.
VaranA mysterious young boy who many view as the Archqueen's adopted ward.
Archdruid SheybaighPureblood Tiriatharl elf, sworn to the Old Faith and protecting the land at any cost. Beloved and feared.
Limimis, First MerlinLeader of an arcane council that performs divinations on future events, omens, and curses.
Tas Kater, Second MerlinArcane council expert on defending the Tree Lands from extraplanar cosmic threats.
Elelros, Third MerlinExpert on matters of state, strategy, and diplomacy within and outside the Tree Lands.
Flaith Ulit UlaidMatriarch of House Ulaid and the Tuatha De Danann bloodline. Has castles to the north. Often battles versus the Stone Lands.
King Celionar DuibnePatriarch of House Duibne. Extremely wealthy patron of arcane research and quests to find magical artifacts.
Queen Laserie SiluresMatriarch of House Silures. Ally to Edhegron elves. Constantly exploring and mapping the Dark Woods.
Queen Shrila Anir ErainnMatriarch of House Erainn. Tuatha De Danann/Tiriatharl line of politically ambitious dragon hunters.
High Magnus Atham FlachachPatriarch of House Flachach, a bloodline of wild magic halfling sorcerers rumored to stage regular raids on the Dark Woods.
Guild Broker VeilHead of the Guild of Everywheres' local transit hub. Looks like a sad cross between Bob Geldolf and Mick Jagger.
Known Threats of the Dark Woods
It does not take long listening to tales told by the people of Tir Na Drayocht to hear about the people and creatures which dwell in the surrounding forests. Not all are immediately deadly, but each has their own special source of trouble to travelers.
Edhegron Elves"Clan of Valor," aka "wood elves." Consider whole Dark Woods their domain; everyone else is trespassing. Ride big dino-cats.
Tiriatharl Elves"Clan of Autumn," aka "death elves." Fanatical zealots seeking victims to sacrifice to their undead dragon gods.
Othronion Elves"Clan of Song," aka "wolf elves." Outcasts shunned by all other elves. Curse of lycanthropy common among their kind.
DragonsThe Dark Wood's greed. Malice with wings. Always seeking new treasure to add to their hidden private hordes.
Fomorians (aka Fomori)The Dark Wood's wrath. Magic-using giants, some very powerful. Love cruelty and torture.
Hill GiantsThe Dark Wood's gluttony. Stupid brutes who eat anything and anyone. Dangerous in groups.
HagsThe Dark Wood's envy. An ancient coven of cunning and powerful magic users willing to grant anyone's wish... for a price.
HobgoblinsThe Dark Wood's sloth. Rival tribes of brutal slavers. Motto: "Why work when you can force someone else to do it for you?"
ArchfeyThe Dark Wood's pride. Chaotic spirits that view mortals, beasts, elementals, and even fey as simple playthings.
Wood NymphsThe Dark Wood's lust. Seek to seduce prey, then turn their lovers into trees and dangerous plant monsters.
WoodlingsVictims of carnal trysts with wood nymphs, slowly turning into trees.
TreantsThe rare lucky end result of some woodlings' long transformations.
Blight BrutesThe horrific result of many woodlings' long transformations. Mindlessly attack animals and people of all kinds.
Forest HydraOne of the Dark Woods' mega-fauna predators. Hunted for sport by the brave and/or foolish.
GnomesRumored to dwell in the Dark Woods but have not been seen for centuries. Once enslaved by the fomorians.