Tîr наˈnäg: The Fairy Realm
“Lord, what fools these mortals be!” – Puck, William Shakespeare “A Midsummer Night’s Dream”
Tîr наˈnäg is a series of caverns and tunnels—some so large as to contain light as bright as the sun and rolling green hills where tribes of intelligent animals graze.
The technology of the realm is an endless array of fae magicks which are as changeable and finicky as the rulers and nascent who use them.
A society based around endless wonders and miracles, the leaders are blind to these in favor of their own petty aristocratic squabbles and political jockeying.
Since Tîr наˈnäg was a created Realm (rather than a natural one), the leaders are God Kings who rule without question. Being adjacent to so many Realms, currency is fluid, and only artistic splendor is appreciated.
- Somewhat violent, but not having the organisation of a true military (except for the Great Hunt), the realm has an average amount of Fire Anima.
- With almost no Light, Electricity, or Air Anima, the makeup of the Realm is ruled by superstitious belief, a strong mistrust of outsiders, and a belief that tradition is more important than innovation.
- The land and the traditions of its people are sacred and there is an equally large amount of both Water and Stone Anima. Part of the aristocratic machine is a proud tradition of corruption, and Darkness Anima thrives.
Created in a void of Aether with strong Anima, Tîr наˈnäg is saturated with both Anima and Aether.
Nascent Tribes and Prominent NPCs
The Nascent and the Wildlife are nearly indistinguishable—a wide variety of intelligent creatures and beings which live in a wash of political intrigue and unstructured hermitages. Every fae knows where they stand in the grand scheme of the Tîr наˈnäg hierarchy. Squirrels wait until the ingenious one of the tribe gathers the nuts, and the others sneak forward to toss the hoarder off a cliff and steal the nuts.
The world is saturated with Pandoran technology which shifts and moves the world in a way only the locals can comprehend (and not always even them).
The creatures of the Realm include High Fae, Dwarves, Pixies, Trolls, Changelings, Little Men, Leprechauns, Fox-Spirits, Dryads, Will’o’wisps, Nightmares, Gremlins, and Wanderers (the collective term for Nascent who are not native to Tîr наˈnäg).
Many of the innumerable creatures of Tîr наˈnäg were created by the High Fae as playthings and then abandoned to struggle to survive and build their own ecosystems.
The White Stag
Connections to Other Realms
When the original fae realm was eaten by Aether, it was a powerful and ancient fae lord—an Eidolon—who pushed aside the Aether to make room for his new home: Tîr наˈnäg.
Taking up a space between worlds that was formerly the emptiness created by holes left after the ravages of Aether, Tîr наˈnäg exists in the caverns beneath all Creation. It exists in the shadows of dying worlds and between the rents in reality left by the great cataclysm.
The residents of Tîr наˈnäg wander into the Many Realms as often as nascent wander into the fairy realm, but if someone or something moves between places; it almost never finds its way home. Some of these holes are pandoran-created passages, subject to the whims and foibles of both the fae and magick that was used to created them. Time of day, individual approaching the gate, and luck are all important factors in passage between Realms.
Places & Events
“Her wagon-spokes made of long spinners’ legs,
The cover of the wings of grasshoppers,
The traces of the smallest spider’s web,
The collars of the moonshine’s wat’ry beams,
Her whip of cricket’s bone; the lash of film;
Her waggoner a small grey-coated gnat,
Not half so big as a round little worm
Pricked from the lazy finger of a maid:
Her chariot is an empty hazelnut
Made by the joiner squirrel or old grub,
Time out o’ mind the fairies’ coachmakers.” – Mercutio, Shakespeare “Romeo & Juliet”
The Salt Well. This gate connects Tîr наˈnäg with Pontus’ endless ocean. It opens only when a creature falls into the well with a great need, under the light of no moon, and near death.
Mushroom Ring(s): the most common gate—these typically disappear after one use.
House Under the Mountain
The Great House
The Hunting Fields
The Endless Feast