Difference between revisions of "Tir Carchar"

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(An Chrosaire: The Center)
(An Chrosaire)
 
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;[[Dubnolissos]] ~&~ [[Invocation of Incarceration]]
 
;[[Dubnolissos]] ~&~ [[Invocation of Incarceration]]
== Tir Carchar: The Lands of Exile ==
+
== Tir Carchar: Realms of Exile ==
 
{pronounced: ''tear-car-car''}
 
{pronounced: ''tear-car-car''}
 +
----
 +
<br>
 +
----
 +
== Introduction ==
 +
Originally, Tir Carchar was little more than a playground for the demigods of nightmare, but recently its begun to take on material substance with each use of the [[Invocation of Incarceration]]. Its population remains small and it consists of a primeval Old-world forest, a fortress structure of some kind and one or more settlements.
 +
----
 +
<br>
 +
----
 +
== Anorexic Faith ==
 +
Regardless of the culture or pantheon, faith in Tir Carchar is a rare thing, the resident populations have more faith in fire and high walls than in the gods to which they occasionally mouth half-forgotten prays.
 +
 +
Still religion plays a central part in day-to-day life, the people like to believe that someone out there is looking out for them, and religion gives a community a central hub for social interacts, procedures of justice, potential healing and in the case of death - last rites.
 +
 +
Only a very few truly believe and can channel the divine for the gods are distant within the lands of Tir Carchar. But a true believer can hold back the darkness at the edge of their community simply through the power of their faith.
 +
 +
While those of pure faith are rare they are both beloved of the people and targets for the agents of evil.
 +
 +
----
 +
<br>
 +
----
 +
 +
== Black Invocations ==
 +
More often than not the common people trust to the superstitions of their particular culture and draw what protections they can from legends and oral lore: protective signs, sovereign remedies, auspicious night's, etc. This hodgepodge of Occult understanding does sometimes provide a mere mortal with an actual defense against the dark, then again just as often it has misled the desperate into a false sense of security.
 +
 +
===== An Chrosaire =====
 +
They are Four
 +
----
 +
<br>
 +
----
 +
 +
== Capricious Elements ==
 +
----
 +
<br>
 +
----
 +
== Dread Nightfall ==
 +
----
 +
<br>
 +
----
 +
== Enigmatic Histories ==
 +
The First People were not as the Later Tribes. They were a strange dark people who came down out of the Lands of Ice and Snow to make Tir Carchar their own. In time, the forerunners of Three Tribes came to settle the land in ever growing numbers and forcing the First People to seek their safety farther south.
 +
----
 +
<br>
 +
----
  
== Description ==
+
== Fundamental Facts ==
Originally, Tir Carchar was little more than a playground for the demigods of nightmare, but recently its begun to take on material substance with each use of the [[Invocation of Incarceration]]. Its population remains small and it consists of a primeval Old-world forest, a fortress structure of some kind and one or more settlements.
+
;Cultural Level
 +
:Middle Bronze Age
 +
 
 +
;Ecology
 +
:Abundant
 +
 
 +
;Climate & Terrain
 +
:Temperate Old Growth Forest
 +
:Plains
 +
 
 +
;Formation
 +
:9 A.D.
 +
 
 +
;Population
 +
:1500+
  
=== Dearmadach Forest ===
+
;Inhabitants
 +
:Phantasms (Flora & Fauna), Humanity (Celtic, Germanic, Greek, and Roman), Darach and Undead
  
==== An Chrosaire: The Crossroads ====
+
;Settlement
 +
:[[Village of Exile]]
 +
:[[Village of Priosun]]
  
=== The Village of Exile ===
+
;Languages
 +
:Primary - Celtic
 +
:Secondary - Germanic, Greek, and Latin
 +
 +
;Religions
 +
:Celtic - Germantic - Greco-Roman
 +
 +
;Government
 +
:Theocratic Despotism (Celtic)
 +
 +
;Ruler(s)
 +
:[[Darach Bébinn]]
 +
 +
;Overlord(s)
 +
:[[Darach Bébinn]]
 +
----
 +
<br>
 +
----
  
 +
== Grim Geography ==
 +
=== Center: Dearmadach Forest ===
  
=== Dun Darach: The Fortress ===
+
==== Dun Darach ====
 +
The Fortress
  
==== Village of Priosun: In the Shadow of the Fortress ====
+
==== Village of Priosun ====
 +
In the Shadow of the Fortress
 +
----
 +
<br>
 +
----
 +
=== North: Mynyddoedd ===
  
=== Baileoir: To the North ===
+
==== Baileoir ====
 +
Ore-town
 +
----
 +
<br>
 +
----
  
=== Antra: To the East ===
+
=== East: Cogarnach Feir ===
 +
==== Tref Ceffylau ====
 +
----
 +
<br>
 +
----
  
=== Statistics ===
+
=== West: Gweunydd ===
'''Culture Level:'''<br>
+
----
'''Ecology:''' Full<br>
+
<br>
'''Climate & Terrain:''' Temperate forest, hill, mountains<br>
 
'''Year Formed:''' <br>
 
'''Population:'''<br>
 
'''Languages:'''<br>
 
'''Religions:'''<br>
 
'''Government:'''<br>
 
'''Ruler(s):'''<br>
 
'''Overlord(s):'''<br>
 
'''Mistways:'''  <br>
 
'''Nationality:'''<br>
 
 
----
 
----
 +
 +
=== South: Vineam ===
 +
 +
==== Remusopolis ====
 +
 +
City of Outcasts
 +
----
 +
<br>
 
<br>
 
<br>
 
----
 
----

Latest revision as of 00:13, 25 June 2023

Dubnolissos ~&~ Invocation of Incarceration

Tir Carchar: Realms of Exile

{pronounced: tear-car-car}




Introduction

Originally, Tir Carchar was little more than a playground for the demigods of nightmare, but recently its begun to take on material substance with each use of the Invocation of Incarceration. Its population remains small and it consists of a primeval Old-world forest, a fortress structure of some kind and one or more settlements.




Anorexic Faith

Regardless of the culture or pantheon, faith in Tir Carchar is a rare thing, the resident populations have more faith in fire and high walls than in the gods to which they occasionally mouth half-forgotten prays.

Still religion plays a central part in day-to-day life, the people like to believe that someone out there is looking out for them, and religion gives a community a central hub for social interacts, procedures of justice, potential healing and in the case of death - last rites.

Only a very few truly believe and can channel the divine for the gods are distant within the lands of Tir Carchar. But a true believer can hold back the darkness at the edge of their community simply through the power of their faith.

While those of pure faith are rare they are both beloved of the people and targets for the agents of evil.




Black Invocations

More often than not the common people trust to the superstitions of their particular culture and draw what protections they can from legends and oral lore: protective signs, sovereign remedies, auspicious night's, etc. This hodgepodge of Occult understanding does sometimes provide a mere mortal with an actual defense against the dark, then again just as often it has misled the desperate into a false sense of security.

An Chrosaire

They are Four




Capricious Elements




Dread Nightfall




Enigmatic Histories

The First People were not as the Later Tribes. They were a strange dark people who came down out of the Lands of Ice and Snow to make Tir Carchar their own. In time, the forerunners of Three Tribes came to settle the land in ever growing numbers and forcing the First People to seek their safety farther south.




Fundamental Facts

Cultural Level
Middle Bronze Age
Ecology
Abundant
Climate & Terrain
Temperate Old Growth Forest
Plains
Formation
9 A.D.
Population
1500+
Inhabitants
Phantasms (Flora & Fauna), Humanity (Celtic, Germanic, Greek, and Roman), Darach and Undead
Settlement
Village of Exile
Village of Priosun
Languages
Primary - Celtic
Secondary - Germanic, Greek, and Latin
Religions
Celtic - Germantic - Greco-Roman
Government
Theocratic Despotism (Celtic)
Ruler(s)
Darach Bébinn
Overlord(s)
Darach Bébinn



Grim Geography

Center: Dearmadach Forest

Dun Darach

The Fortress

Village of Priosun

In the Shadow of the Fortress




North: Mynyddoedd

Baileoir

Ore-town




East: Cogarnach Feir

Tref Ceffylau




West: Gweunydd




South: Vineam

Remusopolis

City of Outcasts