Difference between revisions of "Tir Carchar"
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Revision as of 22:16, 7 June 2023
Contents
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.
Black Invocations
An Chrosaire
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