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Tir na nÓg (Fae Realm)

Tir na nÓg does not sit beside Gaea so much as around it, the way a song surrounds a singer.

The Lyceum’s astronomers can’t point to it on a chart. Their chronomancers can’t pin it to a single timeline. And yet shepherds in Jaiphora wake some mornings with dew on their boots from meadows they never walked, sailors off Thalassia see islands where no land should be, and Dreamkin in Uatora speak casually of “stepping sidewise” into a place where the stars hum a different melody.

 

That place is Tir na nÓg.

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The Everliving Realm Beyond the Veil:

 

Tir na nÓg—“Land of the Ever-Young”—is a parallel realm twinned to Gaea at the level of emotion and myth rather than rock and sea. If Gaea is the planet’s body, this is her dream. It is neither wholly physical nor wholly ethereal, but something infuriatingly in between: a world where every thought leaves a footprint and every feeling casts a shadow you can bump your head on.

 

Here, seasons do not follow a neat wheel. They overlap like chords: a spring rain can fall through a winter sky; a summer meadow may lie frozen beneath a thin skin of autumn frost. Time flows as a river in flood, splitting and rejoining. A mortal might spend an hour dancing in a Seelie glade and return to find ten years passed on Gaea—or step into Duskmere for what feels like a century and come back to discover that scarcely a heartbeat has gone by.

 

Archivists in the Lyceum of Memory insist Tir na nÓg formed when Danu, the Great Mother, first dreamed. When the earliest rivers on Gaea learned to sing, they say, those songs needed somewhere to go. Their echoes pooled, condensed, and woke up somewhere just half a step sideways from reality. That waking dream became the Everliving Realm.

 

Nothing here is truly inanimate. Stones sulk. Trees gossip. Rivers brood and laugh. Even the wind has opinions, and not shy ones.

The Texture of Reality:

 

Walking into Tir na nÓg for the first time is like stepping into a remembered childhood day, only more so: colours are oversaturated, scents are almost physical, and every sound threatens to carry meaning.

 

The sky is not a single thing. Over Avalon it is a luminous blue threaded with slow auroras that move like breathing. Above Duskmere it hangs in permanent twilight, a velvet bruise bruised further by two or three moons that should not exist. Over the Greenwood it is often hidden under branches so old they remember

waiting for dawns that haven’t happened yet.

 

Stars do not match Gaea’s constellations. They shimmer in shapes that echo hearts more than maps: a hunter’s regret, a lover’s promise, a hero’s last stand. Lakes and still pools mirror these unfamiliar stars even when seen from portals that open on Gaea’s sky, as if Tir na nÓg has decided it prefers its own version of the heavens.

 

Gravity behaves… selectively. In some groves, grief is heavy: you can barely stand under it. In others, joy makes you light enough to float, carried laughing on the updrafts of your own delight. In the Court of Thorns, dread is a literal weight that presses you toward the ground; in Titania’s orchards, desire might pull you out over a balcony rail as gently as a lover’s hand.

 

Most disorienting of all is time. It does not run from past to future; it rings. The Realm remembers its own previous selves so strongly that some places overlay eras like petals. Step between two oaks in the Greenwood and you may find yourself in the forest as it was ten thousand years ago—or as it will be when your descendants’ names have been worn smooth. Spend the night in a Seelie revel and you may emerge to find your grandchildren waiting; lose a week in Caer Nox and slip back out moments after you left, clutching scars from battles that technically have not yet happened.

 

This does not mean Tir na nÓg lacks rules. It has more rules than any other plane—just not the ones mortals are used to.

The Four Great Courts:

 

Life in Tir na nÓg gathers around four vast centres of power: the Seelie, Unseelie, Verdant, and Thorned Courts. They are not nations in the mortal sense. They are gravitational wells of meaning. Allegiance here is as much metaphysical as political. To swear yourself to the Seelie is to be claimed by light and burgeoning and generosity; to bind to the Thorns is to accept prophecy, endings, and the knife-edge of necessary cruelty.

 

All four ultimately descend from Danu, the Primal Fae Mother. Sometimes she is Titania, Ever-Blooming Queen of Summer. Sometimes she is Anu, sovereign and measured. Sometimes she is the Morrígan, triple shadow on three ravens’ wings. In every guise, she is the dream of Gaea given voice.

Avalon and the Seelie Court – The Court of Light

 

Avalon floats.

 

At its simplest, it is an island: a mass of silver-veined rock and living crystal, ringed by orchards that bloom in all seasons. But the island hovers a few feet—or a few hundred feet—above a lake of silver mist that is not water in any ordinary sense. Fall into that lake and you do not drown. You remember. Every choice you might have made folds around you like mirrored faces until Titania, or one of her seneschals, reaches in and pulls you back out along the path that best amuses her.

 

Avalon’s streets are grown, not built. Palaces unfurl from crystal vines and ivory boughs; bridges are spider-silk petrified into silver; squares are paved in petals that never rot. Lanterns are captured fireflies of starlight. Music is the dominant architecture: halls are shaped for the acoustics of laughter, staircases for the rise and fall of dancing feet.

 

From the Throne of Blossoms—a living fusion of tree, flower, and spell—Titania Danu rules the Seelie. She is the face of Spring and Summer: terrible kindness, riotous beauty, generosity as dangerous as famine. Her voice can coax dead seeds to sprout, turn armies into maypoles, or fling a careless mortal back into the world with a kiss that brands them as hers forever.

 

The Seelie Court itself is a parliament of radiant contradictions. Its nobles are sidhe whose bodies are more metaphor than flesh: a knight whose cloak is a thunderstorm frozen mid-roll; a lady whose hair is an ever-flowing waterfall of petals; a jester whose shadow is always on fire. Their domain includes glades of perpetual dawn, markets where prices are measured in secrets, and feasts where one may dine on remembered meals from a hundred different lives.

 

They are the face of the Fae that mortals write songs about: enchanting, gracious, captivating—and utterly, inhumanly bound by their own rules of courtesy and obligation. The Seelie do not lie. They simply tell the brightest possible version of any truth.

Duskmere and the Unseelie Court – The Court of Shadow

 

If Avalon is a promise, Duskmere is the moment you realise what keeping it will cost.

 

Duskmere is a valley carved out of twilight. Mountains loom in the distance but never resolve into clear shapes; the moon hangs eternally three fingers above the horizon, too large and too close, its light sharp enough to cast shadows that whisper.

 

Here the river runs black as obsidian and reflective as glass. Its water shows you not your face but your fears, your failures, your unvoiced desires. Drink from it and you may find yourself unable to lie—to others, or to yourself.

 

At the valley’s lowest point lies the Crying Moon Palace, a citadel of translucent stone that weeps silvery droplets whenever someone within speaks a genuine regret. Those tears pool into basins presided over by the Unseelie Court, ruled by Queen Mab, the Black Star, Danu’s first tear given mind.

 

Mab is not evil. She is inevitability with cheekbones. She governs decay, endings, decline, and all the strange, fierce beauties that accompany them: the last leaf on a branch, a ruined city under snow, a death finally accepted. Where Titania gives, Mab takes away everything that does not belong—a painful service, but a necessary one.

 

Her court is full of beings who embody the harsher truths of existence: banshees who sing for futures that can no longer be, cold-fire eladrin whose smiles cut deeper than swords, sharp-toothed bogles who know exactly where your weak points are because they live in them. Yet there is kindness here too, of a stern sort. Many mortals have found in Duskmere the closure Gaea refused them.

 

The Unseelie do not value comfort. They value authenticity. A lie, here, is an obscenity. A truth that draws blood is a sacrament.

The Greenwood and the Verdant Court – Beasts and Earth

 

Beyond the gleam of Avalon and the gloom of Duskmere sprawls the Greenwood: an unending tangle of forest, swamp, mountain, and meadow, ruled—or perhaps tended—by the Verdant Court of Oberon, Lord of Antlers.

 

To call it a “forest” is like calling Gaea a “rock.” The Greenwood includes every shape life can take when left to its own devices. Trees whose branches root themselves mid-air and grow new trunks; vines that rewrite paths behind you; stones that rise on mossy legs at dawn to sun themselves in new places.

 

At the heart of it stands the Green Throne, a monolith grown rather than carved: tree, stone, and flesh fused into a living pillar that pulses like a slow, planetary heartbeat. Danu is said to have planted its seed with her own hand. Oberon sits upon it only rarely, and never comfortably; the Throne is older than he is.

 

The Verdant Court is a parliament of beasts and spirits. Wolf-lords debate with river-nymphs; stags with galaxies in their eyes share silence with stone-giants whose moss-beards house entire ecosystems. Fae druids—some almost mortal, some so far from it they barely resemble humanoids—act as go-betweens.

 

Unlike the Seelie and Unseelie, the Verdant Court does not divide things neatly into joy and sorrow, creation and decay. To the Greenwood, every tooth is also a tool for pruning, every birth a rearrangement of territory. Life is not kind, but it is purposeful. The great crime, here, is waste.

 

Mortals who win Verdant favor may find their bodies strengthened, senses sharpened, and lifespans rearranged. Some grow antlers, or roots where their hair should be. Some become guardians of specific groves on Gaea, walking between worlds on paths that smell of leaf-mould and first snow.

Caer Nox and the Court of Thorns – The Broken Court

 

Then there is Caer Nox, which is not a place so much as a wound the Realm has agreed to keep open.

 

The fortress squats at the centre of a crater carved long ago by a falling star. Its towers are made of nightglass—solid darkness shot through with occasional glints of starlight. Overhead, the sky is locked in perpetual eclipse: a black disc where the sun should be, ringed by a corona the colour of old blood.

 

This is the seat of the Court of Thorns, ruled by the Morrígan, the Triple Queen. Sometimes she is three sisters; sometimes three ravens; sometimes one woman wearing three faces in quick succession. She presides over war, prophecy, doom, and the strange possibility that lies inside endings: the way a field burned to ash becomes better soil.

 

Her realm is full of Wyrd Fae—changelings, oaths-breakers, visionaries, traitors who betrayed the right people for the wrong reasons, and the wrong people for the right ones. It is the court of exiles, of those the other three courts could not keep or would not take. Caer Nox is where impossible choices are audited after the fact.

 

Around the fortress stretch the Thorned Marches: battlefields frozen mid-charge, tyreless ravens perched on standards that never fall, blood-wells where past and future conflicts mingle. It is here that geasa—the fae curses and compulsions that bind mortal and immortal alike—are measured and, very rarely, broken.

 

The Court of Thorns answers to none of the others, yet touches all of them. When Titania and Mab cannot agree, the Morrígan arbitrates. When Oberon’s beasts go too far, her ravens whisper the consequences. Mortals who bargain here walk away changed—or not at all.

Borderlands, Veils, and Hinterfey:

 

Between these four poles of power lies a great deal of other.

 

The Veilsea laps at the shores of Avalon, Greenwood, Duskmere, and Caer Nox alike. It is neither land nor water but an ever-shifting mosaic of islets, fog banks, and dream-fragments. Here stand the Shifting Isles: half-memory, half-geography, where dead cities from Gaea appear on certain nights and the ghosts of unchosen futures walk hand-in-hand.

 

Mortals most often enter Tir na nÓg via the Veilsea. Moonlit barrows in Jaiphora, stone circles in Krioslos, mirrored oases in Zesadar, and songline crossings in Uatora all open into it. The Bridge of Sighs arches from one such island to Avalon’s outer harbour—a slender span of crystal that only those bearing a genuine longing may set foot upon.

 

Deeper in the Veilsea stands the Gate of Silver Mist, leading down into Subrora’s dreaming mind, and another Gate of Green Glass that opens, rarely and with a very bad temper, into the drowned towers of Atlandias.

 

Beyond even these liminal spaces lie the Hinterfey: regions too wild, too contradictory, or too specific to belong to any Court. A storm that has blown for ten thousand years; a single house at the end of a path that is always the path home, no matter who walks it; a white desert made of forgotten promises. The Courts influence these places but do not own them. Some myth-creatures, older than Danu herself, sleep there and dream Gaea back at us.

Danu and the Divine Hierarchy:

 

All of this—Courts, borderlands, Hinterfey—rests on the will of Danu, the Great Mother.

 

To the Lyceum she is a puzzle: an entity who appears in myths across Gaea under names like Danu, Anu, Dana, Don, Mother Deep, and Silver Singer, yet whose core narrative remains remarkably consistent. To the Fae, she is simply Mother—the river that runs under all others, the first voice in the first silence.

 

She manifests in four primary faces.

 

As Danu, she is origin: creation, fertility, wisdom that remembers being nothing and choosing to be something. This is the aspect most honoured in the Verdant Court and among Gaea’s oldest tribes.

As Titania, she is beauty and abundance, the riotous prime of things. This is the Seelie’s beloved Queen, ruler of Avalon’s endless summer nights.

 

As Anu, she is sovereignty and balance, the quiet hand that steers without spectacle. Her influence is felt whenever the Courts actually manage to compromise.

 

As Morrígan, she is war, prophecy, and fate—the part of Mother that understands some stories only reach their truth at the moment of ending.

 

Around her gather the archfey: Oberon of the antlers, Mab of the black star, Nuada of the Silver Hand (who often presides over geasa and bargains of honour), Arawn of the Shadow Hunt (whose riders chase souls on the borders between Gaea and Vludria’s auroras), and Ethniu of the Sea, whose tides touch both Zesadar’s coasts and the Veilsea’s hidden harbors.

Below them are lesser archfey—each bound to specific roles or places—and beneath those the endless gradations of sidhe, sprites, beast-spirits, and stranger things. Rank in the Fae Realm is not only power but clarity. The more sharply a being embodies its concept, the higher it stands.

Laws and Magic of Tir na nÓg:

Mortal physics works here only as long as nobody feels strongly enough to override it. Fae metaphysics, by contrast, are brutally consistent.

Three Laws govern everything.

The Law of Names

To name a thing is to frame it. True Names—those that fit the soul rather than the surface—bind. A fae who speaks their True Name to you hands you a sharp, glittering handle on their existence. A mortal who gives their True Name to a fae effectively signs a blank contract.

 

The Fae are tireless collectors of names. Seelie courtiers admire the artistry of a well-chosen epigrammatic name; Unseelie scribes record the raw True Names of things in books chained shut with human hair; Verdant wardens exchange names with rivers and mountains as part of pacts older than most gods. In Caer Nox, the Morrígan keeps a Raven Ledger of names that are about to become important, written a heartbeat ahead of history.

 

Atlanteans, with their Harmonic Language, once posed an interesting challenge. Their “names” were chords and ratios rather than syllables. Some Seelie savants and Jaiphoran Wind Speakers still debate whether a being named primarily in numbers can be safely bound.

The Law of Reciprocity

 

Nothing in Tir na nÓg is ever simply free.

 

A gift is a question: “How will you answer me?” A favor is a seed planted in the soil of obligation. Even an insult creates a small, sharp debt. The whole Realm runs on this delicate economy of give and take, which extends down even into natural processes. A stream that waters a grove expects songs in return. A beast that lends a rider its back expects the rider to lend it their hands when hunters come.

 

Seelie bargains tend toward ornate patronage: a dance in exchange for a song, a year of service in exchange for a single evening of perfect joy. Unseelie bargains are blunt: truth for truth, pain for clarity, betrayal for release. Verdant bargains are practical and ecological: you may take fruit if you plant seeds; you may hunt if you balance the herd. The Thorns deal in things the other Courts won’t touch: changing the terms of geasa, shifting the fated end of a life, erasing a deed from all memory.

 

Atlantean Crossroad Compacts with Tir na nÓg were early masterworks of Reciprocity: the Fae opened safe paths in exchange for Atlantean pledges to maintain certain wild places on Gaea and never again to try and map the Realm as if it were a simple continent. That second part went… poorly.

The Law of Emotion

 

In Tir na nÓg, feeling is fuel.

 

Joy brightens the local sky, makes flowers lean toward the source. Sorrow stains the air, thickening fog. Anger makes sap thicken in trunks and lightning stalk the ground. Love—particularly the perilous, unconditional kind—rewrites roads, reorders rivers, and occasionally knocks an entire minor court sideways.

 

Fae magic, therefore, is emotional engineering. Glamours are woven from longing; curses from resentment sharpened to a point; blessings from gratitude anchored in ritual. Sorcerous power does not draw from an abstract Weave so much as from the ever-changing tides of Emotion Resonance pulsing through the plane.

 

Mortals with strong feelings are both useful and dangerous. Seelie nobles invite passionate artists and lovers to their revels the way a smith invites a coal delivery. Unseelie queens keep brokenhearted poets like wolves keep knives. Verdant spirits test would-be druids not on their spell lists but on whether their anger and mercy run in the right proportions. The Morrígan has been known to shift a battle’s entire outcome because one frightened conscript decided, in a single wild heartbeat, to stand their ground.

Peoples of the Ever-Young

 

The Fae themselves come in varieties limited only by the Realm’s sense of humour.

 

The noble sidhe are personified archetypes: winter’s mid-night, midsummer’s noon, the moment before a blade falls, the smell of wet earth. Seelie sidhe are often dazzling, their edges hidden in beauty; Unseelie sidhe wear theirs openly, glorying in sharpness. Verdant sidhe trail growing things in their wake. Thorns-sidhe often look like the fragment of a story you’ve been avoiding.

 

Beneath them in rank, but not always in power, are lesser fae: sprites, pixies, brownies, redcaps, phoukas, kelpies, will-o’-wisps. Each is a localized manifestation of some part of nature or human experience. A house-brownie might embody the comfort of a well-swept hearth; a will-o’-wisp might be the distilled essence of every bad decision anyone ever made in a marsh.

 

Wild Fae are older and stranger. Storm-spirits that have never taken humanoid form; thorn-tangles that move; sentient flocks of birds that share a single soul between them. They answer to Courts only when it pleases them.

Shadow Fae occupy the spaces between allegiances: forgotten imaginary friends, half-remembered nightmares, remnants of deals no one remembers making. Many haunt the Veilsea, preying on or protecting mortal travellers according to personal whim.

 

Mortals can become fae. The process is messy. Some are adopted formally into a Court, given new Names and slowly reshaped. Others simply erode, their humanity worn away by time and immersion until they find themselves sprouting antlers or shadows with minds of their own. Some few straddle both worlds—champions of Danu like the ancient Tuatha, who walk Gaea as the Fae’s hands.

Chronology and Cycles:

 

Trying to write a neat chronology of Tir na nÓg is like trying to nail jellyfish to a tree, but the Lyceum insists on categories.

 

They speak of a Dawn of Danu, when Gaea’s dreaming first condensed into a personified consciousness and she, lonely, spun the first Fae out of sunlight and river-mist. In this era, there were no Courts; only wandering spirits learning the difference between “I” and “we.”

 

The Blossoming Age came next. Titania emerged as a face of Danu, and Avalon budded into existence: a place where joy could sit down for a while. Oberon rose from the first stag that looked at the dawn and decided it belonged to him as much as to the sun. Together they shaped the Seelie and Verdant Courts, and for a time, everything was green and bright.

 

But when you create, you also set up the possibility of loss. The first time a mortal died on Gaea whom Danu did not want to let go, she wept. That grief had nowhere to go in a realm of endless spring, so it became a separate person: Mab, and with her the Shattering of the Mirror. Time fractured; reflections developed minds; the Unseelie Court congealed out of every uncomfortable truth no one wanted to look at.

 

The Age of Crowns saw the four Courts fall into their current rough shapes, with the Morrígan and Caer Nox arising to mediate their conflicts. This was also the era of the First Crossings, when mortals on Gaea—heroes, poets, the unlucky drunk who fell asleep on the wrong burial mound—stumbled into Tir na nÓg and survived. The myths they carried back seeded cults and stories across Krioslos, Jaiphora, Zesadar, and more.

 

Then came the Great Sleep. Something in Gaea’s cycles—some call it the Great Freeze, some blame Atlantean hubris, some whisper of Subrora’s Core shifting—left the Fae Realm out of tune. Danu withdrew beneath the Silver Lake in Avalon, dreaming heavy dreams. Her children ruled in her stead, and their quarrels multiplied. Seedlings of future disasters were planted: resentments over mortal worship, arguments about whether Gaea should be allowed to stumble forward alone, secret experiments with Atlantean magic.

 

Now, in 1975 AGF, the scholars of Gaea and the seers of Tir na nÓg agree uneasily on one point: the Realm is waking up again. Dreams grow stranger. Crossings multiply. Old pacts call in their debts.

Ties Between Tir na nÓg and the Continents (and Atlantis):

 

Tir na nÓg does not just reflect Gaea; it touches her in specific places and ways.

 

In Haeslios and Krioslos, barrow-mounds and stone circles form natural weak spots in the Veil. Celtics and other early cultures built these deliberately, guided by Verdant whispers and Seelie promises. The Olympian gods once bargained with Danu for “exclusion zones” where their rites would not automatically bleed into fae territory. Those treaties are brittle now; in Myths of Gaea, shrines to Artemis may open into Greenwood glades, and the Hall of Dawn in Draecathios feels the weight of Oberon’s gaze when certain stars align.

 

On Jaiphora, the very concept of Resonance Craft owes something to fae influence. The Winds of Memory at dusk often carry not just old mortal voices but faint strains of fae song. Wind Speakers tell of “Green Guests” who taught their ancestors how to shape sound into bridges. Some of the Crystal Forests of Namarra have literal roots in the Greenwood, and Memory Riders sometimes use Tir na nÓg as a shortcut, riding from one echo-point to another by way of the Veilsea.

 

In Trikoya, the Circle of Breath and the blood-fed Hematurgy of the Serpentborn brush against Unseelie and Verdant practices. Quirasha and Danu are not the same being, but they nod to each other across the dream-gap. The Orichalc Serpent’s tunnels occasionally break into Thorned Marches, and some Trikoyan Death Singers insist their underworld is not separate from Caer Nox, merely differently lit.

 

In Eagren, the Temple of the Elements at Auralis has bells that sometimes ring to harmonies no Eagrean composer wrote. Monks of the Jade Steps speak quietly of “Green Wind Days” when their walking meditations carry them through forests that are not on any map. Mizura’s tides know Ethniu by another name. Gaenai, the Fifth Element of Balance, and Danu share more than a passing resemblance.

 

Uatora and Tir na nÓg are close cousins. The Dreamkin say outright that some of their songlines are fae paths. Wandjari and Danu have danced in each other’s masks. The Tjarruna Confederation’s Song Elders maintain treaties with Verdant spirits to keep certain Dreaming beings from wandering too far into Gaea’s waking. In return, the Fae draw on Uatora’s Dreamcraft to patch ripped parts of their own reality.

 

In Zesadar, ancestor cults and the Solar Choir intersect more with other pantheons, yet the Sisterhood of the Serpent Moon traces its poison rites back to bargains with a Thorned hand. Certain mirror-pools in Ith’Kara’s Prism Basilica open into the Veilsea on equinox nights, and Bastet’s more playful, dangerous avatars have been mistaken for Seelie fae more than once.

 

In Vludria, the auroras that ripple over the Boreal Mirror are visible from Duskmere as curtains in the sky. Arawn’s Shadow Hunt often rides along their glow, pursuing souls who’ve tried to flee their fate by losing themselves in Kryopyra’s paradoxes. Frostwyrms and certain massive Wild Fae share tunnels. Some Vludrian monks of the Silent Flame learn to still not only their bodies but their stories, making them unnervingly invisible to fae attention.

 

Subrora is a special case. The Orichal Core and Danu’s dreaming are not the same thing, but they are old acquaintances. The Gate of Silver Mist mentioned earlier opens directly into certain upper galleries of Nirakar—used rarely, when the Architects Beneath require a perspective only emotion can give, or when the Fae need to consult beings who remember the first drafts of reality. Orichalmancy and fae glamour are incompatible at deep levels, but they share a respect for resonance and memory.

 

Finally, Atlandias.

 

Atlanteans, uniquely among mortal civilizations, treated Tir na nÓg not as myth but as geography. Ampherian merchants and Evaemonian sky-captains charted recurring anomaly zones where Faewild bled into sea and sky. Diaprepan shadow-diplomats, with Mnesean and Mestrian support, negotiated the Crossroad Compacts: an agreement whereby the Fae allowed the construction of Tir-Anchors—standing stones braided with orichalcum and fae crystal—in carefully chosen spots on Atlandias and on Gaea. These Anchors served as fixed doorways, under strict conditions.

 

The Fae got courtesy, story, and a say in where Atlantean colonies could and could not be planted. Atlanteans got semi-reliable access to Avalon, Greenwood, and, more rarely, Caer Nox, which they used for inspiration, intelligence, and very occasional, ill-advised attempts to bargain for control of weather or fate.

 

When the Harmonic Network inverted and Atlantis drowned, most Tir-Anchors exploded or imploded. Some ripped chunks of Atlandian coast into the Veilsea permanently; some left behind scarred, fae-touched pockets on Jaiphora, Zesadar, and Haeslios. The Fae have not forgotten this. The Seelie still host a few surviving Atlantean-blooded heroes as “guests.” The Unseelie keep shattered Anchor fragments in Duskmere as grisly lessons. The Morrígan watches any mortal who tries to fuse Orichal tech and fae magic with deep, predatory interest.

 

In the present age, crossing between Gaea and Tir na nÓg happens more often along old Atlantean paths than anyone likes to admit. A Myth Keeper can stage an entire campaign around stabilising, sealing, or exploiting these half-dead channels.

Using Tir na nÓg in Your Tales:

 

For you as Myth Keeper, Tir na nÓg is not just “the Feywild.” It is the emotional weather system of your setting.

 

You can send your players to Avalon when they need to be tempted by perfect happiness, to Duskmere when you want them to face truths they’d rather avoid, to the Greenwood when their choices should ripple through ecosystems, and to Caer Nox when they stand at the hinge of history and the price of changing fate needs to be felt in the bones.

 

Every continent already has contact points:

  • Haeslian barrows and Krioslan stone circles, linked to Verdant and Seelie Routes.
     

  • Jaiphoran echo-stones that sometimes replay other people’s dreams.
     

  • Uatoran songlines that double as fae highways.
     

  • Zesadari mirror-temples where a reflected face might not be your own.
     

  • Eagrean mountain shrines where Lung-Serpents and Verdant spirits share clouds.
     

  • Vludrian aurora gates.
     

  • Subrora’s Silver Gate.
     

  • Atlantean ruins where Tir-Anchors flicker back to life.
     

Tir na nÓg can be whimsical one session and terrifying the next, but it is never random. Its logic is that of stories, songs, and feelings—the logic your players already live inside, turned up until it glows.

 

Archivist Vayne, always unable to resist a flourish, writes in his closing note to the Lyceum’s Codex on the Everliving Realm:

“We chart the continents in miles and days. We chart Tir na nÓg in moments.
The instant you first fell in love. The second you realised you were about to die.
The breath when you forgave someone who did not deserve it.
Those are its true coordinates.
And like all true things, it is terribly beautiful and not, in the least, safe.”

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