The World of Tir Dearthair

Continent


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Tir Dearthair is a small continent, on a small planet, that is roughly 400 miles north-south and a bit less east-west. Due to the small planetary size, the bands of latitude are smaller and it has a wide range of climates despite lack of overall mass. Tir Dearthair can be divided into several broadly classified regions, which are explained in detail in the sections below.

The two towns actively used in our RP setting are Ellenwea and Ence, located in the Highlands and Pairceanna, respectively. They are roughly 20-30 miles apart on a straight-line path between the two. Non-mystical horses walk 3-4mph, trot 8-11 mph, canter 10-17mph, and gallop 25-30mph (up to 45mph in short bursts). This means it would take 5+ hours at a walk, 2+ hours at a trot, 1.5-2 hours at a canter, and 1 hour or less at a gallop. Most horses cannot gallop that far in one burst, so they'd be more likely to alternate between gaits or stick to slower ones. Mystical horses, of course, may have the option to fly or the ability to gallop faster or for longer distances.

Highlands

Climate: Generally mild in the summer and cold in the winter. Rain is frequent but there is not a lot of snow except in the northern portion of the region.
Terrain: Hills and a few taller mountains, most rocky with a few fertile valleys.
Resources: Stone, Timber (minimal)
Agriculture: Livestock, Potatoes, Wheat, Barley, Oats
Settlements: Gyddwald (Original Capital), Ellenwea (Current Capital), Farweor
Hojiwah: Rign

Colgarra

Climate: Cold, especially in winter. Most of the region is under snow/ice for most of the colder months, making it difficult to farm.
Terrain: Some hills, but mostly flat, rocky plains.
Resources: Salt
Agriculture: Fish, Wild Game
Settlements: --
Hojiwah: Swervi

Pairceanna

Climate: Variable and often windy. Summers can be hot and dry while winters are often cold. Snow is not uncommon, but is usually in small amounts.
Terrain: Flat with a few rolling hills. Rivers and creeks have created dark, fertile grounds.
Resources: Iron, Timber
Agriculture: Corn, Soybeans, Vegetables in general, Livestock
Settlements: Ence, Gahedeadr, Mildry
Hojiwah: Rign (minimal)

Raon Mor

Climate: Varies by elevation. The lower parts are more similar to the regions nearby, while the higher parts are very cold and often snowcapped.
Terrain: Sharp, steep mountains and cliffs. There are plenty of conifer trees in the northern parts, though some deciduous mix in at the elevations.
Resources: Silver, Coal, Timber
Agriculture: Wild Game, Berries
Settlements: Beardod
Hojiwah: Huirign

Tidewater

Climate: Warm and humid. Tides have created many estuaries that are often swampy, but can provide fertile land and unique seafood. There is not much of a cold season so there is almost never snow, but flooding can be frequent in some years.
Terrain: Low-lying and marshy. There are plenty of estuaries and bays, but not a lot of dry ground that is suitable for building on. In the southern parts and some of the islands, warm-climate crops flourish.
Resources: Salt, Timber (in some parts)
Agriculture: Fishing, Rice, Cotton, Sugar, Spices
Settlements: --
Hojiwah: Feliquis

Dheas'on

Climate: Hot in the summer and warm even in the winter. It's generally dry here with only occasional rain or snow. The northern part of the region gets the most precipitation, and the whole region has a long growing season.
Terrain: A lot of sandy coastal areas with flat to lightly-hilled inlands. Some regions are forested while others are fairly open.
Resources: Pearls, Oils
Agriculture: Wine (in the northern edge), Citrus, Fishing
Settlements: Atili, Batig
Hojiwah: Feliquis (minimal)

Cre Scath

Climate: Believed to be dry and stable throughout the year.
Terrain: Smaller mountains and hills, likely a lot of cliffs and caves.
Resources: Unknown
Agriculture: Unknown
Settlements: --
Hojiwah: --

Other Species

Adzu
The Adzu are an animal-like species that can only be described as a bird-dragon. They are smaller than you'd expect a "dragon" to be, often no larger than eagles, though the rare giant Adzu has been spotted. They are covered in dark, usually shades of green, blue, or black, fine feathers. For the most part, they look like a bird. The primarily exception to that is their long tail with a spade tip. They have razor-sharp claws and a spear-like beak, but perhaps most terrifying (at least to some) is their ability to spray ice.

They roost in the rocky cliffs of the Cre Scath, where their nests can be safely guarded with little outside threat. Of course, the Vashta supposedly hunt these creatures and their nests too, so the Adzu are very neurotic in general. They feel everything is a threat, and will not hesitate to attack anything that dares to sink too low in the skies of their shadowed lands.

Are they rational enough to plan a formal, planned attack? It is probably unlikely. However, no one knows what powers they might have and what they are truly capable of. No matter what, it's best to keep your distance and avoid angering them. But hey, you wouldn't be in the shadowlands anyway, would you?

Mawrda
Mawrda are large cats, a bit bigger than the average Earth tiger. They are built similar to a Panther, but can weigh up to about 500 pounds and can be up to 9.5 feet long. They are black in color with gray fading on their underside. Occasionally, they may have white spotting as well. Their strongest weapon are their long saber-teeth, but their claws can be deadly too. They typically live in packs headed by an alpha male, usually with a couple other immature males as underlings.

It's believed that they can see just as well, or better, in the dark than they can in light. They can be fierce opponents in a duel due to their extreme jumping abilities. They have an uncanny talent for dodging attacks and will be quick to jump out of the shadows at you the moment your back is turned. They are violent by nature and will attack with little to no provocation.

Buzzers
If you ever meet up with a Buzzer, you will definitely see it, or rather them coming. Not only are these pests almost fluorescent green and yellow, but they travel in groups. A swarm of Buzzers can consist of anywhere from about 5-20 individuals, though you can occasionally come across more. It's quite rare to find one alone. They're thought of as insects, but they're closer to the size of a small bird, coming in about 3" from end to end and have the heavier stature like a bird as well.

What should you fear about these? Well...everything! They fly at whiplash speeds, up to about 35mph. Most of the time, they're just a bright blur across the sky. They also buzz a shrill, ear-piercing sound that only magnifies in larger swarms. If you're exposed to the sound too long (or too strongly) it's possible to experience temporary or even permanent deafness. They don't typically go out of their way to attack unless they feel threatened, but when they do beware of their sting. Though it can't kill a person, it creates instantaneous pain that is off the charts on the pain scale. For them, it's a defense mechanism more than anything, meant to temporarily stun whatever is after them.

Wolthi
Wolthi are a large species of canine, probably descended from wolves. They range from 100-200 pounds, with females the larger of the species. They come in various shades of brown, ranging from ruddy tones to pale tans. Their coat and stature is exactly what you'd expect from a wolf-like canine species. From the outside, they seem normal and...almost harmless.

However, Wolthi have a bite far worse than their bark. Not only can their teeth rip flesh to shreds, their saliva is poisonous. If you happen to get bit by one, expect not only an intense burning pain, but welts and extreme swelling too. Death by Wolthi bite is not uncommon. The only known treatment for severe cases is to be healed by a Merroyal. They are extremely strong and have lightening-quick reflexes, so once they decide to attack it can be difficult to fend them off. However, they are loyal pack animals by nature and tend to not attack unless they feel challenged. Avoid their breeding grounds, dens, and food sources, and you just might be okay.

Hellshocks
Hellshocks are a species of fish that look similar to Neon fish from Earth. They are anywhere from quarter-sized to about 7 inches long (palm-sized). Their coloration is usually clear or pale with a black topline and a streak of electrical color running through them. They travel in schools that can be up to a hundred or more in number.

Though their size makes them seem harmless, they still pose some threats. They are known for being able to shock a person or horse on contact, sending an electric jolt through the skin. This can sometimes be fairly minor, but can be much stronger from the larger of the fish. If a large school decides to attack all at once, the shocks could lead to paralysis. In addition, these fish are hallucinogenic if ingested, even if cooked. The hallucinogenic properties are stronger when eaten raw (which will also provide a shocking senstation as they are chewed), but still exist to some degree when cooked. And yes...some people do pay a large amount to buy these fish for recreational eating.

Draestil
Dreastil are a species of lizard that tend to live in heavily vegetated areas. They range from about 10-50 pounds and 2-6 feet long (including tail), with the smaller being adolescent since they take nearly 5 years to reach full size. Their natural habitat is more often the marshy or jungled lands of the South and Eastern portions of the continent, but they have occasionally been spotted in the Pairceanna. They are easily recognized by their insanely bright coloration. Females are a neon blue/cyan around their heads blending into yellow at their tail, while males are neon pink around their heads blending into yellow at their tail.

Their coloration is enough to make them stand out, but that isn't the end of their uniqueness. Draestils lay nests in quicksand, somehow possessing the ability to avoid sinking (permanently) into it. They are almost as comfortable in the water as out of it. When in the dark or in very deep water, their hide seems to glow, creating an aura of light around them. They are relatively slow and are believed to have poor eyesight when in direct sunlight. Harmless, right? While they are one of the tamer species that roams the land, they are still quite capable of protecting themselves. They have extremely long tongues (easily 2 times their own length) that have fine, torn-like projections on it (if you've ever touched a thistle leaf, you know what I mean) that can be very painful when wrapped around an exposed limb and next to impossible to break free from.