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Tir Nan Og

The Fey Reality

Jasyn Jones
1 Title
Tir Nan Og: The Fey Reality
Game Design: Jasyn Jones
Editing, Layout & Graphic Design: Jasyn Jones

Copyright © 2001-2007 by Jasyn Jones. All rights reserved. (See the copyright section
for Creative Commons licensing terms.)

Produced under license from West End Games.

These are original rules, intended for use with TORG: Roleplaying the Possibility Wars.
The most recent version of these rules (and other TORG resources) can be found on the
STORM KNIGHTS website:

http://darleyconsulting.com/games/stormknights/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc. (See the copyright section for
more information.)

Updated: June 20, 2007


Introduction
Ages ago, magic was strong and legends
were true. Mages worked spells of power
“Short-lived humanity, who
and might and fantastic creatures of every they had ignored for so long,
kind abounded. Chief among these were a
race of fey immortals known as the Sídhe. had grown numerous and
Alien and aloof, the Sídhe were one
with the very essence of magic, their
strong and now wielded weap-
hearts, minds, and bodies quicksilver and ons of iron and steel, both of
chaotic. They wandered the world at the
dawn of time, heedless of danger or want, which were deadly to those of
as their powers could answer any possible faery blood.”
need.

1 T i r Nan O g
Yet the age of magic passed and their
power passed with it. Short-lived human-
ity, who they had ignored for so long, had
grown numerous and strong and now
wielded weapons of iron and steel, both of
which were deadly to those of faery blood.
Shorn of their magic, they were left na-
ked and helpless in a world gone hostile
and cold. Slowly the Sídhe retreated in
the face of the growing might of men. This
world no longer held a place for them, so
they took refuge in another.
“Ages ago, magic was strong
and legends were true. Mages
worked spells of power and
might and fantastic creatures of
every kind abounded.”
Fragmentary tales spoke of an un-
earthly underground domain called Tir
Nan Og, a domain strong in the ancient
magics. It was the home of the fey- bog-
garts, goblins, leprechauns, gnomes, and
more- and the seat of the Seelie and Un-
seelie Courts.
This otherworldly realm was only tenu-
ously linked to our own. Travel between
the worlds was possible only in enchanted
places, and then only when magic grew
strong. In time, the way between the
worlds vanished, and the magical kingdom
of the Sídhe was lost to legend.
In the Near Now, the Possibility Wars
have remade the face of the Earth. The
fantasy realm of Aysle has invaded Britain
and Ireland, the magical power of the real-
ity bringing to life ancient and forgotten
legends.
Faery mounds have once again become more, the Sídhe wander the hills and vales
pathways between the lands of men and of the mortal world and men must again
the unearthly dominions of the fey. Once beware fairy gold and faery glammer.

Storm Knights 2
Axioms
Magic: 19

Magic is the lifeblood of the Land. This Sources and Inspiration


pocket dimension has more magical en- The following films, novels and short stories
ergy flowing through it than Earth may all address themes and imagery appropriate for Tir
ever have had. Magical creatures of every Nan Og.
description abound, and enchanted groves Faerie Tale by Raymond E. Feist
or transmuting springs are common. “Labyrinth”, directed by Jim Henson and star-
Beings from Tir Nan Og all use magic ring David Bowie and Jennifer Connelly.
“Legend”, directed by Ridley Scott and star-
to some extent and magical effects are a ring Tom Cruise and Mia Sara.
near-constant (see The Wonders of the Smith of Wootton Major, a non-Middle Earth
Land, below.) This potent magic is what short story by J.R.R. Tolkien.
drew the Sídhe to the realm in the first Stardust by Neil Gaiman.
place, and its magic has been enhanced
and shaped by their highly magical na- Unlike the quicksilver faeries, who are
tures. capable of flitting from Light to Shadow
Though the Magic axiom is high, the and back again as mood and circumstance
structured study of magical spells and the allow, or the Sídhe, who are evenly di-
methods to learn and cast them is un- vided between the two, most races tend to
known. Nearly anything spells could do, exhibit strong allegiance to one of the two
glammer can duplicate with greater safety Courts. For instance, most leprechauns are
and less effort. Spellcasting is not contra- followers of the Light, while Goblins defi-
dictory, and alien spellcasters can use their nitely prefer Shadow. A dark and vengeful
magics here. Leprechaun is possible, as is a kind and
generous Goblin, but both are exceedingly
“Magic is the lifeblood of the rare.
Land. Magical creatures of In form, the two Courts resemble tribes,
though membership is based on morality
every description abound, and rather than heredity. Leadership of either
Court is determined on an ad hoc basis.
enchanted groves or transmut- Courtiers of the Light tend to assign leader-
ing springs are common.” ship to inspiring or outstanding individu-
als. Those of Shadow seize power, relying
Social: 5 on intrigue, treachery and murder to ease
their path.
The Sídhe have no real social structure, Concepts such as money, time or bor-
being gathered into two loosely defined ders are alien to the Sídhe, and this situa-
bands, Light and Shadow. The Seelie tion might never change.
Court is a stronghold of Light, while the
Unseelie Court basks in Shadow. As the Spirit: 20
Sídhe are the most powerful race of the
Land, most of the realm’s other intelligent This reality is divided between the op-
races tend to join one Court or the other. posing moral and spiritual forces of Light

3 T i r Nan O g
and Shadow. The high Spiritual axiom Unseelie cunning and ruthless. Many sto-
empowers each religion to an extent un- ries are told from opposing viewpoints, the
seen on Earth, and the ability of the faithful Seelie extolling the same individual the
to invoke obvious and powerful miracles Unseelie decry.
would astound most Earth preachers. The high Spirit axiom allows the laity to
Characters can gain faith adds in either invoke miracles, assuming a sufficient
faith (Light) or faith (Shadow). No being number gather together (see The Revised
worships both Light and Shadow, although and Expanded TORG Rulebook, pg. 228).
there are those who have wavered be- No special training is required, and any-
tween the two. Worshippers of both strive one with adds in the appropriate faith can
to embody and advance the faith. participate.
The worshippers There are no offi-
of Light celebrate “Light and Shadow both war for cial priests, but
life, benevolence, rather Champions
innocence, generos- the hearts of the inhabitants of Tir who embody the
ity and kindness. Nan Og. Light seeks to ennoble fullness of the Light
Conversely, the or the Shadows.
Shadowed celebrate and fortify, while Shadow seeks to These Champions
death, darkness, de- have the focus skill,
cay, cruelty and lust corrupt and seduce.” and thus can invoke
for power. These miracles in the ab-
faiths are inherently opposed to each sence of others of the faith. Champions,
other, and Light and Shadow are consid- then, are frequently called to go forth into
ered enemy mythos. lands where no faithful reside: the world of
Both Light and Shadow eschew holy men or strongholds of the enemy.
days, worship services and designated The Spiritual nature of this reality is re-
houses of worship. Religious devotion is flected in, and shaped by The Paths of
very much a matter of living the doctrine Light and Shadow, which World Law is
in everyday life. The low Social axiom explained below. In particular, this World
means that there are no organized congre- Law determines how characters gain adds
gations, priestly officials or compiled
books of doctrine.
Any gathering of the faithful offers a Sídhe Characters
chance to share insights and wisdom with At the gamemaster’s option, players can cre-
each other, reaffirm their spirituality and ate Sídhe characters.
recite the lore handed down from the past. Sídhe receive two enhancement packages,
In the main, this consists of tales that relate similar to elves in Aysle, and may put them on
the past doings of Champions and believ- any attribute, save Spirit. The packages have an
ers. Learning either religion is a gradual adventure cost of 2 Possibilities, 1 for each.
Sídhe cannot choose to limit an attribute. Sídhe
process of gleaning insight and guidance follow the rules for elves on the wasting disease,
from the myths of the past and the exam- and on reconnection.
ple of the living. Physically, Sídhe resemble tall, thin humans
The two Courts share a common body of unearthly and unnerving appearance, usually
of myths and legends, although the slant of with long tresses of blonde, silver or raven hair.
the stories vary greatly between the two. Their skin color can be of any shade, although a
tanned appearance is most common.
Seelie heroes are valiant and honorable,

Storm Knights 4
in faith and focus, and the requirements more ornate and refined). All metallic ob-
for doing so. jects in this realm are either silver, gold or
orichalchum (a naturally occurring magi-
Tech: 15 cal metal), as the Sídhe cannot touch or

The Tech axiom of this reality is mostly “The worshippers of Light


unused, as the inhabitants can produce celebrate life, benevolence, in-
nearly anything they wish through glam-
mer. The Sídhe, by their nature, prefer to nocence, generosity and kind-
use magic and eschew tools of any kind.
However, their time in the mortal realms ness. The Shadowed celebrate
accustomed them to the use of a few death, darkness, decay, cruelty,
items, in particular bows, swords and ar-
mor. and lust for power.”
These weapons and armor are primarily
use iron and steel (see The Perils of Terror
used during the Wild Hunt, when a small
and Joy, below).
group of Sídhe band together to stalk and
The only other tools the Sídhe are ac-
kill one of the many monstrous denizens
customed to are their luxuries- sumptuous
of Shadow. The Seelie and the Unseelie
beds, finely carved tables, ornate leaded
Courts both hold Wild Hunts, at the whim
goblets, tapestries, carpets, paintings, illu-
of their current ruler. Very often, their op-
minated manuscripts, cut gems and many
ponents are invited to participate, a shared
others. The Sídhe produce these through
hunt and the feast thereafter being an ex-
acts of will and do not rely on natural re-
cellent venue to scheme and intrigue.
sources.
The Sídhe have no technological base,
Though the Sídhe don’t use it to its full
“Seelie heroes are valiant and extent, the Tech axiom supports the pres-
ence of any tools with the appropriate ax-
honorable, Unseelie cunning iom. Outsiders can bring arms and armor
into the Land with them, and they will
and ruthless.” function normally. Likewise, despite lack-
no craftsmen, smithies, mines or smelters. ing the sensibilities and practices of tech-
The weapons and armor they wield are nological development, the Sídhe could
willed up out of nothing, by fairy glammer. duplicate any tool allowed by this axiom
That said, once created they are mundane (once they encounter it), simply by wish-
weapons, indistinguishable from those ing.
made by human hands (though far, far

World Laws
The World Laws of this reality highlight its The Paths of Light and Shadow
magical power and the nature of the strug-
gle between Light and Shadow. They act Light and Shadow both war for the
to define the unique feel of Tir Nan Og, hearts of the inhabitants of Tir Nan Og.
enabling gamemasters to better portray it Light seeks to ennoble and fortify, while
during play. Shadow seeks to corrupt and seduce. In
this reality, faith is not a matter of study or

5 T i r Nan O g
effort, it is a reward for following the moral either religion, then no faith adds are
principles of each religion. awarded.
In game terms, no Tir character can If the gamemaster cannot decide, and
spend Possibilities on the native faith skills. would prefer to leave the matter to chance,
If the gamemaster uses the optional rules the chance that a character will gain an
for learning or improving a skill by spend- appropriate add is False (15). No more
ing time, those rules cannot be used to than 1 faith add can be gained during an
learn or improve the native faith skills.
Instead, each inhabitant of this cosm
earns faith adds by following the tenets of
Shadow or Light. Even those who do not
know the doctrines, or mean to worship
either, can gain faith adds in this manner.
This may potentially include mortals
who have wandered, knowingly or un-
knowingly, into the Land. Alien characters
with no faith of their own are affected by
this World Law, but those who have faith
adds in an alien religion are not.
Once an alien character gains adds in
faith (Light or Shadow), via the method
below, they can always be affected by this
World Law, even while in other realities. If
they lose all faith adds in either Light or
Shadow, or convert to an alien religion, adventure (though each act presents an
then this World Law will no longer affect opportunity to gain that one add).
them. Characters with adds in faith (Light)
At the end of every act, the gamemaster who would gain an add in faith (Shadow),
must judge the actions of every character as a consequence of their acting in a man-
affected by this World Law. If the charac- ner consistent with Shadow, instead lose
ter strongly upheld and embodied the ten- an add of faith (Light). The opposite holds
ets of Light or Shadow, by following the true for characters who have faith
essence of the faith in word and deed, the (Shadow) and would gain an add in faith
“A dark and vengeful (Light): instead, they loose an add in faith
(Shadow).
Leprechaun is possible, as is a Characters can lose 1 faith add per act,
with no limit on the number lost during a
kind and generous Goblin, but module. A character with 3 adds in faith
both are exceedingly rare.” (Shadow) who acts in accordance with
Light, can lose 1 add each act. If the
gamemaster may award them a faith add module has four or more acts, they can
in the appropriate religion (Light or lose all 3 Shadow adds and even gain 1
Shadow). The character does not have to add in Light (though no more than that).
pay for this add with possibilities or time. Characters can convert from Light to
If the character did not sufficiently embody Shadow, or the reverse, using the standard

Storm Knights 6
rules for TORG. That is, faith adds in one a -1 Bonus Modifier to the same attribute
religion become faith adds in the other, and skill checks when dealing with a
though 1 faith add is lost in the process of member of the opposite faith.
conversion. Neither Light nor Shadow have or-
Each add in faith (Light or Shadow) dained priests (as the low Social axiom
grants the faithful protection against the doesn’t support the concept). Instead,
hostile miracles and blandishments of the
enemy mythos. In accordance with the “Among those of Shadow, it
standard TORG rules, when enacting a is considered particularly deli-
miracle against those of the opposite faith,
the Difficulty is raised by the number of cious to seduce a Champion of
faith adds the target possesses (pg. 124,
TORG Rulebook). Light into transgression.”
In addition, the faithful of Light and both depend on great heroes of their relig-
Shadow can attempt to “cancel” the mira- ion, called Champions.
cles of the enemy faith, in a manner simi- When a character earns 6 adds in faith
lar to an atheist canceling a miracle. For (Light or Shadow), they are offered the
rules on this, see pg. 125 of the TORG opportunity to become a Champion of the
Rulebook. faith. Typically, this involves a quest of
Each faith add a character has in Light some kind, usually to defeat a Champion
or Shadow confers a +1 Bonus Modifier to of the enemy or to perform some other
all of his Charisma and Charisma-based great deed in support of the faith. Charac-
skill checks when dealing with those of the ters who succeed gain an add in focus.
same faith. Conversely, each add imposes Only Champions possess the focus skill.
Like faith, characters cannot spend
Portraying the Reality
possibilities or time to improve their adds
These descriptions should provide enough in focus. Instead, each time the character
fodder or inspiration for gamemasters to portray
the highly magical and wondrous home of the would be eligible to gain an add in their
Sídhe. Adventures here should be both wondrous faith skill, they may instead opt to gain an
and unsettling, with the Land’s glorious beauty add in focus. Similarly, whenever they
coupled with perilous dark. must lose an add in their faith skill, they
When depicting the magical realm of Tir Nan can opt to lose an add in focus instead. If
Og, gamemasters should feel free to alter the
their faith adds drop below 6, they lose the
character’s surroundings, property or person on a
whim. It is especially suitable to use such use of focus until they both raise their faith
changes as an opportunity to work some mischief adds to 6 (or higher) and complete an
upon the hapless mortals. Such events should be atoning quest.
amusing, not endangering. There are treacherous When the Champion's focus skill
places in the Land, but on a whole its spirit is one reaches 6 adds, they are granted an artifact
of puckish pranks and japery.
of the faith. This may be a blessed item
It often helps to limit the occurrence of such
events. While they should occur, as the very na- (possibly offering a focus bonus, see pg.
ture of the Land demands it, used too frequently 225 of The Revised and Expanded TORG
they detract from the experience, rather than add- Rulebook), knowledge of a spiritually sig-
ing to it. The first practical joke is amusing, the nificant location, a fragment of lost doc-
second annoying and the fifth maddening. Mod- trine or lore, a personal revelation or vi-
eration is recommended.
sion or any other spiritually significant ex-

7 T i r Nan O g
perience or object. make a focus check (although a faith total
Each Champion receives a unique arti- is still required.)
fact, one tailored to that character. This A Champion who converts loses the
artifact fulfills some need the character usual add in faith, an add in focus, their
has, provides an answer to a prayer or ability to unerringly invoke a miracle, their
serves as the means for a Champion to artifact of the faith and the extra faith add
overcome some obstacle or challenge. it granted. If the Champion still has 6 or
more adds in focus, and converted to the
“ The wonders of the Land other Tir religion, they are usually pre-
are both terrible and marvelous, sented with a quest enabling them to be-
come a Champion of their new faith.
offering mortals purest happi- Among those of Shadow, it is consid-
ered particularly delicious to seduce a
ness or darkest despair.” Champion of Light into transgression.
Similarly, redeeming a Champion of
The experience of receiving an artifact
Shadow is a honored accomplishment for
is powerful and moving. It connects the
Champions of Light. Often, the quests
character to the living essence of his relig-
Champions receive involve just such an
ion, enabling him to understand it better,
endeavor.
love it with a greater intensity and become
ever more dedicated to living its princi-
The Wonders of the Land
ples.
This intense experience increases the
The realm of Tir Nan Og is suffused
Champion's faith skill by 1 add. In addi-
with beauty and majesty. Each twisting
tion, the Champion may now perform one
cavern of the under-earth kingdom leads
miracle of his religion (chosen by the ga-
somewhere new, drawing visitors onward
memaster) at will, without needing to

Storm Knights 8
from one miraculous sight to the next. Its physical world. This is a form of wish
endless halls house forests and plains, magics, and gamemasters can use the
mountain streams and glorious seashores, Wish Magic rules (on the STORM KNIGHTS
towering dunes of driven sand and frozen website) to model its effects. For the pur-
ruins half buried in ice. The trees bear poses of the Wish Magic rules, the Magic
leaves of silver and gold, singing swallows axiom of Tir Nan Og is effectively 28.
weep diamond tears and the whistling This form of Magic is available only to
wind whispers forgotten secrets in the ears natives of this reality and only while in this
of passersby. The Land is filled with magic pocket dimension. Outside the bounds of
and enchantment, and few mortals fail to their underworld home, the Sídhe are far
be charmed by its endless array of won- less powerful and far more vulnerable.
ders.
Tir Nan Og is saturated with the glam- “ The realm of Tir Nan Og is
mer of the Faien races. Their quicksilver suffused with beauty and maj-
nature, by turns both enchanting and hor-
rifying, and their love of pranks and illu- esty. The trees bear leaves of
sions has left its mark on the reality of this
dimension. silver and gold, singing swallows
The wonders of the Tir are produced weep diamond tears and the
spontaneously, no guidance need be pro-
vided. This World Law molds ambient whistling wind whispers forgot-
magical energies to create dazzling scenes
of magic and beauty (or, in Shadow,
ten secrets in the ears of
scenes of unthinkable darkness and terror). passersby.”
Natives of this reality can summon
wonders at will, molding their surround- Those who wander into this realm find
ings to suit their desires. Worshippers of themselves at the mercy of the magics.
Light craft groves, gardens and other They have no control over the manifesta-
places of beauty and serenity. The Shad- tions and often fall victim to subtle dan-
gers. Mortals must beware- glammer is
“Here, dreams are an active both beguiling and dangerous. (A more
force. They call out to the liv- full description of their nature and the
dangers they pose can be found below.)
ing, singing soft songs of the If they've a mind, natives can free
trapped mortals, though most have no in-
joys of sleep, drawing living terest in the doings of upworlders. Those
minds down the slope of con- of the Light are most likely to aid the help-
less, while those of Shadow seek only to
sciousness to dreaming’s ethe- torment them.
real palaces.” The Perils of Terror and Joy
owed contrive stark vistas teeming with
Magic is chaos and so is the Land.
grotesque and terrifying sights.
Mortals are meant for the world of men,
Natives can call upon the power of
not the quicksilver realms of the fey. Those
glammer, imposing their desires upon the
who wander here uninvited court disaster

9 T i r Nan O g
at every turn. It is only the strong willed
and pure in heart who can dare these Success
Result
halls, and then only at great peril. Level
The caverns are many, and follow no Character wanders for several
pattern or plan. More, they move about at hours, can try again with a +2 DN
Failure
random, changing position and orienta- modifier (cumulative, each time
tion, perhaps several times in a day. Even this result is achieved).
if not moving, the caverns can change. Character wanders for several
The walls vary in color and composi- Failing
hours, can try again.
tion, archways and doors appear out of
nowhere and fade into nothingness and Character arrives at location after
Minimal
several hours.
the hall's shape can vary from moment to
moment. New rooms and new halls can
Average Character arrives in about an hour.
spontaneously form, while old ones simply
cease to be. These changes may be quick
Character arrives in about 30
and drastic or gradual and subtle. A room Good
minutes.
may remain unaltered for generations, then
utterly change in an instant. Character arrives in about 10
Superior
It is possible, though difficult, for mor- minutes.
tals to navigate the shifting halls (the Fey,
of course, can do so at will.) Finding the Character arrives in about 10
Spectacular minutes, and never needs to make
way from one cavern to another is more a
a check to find this location again.
matter of intuition than intelligence, as it is
the feel of the caverns that matters, not any
given transient physical details. above.
In game terms this is a Perception Other modifiers may apply, at the ga-
check, although those characters with memaster’s discretion. The chart on the
scholar (Tir Nan Og lore) can substitute following page gives some examples.
that skill. This check must be made when Obviously, it is far easier and quicker
a character is attempting to find their way for interlopers to be led than to find their
through Tir Nan Og, or attempting to own way. Visitors to the dimension are
leave. As indicated above, native charac- advised to cultivate friendships among the
ters never need make this check, nor do Fey, that at least one willing guide may be
alien characters who have become Cham- found.
Nor is the inconstant nature of the
“It is only the strong willed Land its only peril. The caverns of the un-
and pure in heart who can dare derground realm can be terrible or mar-
velous in turn, offering mortals purest hap-
these halls, and then only at piness or darkest despair. Both are dan-
gerous to those unfamiliar with this realm.
great peril.” Mortals are easily beguiled by beauty
pions. and pleasure, and the lands of Light are
The base Difficulty Number of this idyllic and paradisiacal, such that mortal
check is a 15. The Success Levels gained minds are benumbed by their glories.
with this check are read on the chart Similarly, the haunts of Shadow are twisted
and abhorrent, paralyzing the mind with

Storm Knights 10
Success allows the character to break
Situation DN Mod. free, failure means they are trapped until
Character has been led to the rescued, either by a Sídhe or a companion
destination before (by a native -1 who succeeded in breaking free. Traveling
guide or another character). the Land alone is singularly dangerous.
Character has found this loca- Of all the pitfalls the Land offers, none
tion before (with a successful -3 are as unpredictable and deadly as the
check). Sídhe themselves. The Sídhe are immortal,
and spend the long years of their lives in
Character has never been to this
+3 planning and executing intricate maneu-
destination before.
vers in a contest for eminence and re-
Character has never been in Tir nown. Though Light opposes Shadow, the
+5
Nan Og before. two seldom meet in battle. More likely,
Destination has remained un- they match wits over a banquet, at a ball
-5 or during a Hunt. Their minds are subtle,
changed since last visit.
ancient and utterly inhuman.
Destination has greatly changed Their inhuman nature makes them dif-
+3
from last visit. ficult to understand, predict or manipulate.
Fey are actively seeking to hin- Sídhe have a +5 bonus when resisting hu-
+1 or higher
der progress. man attempts to trick, taunt, intimidate,
charm or persuade them. In combat, the
Character has adds in divina-
-3 Sídhe's unearthly tactics and unpredictable
tion magic.
maneuvers grant them a +3 bonus to de-
Character has faith adds in a - (number of fend against all maneuvers and physical
native religion. adds) attacks a mortal might attempt (magic,
miracles, psionics, and other non-physical
Character is on a Champion
-8 attacks are not affected).
quest.
The Sídhe are masters of glammer, and
Character is a Champion.
Automatic suc- can conjure nearly anything at will (see
cess the glammer rules, above). Fortunately for
mortals, the Sídhe's long association with
shock and revulsion at the mere sight of mankind has left them susceptible to cer-
them. Mortals who stumble upon either tain countermeasures. All of these are
are trapped, held fast in the grip of emo- highly offensive (save tale-swapping), and
tions far stronger than any they've experi- any Sídhe exposed to them will become
enced before. hostile (or, if already hostile, become an
These vastly divergent scenes both pose enemy.)
the same difficulty- in order to leave, one
must overcome the sensations that cloud “The Shadowed seize power
the mind. This requires a Mind (will- through intrigue, treachery, and
power) total, made against a Difficulty
Number of 12. If a Sídhe has purposely murder.”
crafted the region to trap mortals (not un- Sídhe can be affected by the ward en-
common, though more likely a ploy of emy miracle and cannot use their glammer
Shadow than of the Light), this Difficulty to affect those so protected. The warded
Number is 18.

11 T i r Nan O g
mortals cannot attack the Sídhe, and at- dation, treated as an intimidation attempt.
tempting such an attack voids the miracle. The last way to counter a Sídhe is to
All fey are vulnerable to certain sub- play upon their driving passion: a hunger
stances. Iron (or steel) is poison to them, for stories. Sídhe love well-told stories,
and weapons composed of these metals especially ones they haven't heard before,
have their Damage Value (and max. dam- and relating a novel tale gains the teller
age, if applicable) increased by +3 against great renown and prestige. Stories are the
closest Sídhe society comes to money or
“Sídhe are subtle, ancient, wealth.
and utterly inhuman.” Anyone who can present a Sídhe with
a novel tale, well told, can gain great fa-
any fey. vor. It is even possible to bargain with a
Water blessed by a priest causes in- Sídhe by promising such a story, in return
tense pain, though no physical damage. A for which the fey is bound to perform
vial of holy water has an Effect Value of some task. Sídhe tend to respond quite
15, compared to the fey's Spirit or intimi- poorly if cheated in such a transaction.

The Dimension
Tir Nan Og is an underground realm of bereft of beauty.
twisting caverns and vast halls. In defi- In most places, the Land offers shelter
ance of logic or reason, the halls of the and food in such abundance as to defy
realm seldom appear to be underground. imagination. Scarcity, and hence trade, is
Instead, they are filled with what appear to unknown. The trees of Tir Nan Og bear
be fragments of other times and other leaves of living silver and gold, of a purity
places. nearly unknown in the world of mortals.
In such halls, the sun may shine or Wealth, it must be said, means nothing to
snow may fall the Sídhe.
upon beaches, Apart from
hills, groves, can- rare- but brutal-
yons, ancient cas- clashes between
tles, small villages the Courts, life in
or nearly anything Tir Nan Og is idyl-
else. The terrain lic. The Sídhe
usually appears as rarely bear arms
a deciduous other than to hunt
woodland in late for food or for
fall, where stags sport. The Sídhe
and other forest spend their days in
animals roam wooing and feast-
freely. ing, dancing and
Only in the lands of Shadow does singing. They treasure art and poetry, epic
desolation rule: nothing grows there, and tales and pithy anecdotes.
only the shadowed live there. The dark- This world is the realm of the Sídhe,
ened lands are desolate, gray, rocky, utterly and they have molded it to match their

Storm Knights 12
room a difficult task indeed.
The Land in Play The assumptions of biology and hered-
Almost any creature of myth can be found in ity do not hold here. A tree might grow
the Land. Both the Aysle Fantasy Sourcebook and
from a green shoot to a mighty oak in a
Creatures of Aysle contain many creatures appro-
priate for Tir Nan Og. However, undead and their matter of minutes, then fall and rot away
ilk don’t exist here. This doesn’t mean they can’t, as quickly. Bushes may bear shimmering
but Undeath is alien to the immortal Fey. fruits that, when fallen from the branch,
The arrival of Aysle opened many portals be- split open to reveal butterflies and dragon-
tween Tir Nan Og and Earth, and many creatures flies, their wings the same gossamer
of the Land have crossed between the two worlds.
shades as the fruit they sprang from.
Rumor even has it that some of the Alfar who
have returned to Norway are from this realm. Glammer is the substance of dreams
Gates to Tir Nan Og are relatively common, and desires and in Tir, dreams are an active
and can exist anywhere with a Magic axiom of 15 force. They call out to the living, singing
or higher. They are most common in Aysle, par- soft songs of the joys of sleep, drawing liv-
ticularly in Ireland and Britain. Gates usually ing minds down the slope of conscious-
take the form of either great caverns leading
ness to dreaming’s ethereal palaces.
down into the heart of the realm, or magical cir-
cles of stones or mushrooms, the fairy rings of Whole years may elapse, while in sleep
European lore. they dream and dream, and the world
Adventures in Tir Nan Og focus mainly on the passes them by. Ofttimes dreamers awake,
struggle to save the Land from either a High Lord and find their dreams come to life around
or the machinations of Shadow. them. Worse, their nightmares may have
as well.
alien nature. The power of glammer fills The Land responds oddly to wishes and
the dimension, and the Sídhe shape its wants. The desperate and forlorn come
caverns and halls at will, as mood and im- here often, chasing hope and fleeing de-
pulse dictate. spair, for they know Faery glammer can
Glammer makes a mockery of mortal answer wishes, if chance favors and luck
concepts such as time, distance and direc- holds true. If not, the questers’ pleas go
tion. Exact measurements are useless in a
world where caverns can change size or “Bushes bear shimmering
shape from moment to moment, where fruits that, when fallen from the
archways may appear in the middle of a
previously blank wall and where passages branch, split open to reveal but-
can twist about, shifting position as if they
were alive. There is little in Tir that holds terflies and dragonflies, their
its form or place permanently. wings the same gossamer
Time may stop, run faster or slower or
seem to run in reverse. The seasons may shades as the fruit they sprang
flit past, bringing bright sunshine, stinging
cold and warm spring rains all within a from.”
few moments. unanswered and amongst the silent and
“Down” is a relative concept, and what empty halls, they find nothing at all.
once was the floor may suddenly become Just as this world responds to thought,
the ceiling (with disastrous results). Differ- so too do thoughts respond to the world.
ent areas of a room might each define Itinerants and vagabonds find their mind
“down” differently, making crossing such a wandering, their thoughts becoming

13 T i r Nan O g
strange and all knowledge and memory of Even the living are subject to the quick-
who they were draining away, lost in a silver essence of magic. The creatures one
cloud of enchantment. meets may age or grow younger, taller or
Daydreams float on breezes and winds, shorter or even become other than that
daydreams that infect the minds of travel- which they were, all in a matter of mo-
ers with visions and fancies that seem im- ments.
portant, but which are as substantial as A burly oak was once a blacksmith, his
moonbeams. It muscular arms be-
takes a powerful come looming
will to focus the “The desperate and forlorn boughs. A feral
mind and ignore the come here often, chasing hope and wolf’s eyes evince a
lure of fanciful spark of intelli-
thoughts. fleeing despair, for they know gence, all that re-
Illusions abound
here, Faery magic
Faery glammer can answer wishes, mains of the mind
of a man. And in
shrouding the real if chance favors and luck holds the soft tinkling of a
with glammer. gently running
What appears to be true.” brook, one hears a
so, is very often not hint of the sweet
that at all. The precious gemstones litter- voice of a forgotten lover.
ing the floors may actually be priceless The wonders of the Land also include
jewels, or nothing more than stone and the manifold races of the fey. The fey are
dust. Banquet halls host feasts of surpass- inhuman and flighty, prone to sudden im-
ingly fine cuisine, that may actually be pulses and mad for jokes, pratfalls and tall
stale crusts and bits of moldy cheese. tales. Those who show patience, or re-
Golden treasures overflow from the pots of spond in kind, may win friends while the
Leprechauns, though what looks to be sullen and resentful are doomed to suffer
gold may be Faery gold, common lead more torment.
masked with veils of illusion.

Storm Knights 14
Jasyn Jones’ STORM KNIGHTS

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Copyright
This electronic document (and all other contents of the STORM KNIGHTS website) is copy-
right © 2001-2007 by Jasyn Jones. All Rights Reserved (except as noted below).

This electronic document is released under a Creative Commons


Attribution-NonCommercial-ShareAlike 2.5 license. The terms of this
license can be found at:
http://creativecommons.org/licenses/by-nc-sa/2.5/

West End Games and Purgatory Publishing are hereby granted a license
to this electronic document under the terms of the Creative Commons
Attribution license. The terms of this license can be found at:
http://creativecommons.org/licenses/by/2.5/

In all cases, full attribution must be included in any derivative works, the text of which
must read:
Based on “Tir Nan Og” by Jasyn Jones, copyright © 2001-2007. Original article can
be found at:
http://darleyconsulting.com/games/stormknights/cosmverse/tirnanog.html

Image on pg. 2 detail from Rowland Wheelwright’s “Enid and Geraint”, ca. 1900.
Image on pg. 6 detail from John Bauer’s “The Changeling”, 1913.
Image on pg. 10 detail from Philips Wouwerman’s “Cavalry attacking Infantry”, 1668.
Image on pg. 13 “Resting” by Alan M. Clark, © 1989, used with permission.

These rules are based (in part) on material published in the following TORG rulebook(s):

TORG Boxed Set


Original Mythos and Game Design: Greg Gorden
Mythos/System Development: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul Murphy

The Revised and Expanded TORG Rulebook, v. 1.5


Rule Book Design: Jim Ogle
Editing: Gareth Michael Skarka and Steven Marsh
Cloud tile, eternium pattern, and stone tablet background produced by Garrett Taylor:
http://www.db.erau.edu/~taylorg/torg/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc.

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy,
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finiverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech,
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