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Irilandia: Locations, world | last update: 4/5/26

Irilandia: Locations, world



Irilandia is a large island. Climate mild, humid, changeable with abundant rainfall, lack of temperature extremes. Temperate oceanic climate. 4 seasons.

Has no connection to greater landmass without travel through Aigean Glasli; a turbulent, cold, dark ocean. Island is naturally protected by rugged cliffs that are dramatic and beautiful.

Government: functional tribal system, ruled by powerful Irish clans. Some families have castles, big or small. Irilandia populated by small, thatched roof villages, stone towns, and gently rolling hills covered with clover.

The island is home to three native species: Human (Irish), Wood Elves, and the Fae.

Wood Elves have no kingdom, small scattered population living mostly within Fae territory.

Fae have their own forest, not a Kingdom (no castles, no visible buildings).

Note: Irilandia is romanticized medieval fantasy version of Ireland. Soul, vibe of Irilandia is ancient, reverent, positive, brave, quiet magic, mysterious.

Map: Anything white color is water. Map is general idea of land for directional understanding. This is only a map of Irilandia, not a world map.

Aigean Glasli: large turbulent ocean surrounding Irilandia and, south, bordering mainland. Dark, cold waters with a green hue when hit by direct sunlight. Large mass of ocean, consumes north of world, touches many kingdoms north border. Abundant life.

North

Coldest part of Irilandia, cold in January and February months (40-45 degrees consistent with windchill making it feel colder, dips into freezing at night) but tends to be overall cooler year-round. Many shepherds here, sheep abundant. Few towns spread out. Generally, very safe area of the country with peaceful, faithful folk.   

 

Northeast

Mild climate, short winter, not much if any snow but cold wind, beautiful fall, harsh rains in spring, many roads, many towns, developed area, lots of people here.

Dublin. Capital of Irilandia. Located in the northeast. It was voted as the capital 200 years ago by 10 of the most powerful clans, but city is much older. Most industrial city of Irilandia and largest. Roads pebbles, stone around and in Dublin.

Most developed, populated area, many towns.

Catholic Church: Main Church is in Dublin called the Irilandian Catholic Church, this is the center of Catholic power in the world and in Irilandia. There is no Rome nor Italy in this fantasy world. Pope: Kilian Clyne of Dublin. Irilandian Catholic Church works same as real Catholic Church but exists in Irilandia, Dublin, and is founded and operated by Irish. The heart of Catholicism in the world is in Dublin, Irilandia near Dublin castle. The main church is called the Heart of Mary Holy Catholic Church.

Cardinal James Folan: One of several Cardinals in Irilandian Catholic Church (Heart of Mary), highest ranking member within church beside Pope Clyne. Known for his kindness, will speak to commoners, takes time to see struggling everyday people, blesses their babies and household items if asked, gives out free tiny glass bottles of holy water often without being asked. Much beloved by Dublin.

St. Patrick’s Cathedral: Oldest Church in Dublin, stone with beautiful stained glass, always open. Church of many famous Dublin families, often gathering place of nobles when services are held. Sometimes people gather here after mass in hope of talking to a nobleman for a favor or job. Reverend Feeley. Our Lady of Grace Church: Catholic church in south side of Dublin, warm stone, inviting. The Old cemetery: Common name for oldest burial grounds in Dublin, has markers from pre-Christian/pagan times, a quiet magical place. Some people afraid to go here at night. Tucked away in north area of Dublin. Banshee’s Pub: Dublin. Big pub, loud, cheerful. Inside painted reds and blacks, different for Irilandia. Cheerful pub that seems wrongly named. Has hidden door behind bar that leads out the back “just in case”. Owned by same family for generations, family says was founded by female ancestor who was a pirate called “The Jay” (long ago). Good Lads Pub: Dublin. Small pub, personal, somber, tends to have older regulars, everyone knows each other. Safe, quiet place. Usually only has a few men drinking at bar, local. East Dublin. McGuinness Pub: Dublin. Old, famous, traditional Irish pub with rich history. Owned by McGuinness family, only serves famous dark beer made by family. Always open, always crowded, popular place for celebrations. Dublin castle: Has no King or Queen, serves as defensive position for Dublin and is meeting place of Irish 7th Order and other governmental functions. Ancient place, easy to get lost. Welcome all citizens of Irilandia but only open to public in certain areas, otherwise sectioned off for nobles and Knights. Irish 7th Order holds all functions here (gear, meetings, training), and Knights (and their family) may live here if not from Dublin when in Dublin. Holy Maidin Monastery: Near Dublin castle, closed off from public with stone fence and iron gate. Monks copy and translate texts, brew beer, tend their garden, pray. Miracle site, shrine: Statue of mother mary holding baby Jesus people believe grants prays

Old wall, hidden wall: Dublin, north, there’s the ruins of an old wall that no one seems to be able to agree upon what it was. Overgrown with ivy, predates christianity. Near the Old Cemetery.

Great Market: main commerce area, daytime market with farmers, fishmongers, cloth sellers, gossip, thieves. In South area of Dublin.

Loch Nathair: Nearest lake to Dublin, outside of city.

River Corr: River that runs through east Dublin.

Tanner’s Row: Area where leather and other textiles are made, smells terrible.

Metal Town: Blacksmiths and other tradesmen who craft or work with metal work here.

North Gate: Main public gate for non-commerce entry into Dublin. River’s Gate: Location of large public toilets, has many terrible nicknames and is rarely called river’s gate. Is also the east gate entrance to Dublin, obviously the least popular gate to enter Dublin by unless one needs the public toilet. South Gate: Commerce is only allowed to enter Dublin through the south gate to keep heavy carts from mixing with single riders, families, and others just passing through. Carts are supposed to pay a small tax to bring their goods into Dublin for sale, fine is fixed, doesn’t matter how much or what is in the cart.


Eastern Uplands

Ancient area with many stories, wild place of rolling hills that flows into An Seanchoill Mhór (The Big Old Wood), Kingdom of the Fae.

An Seanchoill Mhór (The Big Old Wood)

Located in Eastern Uplands of Irilandia. Human name for forest of Fairy Folk, which is the Fae Kingdom. Woods is seemingly endless, consuming the eastern area of Irilandia until it hits the Aigean Glasli. Temperate, cool climate, heavily wooded, wild forest that stops at cliffs overlooking dark, turbulent, cold ocean. Humans are allowed into the woods, but it is Fairy Folk territory. Enter at your own risk. Woods often seems shadowed, dark even in the bright of summer but has meadows, bright openings throughout. Irish village, very small, located at the edge of the Big Old Wood called Baile na Coille Duibhe (Blackwood). Known wildlife: Runic Cat, Loony Eyed Rabbit, Rune Demon, wood elf ram. Is a mysterious, magical, dangerous place for humans. May cross into the Unseen world accidently within forest.


Rune Circle Grove: Located in An Seanchoill Mhór (The Big Old Wood), fae kingdom. Rune circle grove is a place within the forest where the trees have thinned out, the soil is soft and full of natural spirals which glow. Highly charged old world magic, may be dangerous or unpredictable to humans and other non-fairy folk. Ancient, mysterious place. Rumors here that the runes may bless, curse, heal, or harm.



















Baile na Coille Duibhe (Town of the Black Wood) or commonly called just Blackwood.

Town in Irilandia's eastern uplands. It is a town about twenty minutes by horse from An Seanchoill Mhór (the big old wood). Home of Kelly and Duane clans, who have long lived in the area. Town is small but strong. Due to ancient treaty with fairy folk in An Seanchoill Mhór, Blackwood has no church or holy/blessed land, graveyard has no crosses on stones.

Other notes: This is where Clove/Ciaran and his family are from. The name of the town has nothing to do with it being black, dark, or bad. Name comes from it being close to the fairy kingdom, which some believe is scary or cursed.

















Cowteeth Pub: about 1.5 hour ride outside of Baile na Coille Duibhe (Town of the Black Wood or Blackwood), the last human establishment before reaching An Seanchoill Mhór, the Kingdom of Fae. Small pub with a few rooms, dark heavy bark roof, stone building. Place to find rangers or people who understand how to transverse An Seanchoill Mhór without being killed. Owner: Loony Liam.

Carrickmore: Irilandia: Eastern Uplands. Small village. Few hours ride from Blackwood, closest town to Blackwood heading southeast. Ancient town, has always been around. Has portal to Unseen World sealed by a Fae blessed tree called Tree of Fortune. Peaceful village. In village: Church of Little Blessings (Catholic), beautiful High Cross, big ancient stone in center of village, Tree of Fortune.

Carrickmore: Irilandia: Eastern Uplands. Church of Little Blessings is a Catholic church in Carrickmore. Father O’Duffy is Pastor. Stone church, warm light within, green and white glass windows, large stone high cross outside.

Carrickmore: Irilandia: Eastern Uplands: Crann na deis, tree of chance, tree of fortune is a special tree in Carrickmore city. Old tree, beneath it is portal to Unseen world. Fear Dubh or dark man, a malevolent spirit, appears at the site to play a betting game with mortals, if they win their wishes will be granted, if they loose he takes their soul for eternity. Fear Dubh was banished, contained in this spot by planting a tree on top of it. Each time the tree dies the entrance can reopen, Fear Dubh may return to play its game.


West

West: Populated but less so than east, rocky coastlines, abundant water, many rivers and lakes. More difficult to transverse due to frequent water crossing, bandits may take advantages of choke points and bridges. Still, very safe. Faithful, hard working folk who know water well.

Western Coast

Irilandia Western Coast: “West of the Broken Stones”, Broken Stones. West facing coastline with high cliffs of broken stones, towering sea stacks, ruined fortresses half-swallowed by moss and salt. Some believe abandoned fortresses haunted, hear wailing in the night. Often windy, harsh winter. Once was home to sea faring Irish clan, long gone but echoes remain in stone.

























Castle of the Wind: Irilandia Western Coast. Fortress built directly into a cliff face, accessible only by rope bridges and narrow paths, it’s long abandoned, believed to be full of dark spirits at night.


Green and Lucky: Tavern in Irilandia west, near coast. Painted green. Only inn in surrounding area. Big. Servers good shepherd’s pie, beer, always huge fire going, warm. Nice tavern.


Western Interior


Has large lake and river.


Lough Reed: Large lake in western interior. Good fishing. Has Dobhar Chú in lake, must be cautious but is usually safe.

South

The Flirty Fili:




The Flirty Filly: Tavern in Irilandia south, has 10 rooms for travels but tends to be full. Owned by three women. Big tavern and inn, wood but well maintained. Has small stable in back for horses. Women have three beautiful Irish Draught mares, breed them on occasion, protective of the horses. Serves great beer, whiskey, Shepherd's pie, stew, bread, butter. Popular place, tends to be loud.

Erin, Colleen: Irish women who own and run the Flirty Filly pub. Feisty, straightforward, good. Remember things about repeat customers, make good food, have pride in their food and tavern. Rooms clean, well maintained. Get mad if men "mess up the place", will come out and hit men with wooden spoon if they get too rowdy or disorderly. Tough ladies have to survive together.
Erin, Colleen: Irish accent, wear dresses, long hair braided and tied up, generally warm and friendly.
Erin: Brown hair, unmarried, looks in late 20s, slightly chubby, green dress, main cook.
Colleen: Blonde hair, green eyes, lithe, in early 30s, unmarried, likes to look after horses, often waits tables, brings beer, bread and butter, sharp but smiles to reveal softer side beneath.
Third woman also owner, running pub, people tend to forget her name.

Erin~


Colleen~





Southern Lowlands


Machair Rua. Red Plains. Rolling farmland with iron-rich soil that stains boots and ploughs reddish-brown after rain. Wide open plains, low stone walls, sacred standing stones scattered like forgotten chess pieces. Farmers, herders. Produces most of food for country (barley, grains, mutton). Peaceful, people very friendly here. In ancient past, many battles took place here for rich land. Celebrate old battles with big parties, drinking, believe spirits stay happy when living laugh.

















































Howth: A town in Irilandia’s Southern Lowlands. Howth is located in Machair Rua, surrounded by farmlands.

Peaceful, a place farmers come to stock on supplies and visit the church.

Locations in Howth: The Church of the Assumption, graveyard, quaint village with many stone homes,

blacksmith and other necessary shops, Shamrock’s Door pub. There is a small lake nearby, Lough Rea.


Shamrock’s Door pub: Irilandia’s Southern Lowlands, located in Howth town. Large traditional pub, full of locals,

warm and welcoming.


The Church of the Assumption: A Catholic church in Irilandia’s Southern Lowlands, Howth town. Old Roman styled

Catholic church known for its beautiful architecture, welcoming atmosphere. Roof is double

pitched slate with decorative terracotta ridge tiles, cast iron, walls are rockfaced granite with a

limestone plinth, gargoyles and early Irish stone crosses. Pastor is Father Rory Ceannt.


Howth Old battlefield: Located in Irilandia’s Southern Lowlands, near Howth. Ancient site of a bloody battle between

Irilandians and invading Angelican Kos. A Celtic cross stands on the site inscribed ‘mercy’. Locals

think it’s haunted, avoid at night.


Lough Rea: A freshwater lake in Irilandia’s Southern Lowlands, near Howth. Beautiful, serene, known for having

many swans.


Murphy Castle: Located in Irilandia’s Southern Lowlands, near Howth. Castle of the powerful

Murphy clan.

Southeastern Coast


General: Fog-heavy coast of hidden coves, quiet harbors. Marshy, pete bogs, pebble beaches, inland wetlands. People here tough, colder, don’t like gossip. The marshland can be dangerous due to bogs, most avoid it by taking longer paths around.


Southwest Interior


Irilandia Southwest interior: Ancient forest different, smaller than An Seanchoill Mhór named Foggy Weave. No fae folk, human controlled. Dense oak and yew forest. Small old settlement within woods called Applebloom.


Applebloom: Old human town nestled inside Foggy Weave. Quaint mossy stone homes. Town fenced with iron to keep out bad spirits, forest creatures, wolves. Famous for apples, apple dishes. Host good spirited Harvest Festival each year.

The Ugly Scrub

Tavern, serves stew, good beer. Has small inn attached with rooms. Moss covered roof, stone, arched doorway, friendly appearance, nestled in woods, quaint. Rather friendly, nice looking inn despite awful sounding name.


























Foggy Weave.

Ancient forest different, smaller than An Seanchoill Mhór. No fae folk, human controlled. Mostly dense oak and yew forest, edible mushrooms grow abundantly, apple trees mixed in, fog that rolls in without warning. Groves of birch with red mushrooms. Used to be home of wood elves, driven out long ago. Native creature: Rune Demon, 7-9’ foot tall humanoid monster crawls on all fours, dangerous.


























In Foggy Weave-

Hell's Hole, Witches Den, No-Go-No: Abandoned looking one room home, circular door, moss and debris covered roof, ancient thin stone pathway, old gnarled trees, fog. Appears, yet difficult to locate once left. Old god said to live within, do not enter. Humans tell stories about it, stories vary but always holds evil, dread, witch, curses, death.























Culture/Other Of Irilandia


[Irish 7th Order - Group of Irish male Knights who served or proved themselves, were then asked to join group. Works hand-in-hand with ruling clan heads to discuss, plan, enforce, mediate issues of Irish people and Irilandia county. Act as war council in times of battle, each 7th order member would command part of country’s forces, leading in battles. Currently: no wars, time of peace. 7th Order Knights are nobles, highly respected, but may be from humble backgrounds. Never earned via birth or blood, position is earned. Must uphold oath of Knight, may be kicked out if act poorly.]


[War of Hundreds: War between Irilandia and Angelican Kos that lasted 375 years before a cease fire was reached, the countries are still technically at war but there has been no battles or attacks for 22 years. Impacted Irilandia culture, history greatly as they were being invaded/attacked, many heroes and grand stories come from this time. Almost all clans touched by war of hundreds.]


[Irilandian Knight General- Irishmen only. Knights are chosen by spirit (druid or holyman senses it, choses them), by merit, accomplishment, friendships, or by a Lord. Never by birth, or blood. Knight may serve a specific clan but takes oath to protect Irilandia as whole. Warrior-noble status. Typically wield Irish greatsword, kite shield. Oath: defend he weak, the land (even against own clan if must), hospitality sacred, speak truth, fight only when necessary but never with hesitation, treat women and children as precious. Traits: high level of skill, often well educated, should carry self with honor and respect, represent a higher calling, people look up to them. Higher caste of Knights join the Irish 7th Order, an elite group of Knights who help run Irilandia.]


[Irilandian Knight Oath: Oath: defend he weak, the land (even against own clan if must), hospitality sacred, speak truth, fight only when necessary but never with hesitation, treat women and children as precious. Traits: high level of skill, often well educated, should carry self with honor and respect, represent a higher calling, people look up to them.]


[Irilandian Knights: Tied into ancient magic, while most are Catholic, ancient customs mixed with old earth magic. Blessed by druids, saints, and fairy-bound rituals before combat to help them pass through forests or dark places unharmed.]


[Irilandian Knight Traditional Roles: Lead armies or war groups, escort through dangerous areas, appointed as duelist to settle disputes between clans or important people, may champion someone in ritual combat, enforce ancient laws and protect ancient places, may join the 7th Order and act as governing force for Irilandia and clans.]


Travel, horseback, journey: Travel by horse takes long days to get around Irilandia, which has a network of trails though most are mud. Closer to Dublin there’s stone roads, around some bigger towns roads may be better maintained. Irilandia is an island, to leave it required treacherous journey over ocean. Most have not left.


[Members of governing circle from powerful clans who make ruling decisions for Irilandia, are equivalent of Irilandian royalty but are not Kings. 9 members, all men, elders (70+ years old). Meet in Dublin. Members: Conor O’Riley, Belenos McGuinness, Craig McGregor, Shane Murphy, Brandon O’Sullivan (and 4 others). Head their clans, live in castles spread around Irilandia. Have large extended clans. Do not refer to these people as your Majesty, may refer to them as my Lord or Elder.]


[Irilandia's Government: functional tribal system, ruled by powerful Irish clans. 9 most powerful, largest clans form government. Meet, talk, and vote on issues (such as going to war) but in-fighting occasionally breaks out. These powerful family's function like royalty: O’Sullivan, O’Riley, McGuinness, McGregor, Murphy, and 4 others. Some families have castles, big or small. When they meet people say, "they're at the table."]


Current Members of the Irish 7th Order (Noblemen Knights): Gair, Rían McGuinness, Bannon McGuinness (retired), Senan Coffey, Séamus Donohoe, Iarlaith Tobin, Cael Roe, Ailill O’Meara, Sionnach


Creator Note: These men are located in Dublin, you can use their name as keyword to summon them into the RP if your character is in Dublin. These are entries for Cashel's lorebook, currently these character's only appear if you are playing with Cashel (I have not added them to the greater world yet for Clove and Ailbe).


Bannon McGuinness: Irish male, in his 70s, retired from Irish 7th Order Knight. Mostly trained other Knights throughout career. Defended Irilandian land from pirates and invaders. Claims he saw a dark elf once, really freaked him out and always talks about it when he’s drunk. Often drunk, but happy drunk. Forces everyone to stand up and loudly swear they will happily die for Irilandia, then gives everyone a copper. Well liked in Dublin. Rían McGuinness’ father, was Cashel’s father’s best friend (Seamus McGregor). Bannon gets weepy when drunk about Seamus not being around anymore and how much he misses his friend. Catholic, always attends early sunday mass. A bit sore and slow these days from old battle wounds and age. Rían is his only child but considered Cashel his son.


Gair: Male Irish, distinguished Knight in the 7th order, old warrior, like a walking battle-axe, large man 6’5” built big and heavy, gruff, bad tempered, stoic, hardcore in beliefs and never complains about pain or hardship, excellent fighter and has trained many young men. Loyal and devoted friend, looks out for younger warriors, tries to steer them right. Fond of Cashel McGregor whom he trained extensively. Refuses to retire even though he’s well past the age. 68 but still healthy despite old wounds, long wild red hair left free, brown eyes, freckles on forearms, hairy body, always a little sweaty. Fights with 2-handed axe but proficient with variety of weapons, rides on a big Clydesdale he stole from an Angelican Kos while fighting oversea, took the horse back by boat. Catholic. Speech: heavy Irish accent Ulster, loud, crash, insulting, loving, obvious about feelings (either likes you or doesn’t and lets you know). Points out flaws in hopes of helping (you’re fat, you’ll freeze your arse in that, you smell like old soup). Laughs when someone snaps back at him, amused by a fiery temper, doesn’t take offense easily. Dislikes Angelican Kos and anyone who isn’t Catholic. Never married, if asked says “he forgot about it”.


Rian, Rían McGuinness: Male Irish, Cashel McGregor’s lifelong best friend. Rían appearance: 5’8”, slender fit, pale, short brown hair in short ponytail (got lice last year, freaked out and shaved all his hair off with a straight razor), green eyes, freckles. Follows Cashel’s lead. Moderate personality, not pushy, but knows himself and sticks to his heart and moral compass. Catholic. Always holding his rosary like a nervous habit. Knight on Irish 7th Order, despite quiet nature is valiant and brave as Knight, called “the ever heart” for his willingness to risk self to help wounded fellows on battlefield. Loves to sign Irish songs and Catholic hymns. Same age as Cashel, 35, almost share birthdate (Rían August 13th). Married 5 years ago, arranged marriage to pretty girl from north Irilandia. Has 1 daughter, Una (2yrs old) Rían absolutely loves his baby girl and talks about her antics and cuteness often even to other men, doesn’t care, is enchanted by her. Worries about Dublin being dirty and needing innovation. Speech: Irish accent, calm, mild.


Cormac: Dublin’s mage, a human Irish male who is able to command minor magic and greater magic with use of magical texts. Believed to have high elf blood from a great grandfather but no one can prove it and Cormac denies it and argues some humans, though rare, are born with natural magical ability and that doesn’t make them cursed or secretly mixed blooded. Works in the Dublin castle employed by the ruling clans but not part of meetings or internal affairs. Is supposed to protect Dublin from witches and other dark magic or curses. A pagan, which gains him additional dislike from those around him, Cormac is private about his beliefs. Interested in magical word owned by Cashel McGregor.

Personality: Cormac is articulate, proud, cutting, and defends himself with striking verbal jabs. Intense stare. Sometimes comes off harsh due to assuming someone wants to argue with him and he’s not in the mood. Intelligent, diligent, makes dark humor and witty jokes under his breath.  Appearance: Male Irish in mid 30s, tall, slender, wears robes with Irilandian cross and colors. Scars on his fingers. Carries dark wooden staff. Sullen, worried eyes.


Senan Coffey. Male Irish, member of the Irish 7th Order, Knight, mid-rank. Respected.


Ciaran Kelly was a half wood-elf Irish member of the Irish 7th Order, a respected Knight known for his intelligence, calm, clarity, and successful strategies in war. Caught up in nasty business regarding a treaty with the Fae over a new path being cut near the Fae Kingdom, murdered a civilian at a meeting and seemed to go crazy when accused of betraying Order. Stripped of his titles and exiled, that was 12-13 years ago. Most assume he’s dead, no word has come of him since his exile.


Séamus Donohoe. Male. Human, Irish. Catholic, sincerely so. Appearance: 6’1”, lean muscular, fit, short red hair, green eyes, lots of red freckles. Wears tunics with boots and a fine cape or his armor. Armor: Fitted dark green with silver filigrees in celtic knot patterns, an open faced helm, silver hilted longsword. 45. Was best friends with a Knight who was exiled, Ciaran Kelly. Never talks about this, says not to ask him. Married, has several kids. Respected on Order but no longer in active service, patrols Dublin as a presence, helps people, looks after community what he can, makes people in Dublin feel safe, gives them news about what the Order is talking over or doing. Never seems to want to leave Dublin.


Iarlaith Tobin. Male Irish, member of the Irish 7th Order, Knight, mid-rank. Respected because he spent a great deal of time away from Irilandia on ships, patrolling the wild dark sea looking for enemy ships. Has experience with naval issues, has been to other countries but doesn’t talk about it unless directly asked. Sometimes tells stories about strange food he ate when away from home. Ruddy complexion, red hair, freckles, medium build, was injured across his throat which hurt his vocal cords and left him with a scratchy, broken, rumbly voice that’s a bit hard to understand. Looks in his 50s.


Cael Roe. Male Irish, member of the Irish 7th Order, high-ranking older Knight. Not a noble, earned place through skill, service, and intelligence. Wears beautiful black armor with silver detailing, Celtic cross on chest, tabard. His word holds weight in meetings. Serious but secretly has great sense of humor and easily smiles with people he knows well and trusts. Looks out for others. Doesn’t attend mass, says openly he’s lost his faith “for now”. Married, has several adult children and some grandchildren. Appears in his 60s. Scar on forearm.


Ailill O’Meara. Male Irish, member of Irish 7th Order, mid-rank Knight. Not a noble, gained position through skill and devotion to Irilandia. Looks in 30s. Unmarried, never attends mass that anyone knows of. Brown hair, freckles, has strange eyes that appear to be light-brown but under direct sunlight become yellow. Doesn’t talk much and tends to stay in the back when the Order gathers. Mysterious, keeps distance from becoming friends with others. Fast with sword, excellent fighter.


Greater World


Tursula: Fantasy kingdom based on Turkey. Mediterranean climate with deserts in the south. Unique humans with their own language, culture, religion, and clothing. Ride beautiful slender fast horses. Have buildings with domed tops. Normally at odds with other human Kingdoms. Kingdom borders Valnal mountains in north, they do not cross mountains. Warm sea in south and east. Smallest human Kingdom. Language: Tursic. Currency: Lara (mixed metal coin, shells dipped in rare metals, precious gems with Tursula Sultan’s mark). Love to barter, trade.


Rusquap: Fantasy kingdom based on Russia. A large, mostly empty Kingdom with cold weather and short beautiful summers. Tough, no nonsense humans who are blunt, wear fur cloaks, ride long haired horses. North border along ocean high elf kingdom, south borders mountains of Valnal. Language: Rus. Currency: accept any metal coins, gemstones, no trade/no deals.


Valnal: Fantasy area based on the Caucasian mountains, containing many small clans of humans with unique language and culture. Wild mountains with warm people, if they can be reached. Brave. Clan structured. Tolerate guests, vicious towards conquerors. North borders Rusquap, south borders Tursula and Lumarick. Language: varied. Currency: trade, metal coins, gemstones.


Dursnar: Kingdom of Dwarves, temperate woods and mountains, surrounded by cold ocean of Aigean Glasli, south border only land border and shared with arcane high elves. Mountainous, often has cold winds. Famous for making steel weapons and chainlink armor. Language: Dwarvish. Currency: gold, silver, copper, deals/trades.


Lumarick: Small Kingdom of Dark Elves, mostly live underground. Don’t allow non-dark elves into underground cities.


Far South and Far East: Mostly unexplored and unknown by humans, considered dark lands due to it housing no humans but other races such as lizard people and trolls. 


Lithlandiila: Southern high elves, different from Arcane high elves in the north. Share border with Lumarick, south of them is the dark lands unknown to humans. Most humans would not travel to Lithlandiila beyond their south border that can be reached from Irilandia sailing south through Aigean Glasli. Not much is known about Lithlandiila high elves, beyond they’re older than their Arcane cousins.


Brili: slender kingdom of arcane high elves, has long border with Aigean Glasli, north border hits Dursnar, south borders Rusquap. Powerful, commanding refined army and more advanced technology than humans (steampunk and arcane magic themed).


Arcane High Elves: Live in their kingdom, Brili. Tall, slender, beautiful, fair skinned. Long lived, commanding powerful and impressive magic. Known for being arrogant, haughty, and disinterested in human problems. Do not allow humans within their government or inner lives, so most is unknown. Have come to aid in the past, but unpredictable. Educated, refined, elegant, primarily vegetarian. Never first to strike but will retaliate if harmed.


Dark Elves: Onyx, ashen, or gray skinned pointed eared humanoids with mysterious developed underground Kingdom in the south. Command natural dark, shadow magic. Long lived. Friends with other dark species (trolls, orcs, gargoyles). Often at odds with high elves, openly dislike each other. Can see in the dark, hardy to cold weather, dislike intense bright light but can tolerate it. Tend to roam and travel, most encounters with dark elves happen outside their realm. Reputation for being secretive.


Trolls: Vastly unknown by humans, tall, pointed ear, green skinned humanoid around 6-9 feet tall. Many rumors about trolls, often violent or frightening. Live among giant lizards and dangerous creatures, which they tame. Far in the south, few humans travel that far.


Dwarves: Short, stocky, hardy humanoids around 4-5.5 feet tall on average. Builders, live in mountains and on land. Famous for their handy skills, great creators of physical items. Loud, welcoming to guests but protective of their own. Have generally good relations with humans, trading and mingling. Dislike arrogance or being judged, hate dishonesty. Kingdom: Dursnar. Language: Dwarvish. Currency: Gold, silver, copper.


Lizard People: Lizardmen, lizard folk. Unknown humanoid reptilian species in the south. Mostly unknown to humans.


Unknown lands: Most of the world, especially in the south and far east is unknown to humans. It’s rarely explored due to distance and hardship reaching, what is known tends to be tales with nothing confirmed. Lands so far, full of different species and wild creatures. Some humans call it the darklands due to it being associated with trolls, orcs, dark elves, and other wild or darker species.


Dark Species: shadow kind, dark folk, dark races are what humans call species non-human or non-human aligned who may wield shadow, dark, black, or unknown magic. Dark species are gargoyles, goblins, trolls, orcs, dark elves, some dragons, knolls, and other wild folks such as witches, warlocks, necromancers, undead, and etc.


Light Species: light aligned or good races such as high elves, wood elves, humans, and dwarves. Tend to have no natural magic, arcane magic, or spirit based (healing, life, light oriented).


Light, dark species: Alignment is often mixed up with morality. A user of shadow magic or a dark aligned species may produce good, moral, and heroic people. The same as a light aligned species may produce an immoral, evil, or wicked person. It is a stereotype grouping whole species tendencies to follow a certain path, individuals may vary.


Dark magic: may be learned from books, offensive, curses, shadow, cold.


Light magic: may be learned from books, binding, healing, assistive, defensive, light, warm.


Neutral Species: Fairy Folk, spirits, old gods, and other wild folk. 


Potions: Created by alchemists or potion masters, potions vary and have a wide variety of uses from medicinal to magical, good to evil.


Lithli: Southern High Elves from south kingdom Lithlandiila, look similar to Arcane High Elves but have different language, culture, magic. Older race, perhaps eldest race in world. Some say Lithli are immortal. 


Angelican Kos: Large island in colder climate, northern. Is northeast of Irilandia. Human Kingdom. Has been at war with Irilandia frequently, trying to invade them and conquer them. Terrible history with Irilandia, bad blood, bad relations. Angelican Kos known for being talented seafarers. Have no contact, maintain a sea border neither crosses.



FAIRY FOLK


Fairy Folk (Aos Sí) or sheevra: A supernatural, mysterious, and magical people native to Irilandia. They have a diverse appearance, some are elven like and beautiful while others are monstrous and hideous. They’re deeply tied to the natural world, command magic, and are morally ambiguous; capable of good and evil. Humans call them by many names and have mixed opinions, telling many stories (both good, bad, and neutral). An air of fear surrounds Fairy Folk. Religious humans and other species are hesitant to cross these hidden magical beings. 


Fairy Folk cross between the seen world (moral world) and the unseen world (spirit world). Their Kingdom exists in both but their buildings, castles, and true home is the Unseen world. This world is marked in the forest by dirt mounds and natural gateways, humans and others avoid these areas for fear of being dragged into the Unseen world where they would be unable to escape.


Unseen world: Aos Sí, Fairy Folk, or sheevra homeland. A spirit world that reflects Earth but lacks any human influence or landmarks. A place of wild magic and creatures, the realm of the spirits, fae, forest creatures, and old gods. 


Humans in the Unseen world: were brought there by Fairy Folk, usually they were kidnapped as newborn babies. Some humans who are mixed breed (half fairy) may cross into the Unseen world if they discover how or are taught. Generally morals cannot withstand the Unseen world, it twists the human spirit and body, changing it. These changes may bring forth luck, power, beauty or mutilations, weakness, insanity. What stands true is, whatever human is taken to this world will not emerge from it the same; they will be changed. Most humans deeply fear the Unseen world.


Fairy Folk have different species, humans may not understand the diversity of this group. It covers spirits, old natural gods, elementals, fae, fairy, and some elves. They range in demeanor, dispositions, appearance, and size. What binds all people from the Unseen world is a deep connection to the natural world, natural magic, and the ability to cross between worlds, see and communicate with spirits.

Wood Elves



Are a species of elf from the moral world, their ancient history is believed to be tied to the Fairy Folk but some humans believe they’re fallen angels. Regardless, their origin story has been lost and what remains is an elven people deeply connected to the natural world. Wood Elves are very different from High Elves, lacking any connection to Arcane or higher forms of magic.


Wood Elf Traits:

Tend to be 4’-5.5’ tall, and are rarely over 6 feet. Males are taller than females.

Have pointed ears, but shorter than high elves.

Have diverse skin tones echoing humans in addition to being very pale (snow white) to very dark (onyx) and natural earthen shades of deep greens (forest green, moss green).

Have dark hair colors, including dark green hair. They do not have white, blonde, red, or light colored hair.

Have natural colored eyes (green, brown, blue), gold or silver.

Tend to be slender, commanding great speed and silence.

Natural magic, forest magic.

Deep connection to natural world.

Better eyesight, hearing.

Live around the same years as human (around 100-120 max), far less than high elf counterparts.

Naturally blend in with the forest using magic (hide) and have other forest related magic, skills, and connections which come to them with little to no training.


Known for: hardly ever coming out of deep tangled woods. Wood Elves seldom take part in the greater world’s wars or politics, living deep within the wildest areas disconnected from anything outside the spirit, forest, and each other. Live in small tight communities which are distrustful of outsiders and shy. 

If in danger, wood elves will flee and hide over directly engaging in combat.


Female wood elves are infamously hidden and shy, hardly ever seen nor documented. They run from outsiders with their children and hide. Wood Elf women have zero drive to leave the woods or form bonds with outsiders. Their incredible sensitivity roots them to the natural world; they exude forest magic; where they live, the woods are beautiful and healthy. They give their magic back to the woods, helping it to thrive. She is sensitive, feminine, and natural; concerned only with the environment around her and her family. May be seen as drifting, odd, and disconnected from reality. Has a fertility cycle tied to the seasons but is different for each wood elf woman (some fertile in spring, another in winter). Can mate with some forest folks, producing magical animals. She may bond to a forest guardian, or other forest folk.


Wood Elves do not marry nor take a husband or wife, they have a mate they prefer and tend to be quite loyal to this person but are never formally bound. Their connection is strong without ceremony or vows. They believe “nothing is promised to you” and tend to live day-by-day and in the moment, believing a poor friend or partner will lose his partner or friend. Natural consequences and logic drives their understanding of things. Tend to be forward and naive in interactions, believe what others promise or assure them. Are baffled by betrayal or lies, but once they realize what has happened, they will likely retaliate against wrongdoers. Good relations with other, more dangerous, forest folk make it unwise to cross them.


Fighting back: Wood Elves don’t like one-on-one combat, wars, or classic “human” combat styles. They tend to trick and trap, then slit throats. Female wood elves, if greatly wronged, may call upon her connections to other forest spirits more violent than she to exact revenge for her or lead her wrongdoer to a monster’s cave or Fairy mound or Leshi.


Wood Elf males have occasionally ventured out, usually in the late teens and early adulthood when bold and curious about the world. Less likely to flee from a threat, they use speed and nature magic to entangle foes. Prefer bow and arrow. Will capture, trip, or entangle enemies before coming in close to kill them. Do not have human honor or morals, but are not a dark or evil species. Wood Elves have deep respect for nature, life cycles. Protective of their own species, usually distract or draw attention to themselves so women, children, and vulnerable families may flee unchased. Loyal to wood elves, they may lack empathy for other species. Likes to wander, curious. Is fertile year round.


Wood Elves have been targeted historically by various species, believing they have unique healing abilities. This becomes worse in times of disease or war; these attacks have only furthered wood elves' dislike and shyness towards outsiders. There were also instances of other species taking over forests, as natural growth occurred (cutting down trees for wood, building cities) some wood elves were driven out, often violently. Because they’re known to flee and not for being adept warriors, few species fear wood elves and this makes them easy targets.


Wood Elves are more trusting towards other Elves. They’re close to and in alliance with the Fairy Folk and considered fellow forest creatures. In recent history High Elves have made several decrees claiming they will retaliate against those who do wrong onto Wood Elves, concerned their population has become too small and possibly endangered. 

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