Irilandia Lorebook Copy/Paste for reading.
Updated 2/18/26
### 1. Dublin
**Keys:** Dublin, capital city of Irilandia
**Content:**
[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. Where Irish 7th Order based, most military leaders, important people, core of Irilandia government.]
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### 2. Baile na Coille Duibhe Blackwood
**Keys:** Baile na Coille Duibhe, Town of the Black Wood, Blackwood, eastern uplands
**Content:**
[Irilandia: Eastern Uplands. 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. Name of town has nothing to do with it being black, dark, bad. Name comes from it being close to the fairy kingdom, which some believe is scary or cursed. Town is safe, bright.]
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### 3. An Seanchoill Mhór Big Old Wood
**Keys:** An Seanchoill Mhór, Big Old Wood, Fae territory, Fae Kingdom, fairy land, fairy woods, An Seanchoill Mhor
**Content:**
[An Seanchoill Mhór (The Big Old Wood): Located in Eastern Uplands of Irilandia. Human name for forest of Fairy Folk, which is Fae Kingdom. Woods seemingly endless, consuming eastern area of Irilandia until hits Aigean Glasli ocean. Temperate, cool climate, heavily wooded, wild forest that stops at ocean cliffs. Humans are allowed into woods, but is Fairy Folk territory. Enter at your own risk. Woods seems shadowed, dark even in 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, wood elf ram, Fae Hound. Is a mysterious, magical, dangerous place for humans. May cross into the Unseen world accidently within forest.]
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### 4. Irilandia General
**Keys:** Irilandia
**Content:**
[Irilandia is large island. Climate mild, humid, changeable with abundant rainfall, lack of temperature extremes. Temperate oceanic climate. 4 seasons. Irilandia is an island with no connection to greater landmass without travel through turbulent, cold, dark ocean on large seaworthy wooden ships. Island is naturally protected by rugged cliffs, dramatic, 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. Island surrounded by Aigean Glasli ocean. Native: Irish ethnicity humans, fairy folk (the fae).]
[Roleplay rule: Irilandia is romanticized medieval fantasy version of Ireland. Soul, vibe of Irilandia is ancient, reverent, positive, brave, quiet magic, mysterious.]
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### 5. Tursula
**Keys:** Tursula
**Content:**
[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.]
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### 6. Rusquap
**Keys:** Rusquap
**Content:**
[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.]
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### 7. Valnal
**Keys:** Valnal
**Content:**
[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.]
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### 8. Dursnar
**Keys:** Dursnar
**Content:**
[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.]
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### 9. Lumarick
**Keys:** Lumarick
**Content:**
[Lumarick: Small Kingdom of Dark Elves, mostly live underground. Don’t allow non-dark elves into underground cities.]
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### 10. Far south far east
**Keys:** far south, far east
**Content:**
[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. Irilandia native may need to clarify if someone means far south or far east within the island or if they mean leaving the island to explore unknown, requires crossing ocean and dangerous lands. Few do it.]
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### 11. Lithlandiila
**Keys:** Lithlandiila
**Content:**
[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.]
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### 12. Aigean Glasli
**Keys:** Aigean Glasli, ocean
**Content:**
[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.]
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### 13. Irilandia's Government
**Keys:** government, royalty, ruling, rulers
**Secondary Keys:** Irilandia
**Content:**
[Irilandia's Government: functional tribal system, ruled by powerful Irish clans. 12 most powerful, largest clans form government. Meet, talk, and vote on issues but in-fighting occasionally breaks out. These powerful family's function like royalty: O’Sullivan, O’Riley, McGuinness, McGregor, Murphy, and 6 others. Some families have castles, big or small.]
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### 14. Brili
**Keys:** Brili
**Content:**
[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).]
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### 15. Arcane High Elves
**Keys:** elf, elves
**Secondary Keys:** arcane, northern, Brili, north, high
**Content:**
[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.]
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### 16. Lithli High Elves
**Keys:** elf, elves
**Secondary Keys:** Lithli, south, southern, high
**Content:**
[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.]
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### 17. Dark Elves
**Keys:** elves, elf
**Secondary Keys:** dark, shadow
**Content:**
[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.]
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### 18. Trolls
**Keys:** trolls
**Content:**
[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.]
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### 19. Dwarves
**Keys:** Dwarves, dwarf
**Content:**
[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.]
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### 20. Lizardmen
**Keys:** lizard
**Secondary Keys:** men, folk, people
**Content:**
[Lizard People: Lizardmen, lizard folk. Unknown humanoid reptilian species in the south. Mostly unknown to humans.]
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### 21. Unknown lands
**Keys:** Unknown lands, Darklands
**Content:**
[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.]
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### 22. Dark Species General
**Keys:** dark
**Secondary Keys:** species, races, folk, kind, creatures, beasts
**Content:**
[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, 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.]
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### 23. Light Species General
**Keys:** light
**Secondary Keys:** species, races, folk, kind, creature, animal
**Content:**
[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.]
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### 24. Dark Magic
**Keys:** magic
**Secondary Keys:** dark, shadow, evil, cursed
**Content:**
[Dark magic: may be learned from books, offensive, curses, shadow, cold.]
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### 25. Light Magic
**Keys:** magic
**Secondary Keys:** light, good, healing, holy, blessed
**Content:**
[Light magic: may be learned from books, binding, healing, assistive, defensive, light, warm.]
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### 26. Neutral Species
**Keys:** neutral, unaligned, wild
**Secondary Keys:** species, race, people, folk, creature, god
**Content:**
[Neutral Species: Fairy Folk, spirits, old gods, and other wild folk.]
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### 27. Potions
**Keys:** alchemist, potion, elixir
**Content:**
[Potions, elixir: Created by alchemists or potion masters, potions vary and have a wide variety of uses from medicinal to magical, good to evil.]
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### 28. Current Year 1169
**Keys:** year, date
**Content:**
[Present/Current Year: 1169.]
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### 29. Fairy Folk General
**Keys:** Aos Sí, sheevra, fae, fairy
**Content:**
[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.]
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### 30. Unseen world General
**Keys:** seen world, mortal world, unseen world, spirit world, Fairy Kingdom
**Secondary Keys:** move, cross, enter, taken, kidnapped, leave, go, into
**Content:**
[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.]
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### 31. Unseen world Location
**Keys:** Unseen world, Aos Sí Kingdom, Fairy Folk Kingdom, sheevra homeland
**Content:**
[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.]
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### 32. Unseen world changes humans
**Keys:** unseen world
**Secondary Keys:** Irish, humans, non-fae, non-fairy, newborn, baby, kidnapped, child, twisted, mixed, half, change
**Content:**
[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.]
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### 33. Forest Folk
**Keys:** spirits, old gods, old ones, forest folk, fairy folk, elementals, wild ones
**Content:**
[Forest Folk is umbrella term for many species. Humans may not understand diversity of group. Contains: spirits, old gods, nature gods, elementals, fae, fairy, wood elves, magical forest creatures, forest folk, Leshy, shapeshifters. They range in demeanor, dispositions, appearance, morality, alignment, and size. What binds all people from the Unseen world is a deep connection to the natural world, nature based magic, ability to cross between seen/unseen world, can see and communicate with spirits.]
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### 34. Wood Elf General
**Keys:** wood
**Secondary Keys:** elf, elves
**Content:**
[Wood Elf: Native to Irilandia. Ancient history believed to be tied to Fairy Folk, some humans believe they’re fallen angels. Regardless, origin has been lost, what remains is elven people deeply connected to natural world living in An Seanchoill Mhór. Wood Elves are different from High Elves, lacking any connection to Arcane or higher forms of magic. Natural skin tones, hair colors, pointed ears, 4.5-5.6 feet rarely 6foot. Stay in woods, females rare or unseen, mostly vegetarian but will eat rabbit or deer occasionally.]
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### 35. Wood elf physical traits
**Keys:** wood elf, wood elves
**Secondary Keys:** traits, height, appearance, hair, eyes
**Content:**
[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. Slender, lithe frames.]
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### 36. wood elf abilities
**Keys:** wood elf, wood elves
**Secondary Keys:** magic, ability, natural
**Content:**
[Wood Elf ability: commanding great speed, silence. Natural magic, forest magic. Deep connection to natural world. Better eyesight, hearing (than humans). Live around 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.]
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### 37. wood elf behavior
**Keys:** wood elf, wood elves
**Secondary Keys:** behavior, hidden, disengaged, flee, run, hide, distrustful, insular
**Content:**
[Wood Elves are known for/behavior: hardly ever coming out of deep tangled woods. Wood Elves seldom take part in greater world’s wars, politics, living deep within 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.]
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### 38. wood elf female
**Keys:** wood elf
**Secondary Keys:** female, girl, woman
**Content:**
[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.]
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### 39. wood elf culture
**Keys:** wood elves, wood elf
**Secondary Keys:** marry, husband, wife, mate, quiet, culture, belief, promise, practices
**Content:**
[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.]
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### 40. wood elves fighting back
**Keys:** wood elf, wood elves
**Secondary Keys:** attack, hurt, injured, revenge, harm, wronged, tactics
**Content:**
[Wood Elves 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.]
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### 41. wood elf male
**Keys:** wood elf, wood elves
**Secondary Keys:** male, man, boy, wander, seen
**Content:**
[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.]
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### 42. wood elf mistreated
**Keys:** wood elf, wood elves
**Secondary Keys:** killed, genocide, hunted, harmed, target, attack, violence, murdered, murder
**Content:**
[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.]
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### 43. wood elves ally
**Keys:** wood elf, wood elves
**Secondary Keys:** arcane, high
**Content:**
[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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### 44. Irilandia Western Coast
**Keys:** Castle of the Wind, West of the Broken Stones, western coast
**Content:**
[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.]
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### 45. Irilandia Southern lowlands
**Keys:** Southern lowlands, Machair Rua, Red Plains
**Content:**
[Irilandia 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.]
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### 46. Irilandia Southwest interior
**Keys:** Southwest interior, Southwest
**Content:**
[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.]
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### 47. Irilandia Southeastern coast
**Keys:** Southeastern, coast, bog, marsh, pebble beach, wetlands
**Content:**
[Irilandia Southeastern coast: 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.]
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### 48. Irilandia Travel General
**Keys:** travel, journey, horseback, road
**Content:**
[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.]
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### 49. Irish 7th Order
**Keys:** 7th Order
**Content:**
[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.]
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### 50. Irilandian Knight General
**Keys:** Knight
**Secondary Keys:** mean, meaning, practice, become, chosen, noble, serve, Irish, man, male, boy, educated, honor, respect, became
**Content:**
[Irilandian Knight General- Irishmen only. Knights are chosen by spirit (druid or holyman senses it, choses them), by merit, accomplishment, friendships, or by 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.]
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### 51. Irilandian Knight Oath
**Keys:** Knight
**Secondary Keys:** oath, belief, believe, code, honor
**Content:**
[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.]
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### 52. Irilandian Knights
**Keys:** Knight
**Content:**
[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. Male Irish only.]
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### 53. Irilandian Knight Traditional Roles
**Keys:** Knight
**Secondary Keys:** lead, command, war, army, soldiers, warriors, dangerous, escort, duelist, duel, champion, combat, law, ancient, protect, govern, challenge, role
**Content:**
[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.]
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### 54. Baile na Coille Duibhe Fae Treaty
**Keys:** Baile na Coille Duibhe, An Seanchoill Mhór, Blackwood, Big Old Wood
**Secondary Keys:** treaty, peace, bells, ring, road, church
**Content:**
[Irilandia: Baile na Coille Duibhe Fae Treaty. An Seanchoill Mhór is Fae Folk land but humans who live in Baile na Coille Duibhe nearby may live undisturbed if respect, follow treaty. Ancient treaty between humans and Fairy Folk kept. For generations, strict customs keep peace: forbidden to build roads near Fae woods or clear woods, bells rung on certain nights, no churches within marked bounds. Enter at your own risk if human.]
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### 55. Angelican Kos
**Keys:** Angelican Kos, enemy, enemies, bastards
**Content:**
[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. Currently in cease fire with Irilandia, have no contact, maintain a sea border neither crosses. War of Hundreds: War between Irilandia and Angelican Kos that lasted 375 years.]
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### 56. War of Hundreds
**Keys:** War of Hundreds
**Content:**
[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.]
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### 57. The Ugly Scrub
**Keys:** The Ugly Scrub, tavern
**Secondary Keys:** southwest, applewood
**Content:**
[The Ugly Scrub: Irilandia Southwest interior, near Applewood. 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.]
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### 58. The Flirty Filly General
**Keys:** tavern
**Secondary Keys:** south
**Content:**
[The Flirty Filly: Tavern in Irilandia south, has 10 rooms for travels but tends to be full. Owned by three women, great food, popular.]
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### 59. Green and Lucky
**Keys:** tavern
**Secondary Keys:** Green and Lucky, west coast, green
**Content:**
[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.]
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### 60. Foggy Weave Forest
**Keys:** Foggy Weave
**Content:**
[Foggy Weave: Irilandia Southwest interior. 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. Rumored magical evil witch house within forest called 'no-go-no' house.]
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### 61. Rune Demon
**Keys:** Rune Demon
**Content:**
[Rune Demon: Aggressive creature in Irilandia Southwest interior, Foggy Weave forest. A long lived, dull blotchy purple, hairless, triangle flat face with mouth of sharp pointed teeth, runic glowing circle where eye should be, no eyes, runic lines on flesh, clawed. Presses flat face onto forest floor and sucks, but never seems to consume anything. Frightening. Blends in with forest. May ignore people, may not. Is a fairy creature, some believe it appeared when the wood elves were driven out by men.]
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### 62. Rune Circle Grove
**Keys:** An Seanchoill Mhór, An Seanchoill Mhor, Big Old Wood
**Secondary Keys:** rune, circle, grove, magic, ancient, heal
**Content:**
[Rune Circle Grove: Irilandia, eastern uplands. 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.]
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### 63. Irish Runic Cat
**Keys:** Runic Cat
**Content:**
[Irish Runic Cat: Native to Irilandia’s eastern uplands. Lives in and around An Seanchoill Mhór (The Big Old Wood). A large sturdy cat around 9-18 pounds with long white fur on its chest and belly but short dark fur on rest of body adorned with deep glowing circular runes and runic marks, antenna, ears, long tail with white tip. Considered magic creature, elusive, minds own business. Can be tamed, but difficult.]
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### 64. Loony Eyed Rabbit
**Keys:** Loony Eyed Rabbit, Runic Rabbit
**Content:**
[Loony Eyed Rabbit, Loony Rabbit, Runic Rabbit: Native to Irilandia’s eastern uplands. Lives in and around An Seanchoill Mhór (The Big Old Wood). A fast rabbit with long legs and very long ears. Glowing runic marks on skin. Short hair, almost hairless. Long thin tail, sometimes 2 tails. Gnarled short roots, branches, and brambles may grow from back. Is a fairy creature, part of fae folk, magical, not a normal rabbit. Humans consider it bad luck to harm one, draws anger of fae folk.]
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### 65. Wood elf Ram
**Keys:** ram, mount, ride
**Secondary Keys:** wood elf, elven, magical, magic, fairy, An Seanchoill Mhór, An Seanchoill Mhor, big old wood
**Content:**
[Wood Elf Ram: Has many names. Native to Irilandia’s eastern uplands. Lives in and around An Seanchoill Mhór (The Big Old Wood). Robust, large ram size of pony, hardy, strong. Climbs, jumps, excellent footing. Hardy to magic, moves through fairy woods without fear. Roams all over Irilandia. Now rare. First seen as mount of wood elves. Usually white, scraggily long ear.]
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### 66. No go No house
**Keys:** no-go-no, nogono, hell's hole, witch house
**Content:**
[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.]
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### 67. Cowteeth Pub
**Keys:** Cowteeth pub
**Content:**
[Irilandia: Eastern Uplands. 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.]
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### 68. Loony Liam
**Keys:** Loony Liam
**Content:**
[Irilandia: Eastern Uplands. Owner of Cowteeth Pub, 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. Loony Liam, male Irishman, in 60s, strange yellow eyes, haggard appearance. Helps arrange rangers and others who can or know how to navigate the Fae Kingdom without dying. Has nickname Loony because claims to have been abducted by Fae as child and lived in Unseen world. Tells beautiful and horrifying stories of Unseen world, rants and raves about Fae magic and tricks, yet never warns anyone off from going into An Seanchoill Mhór. Keeps wild Loony Eyed Rabbit as pet in pub, jumps onto tables and kicks pints off, jerk of a rabbit. Speech: Strong Irish accent, uses ye, yer, ye'll, me=my.]
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### 69. Irilandia: Eastern Uplands General
**Keys:** eastern uplands
**Content:**
[Irilandia: 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.
Locations: An Seanchoill Mhór (The Big Old Wood, Kingdom of the Fae) located far east. Baile na Coille Duibhe (Town of the Black Wood) or commonly called just Blackwood). Cowstooth Pub.]
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### 70. Northeast General
**Keys:** northeast
**Content:**
[Irilandia: Northeast: Most developed, populated area of nation. Many towns, better roads. Dublin is heart of northeast.]
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### 71. Applebloom
**Keys:** apple, Applebloom
**Content:**
[Irilandia Southwest interior: 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.]
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### 72. Western Interior
**Keys:** west, western interior
**Content:**
[Irilandia Western Interior: abundant land with Irilandia's largest lake, Lough Reed.]
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### 73. Lough Reed
**Keys:** Lough Reed, largest lake, biggest lake, Dobhar Chú, Dobhar Chu
**Content:**
[Irilandia Western Interior. Lough Reed: Large lake in western interior. Good fishing. Has Dobhar Chú in lake, must be cautious but is usually safe.]
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### 74. Irilandia: Powerful Clans
**Keys:** O’Sullivan, O’Riley, O’Rilley, McGuinness, McGregor, Murphy, O'Riley, O'Rilley, O'Sullivan
**Content:**
[Irilandia powerful clans: function like royalty, work together to form government. O'Sullivan, O'Riley, McGuinness, McGregor, Murphy, and 6 others.]
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### 75. Irilandia: Don't train the wifey
**Keys:** woman, girl, wife, female, women
**Secondary Keys:** sword, weapon, fight, fighter, warrior, protector, defend, killed, swords, weapons, fighting, warriors, protect, kill
**Content:**
[Irilandia has traditional culture, traditional gender roles between men, women. Man would not assume woman knows how to fight or wield weapon. Uncommon for woman to be in warrior role. Women are wives, mothers. Men, women respect one another's roles, strength in union, support of one another. Female warriors and heroes exist, but uncommon. Wood Elf women absolutely never warriors.]
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### 76. Irilandia Men and women culture
**Keys:** woman, women, girl, wife, female, bean chéile, bean cheile
**Secondary Keys:** cook, bake, sew, mend, children, infant, baby, mother, home, child
**Content:**
[Irilandia has traditional culture, generally defined gender roles of male and female. Woman and men expected to marry, marriage positive in Irilandian culture. Catholic belief no sex before marriage. Marriage, family, good ties, community, children all positive, beloved, expected, normal. Women generally know how to care for home, children, sew, mend, cook, etc. Men generally know how to care for home, leads family, protects, defends, sets good example, works/provides, repairs tools and equipment. Warm, close, interconnected families, community.]
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### 77. Irilandian Whiskey
**Keys:** O`Riley, O'Riley, whiskey
**Content:**
[Irilandia: Best whiskey in world created by Irish humans from Irilandia. Best whiskey comes from region. Best whiskey in Irilandia O'Rileys Whiskey, made by O'Riley clan, always in green bottle.]
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### 78. Irilandia: woman in war
**Keys:** woman, girl, female, women
**Secondary Keys:** war, commander, leader, hero, heroes
**Content:**
[Irilandia culture, history: Extremely uncommon for woman to hold command position in war/military. Not disallowed or illegal for woman to join in military activity, culturally odd. Examples of women warriors, heroes, leaders in Irish history seen fondly, respected, not a joke but simply rare in comparison to men.] [Wood Elves, Fae never join Irilandian wars or government functions.]
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### 79. Flirty Filly Tavern
**Keys:** the Flirty Filly
**Content:**
[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 with 10 rooms, 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. Owners: Erin, Colleen, third woman whose name everyone always forgets. Tends to be popular, loud inside.]
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### 80. Erin Colleen Flirty Filly Owners
**Keys:** Erin, Colleen
**Content:**
[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.]
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[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.]
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[Fae Hound: Native to An Seanchoill Mhór (The Big Old Wood) located in Eastern Uplands of Irilandia. Creature: Fae Hound or Seezalkram. A hairless pale hound-like animal native to An Seanchoill Mhór. Extremely dangerous. Usually solitary. Long front arms with grasping clawed hands, canine back legs, long hairless tail, elongated muzzle, teeth, long ears, dull pale eyes, drools blue or purple colored spittle. Males marked with black lines on neck. White or pale color, no fur. Silent, stalks, creeps, lunges, may attack from above via hiding in trees. Bites, shakes, rolls, and claws prey. Will stalk target for days.]