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Fan Forums => The Official Amber DRPG, Erick Wujcik, and Lords of Olympus Forum => Topic started by: RPGPundit on January 22, 2007, 11:59:43 AM

Title: Tir Na'Nogth
Post by: RPGPundit on January 22, 2007, 11:59:43 AM
What sort of weird shit have you seen going down there? what kind of ideas do you have of possible encounters there? Is it an actual place with its own reality, or only a device for exposition?

How should encounters go there? In what ways should the "signs" received there be presented?

Finally, what happens if someone is still up there when the night ends?

RPGPundit
Title: Tir Na'Nogth
Post by: Otha on January 22, 2007, 02:00:46 PM
Hm... everyone seems to  have a different way of punctuating Tir-na Nog'th...

There is only one primary sources for what happens in TNN.  That is the subconscious of the visitor.  His fears and desires are a big part of that, but I also use TNN to bring clues that the PC may have missed back to the fore.

It is neither a place with its own reality nor merely a device for exposition.  It is a mirror for the PC, a way to explore what the PC is really ABOUT.

If someone is still up there when the moon is no longer visible, then they fall.  I thought that was canon... but then that may have been a game I was in.  I'm a little muddled on that score.
Title: Tir Na'Nogth
Post by: Lee Short on January 22, 2007, 09:36:11 PM
IIRC, canon is that Corwin *thinks* that you better get out of Tir before the moon sets, or it's a long fall.  

Pretty sure there's nothing more definitive than that.  

Remember -- the books aren't canon.  They're Corwin's/Merlin's perspective on canon.  

If you think that makes the whole notion of canon problematic, you'd be right.
Title: Tir Na'Nogth
Post by: Otha on January 23, 2007, 08:42:01 AM
It's a good assumption in a lot of ways.  It adds an element of danger to an otherwise very cerebral experience.

Also, it gives yet another way to foul over a badstuff character.
Title: Tir Na'Nogth
Post by: finarvyn on January 30, 2007, 05:30:01 PM
I'm just planning a campaign where several players asked to be from Tir-na Nog'th, so this has actually been a topic on my mind for a while.

I like the "ghost city" concept and was hoping to build part of a campaign setting with this as my inspiration. My present thought is that those of Tir are similar to the Sidhe or Fae folk and that they inhabit their own shadow of sorts. Tir is a reflection of Amber but (as in Rebma) not everything or everyone is identical. I was thinking of digging into mythology of Titania and Auberon to generate my list of NPCs who can be found there. Tir should have some sort of Pattern, but clearly weaker than that of Amber.

I think that my plan will be to have the portal into or out of Tir appear and disappear with the rising of the moon so that there are certain times that Tir is totally inaccessible. I have also toyed with the idea that people of Tir would become more wraithlike based on the lunar cycle; whether this is under their control or not is a topic I haven't yet decided upon and I would certainly welcome ideas or suggestions regarding this.
Title: Tir Na'Nogth
Post by: Lee Short on January 31, 2007, 11:18:41 AM
Cool ideas for Tir, there, Fin.  

I've frankly never considered that Tir was capable of supporting life, but there's no reason you have to envision it that way.
Title: Tir Na'Nogth
Post by: Otha on January 31, 2007, 02:08:34 PM
If you postulate that TNN is a place that exists fully but is only dimly connected to Amber, rather than a place that simply dimly exists at all, then someone who can pierce the veil between TNN and Amber can exist fully in Amber.

What if that's where the Moonriders came from?
Title: Tir Na'Nogth
Post by: finarvyn on January 31, 2007, 04:01:34 PM
Quote from: OthaWhat if that's where the Moonriders came from?
Very nice, Otha! I love the possible connection there!
Title: Tir Na'Nogth
Post by: Otha on February 01, 2007, 08:00:12 AM
Glad to offer something productive, because, you know, it never happens.
Title: Tir Na'Nogth
Post by: finarvyn on February 01, 2007, 04:16:22 PM
Oh, I wouldn't say you never offer anything productive. We may approach a situation from different angles, but I do enjoy your perspectives. :D
Title: Tir Na'Nogth
Post by: RPGPundit on February 02, 2007, 03:03:59 PM
Hey, keep doing more of this, and less of that other stuff and you might lose that bad reputation, Otha. Just don't pretend that its been unwarranted until now.

RPGPundit
Title: Tir Na'Nogth
Post by: Otha on February 03, 2007, 01:58:52 PM
I do what I do.  If folks like it, fine, if they don't, that's fine too.

You might be familiar with that attitude.
Title: Tir Na'Nogth
Post by: mrfred on February 05, 2007, 09:18:23 AM
Quote from: OthaWhat if that's where the Moonriders came from?

Been there, GMed that.  :-)
http://brandspace.mrfred.net
Title: Tir Na'Nogth
Post by: mrfred on February 05, 2007, 09:27:37 AM
Quote from: finarvynI'm just planning a campaign where several players asked to be from Tir-na Nog'th, so this has actually been a topic on my mind for a while.

I like the "ghost city" concept and was hoping to build part of a campaign setting with this as my inspiration. My present thought is that those of Tir are similar to the Sidhe or Fae folk and that they inhabit their own shadow of sorts.

Tir-Na Nog'th (http://en.wikipedia.org/wiki/Tir_na_n%C3%93g) (and it's various spellings) are originally from Irish mythology, and you can find a wealth of idea by just researching that.  Start with the story of Niamh  (http://en.wikipedia.org/wiki/Niamh)and Oisin (http://en.wikipedia.org/wiki/Oisin).

And the Sidhe are another name for the Tuatha Dé Danann (http://en.wikipedia.org/wiki/Tuatha_D%C3%A9_Danann), who went to Tir-Na Nog'th after leaving Eire (Ireland).
Title: Tir Na'Nogth
Post by: finarvyn on February 06, 2007, 08:44:31 PM
Hmmm. Seems like I remember someone telling me something similar. I'm pretty sure I didn't come up with the Sidhe in Tir concept myself. :raise:

Thanks for the enlightenment.
Title: Tir Na'Nogth
Post by: Nihilistic Mind on February 08, 2007, 03:03:26 PM
I may not be remembering this right, but isn't Corwin the only one able to interact with TNN's "ghosts"? Because he has Grayswandir (the NIGHT blade)...

What's the story behind that?
Title: Tir Na'Nogth
Post by: finarvyn on February 08, 2007, 03:46:02 PM
I assume that the Pattern property of Corwin's blade allows it to have contact with those of Tir. We only know of one other Pattern blade out there (Werewindle) but it's possible that the spikards that Merlin has could interact as well. I would also guess that Benedict's new arm would possess this property.

Basically, we don't know what property of Greyswandir allows this, but I would guess that it has to do with the Pattern....
Title: Tir Na'Nogth
Post by: Otha on February 08, 2007, 07:16:42 PM
Remember that Greyswandir was forged on the stairs to TNN.
Title: Tir Na'Nogth
Post by: finarvyn on March 21, 2009, 08:44:39 PM
This was buried deep, but I wanted to give it a "bump" just to see if anyone has come up with additional thoughts on the issue.

My earlier Amber campaign never really got off the ground but I'm thinking of trying it again, so any ideas or suggestions about Tir would be appreciated.