User Tools

Site Tools


dom6:tir-na-n-og-ea

EA Tir na n'Og, Land of the Ever Young

Lore

Tir na n'Og is a blessed isle surrounded by whispering mists. It is the home of the Tuatha, a highly magical race descended from the Nemedians who once warred with the Fomorians. The Tuatha have made themselves lords and masters over the Fir Bolg, a lesser race descended from the same Nemedian ancestors. With the aid of the Fir Bolg, the Tuatha attacked the Fomorian giants and almost succeeded where the Nemedians failed, but eventually the Fomorians proved too powerful and the Tuatha were driven back to their Blessed Isle. The Tuatha and their Sidhe descendants have turned to crafts, poetry and magical arts, but some have chosen the path of war and have become warriors and generals of great renown. The Fir Bolg, inferior to the Tuatha but still far superior to ordinary men, compose much of the population and serve as farmers and lowly warriors.

"[Fomoria and Tir na n'Og] are the predecessors of Man and Eriu. They are both heavily influenced by "The Book of Invasions" and Celtic myths and folklore. The wars and conflicts between Fomorians, Nemedians, Fir Bolg and Tuatha were used to create a common backstory for the nations. The Fomorian ideas were combined with some ideas of sailing storm giants, inhuman goat-headed giants and some concepts of Fomorians as keepers of the watery dead that struck my imagination." -Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
glamour 44 (Rare 5)
nature 33 (Rare 4)
water 22
air 11 (Rare 2)
earth 11 (Rare 2)
holy 22
Hero
fire 33air 22nature 22glamour 33holy 33
Fir Bolg infantry
Sidhe infantry
Sacred Tuatha warriors
Stealthy
Darkvision
Glamour
Iron Vulnerability
Spell Singer
Standard Forts

Capitol Gems: 1earthgem2naturegem3glamourgem

National Special Features

Luck Limit + 1
Magic Limit + 1

Fir Bolg: Hit Points + 3, Magic Resistance + 3, Morale + 1, Strength + 2, Attack Skill + 2, Defense Skill + 3, Combat Speed + 1, Map Move + 4
Sidhe and Tuatha: Hit Points + 3, Magic Resistance + 4, Morale + 2, Strength + 2, Attack Skill + 3, Defense Skill + 3, Precision + 2, Combat Speed + 1, Darkvision 50, Stealthy, Iron Vulnerability, Glamour, Forest Survival

The common folk of Tir na n'Og are the Fir Bolg, Size 3 (three-to-a-square). Stepsiblings of their overlords, they are magically lacking but superhuman; even their untrained militiamen have 13 HP, 11 Strength, 10 Attack Skill, 11 Defence Skill, 9 Morale, 13 Magic Resistance, and 13 Combat Speed naked. They also have sharp eyes with 12 Precision, or at least the trained Fir Bolg do.

The Tuatha are the Fir Bolg's stepsiblings and masters, a fay people commonly considered "elves". Though similar in form to the Fir Bolg, they have many distinguishing features; among these are Forest Survival and 50% Darkvision from time spent in the fay realms, innate Stealthiness, and the fay art of Glamour. They also take 1 more damage from Iron, however. Compared to a trained Fir Bolg, a trained Tuatha has 1 more HP, 2 more Strength, 2 more Attack Skill, 1 more Defence Skill, 1 more Magic Resistance, and 3 more Morale.
There aren't many Tuatha compared to the Sidhe, "elves" born outside Tir na n'Og Proper. Though they draw descent from the Tuatha, and possess all of the Tuatha's traits, the Sidhe are a little less gifted. Compared to a trained Tuatha, a trained Sidhe has 1 fewer HP, 1 less Strength, 1 less Attack Skill, 1 less Defence Skill, and 2 less Morale; none of this makes them any less powerful than the Fir Bolg, however.

National Units

Commanders

: Stealthy (65), Darkvision (50%), Glamour, Iron Vulnerability(1), Spell Singer, Forest Survival, Supply Bonus (10)

Sprite Unit Name Special Attributes Comments
Fir Bolg Scout
35
12
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Fir Bolg Champion
60
12
1
Commentary here.
Baobhan Sidhe
200
1
2
glamour 22rp 99
Stealthy (85)
Darkvision (50%)
Iron Vulnerability(1)
Assassin
Glamour
Spell Singer
Forest Survival
Female
Commentary here.
Fir Bolg Druid
95
2
2
air 11random1100% 9 Commentary here.
Sidhe Champion
225
19
2
nature 11glamour 11holy 11rp 99
Sacred
Commentary here.
Bean Sidhe
285
1
2
water 11nature 11glamour 11random1100% 13
Sacred

Female
Commentary here.
Sidhe Lord
375
17
2
nature 11glamour 22holy 22rp 1111
Sacred

Skilled Rider (4)
Commentary here.
Ri
530
23
4
nature 22glamour 22holy 22random1100%
10%
15
Sacred
(ex. Supply Bonus (20))
Skilled Rider (5)
Commentary here.
Fay Horse Poison Resistance (10)
Disease Resistance (100%)
Stealthy (65)
Smart Mount (100)
Commentary here.
Tuatha Sorceress
615
1
4
nature 22glamour 44holy 22random1100%
10%
17
Sacred
(ex. Supply Bonus (20))
True Sight
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Fir Bolg Militia
10
5
11
Commentary here.
Fir Bolg Slinger
11
2
12
Commentary here.
Fir Bolg Warrior
13
10
15
Commentary here.
Fir Bolg Warrior
13
10
15
Commentary here.
Sidhe Warrior
25
12
18
Stealthy (65)
Darkvision (50%)
Glamour
Iron Vulnerability(1)
Forest Survival
Commentary here.
Tuatha Warrior
40
22
22
Sacred
Stealthy (65)
Darkvision (50%)
Glamour
Iron Vulnerability(1)
Forest Survival
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Lugh - Long Handed
Earliest Arrival Turn (10)
fire 33air 22nature 22glamour 33holy 33 25
+1 to new magic paths
Sacred
Awe (5)
Fire Resistance (15)
Glamour
Fire Shield (12)
Siege Bonus (20)
Sailing Max unit size 5, Sailing Ship Size 999
Supply Bonus (10)
Darkvision (100)
Forge Bonus (1)
Spell Singer
Commentary here.

Summons

Cu Sidhe
Summon Cu Sidhe (Conj. 3)
Sacred
Dark Vision (50%)
Stealthy (40)
Iron Vulnerability (1)
Animal
Forest Survival
Commentary here.

National Spells and Items

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Summon Cu Sidhe
(Conjuration 3)
glamour 22 and 5glamourgem

Cu Sidhe x 10
Sacred
Dark Vision (50%)
Stealthy (40)
Iron Vulnerability (1)
Animal
Forest Survival
Eriu's only summonable unit, the Cu Sidhe is a size 3 sacred elvish dog.
A Cu Sidhe is a Sacred beast similar to a Dire Wolf, with the biggest differences from most animals being its high Magic Resistance and ability to follow scripts.
Cu Sidhe are quick, brave, and reasonably strong, but their HP is only offset by the relatively thin protection their hides provide. Their high combat speed also means that they can keep pace as bodyguards for Sidhe Lords who are running into combat or as cavalry. If you're running a heavy bless, access to summonable sacreds from a fair gem and mage-turn efficient spell can give them a role.

Other

Combat

  • Geas (Thaumaturgy 3)
    glamour 22
    Single-target magic that puts a stronger version of Rage upon the target, having them spend their rounds attacking random units nearby. Geas is very hard to resist with Magic Resistance (+4 to the penetration roll). Each round, Geased units may attempt a Morale check of some sort to shirk off the Geas; if they manage it, they get Cursed. The range of Geas is lacking, at least for mages far from the frontlines.

Items

  • Shillelagh (Construction 3)
    nature 11glamour 11 for 3glamourgem2naturegem
    A Hardwood Club touched by faeries. It provides Luck, a trait that makes 75% of all otherwise-lethal hits do absolutely nothing, along with a single Sprite as a retainer. The Sprite does an Elf Shot every combat round, which can shut down enemies in single combat (if their Magic Resistance is low enough).

Discounted Items

  • Singing Sword (Construction 7)
    glamour 22 and 8glamourgem
    Commentary here.
  • Gossamer Cloth (Construction 3)
    nature 11glamour 22 and 4naturegem8glamourgem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Fire

Lugh - Long Handed, hero, has . Otherwise, EA Tir na n'Og has no native access. Also, no summons.

If Lugh - Long Handed is used, and brought up to fire 44air 55, he can make The Magic Lamp to get Al Khazim - Jinn. fire 55air 55 gets The Forbidden Light.

Air

air 11 gives no help climbing Air. air 22 with hero, Lugh - Long Handed starts you up one level higher. Empowering up to air 44 is pretty much the only option.

If Lugh - Long Handed is used, and brought up to fire 44air 55, he can make The Magic Lamp to get Al Khazim - Jinn. fire 55air 55 gets The Forbidden Light.

Water

water 22 Bean Sidhe (1 in 5), is probably the best bet to climb an easy path to climb.

Earth

earth 11 Bean Sidhe (1 in 5), earth 11 Ri (1 in 5) or earth 11 Tuatha Sorceress (1 in 4), can Summon Bluecap, which gets you to earth 22 without empowerment. Have the Bluecap forge Earth Boots. Give them to one of the earth 11nature 22 mages to make The Tome of Gaia. Then climb, initially using the Bluecap, as normal.

Astral

No native access and no good summons. Lugh - Long Handed does get +1 to new magic paths.

Death

No native access and no good summons. Lugh - Long Handed does get +1 to new magic paths.

Ri or Tuatha Sorceress can make a Thistle Mace, bringing them up to nature 33. Casting Forest Troll Tribe will give at least death 22.

A Tuatha Sorceress can natively Summon Fay Prince. If done in the cold, the Unseelie Prince has death 11.

Nature

nature 33 Ri (1 in 5) or nature 33 Tuatha Sorceress (1 in 4), either are useful. It's not difficult to get a mage to earth 22nature 22 to get the The Tome of Gaia. Otherwise, it is a normal climb up Nature.

Glamour

Tuatha Sorceress starts at glamour 44. It's not hard to get a mage to earth 22glamour 33 to get a Mirage Crystal. With the other pure Glamour boosters, including the unique Tome of Legends, the Sorceress will get up to glamour 88.

Putting a Glamour booster on Lugh - Long Handed allows you to forge The Sword of Many Colors.

Blood

Getting to nature 55 to cast Awaken Treelord gives a 1 in 3 chance of a stationary blood 11.

It is possible to get a death 22nature 55 mage, although tricky. That can Contact Lamia Queen for a in 16 chance of at least blood 11.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/tir-na-n-og-ea.txt · Last modified: 2024/04/11 10:35 by nunda