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Tirnan'Dor

A once-stable trade and arcane research hub, Tirnan'dor was built around The Spire of Fearann Eile, a dormant arcane structure believed to be a remnant of the Ancients — a civilization whose magical knowledge surpassed anything known today.

Three years ago The Spire activated after lying dormant for eons. Overnight the city fell into chaos. Arcane energies flowed down the main roads - which had been built on ley lines, though it is unclear if this was deliberate or coincidence - to every part of the city, creating zones of unstable magic. These zones suffered from all sorts of weird magical phenomena including the opening of rifts to other places. Through these rifts, strange entities make their way into the city, threatening the lives and wellbeing of its citizens.


The Riftguard was formed to protect the city from these threats. 

Tirnan'Dor

The City Districts

The Seat of Power

Spiretop

The highest district built directly around The Spire of Fearann Eile. Is the seat of the City Council. 
While there are smaller chapels around the city, the main temples to the various gods were built in a perfect circle around the edge of the walled district.

Landmarks:
- The Spire of Fearann Eile
- The Riftguard Headquarters
- The Temple of The Inspired
- The City Council Chambers

Home of the Elite

Starhaven Hill

Once the noble district, now partly abandoned. Those who remain are the ones who were rich or powerful enough to have had magical wards installed on their estates.
 
Landmarks: 
The Guilded Ramparts - A warded wall which was built as a collaboration between 5 of the ruling families to protect their land. Those families are:
- House Pemberton
- House Faylar
- House Delamere
- House Holt
- House Yorkclyff
 

The Arts District

Glimmerhall

The cultural and artisan district, where magic and art intertwine. Home to theatres, studios, and arcane schools.

Landmarks:
- Hall of Weaving Lights: A theatre renowned for illusions that tell stories from other worlds.

- The Mystic Lyceum: A school of arcane music and enchantment.

- Seraphine’s Steps: A terraced park located on a group of floating platforms. The smaller ones are often used as stages.

- Theatrica Aquaria: An outdoor amphitheatre which contains a gigantic bubble of water magically held aloft by six rune covered pillars. 

The Industrial Works

Cindergate

Industrial and forge district, built into the natural cliffs and run by powerful guilds.

Landmarks:
- The Ashforge: A forge that uses rift-flame to create items of volatile power.
- Steamcutter Docks: Skyship docks that move goods and people.
- The Ember Consortium Hall: Where guild decisions (and bribes) are made.

Wild Magic Zone

Etherhollow

A warped magical zone caused by the convergence of multiple ley lines. Surreal and unstable, the majority of residents moved elsewhere in the city. Only the bravest of scholars, madmen, and opportunists linger here.

A larger concentration of rifts appear in this district than in any other.

Landmarks:
- Mirror Gardens: Vegetation and terrain from other worlds, some sentient.

Farmland

Torrach Orchards

An area of 'agricultural' land maintained by druids and herbalists, where most of the city's food is produced.

Landmarks:
- The Worldroot Grove: A sacred druidic site now partially infected with rift-flora.
- Spiralglass Greenhouse: A hybrid of natural and magical flora.
- The Torrach Stone Circle: Used for rituals to stabilize the environment.

Dregsward

A densely packed lower district. Many of the Etherhollow residents relocated here when their homes became unsafe. 

Landmarks:
- The Sinkstone Pits: An underground network now partly collapsed into an old mine.
- The Veil Market: Black market dealing in riftborn artifacts.