I'm looking for information on the Outlands - as much as I can get my grubby hands on b/c I want to start compiling another release for Planewalker. So - I'm turning to the forums in hopes that some of you talented folks would like to get your name on the pages as contributers.
What I'd currently like to gather information (canon and non-canon) on is the section of the Outlands dedicated to the Celtic pantheons - the Tir and it's sea.
What I know:
1) It roughly resembles the Tir Nan Og of legend, with a medieval Irish flair.
2) Erin Montgomery of the Sensates hails (hailed) from here
3) What the Encyclopedia has: here and here
What I want to know:
1) What are the major subsections of this area of the plane? Lands and people
2) Who's in charge in each section? NPC motivations and stats if possible
3) What powers reside here, what are their realms like?
4) Ancient history in the areas.
5) Current events post Faction-war in the areas (internal and external politics).
I would like to see if anyone knows what canon material there is on this location already - if you can provide some source references for me. Then once I've got my feet under me in regards to the canon - I'd like to see what details you would have in your own games. I want to flesh this part of the Lands out.
Anyone up for it? There's many thanks and a credits line in a PSCS release in it for ya!
Count me in, I'll happily hit the books with you!
Actually, I'm already researching some Celtic stuff for a diferent project, so I'll keep an eye out for cool bits and peices for us too.
Just off the top of my head, I'd add some questions to Clueless' things to discover/consider list:
Geases and Wyrds
How accurate are earth's celtic myths (and D&D's Legends & Lore book)?
Something about non-steel weapons.
The Fey connection
What non-standard races might dwell there and worship the Tir?
The role of druids compared to clerics
"To the library!"
Some more brain-stormy thoughts on my idea of the area:
It’s the Land of Eternal Youth, where the sun burns hotter and brighter, the trees grow higher, and the brooks gurgle and laugh out loud. Home of a great many Fey (its petitioners?) It is a place of natural wonders where sickness and death “do not exist” - seems to have a strong connection to the Positive Energy Plane, and numerous portals to the Prime, whose heroes visit the realm relatively often.
It sounds like it would be more at home in Elysium, but Tir na Og is a part of the Outlands because it is a place of balance – yes, the folk are handsome and the terrain wonderous. But the crones are truly hideous and the dark places terrible indeed. All the Tir (Tuatha De Danaan / ‘Celtic Gods’) dwell there, both good and bad, and enjoy wandering the land. The religious hierarchy of the realm is made up primarily of Druids – clerics are seen more as champions of their respective deities; only those trained in the Balance of Nature are Tir na Og’s true spiritual representatives.
Tir na Og is something of a spiritual home of all druids, a place of "Nature Empowered" for those who do not serve a specific deity. The Land of Eternal Youth is no created or even owned by the Tir, it was and is a magical place simply claimed, protected, and defended by them.
The current Powers are not even the first pantheon to have control of Tir na Og – there have been others before, who still make trouble in the Land of Youth – such as the Fomorians and Firbolg. Relations with these titan-like predecessors is varied however; some are implacable foes while others are now welcome if they can stay out of trouble...
Here honour is more common than steel, and travelers can expect numerous challenges of strength and wisdom. Writing is a distrusted art. Woad is used in battle, as are weapons of iron, bronze, and stone. Bards are respected folk, for the magic of songs and tales is potent here.
Many mortal heroes dwell here, travelling to or taken to the realm before death could claim them. Time passes very slowly in Tir na Og (a hundred times slower than beyond its borders…) but sometimes those who return to the Outlands age all the time they have been absent.
The Powers like to wander the land getting involved in the lives of ‘mortals’ that live there. There are four great cities (home of the Powers?): Falias, Gorias, Murias and Finias – perhaps 1 domain for each of the major types of “Celt” that worship the Gods (one place more Irish, another more European, etc…). The fifth great city is Mag Mell, ruled by Mananan Mac Lyr, a magical island that can sink beneath the waves. There are many isles of wonder in King Lyr’s great lake, each more magical than the next.
I think a big consideration here is about how D&D treats the various celtic monsters - what cannon do we have to deal with on Fomorians, Tuatha De Danaan, etc.