Tir na Nog Guide

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Tir na Nog

We find that the main Cathedral Circular route barely touches Tir Zephyrus, and we are soon over the boundary into Tir na Nog at

http://slurl.com/secondlife/Tir%20na%20Nog/233/255/65

Walking in Company

It's more fun in a group, or as a couple. Here's a good old Scots song about a meeting on the road. I've put English equivalent words in brackets for Sassenachs.

The Road and the Miles to Dundee

Cauld winter was howlin’, o’er moor and o’er mountain

And wild was the surge, of the dark rolling sea

When I met about daybreak, a bonnie young lassie,

Wha asked me the road, and the miles to Dundee

Says I’ my young lassie, I canna' weel tell ye,

The road and the distance, I canna' weel gie,

But if you’ll permit me, tae gang a wee bit-tie,

I’ll show ye the road, and the miles to Dundee

At once she consent-ed, and gave me her arm,

Ne' er a word did I speir (ask), wha the lassie micht be

She appeared like an angel, in feature and form,

As she walked by my side, on the road to Dundee

At length wi’ the Howe, O' Strath-mar-tine behind us

The spires O' the toon, in full view we could see,

She said gen-tle sir, I can nev-er for-get ye

For show-ing me far, on the road to Dundee

This ring and this purse take to show I am grateful,

And some simple token I trust you'll gie me,

And in times to come I'll remember the laddie,

Wha showed me the road and the miles to Dundee

I took the gowd pin, from the scarf on my bos-om,

And said "keep ye this, in re-mem-brance O' me",

Then brave-ly I kissed, the sweet lips O' the lassie

E’er I part-ed wi’ her, On the road to Dundee

So here's to the lassie, I ne’er can for-get her

And il-ka (every) young laddie, that's list’ning to me,

O nev-er be sweer (lazy or reluctant), to convoy a young lassie

Though it’s only to show her, the road to Dundee

Aw!

Prospecting

This is another boundary that isn’t marked, so look out for sim boundary weirdness. The path we are on runs effectively due south on the Eastern boundary of the Tir Na Nog sim. On our left as we head South is the towering mass of Cathedral. The mountain is a handsome if forbidding sight. On our right is the body of the sim, though much of it is hidden from the road, and there is no easy access for quite some while. This sim is still a work in progress and you might feel like something of a pioneer. There are precipitous passes running west from the road, and it’s fun to try them, but often you will be scrambling.

We come, at last, to a junction.

http://slurl.com/secondlife/Tir%20na%20Nog/239/108/62

A Choice of Routes

Here, a left turn takes us on further south towards Limbo; the right turn takes us West into Tir Na Nog. We descend a steep flight of steps. These are well maintained, but the path below is a mossy cobbled one like so many we have encountered on these walks. If we go straight on, we need to be careful, for on our left is a step cliff, we are on a ridge high above a river. The far shore is in Hatchie Haven.

Playtime?

We have the option of turning left to descend further steps. We then cross high above the river on a frail looking bridge that wobbles and shakes in the wind. A path continues the trail on the far side, and leads into the Hatchie Haven Playpen, and provides very handy access.

Hatchie Heathens and Hidden Wonders

However, let us stay with Tir na Nog for the present. We return to the mysterious green circle. Some think that a tribe of wild Hatchlings worshipped a Cookie God here, but no one knows for certain. We see the blue posts before us. It seems that surveyors planning to put a road in along the line of posts placed them there. We can pre-empt their efforts by using the posts as our guide. The posts take us to the right and up in a steep climb. We climb over bare rock in a bleak landscape. Suddenly to our left, the rock opens up to reveal a garden of soft greens and flowering trees. There are several hidden wonders to find here. I will not spoil your enjoyment by describing them. Take your time here and have fun. Here’s a SLURL if you get lost

http://slurl.com/secondlife/Tir%20na%20Nog/140/109/78

Pole Walking

When we finally retrace our steps, count the poles. At the seventh pole, turn right, and you will find another line of poles to follow. Once you have climbed up into a little hanging valley. At:

http://slurl.com/secondlife/Tir%20na%20Nog/87/34/56

The pole trail forks again. The left turn leads down a step cliff above the Pirate Cove in Hatchie Haven. This was probably a smuggler’s track – it requires great attention – you really wouldn’t want to fall here!

Alternatively, follow the poles to the Southern edge of the sim at:

http://slurl.com/secondlife/Tir%20na%20Nog/87/34/56

Here, a line of poles will lead you down an easier path to the Pirate’s Cove.

The other fork takes us up over another rocky pass, and we then look out over a fertile green plain. However, the poles follow an escarpment in a series of steep ascents and descents before re-entering Tir Zephyrus and then ending abruptly. A valley off to the right at:

http://slurl.com/secondlife/Tir%20na%20Nog/87/34/56

connects with the valley I described as “The Old Road” in my Tir Zephyrus Guide, and forms a useful link back to paved and mapped routes.

Endings

Meanwhile, the fertile plain we noticed earlier is revealed to be Hedgetopia. This remote and mysterious land has no direct road access, and requires a slither down a steep slope to reach. Be careful! Hedgetopia is not always open to visitors, as it is where much development work takes place. The walker can then take whichever route is preferred to return to The Cathedral Circular path. Follow this South, and you will soon be in Limbo, on your way back to the heartlands of the Isle of Wyrms after your exhilarating trekking in the wilds of Tir na Nog. Or the traveller could repair to the Gumbo Shack in Hatchie Haven for a delicious and nourishing meal.