Tìr Oltairg
:::::by The Bedouin
>>>>>[This
is the larger data chunk I mentioned in the other file. Again, maybe
I am a little anal, but let's not get carried away with our hack-inserted
comments, alright? Much of this file is exactly lifted from the
other, but a lot of stuff has been added. Plus, more to come...it's
being decoded.]<<<<< |
Lying on the western portion of the Arabian Peninsula, bordering the Red Sea
is Tìr Oltairg, the so-called "Land of Wealth." This elven dominated
country came about abruptly and quite mysteriously, just as Tìr Tairngire
and Tìr na nÖg did. Apparently, in this case, the elves had
managed to make anonymous connections with certain powerful arms dealers, as
well as using their seemingly innate magical prowess, to clear the region of
opposition, securing their borders in only a few short months.
Just as in the case of the elves of the other two Tìrs,
there is much speculation as to whether or not the choice of the land in question
was haphazard or carefully planned. In this case, the speculation lies
in the city of Mecca, which the elves maintain complete control over.
Aside from the obvious tourist revenue they can generate from the city, it appears
to lie on a primus class ley line, and the only one of its kind, size, and power
in the Mid-East region.
One of the most noticeable external aspects of Tìr
Oltairg is its "little brother" appearance, compared to the other two major
elven nations. All three, Tìr Taringire, Tìr na nÖg,
and Tìr Oltairg, are fiercly competitive amongst themselves and it would
seem as though they were in on some secret race and all three were jockeying
for position. Despite its often overwhelming presence, it is often ignored
by the other two Tìrs, who compete primarily with one another.
Nevertheless, Tìr Oltairg seems to try and live up to the standards of
its "big brothers" and at times even appears to surpass them.
Government Type: | Oligarchy |
Capital: | Mecca |
Regional Telecom Grid Access: | (ME/TO) |
Population: | 4,920,000
|
Per Capita Income: | 52,500¥ |
Below Poverty Level: | 12% |
On Fortune's Active Trader List: | 2% |
Megacorporate Affiliation: | <1% |
Felonious Crime Rate: | 12 per 1,000 annum |
Education: |
|
CLIMATE
Tir Oltairg's climate is more compatible with the general run of humanity than
it had been in the past. Due to the magical tempering the elves have done
to the environment, the temperature has been lowered to a tolerable 38 degrees
Celsius in the summer and an average 25 degrees Celsius in the winter.
The country recieves about 65 inches of rain per year, which has increased vegetation,
though the rainfall is also magically stimulated. The source of the extensive
magical tampering is unknown, whether it is the result of a massive spell lock
somewhere or the efforts of a cadre of magicians, though it is known that only
the most heavily populated areas were so affected. Many regions still
exist in their "raw" form: hot, stagnant deserts.
GETTING IN
Though it has not shut off its borders completely,
Tir Oltairg is a difficult country to acquire a visa to. Visitors
are closely scrutinized from the moment they arrive to the moment they
depart. Since the country does little business with outside organizations,
they feel that there is little need for outsiders to come on business,
and therefore rarely grant entrance to representatives of major corporations.
Tourists are granted visas more often than businessmen, and even they are
granted entrance in small numbers, with a prejudice favoring elves and
other metahumans. Few visas are approved for more than ten days and
many visitors wish to stay as short a time as possible anyway, since visitors
are made to feel so uncomfortable by the nation's law enforcement agencies.
By Plane
A nationalized airline (Tir Oltairg Air) runs flights out of Mecca daily. >>>>>[Actually,
the airport lies somewhere between Mecca and Medina, though it is closer to
Mecca than Medina. —C.Z.]<<<<< Approximately
twice a week the government permits a plane from an outside organization to
land and take-off there. A few other airports operate, though they are not nearly
as large.
By Road
Nearly impossible to enter over land, Tir Oltairg's
borders are closely guarded. Border stations lock down the roads
and patrols (magical and mundane) monitor the [thousands] of miles of border
at all times. If the appropriate visas are obtained far enough ahead
of time, the border guards will permit passage.
By Sea
Several seaports dot the western and southern
coast of Tir Oltairg. Commercial passenger services rarely travel
there, however, and those ports are most likely the home for exporting
transport ships. Attempting to gain illegal entry into Tir Oltairg
by sea is probably the least likely to be successful. The fishing
towns which run up and down the coast almost contiguously are very loyal
to the Taami'rae, their regional nobles, and the rest of the government,
and would be eager to report interlopers.
Necessary Documents
Visitors are required to carry the following with
them at all time: their passport, an approved up-to-date visa, some form
of secondary identification, and a temporary "activity" lisence given to
them upon arrival. Failure to produce any or all of these documents
will result in prosecution by the state inclusive of immediate deportation
and a negation of all visitation rights.
Restictions
Tir Oltairg places many restrictions upon its
visitors. All weapons and potentially harmful devices (including
spell locks, foci, remote control decks, and cyberdecks) are explicitly
prohibited and all attempts to acquire one or bring one into the country
is considered a felonious action and may result either in immediate deportation
or criminal prosecution. Individuals equipped with cyberware are
to required to wear inhibitor devices at all times to restrain their implanted
implements. Individuals with bioware are typically not granted visas.
Magically active visitors are asked to take an inhibiting agent to reduce
their astral sensitivity, spell casting, and conjuring capabilities.
Visitors are also asked to supply information about any medications they
may be on when applying for their visa. Violation of any of these
restrictions is treated harshly, most commonly with immediate deportation
but sometimes with criminal prosecution.
CURRENCY
Just as in most countries, the universally accepted
ccurrency is nuyen (in the electronic form). However, at the government's
insistence, Tir Oltairg's own hard currency is entering circulation more
and more. The monies consist of taenasha (paper bills which come
in ¤5, ¤10, ¤25, ¤50, ¤100, ¤500,
and ¤1000 denominations) and taenachi (nickel coins which come in
¤0.01 [circle], ¤0.05 [triangle], ¤0.1 [square], ¤0.25
[pentagon], ¤0.5 [hexagon], and ¤1 denominations [larger
circle]).
GETTING AROUND
Once inside Tir Oltairg borders, the government
funds a great deal of mass transit. Electric trams are the preferred
mode of transportation within the larger cities, and buses provide the
majority of inter-city transportation. Fares are usually low, with
tram service running approximately ¤0.5 and inter-city bus service
averaging ¤0.1 per kilometer. However, if mass transit does
not suit your needs, several private cab services operate in the major
cities, and at least one helicopter service is in operation for quick transportation
between cities. However, fares for private cabs and helicopters can
get rather steep, especially considering the government tax on such modes
of transportation.
LAWS & LAW ENFORCEMENT
The Tir Oltairg law enforcement strategy involves
stopping crimes before they are committed. Therefore, they go about
this in what might be considered a brutal fashion. Individuals may
be arrested on grounds of suspicion and they do not have to be released
until enough evidence can be produced to clear their names. A word
of advice to all who intend to visit Tir Oltairg: These laws apply across
the board! They can pick you up no matter who you are, where
you are from, or what you are doing. Enforcement of their laws is
extremely strict and the maximum penalty is more likely to be doled out
rather than the minimum. Fortunately, law enforcement officials are
very prominent, as their uniforms are very recognizable and undercover
work is performed very rarely.
EMERGENCY SERVICES
Emergency services in Tir Oltairg are centrally
networked through the national telecommunications infrastructure.
An operator can be reached by dialing any combination of the four corners
of the number pad (1379, 9137, 7139, etc.). The operator can then
route any of the appropriate emergency services to the caller.
Medical services are funded and controlled by the government. Tax paying citizens are given the highest priority treatment at hospitals and emergency care centers. Individuals who are visiting the country are required to produce the appropriate passports and visas before they can be given any medical treatment and even then they have to wait until higher priority emergencies have been met.
>>>>>["Higher
priority emergencies" includes anyone who is a citizen above you.
You may come in with ten gunshot wounds and provide all the necessary
paperwork, but if a Tir citizen comes in with a papercut, they'll treat
him before you. Granted, they won't treat the papercut if he comes
in after you -- there are certain limitations to how this works -- but
you won't get bumped up the list under any circumstances that I know of.]<<<<<
|
HISTORY
This story doesn't start simply. What you have to understand is that the
Middle East has never been a stable place. It has always been a
dangerously explosive region torn by religious and social differences, economic
factors of every kind...basically, if you can think of it, it has been a contributor
to all the unrest throughout the centuries. Anyway, my original history
lesson here goes back pretty far, sketching out stuff as far back as 1992.
Let me tell you, all that is unnecessary. Most of the pre-Awakening elements,
both religious and secular, really become irrelevant around 2011-2012, when
the first elves are born into the Middle East. That is the point where
things begin to take shape. The real business doesn't start until 2029.
That's right, the Crash.
There had been civil unrest throughout what was then
Saudi Arabia and Yemen for decades. It had been increasing exponentially
ever since the Awakening began. Fear of the New caused violence.
Retaliation caused more violence. Counter-violence perpetuated itself.
Magic and technology meshed in an eruptive spree of chaos. Granted, it
wasn't out and out war, but skirmishes were rampant throughout the peninsula.
Then the Crash struck and the confusion set in.
No one is really for sure how they had come together
or how they had organized themselves or where they had gotten their equipment
but in late '29 (December 18, to be precise) Qu'al'dina and his forces struck,
coming out of the desert. An army of elves, swarms of djinn spirits,
and a rag-tag division of armored vehicles swept across the dunes into Mecca.
They met no resistance, driving the human population out. They established
their state there — though in no official capacity yet. Qu'al'dina and
his followers (then identified by the Middle Eastern media as "the elven Mohammed
and his devoted fools") preached their expansion of Islam in Mecca, despite
protest after protest by the Muslim world. Qu'al'dina did not try to stop
the pilgrimages in the years to follow, nor did he interfere with the Muslims
in any other way. However, he did continue to spew forth his continuing
revelations, in clear violation of the Qu'ran. This went on for nearly
a decade.
What's important to note is that at the time it was
not a political move (there was no change of boundaries), but a religious one.
Qu'al'dina was not seeking to establish a new country. At least, he did
not express this as his will during this time period. He preached his
revelations, receiving minimal media attention, even while the other Tìrs
were establishing themselves.
This all changed in 2039.
The newly formed Council of Islam, champion of Muslims
everywhere, announced a jihad against Qu'al'dina and his blasphemers.
Rapidly raising an army, the jihad began, surrounding Mecca and demanding Qu'al'dina's
surrender. Qu'al'dina refused and instead challenged the Council of Islam
to enter the Holy City and apprehend him. A stand-off developed, lasting
six weeks. Finally, in what was proven later to be an elaborate illusion,
Qu'al'dina burned Mecca to the sand. Massive suicides took place in the
glow of the ill-perceived flames. As the remainder of the army retreated,
Qu'al'dina's forces, now accompanied by two dragons, struck, cutting down the
Islamic army wholesale in a surprise assault. Qu'al'dina's forces then
swept through the rest of western half of the Arabian peninsula, securing it
in its entirety by April, 2040. A DMZ was then established by the elves
to keep their enemies out. They fortified it with a magical ward and established
a corps of magicians to conjure djinn spirits to patrol it at all hours
of the day.
Qu'al'dina then set about the tedious task of getting
his fledgling country on its feet. Unfortunately, he had barely gotten
the groundwork laid before he died in August, 2040. The Taami'rae ascended
to their positions and set about to complete Qu'al'dina's work.
Tìr Oltairg's establishment really shook up
the rest of the region. The Council of Islam was weakened by their humiliating
defeat. The remainder of the Arabian peninsula, not included in Tìr
Oltairg's borders, nor willing to join the disgraced Council of Islam, was forced
to reorganize, becoming the Free Arab Republic. The Damascus League, who
had not participated in the jihad, received trading privileges (though only
temporarily: they were revoked a few years later in an outwardly capricious
decision by the Ay'yod'ti-Taami'ra) and was — at the time — the nation's
only trading partner. The region has never really settled and this is
evident no matter where you go in the Middle East. Tìr Oltairg
is the focus of a lot of bitterness, now even more so than the Free Zionist
Nation, yet no one seems to be able to do much about it.
I know it's clichéd, but I only have one thing
to say about this situation: What will happen here? Only time will tell.
GEOGRAPHY
Tir Oltairg is located on the Arabian Peninsula
in southwest Asia, in the area commonly known as the Middle East.
S%&asd,,e|+010000100111001<<DATA CORRUPT: 2.4 Mp LOST>>
>>>>>[Sorry
about that, but you're going to see a couple of those kinds of occurrences
throughout this document. Seems the initial data dump was infected
with some kind of weird virus. It was coded in a language our deckers
had never seen before and while we raced to decompress this file and put
it back together (most of it was already scrambled), the virus was hard
at work trying to destroy the entire file. We saved what we could,
but we're still trying to reassemble as much of the lost data as we can.
Bedouin has also had to go underground so we don't know if we'll be able
to get another copy of the document from the source. What can I
say, just deal with it.]<<<<< |
GOVERNMENT
The government of Tìr Oltairg is an unquestioned oligarchy. Three
positions reserve absolute power within the country. The three leaders
hold distinct sway over their established spheres of influence, though they
are dependent upon each other to govern the spheres which they do not control.
The three positions include the Sajj'kal-Taami'ra
(Spiritual Leader), the Shru'drane-Taami'ra (Social Leader), and the
Ay'yod'ti-Taami'ra (Economic Leader). >>>>[NOTE:
the three positions are in Al'lathiel, see below. ---C.Z.]<<<<<
Each holds absolute power over their respective interests and can make no decisions
which significantly effect any other interest without a reciprocal decision
by the would-be affected Taami'ra. How the balance of power is checked
is unknown, though no problems have ever been recorded within the Tìr
power structure.
Beneath the Taami'rae is a series of what appears
to be feudal nobles. Each noble holds limited control over a specific
region, owing allegiance in ascending order, from the lowest ones on up to the
Council of Ya'jjeesti, a body of eleven of the highest ranking nobles who serve
as a "Parliament" under the Taami'rae.
POLITICS
The internal workings of the Tir Oltairg government
a%&pa:::\\~!0011110010100 <<DATA CORRUPT: 3.1 Mp LOST>>
SOCIETY
Society in Tìr Oltairg can be described as the bastard son of "typical" elf culture, which has a certain Gaelic
feel to it, mixed thoroughly with Arab-Islamic culture, giving you the
elves of Tìr Oltairg. There's the usual "top-down" oppressive
feel that comes with the oligarchical government the elves favor, not to
mention everything else that comes into play.
To understand the culture
and society of Tìr Oltairg, you must look at it from every possible
angle or, if you really want to empathize, from the inside out. The
nation's feel comes from every aspect of its society. Language, religion,
popular culture, everything contributes to the land's "feel."
Tìr Oltairg officially
sanctions three major languages, all of which are taught to Tìr
school children. Those three are Arabic, Sperethiel, and Al'lathiel.
Arabic is the "traditional" language of land, the language of the Qu'ran,
and is the most widely used language in the region. Sperethiel, on
the other hand, is considered the "official" language, since it is an elven
nation and Sperethiel is the elven language. Al'lathiel is
a patois of Arabic, Sperethiel, with a heavy dosage of other, unidentified
words. It translates vaguely as "God's Music." Al'lathiel is
spoken primarily by Tìr nobles, though a cursory understanding of
the language is required for graduation from secondary school. Al'lathiel
was introduced by Tìr Oltairg's founder, Pahtmaya Qu'al'dina.
nbsp; In terms of religion,
the elves of Tìr Oltairg practice a creative mix of traditional
Islam and post-Qu'al'dina elven neo-Islam. To the elves of Tìr
Oltairg, Mohammed is now not much more than "just another prophet," rather
than the prophet. When Qu'al'dina led the nation into existence,
he brought with him Al'lathiel and his "new" Islam. The "new" Islam
of Qu'al'dina is more "technology friendly" and has what some consider
to be a built in loop-hole for magic. According to Qu'al'dina, Allah
gave men creativity and thought in order for them to use it. According
to his revelations, Allah would not allow man to create things such as
cyberware and the Matrix if He had not intended for them to be created.
Allah keeps everything in check. As for magic, it is an extention
of that philosophy, combined with the notion that Allah intended for man
to be at one with his surroundings and to "use nature as a tool as it would
use you." This allows for both hermetic and shamanistic magicians
to live, though there is a greater proportion of mages than shamans.
Qu'al'dina's Islam also has a "built in" magic system of its own, but that
will be detailed later on. This elven neo-Islam, on the surface,
embraces men and women and all meta-types. In practice, however,
questions have been raised to this.
The Tìr Oltairg
culture seems to be built around the glorification of metahumanity.
Just as the symbol of the Humanis Policlub is the rounded "human" ear,
the pointed ear of the elf (and to some extent the rest of the metahuman
races) has taken center stage. Ears are pierced repeatedly and symbolically,
often as parts of progression rites (not to be confused with the Tìr
Tairngire Rite of Progression). Couples have been known to court,
basing much of their flattery on the beauty of their partner's ears.
However, the "new" religious symbolism behind the ear goes much deeper.
In the writings of Qu'al'dina, he cites the elven ear as "...perfect in
shape and function." Much of the pride of the people of Tìr
Oltairg comes from this assertion of perfection. However, Qu'al'dina
also refers to the ear as "...the centerpiece of the body...[because it
is] a receptor for the spiritual energies transmitted by Al'lah for our
ears alone to hear." This focus on the ears is a distinct deviation
from conventional (meta)human thinking, which so frequently ranks the eyes
as the locus of attention.
ECONOMY
The economy of Tìr Oltairg is very self-contained. They export
very little and import even less. They somehow seem able to produce and
consume all they need within their own borders. Megacorporate influence
is not only extremely limited, but practically non-existent. The self-supporting
economy places Tìr Oltairg in a very strong position, being totally independent
from foreign trade. Goods made in Tìr Oltairg are known to be of
the highest quality and are known to sell for three times as much as comparable
items on the "gray" market.
One of the reasons the country can so easily support
itself is because of its relatively low population. Only slighlty smaller
than Tìr Tairngire, Tìr Oltairg's production rivals that of many
larger, more established nations. Factories sprang up almost overnight
when the country was formed. What was even more amazing was the magical
conversion of thousands of acres of what seemed to be wasteland into flourishing,
profitable farms and forests. The country supports itself under the expert
leadership of the Ay'yod'ti-Taami'ra, who carefully determines each aspect
of the nation's delicate economic status. With the variables set each
year, factories are ordered to produce at certain levels, the law of supply
and demand quelled through what appears to be an adroit calculation.
Tìr Oltairg has also freed itself from the shackles
of the megacorporate dominion. By being so extremely self-sufficient,
the country has been able to make the economic environment inhospitable to the
likes of companies such as Renraku, S-K, Yamatetsu, Shiawase, and the other
major players. The companies are represented in the market, but not nearly
in the capacity which they are in true free market economies (i.e. the UCAS).
Because of this, "home grown" companies in Tìr Oltairg have been allowed
to flourish and, in many respects, rival the power of the megacorporations.
The Ay'yod'ti-Taami'ra permits an audience to a delegation from the megacorporations
every year, however he has never been successfully persuaded to allow them a
greater share in the market.
Also, because Tìr Oltairg is free of the burdens
of foreign trade, it places it in an extremely strong political position.
Unbound by the pressures of foreign markets, the government of Tìr Oltairg
cannot be pressured by the conventional means of trade embargoes, tariffs, or
financial interdict. This gives the government an almost unheard of leeway
in the making of foreign policy. This also brings other nations into a
position of supplication in regard to Tìr Oltairg. Every nation
on Earth seems to desire trade with it and it grants that privilege so infrequently
that it creates a sense of consequence when trade privileges are granted to
a particular nation.
Tìr Oltairg currently maintains cordial trade
relations with the Aboriginal Australian Council, Macronesia, and the Saami
Nation.
NATIONAL CORPORATIONS
Considering that very few foreign economic powers are legally permitted to operate
within Tir Oltairg's borders, this has given wasy to an extremely strong national
economy based on strong domestic corporations. Th%ⅇ"</>"{--+[]}0111011000011000
<<DATA CORRUPT: 4.3 Mp LOST>>
SECURITY
Tìr Oltairg's level of security is reasonably high. Crime is reasonably
low, kept in check by a strong law enforcement agency. The country is
also well protected from outside forces by a small but extremely formidable
military.
The military, known semi-officially as the Husbands
of Privilege, is a small, tightly knit unit of troops trained to a high level
of efficacy. There is no organization in the sense of a clear distinction
between the ranks of enlisted to officers. However, the ranking system
is implied from the level of society a particular soldier is drawn from.
The majority of the negligibly sized standing army is drawn from the lower nobility,
with a few from the upper echelons and a few from the bulk of society.
Though Tìr Oltairg is yet to go to war in any official capacity, it can
only be assumed that during times of crisis, that those of low social stations
can be called on for military service. However, because Tìr Oltairg
has yet to enter a full blown war, not much is known of how their military operates.
Internal security is maintained by a state run agency
known only as the Constabulary. The Constabulary is an all-encompassing
organization, reaching into every district, province, and region of Tìr
Oltairg. For example, extradition is unnecessary because the establishment's
jurisdiction reaches from border to border. Law in the borders of Tìr
Oltairg follows the philosophy of: "Guilty until proven innocent, because we
wouldn't arrest you without a damn good reason anyway." Though somewhat
crude, the method is effective, with the Constabulary making regular criminal
sweeps of all major cities, picking up all suspected gang members, prostitutes,
drug addicts, thieves, conspirators, etc. The Constabulary is well funded
in all respects, with lower titles of nobility granted to loyal Constables who
retire at a reasonable age.
Crime in Tìr Oltairg, though far from non-existent,
is even farther from out-of-control. Because of the "shoot first, ask
questions later" policy of the Constabulary, many would-be criminals are kept
in fear, while the others are picked up, prosecuted and then executed.
Organized crime does exist, and does so with a vengeance. What has been
jokingly referred to as the "Meccan Mafia," is the most powerful organized crime
syndicate in Tìr Oltairg. Though its leaders are periodically picked
up and convicted, it has established a dynastic system of leadership, its throne
inheirited by the successor with the arrest (not the conviction, the arrest)
of the previous leader. Petty crime, though subdued by Western standards,
is prevalent in the larger cities, though it mostly manifests as drug addict-beggars
and prostitutes. However, the organized crime is much more serious, dealing
in everything from illegal gambling establishments to conspiracy. Nevertheless,
these syndicates are like cancers — despite removal, they grow back again and
again, each time more dangerous than the last.
<<DATA CORRUPT: 5.8 Mp LOST>>
>>>>>[We're
very disappointed at the above data corruption. First of all, we
recognize how important that information would have been to all the runners
planning on going in there, but also, we couldn't even manage to get the
headers out of the file before the virus just ripped it clean out.
We believe that this was sort of the insertion point for the code, too,
since we had an easier time "unripping" EVERYTHING ELSE in the file.
But anyway...]<<<<< |
MAGIC
A unique form of religious magic has grown up in Tìr Oltairg. Centered
around the teachings of the prophets (primarily Mohammed and Qu'al'dina), the
magic seems to stem out of only certain members of the vast variation of Islam
the permeates the Tìr. Such magically active members of the denomination
are given special distinction within the sect, given priestly authority in terms
of interpreting scripture and governing special enclaves assigned to them.
These individuals are neither truly mages or shamans, though these magicians
have characteristics of both.
These clerics, though they are not rulers outright,
carry a lot of clout through the society of Tìr Oltairg. They have
much influence over government policy decisions and have been known to threaten
the governing council on many occasions. They are the primary threat to
the established government, though the interpretation is that the clerics merely
do not want the tedious duty of actually ruling the petty details of the country.
They would much rather be left to their magic.
Though Islamic "mages" and "shamans" do exist, they
are counted separately from the clerics who are quite unique to the post-Qu'al'dina
elven neo-Islam. These clerics are quite reclusive and extremely steeped
in their religion. They spend much of their time in intense meditation
and painstakingly hand-copying the Qu'ran. Not much is known about the
meditations, though it is thought that it combines prayer with astral projection.
Skeptics argue that no one can remain astrally projecting for the periods of
time the clerics are known to enter these trance-like states of meditation.
Nevertheless, assensing a meditating cleric reveals an empty shell of a body
but powerful traces of magical energy around it. The hand-copied Qu'rans
are "magically inspired" after they are completed, making them what is known
as a "dynamic Qu'ran." These dynamic Qu'rans are a sort of magical focus,
aiding in spell casting, and absolutely essential for the conjuration of djinn
(spirits unique to this practice of magic).
It is suspected that because of their reclusive nature,
these clerics prefer ritual sorcery and conjuration as opposed to "on the fly"
spell casting and conjuring, though they are known to be capable of both.
The clerics are rarely seen publically and even when they are, they are treated
reverently and with the utmost respect. From the few eyewitness accounts
of the magical activities of these clerics, it is known that their "on the fly"
spell casting is noticeably weaker than those spells cast ritually. The
spells are known to be weaker still when they are cast without a dynamic Qu'ran
present. Concerning conjuration, the same generally applies. Djinn
conjured ritually are more powerful and more reliable than those conjured
"on the fly." Nevertheless, this is an edge the clerics have over mages,
who are incapable of summoning elementals in the midst of battle.
<<DATA CORRUPT: 0.7 Mp LOST>>
MAGICAL SITES
Please note that getting into Tìr Oltairg itself is a hard enough task.
So, consider all Accessibility ratings as though you had already gotten into
the country.
The Holy City of Mecca
Location: Mecca
Accessiblity: C
Magic: (1) for conjuring djinn(a special, inherently Islamic spirit),
(2) for healing spells
Background Count: 5+ (a place of pilgrimage for hundreds of years, among
its other innate magic).
No place in Tìr Oltairg is quite as magically
powerful as the Holy City of Mecca (though this is arguable). The city
has a rich history going back to the days of Mohammed and, in fact, back even
further. The background count is astronomically high because it lies on
the Mid-East's primus ley line, meaning that it is one of the world's central
points of magical energy to begin with. The fact that it has been the
focus of Islamic religious pilgrimage for hundreds of years has only boosted
this.
The elves of Tìr Oltairg guard their borders
carefully, though they do respect the sanctity of the land to the Moslem world
and open their borders once a year to the pilgrims. Nevertheless, all
those who are to enter for the pilgrimage are to enter at the border, on foot,
and proceed, on foot, to the city, closely guarded by soldiers of the Tìr.
The soldeirs keep a close watch over the train of pilgrims to be sure that none
of them slip away. Once the holy month is over, all adherents must be
across the border. Remarkably, no one has ever managed to sneak past the
Tìr security once inside the borders.
The Holy City of Medina
Location: Medina
Accessibility: A
Magic: (1) for conjuring djinn.
Background Count: 4 (Sight of "lesser" Islamic pilgrimage; channeled
magical energy through a minor ley line originating in Mecca.)
Qu'al'dina University of the Thaumaturgical Arts
Location: Mecca
Accessibility: CC
Magic: Hermetic Library (8), various shamanic Medicine Lodges of varying
degrees, "dynamic" Qu'ran (12) with the additional revelations of Qu'al'dina.
Background Count: Undetermined (the University is within the borders
of Mecca, which already has an astronomical Background Count)
Sea of Dunes
Location: Southern Tìr Oltairg
Accessibility: A
Magic: (2) for conjuring djinn, (4) for conjuring desert spirits.
Background Count: 2
Believed to be powered by one of the major secondus
class ley lines which branches off from Mecca, the Sea of Dunes has become a
very magically active place. Encompassing about eighty square miles of
desert, the Sea of Dunes, when observed astrally, is a roaring, rippling, bubbling
sea of mana. Its astral space is plagued by mana storms and other mysterious
astral occurrences.
Qu'alapot's Lair
Location: 90 miles east of Medina
Accessibility: CC
Magic: (2) for ritual sorcery
Background Count: 2
This is the lair of one of the great dragons who assisted
in Qu'al'dina's revolution. Though it is guarded closely by his warden
creatures, Qu'alapot himself is rarely there, having developed a taste for travel
and activity.
Dezhouin Woods
Location: 80 miles east of Mecca
Accessibility: A
Magic: (1) for ritual health sorcery, (2) for summoning Forest spirits
Background Count: 2
The Dezhouin Woods is an "overnight forest" the elves
grew in 2048. It took several magicians of several different disciplines
to finally get the trees to take and grow. The original intention had
been to create a lumber industry, but after the trees were in place, the forest
became such a national symbol of power that the Taami'rae refused to
let the trees be felled.