Faerie
The island of Inisfal, located just west of Albion, is a strange place. This is because it is bound to Tír Lán Dóchas, the Land Beyond Hope - what is sometimes called Faerie. Most think of it as a place, which it is in a sense, but it is also an entity in and of itself. Likewise, the beings who dwell there are not quite people; they are just as much thoughts within the mind of Faerie. The Sidhe Courts are its shifting dreams, forming and dissolving as the realm's attention drifts from one idea to another. And the mortals it abducts are the closest thing to a drug - a psychedelic to which Faerie is addicted.
An Alien Dreamscape
For those born to a simpler world, Faerie is a hazardous and chaotic place. There is little distinction between the laws of physics and the rules of society, and either may shift with the mood of the land. The natives of Tír Lán Dóchas are part of the landscape and understand their roles within each shifting thought, but outsiders are quickly lost, trying to impose the rules of an unthinking world upon the dreams of a living realm. To the being that is Faerie, this intrusion creates strange and unexpected sensations, opening new avenues of thought and creativity and expanding the universe in ever stranger ways. Every lost artist wandering through a senseless world becomes a catalyst for new dreams - and Faerie has long indulged in their intoxicating presence.
The Aes Sidhe and their Courts
If Faerie is a living mind, then the Courts are its conscious thoughts. The individual Aes Sidhe are symbols of concepts - simple or complex - coming together in shifting roles and combinations to form strange and elaborate ideas. They interact within this structure for a moment or an eon - however long Faerie entertains the thought - before the Court dissolves again, only to reform into a new configuration with many of the same concepts rearranged in relation to one another. Some Courts return again and again; others appear only once. When the Courts encounter mortals who stumble through a portal - or are taken by the Aes Sidhe - the actions of the alien visitor, especially any act of creativity, can warp their structure into new and unforeseen configurations, often spawning several new Courts in rapid succession. You can read more about the Aes Sidhe and their courts here:
Entering Faerie
Natural gates to Tír Lán Dóchas appear only on the island of Inisfal, and nowhere else in the world have the Aes Sidhe ridden forth. These gates open in wild places - deep within forests, upon desolate hilltops, or beneath the earth. They are often marked by strange signs: unnatural plants and animals, or patterns of mushrooms and stones. Some who wander near may hear distant music and laughter; others, chasing a white hind through the moonlight, find themselves beneath unfamiliar trees. Most folk of Inisfal know better than to stray into these portals - but the Aes Sidhe have never been content with only those who stumble inside.
When the stars are right, the denizens of Faerie ride out across the land in search of those who might inspire new dreams for their realm. They pass across the countryside like shadows in the mist, seeking any who walk abroad at night. Though barred from entering homes or churches without invitation, they are beautiful, and have countless ways of luring the unwary. They cajole and bargain, charm and chase, their great black hounds leading the hunt. Every year, some are taken - though in the last decade, fewer vanish than ever before.
Fae Artifacts
The Aes Sidhe have long wielded magic far more potent than anything born of the mortal world, and they carry artifacts of immense power. Over the centuries, a handful of these relics have slipped into mortal hands, and - when wielded wisely - have shifted the course of history.
During the Dragon Wars, The Empire of Albion uncovered a means of acquiring Fae Artifacts in significant numbers, which it used to arm elite squads. These enchanted weapons and tools proved vital in countering the occult powers wielded by The Little Dragon and his Cult of the Leviathan. Without them, it is doubtful the Empire could have prevented the cultists from overrunning all of Elbid.
This endeavor was known as Operation Solace. How it functioned remains a closely guarded secret, still hidden from the public to this day.
Changelings
Not all who are taken by the Aes Sidhe remain in Faerie forever. Some manage to escape back to the mortal world - but none return unchanged.
Known colloquially as Changelings, they are altered in both body and mind by their time in Faerie. One common trait is that they are all Lost - an existential state of dislocation brought on by eating the food of Faerie. Many bear inhuman features, ranging from the grotesque to an overwhelming, maddening beauty. Some find they can speak only in rhyme; none can endure the touch of iron.
Almost all Changelings are gifted in Magic, and most rely on this talent to survive. Yet they are deeply distrusted by those around them - shunned, discriminated against, or even attacked. Few ever find steady or lawful employment.
You can read more about Changelings and being Lost below:
An Intrusive Thought
Dragons are not native to Faerie. They have never dwelt there, either in story or in truth. Yet one dragon has arisen from the interplay of mortal dreams and alien minds - and Tír Lán Dóchas cannot prevent its manifestation.
Known to the Aes Sidhe as Núlceach, the Ear-Wyrm, this creature recurs endlessly throughout Faerie despite the realm's attempts to expel it. Vast, black, and winged, it descends upon the Courts in fire and claws, accompanied by a maddening tune it hums without pause. Wherever it appears, it scatters the other denizens of Faerie and hoards whatever of value it can gather into a lair that forms around it.
The lands surrounding Núlceach lose all coherence: it nullifies the thoughts nearby, stripping them of meaning and rendering them empty. In time, the region occupied by the Ear-Wyrm becomes dislodged from the fabric of Faerie altogether, vanishing until the dragon intrudes again - an unwanted thought forcing itself back into the dream.
Many Changelings speak of Núlceach as a hero, or as their vengeance upon the realm that stole and altered them - and more than one takes a perverse delight in humming the Ear-Wyrm's unforgettable song.

What an interesting location, great writing! Also, love the sound of the Ear-Wyrm :3
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Legends of the Dragonguard • /dev/null
WorldEmber 2025
Thanks! I'm glad you like Núlceach ;)