Tir na Cre - A Guide

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This article has been flagged as Depreciated.
Information contained in this article is depreciated due to administrative policy changes or changes within the Dragon Isles itself.

For Historical reference, this page is maintained on the wiki.


Contents

Tir na Cre

This sim is the scene for a great deal of construction work at present, and is well worth a look. A full, formal Guide will be prepared once the work is complete

Reaching Tir na Cre

From the Cathedral Circular Walk, turn West at:

http://slurl.com/secondlife/Tir%20Infernis/10/184/73

This is a footpath only - the vertical ladders are no place for steeds. Those with winged steeds can, of course, ignore this advice. You will reach a bridge, cross it to leave Tir Infernis and to enter Tir na Cre.

The Tower

On leaving the bridge the path climbs and partially encircles a vine-covered collonaded tower. We are now on a small island between the mainland and the major part of Tir na Cre.

The "Mainland"

We cross a second bridge to reach the main island of the Tir na Cre archepelago. At this point, matters become a little more tentative. It's easy to see the line the path will take, but there is nothing yet complete beyond this point. It's fun to guess what might happen, though! Is that a waterwheel? Why are there so many dragon legs? More columns - what are they for? Who lit the fire burning by the shack made of a wrecked boat? Wow, another island! And a lighthouse! At least, I think it is a lighthouse, attached to an impressive-looking building. Tir na Cre has a lot going on! And don't forget to look up.

Watch this Space

Updates will follow