Getting Your Head Around Tir Na Nog

Tir Na Nog is an expansion setting for Shadowrun that focuses on the Irish version of the metaplot. It came out in various editions over the years, mostly handling the faerie realm interference hitting the British Isles and how that bleeds into the shadowrunners operating there. The core book isn't some standalone thing — it slots into whatever edition of Shadowrun your group is running, which matters because the mechanics shift depending on whether you're on SR3, SR4, or SR5 rules. I ran a campaign in the early 2000s using the SR3-era Tir Na Nog material. The faerie courts run differently than any other magical faction in the line. Most people treat them like just another spirit faction. That's wrong. They operate on literal fairy story logic, not spirit logic. A druid who approaches a faerie lord the same way they'd approach a fire elemental will get themselves polymorphed into a hare before they finish rolling initiative. The fae respond to poetry, broken promises, and genuine wit — not spell counters or magic resistance stats.

What You Need to Play Tir Na Nog Shadowrun Rpg

You need the core Shadowrun rulebook for your edition, the Tir Na Nog supplement, and a working understanding of how the faerie court subsystem works. If your group is new to Shadowrun, do not start with Tir Na Nog. The fae mechanics assume you already understand spirits, magic, and the basic flow of a shadowrun. Throwing a fresh player into a session where the local security force is a pissed-off leprechaun warlord is a fast way to lose the table. As for where to get it, the books went out of print years ago. Third party PDF sites have copies floating around, and some of the material got absorbed into later Shadowrun sourcebooks. The SR4 and SR5 updates to the Celtic fae lore actually improved things a lot, so if you're running a newer edition, check whether the standalone Tir Na Nog book is still necessary or if the relevant content is now integrated elsewhere in the line. Here's the thing nobody mentions upfront: the faerie quest system in Tir Na Nog eats game time. A single faerie court interaction can easily consume three to four hours of real table time if your players aren't used to it. I learned this the hard way on my second session. We scheduled six hours. The faerie audience alone took five. Everything else got rushed or cut. After that, I started blocking out a dedicated faerie session with zero other agendas. It turned a potentially overnight slog into a clean three-hour block.

The Edge Case That Almost Killed My Campaign

About halfway through my campaign, a player character who was a sprawl-toughed decker got caught in a glamour trap set by a brownie nest. Here's the problem — brownies in Tir Na Nog don't work like normal spirit summons. They're territorial, they keep hostages, and they negotiate through small favors rather than combat. My decker had zero magastics. He couldn't see the glamour. He walked right into their territory thinking it was an abandoned warehouse. The rulebooks never really cover what happens when a non-magical character gets pulled into faerie space by accident. The GM fiat call is murky. I ended up ruling that the brownies kept him in a fey-stasis bubble while they figured out what he was worth as leverage. It bought us two sessions of real-game downtime while the rest of the team mounted a rescue. The workaround I used was having the shadowrunner contact a local hedge wizard who specialized in faerie negotiation. That wizard cost the team a significant favor debt, which paid off later when we needed faerie court access for a different mission. It was messy, but it stayed consistent with the setting's emphasis on consequences and social economy over combat solutions.

Get the Full Details

Shadowrun 2e - Tir Na NOg (FASA7211) | PDF
Shadowrun 2e - Tir Na NOg (FASA7211) | PDF

Common Pitfalls for New GMs

Don't treat the Irish setting as decorative. The entire supplement hinges on the intersection of Celtic mythology and cyberpunk urban decay. If your players are just running standard corporate hit jobs with an Irish skin on top, you've wasted the book. The whole point is that the faerie realm is cracking through reality in the British Isles more than anywhere else. Missions should involve that pressure. A corpo trying to build a data haven on a ancient sidhe burial ground is the kind of plot that makes the setting work. A standard data run in Dublin does not. Another trap is overusing the fae courts as dungeon encounters. They're not dungeons. You don't clear them. You navigate them. The social mechanics require players to think in terms of gifts, insults, names, and broken oaths. If your players approach every faerie interaction like a skill check, they will fail repeatedly. The game rewards genuine roleplay and creative problem-solving, not optimized social stats. The combat side is also misleading. Faerie creatures in Tir Na Nog often have very low physical resistance but enormous magical capabilities. A goblin might look like easy combat bait, but its poison and trickery effects scale brutally. I once had a full party of optimized characters get dismantled by a single Redcap in a tight corridor because they treated it like a street gang member instead of a magical predator. The Redcap's bloodlust mechanic gives it bonus attacks each time it scores a hit, and in close quarters with limited movement, that snowballs fast.

The Downsides

The Tir Na Nog setting has real limitations. The faerie court politics are dense and require continuous tracking. If your group plays casually with frequent session gaps, keeping track of faerie alliances and debts becomes impossible. I've seen games where a promise made six sessions earlier resurfaced and completely derailed a mission because nobody remembered the details. Write everything down. Use a shared document. Faerie politics in this setting are the most important record-keeping element you will encounter in Shadowrun. The book is also edition-locked in a way that hurts it. Content from the Tir Na Nog Shadowrun Rpg materials doesn't translate cleanly between editions. The SR3 version uses different faerie mechanics than the SR5 version. Mixing them causes immediate balance problems. If you're running SR5, the updated Celtic source material is probably better served by the later publications that refined the fae rules rather than the original supplement. There's also a narrow appeal factor. If your players aren't into mythological flavor and social intrigue, this setting will feel like homework. It's not a combat-heavy supplement. The best sessions revolve around negotiation, clever wording, and navigating impossible social situations. If the table wants to shoot things, direct them toward a different Shadowrun supplement.

The material is still worth reading if you're running a Celtic-themed campaign, but go in knowing it demands a specific type of game. It rewards patience, record-keeping, and players willing to engage with the faerie logic on its own terms. Groups that treat it like standard Shadowrun with extra mythology will find it frustrating. Groups that lean into the weirdness tend to have some of their best sessions with it.

Shadowrun, Tir na Nog, Dublin Street View by Ehran-the-Scribe on DeviantArt
Shadowrun, Tir na Nog, Dublin Street View by Ehran-the-Scribe on DeviantArt