[note](http://www.ballycastle.free-online.co.uk/info/images/finnmaccool.jpeg)[/note]As a side-project to Avayevnon, I am thinking of a small setting that would be making use of Celtic mythologies, most prominently Irish, since it is what I am most familiar with. I would be using pathfinder as a base system for this. Not sure quite how much of this has been done before, but I am throwing it out as an idea I am fiddling with, and I was curious to see if anyone found it interesting.
The Specs I have so far:
Scope: The Setting would be a fairly small geographical area, probably the size of the British Isles. The World would be larger, but the rest of the world would only ever be alluded to, outside of very particular possible adventures.
Political Climate: The High King rules over many petty kings who fight amongst each other. The setting may include another Kingdom or two where the political climate is different.
Tech Level: Early Iron Age, I think. Most weapons and armor would probably still be bronze, with Iron being rare, foreign, or expensive.
Magic: It would be a high magic setting. The Magic using folk would be vastly outnumbered by the mundanes, but there are people running around transforming into animals, putting
geasas on each other, and making and breaking curses. A Bard's satire can dethrone a king, and eating a magical fish can grant you wisdom. Magic items are rare, powerful, and unique. You aren't likely to find a +1 sword. You may, however, find the
Loathblade, a weapon wielded by a demon in the
Battle of Aman Magh.Gods: Gods are very real. They mostly keep to themselves, but when they have an agenda they will see it through. They will grant boons, place curses, or try to trick you into breaking a
geas. On rare occasions, gods will mate with mortals, and produce demigods.
Classes: I am only including classes that fit the flavor of the setting to me.
Barbarian*Bard*Druid*Fighter*Ranger*Oracle*Witch*
And I was wanting a class, or perhaps a prestige class, based on the Fianna (or Fenians). I have seen a barbarian variant that works pretty well by substituting rage for some ranger abilities. That might work.
Races: It would be human-centric. I'm not sure whether I would allow any other races. The other races would all be considered Sidhe (Fae). I might allow half-breeds, though. Elves, Gnomes, Dwarves, Goblins, Hobgoblins, and so forth could all be Sidhe races that cause trouble, or want things from mortals. They would probably more often be "monsters" than allies.
Monsters: Mostly Fae, but Ogres, Trolls, and the like would be around, as would the occasional dragon and some Dire animals. There would also be Fir Bolg and Fomorians. Since I have found different descriptions of the Fomorians, I might include different types. Sometimes they are described as demons, sometimes as pirates. Sometimes they are described as beautiful; sometimes having one eye, one arm, and one leg; and sometimes as having the heads of goats. So maybe I'll have a beautiful humanoid kind that are pirates; Monocular, monopedal giants; and a goat-headed type to round it out. Or maybe the goat-headed ones are the pirates. Any suggestions?
Sounds awesome. I like that a lot of Celtic myths feature heroic mortals more frequently, rather than gods screwing around and bickering (i.e. Norse, Greek). Obviously other myth cycles also have mortal heroes (and the Celtic myths still have gods), but they're often pawns of gods and/or get screwed by gods, whereas the Celtic heroes go around killing Fomorians like it's no big deal... I guess it feels like the mortals have more agency/power in Celtic myths.
Quote from: SteerpikeSounds awesome. I like that a lot of Celtic myths feature heroic mortals more frequently, rather than gods screwing around and bickering (i.e. Norse, Greek). Obviously other myth cycles also have mortal heroes (and the Celtic myths still have gods), but they're often pawns of gods and/or get screwed by gods, whereas the Celtic heroes go around killing Fomorians like it's no big deal... I guess it feels like the mortals have more agency/power in Celtic myths.
This is true. If I'm not mistaken the myths in some cases allow for mortals to overcome the gods, like with the song of Amergin. Cuchulainn also successfully drives off the Morrigan three times (though he's a demigod, so it's not quite the same).
But yes, Fomorians and Firbolg I need to add to the list.
I went ahead and added Fir Bolg and Fomorians.
This looks promising
Tolkien had this to say on Celtic mythology after an editor criticized his vaguely Celtic-sounding elf-names:
[blockquote=Tolkien]Needless to say they are not Celtic! Neither are the tales. I do know Celtic things (many in their original languages Irish and Welsh), and feel for them a certain distaste: largely for their fundamental unreason. They have bright colour, but are like a broken stained glass window reassembled without design. They are in fact 'mad' as your reader says'"but I don't believe I am.[/blockquote]To this I say HELL YES TO THE MAD ELVES OF UNREASON! I will take psychotic, unseelie sidhe over haughty, benevolent Vanyar any day of the week.
I think I have mentioned these before when people talk about doing Celtic-themed settings, but have you checked out Mongoose Publishing's Sláine RPG or Avalanche Press' D20 Celtic Age? I have been aware of/semi-coveting both for several years now but still have yet to get either. Alternatively, you could just have a look at the excellent comics that inspired the Sláine RPG. I believe D20 Celtic Age also has a splatbook all about Celtic fairies.
EDIT: Oh, and I forgot to say, it looks great so far! :)
I look forward to seeing more. I think Celtic-inspired settings should be more common, they're just so... nuts! Like Steerpike was saying about the "mad" Elves... everything in Celtic myth appears to run on seeming dream-logic, and there is a grim sense of humour underlying much of it which can lend itself very well, I think, to gaming.
Quote from: KindlingI think I have mentioned these before when people talk about doing Celtic-themed settings, but have you checked out Mongoose Publishing's Sláine RPG or Avalanche Press' D20 Celtic Age? I have been aware of/semi-coveting both for several years now but still have yet to get either. Alternatively, you could just have a look at the excellent comics that inspired the Sláine RPG. I believe D20 Celtic Age also has a splatbook all about Celtic fairies.
EDIT: Oh, and I forgot to say, it looks great so far! :)
I look forward to seeing more. I think Celtic-inspired settings should be more common, they're just so... nuts! Like Steerpike was saying about the "mad" Elves... everything in Celtic myth appears to run on seeming dream-logic, and there is a grim sense of humour underlying much of it which can lend itself very well, I think, to gaming.
I don't currently have either, and haven't had a chance to hold them in my hands. From what I've been able to garnish by preliminary poking around and descriptions of them, I don't really like what Sláine did with the Celtic material, but maybe I'm being too quick to judge. Celtic Age looks better, and I might check out more of what it has to offer. Thanks for the references.
Yes, Sláine may not be exactly what you're looking for. I don't know about the RPG, but the comic is (as comics often are) very stylised, and goes for style over substance the whole way. It's more Cletic-inspired/themed than just straight up Celtic. I do love it though :)
Another good source of inspiration might be Robert E. Howard's Bran Mak Morn (http://en.wikisource.org/wiki/Author:Robert_Ervin_Howard#Bran_Mak_Morn) stories.
Great source of links, Steerpike! I knew about Gutenberg.org, but Wikisource is a lot better organized and easier to use.
For some vague celtic inspiration, you might check out Pair o'Dice Lost's "Death from the Depths" campaign, linked in my sig.
Working on a map. Two big Islands and several small, minor ones. Each of the two big islands will be considered a kingdom. The main island looks to be setting up for a High King who rules over 7 regional petty kings. One of the minor islands I think will be ruled by the Fomorians.
I was developing something very similar intended as a published setting for Pathfinder called Iron Age Celts, but then I got buried in the development for release of Kaidan products, so I've shelved it for sometime late this year or next. But I did quite a lot of development using lots of fey connections. I created a tattoo based wizard alternate class. I created a Clan Warrior alternate ranger class. I created a fey bonded sorcerer class and bloodline. I've even got a character class for a sword wielding spellcaster called an Iron Mage developed by someone else, who wanted to include it in my setting.
I did lots of research on Brehon Laws, the laws of hospitality, succession by tannistry, matriarchal lineage of the Picts, keeping noble hostages in the halls of the great kings to insure loyalty among the lesser states abroad. Social caste system of the Celts is important. I l even looked at the value of items in cost in livestock and slaves, rather gold pieces.
I converted Druids to a caste and Trait included: bards, clerics, druids, wizards and sorcerers as all possessors the Druid Trait.
I planned to create a Celtic northern and central Europe analog with a 'British isles' as only one small part. But here's the map for the 'Irish analog' for the setting.
(http://www.gamer-printshop.com/cbg/hybrenia-new-thumb.jpg)
I even paid a commission for one piece of art - a gateway into the Fey lands, with some fey elf like woman standing.
(http://www.gamer-printshop.com/cbg/fey-portal-thumb.jpg)
So I've done lots of research into doing this same kind of setting done right.
What do you need? Maybe I can help.
GP
One new idea I've been thinking about. In Kaidan, we're generously using the Haunt mechanic from the Game Mastery Guide in several of the adventures, which basically ties undead with a trap. Proximity to a 'trapped area' invokes a magical spell caused by the manifestation of a 'ghost'. What if you substituted the undead with a fey being. Perhaps a fey being under some geas bound to a specific location. When the fey being manifests, it becomes an encounter to deal with. Destroying the fey, like a Haunt is not permanent as it will reset in 24 hours. However like a ghost there exists ways to lay the Haunt to rest and end it permanently. So killing the fey being is temporary, freeing it from its geas can build relationships between humans and fey.
I also have the 2e Celtic Sourcebook in PDF with some great ideas, especially for enchanted places, and a GURPS Celtic resource just for different ideas. I purchased a 3.0 d20 supplement for Fey called Fairies with some cool monsters and weird ideas (I didn't use). I've even got Mareen Duffy's The Erotic World of Faery - which features the word 'phallic' at least 200 times! I've got a great book called Ancient Celts, from a historian-linquist's point of view. I've done lots of research on this.
Well, I do need to learn more about the Brehon Laws, for one.
I am familiar with the Caste system idea, but need to learn more of how it worked beyond the trio of Ovates (or Vates), Bards (or Filidh) and Druids.
I didn't see what you were getting at with the Fey Haunting thing for a bit, but I think I worked it out, and I definitely like the idea of forging connections by ending the geas on them.
Just looking at the page of the GURPS Celtic Myth gives me ideas. I've looked at a couple teasers for products, and headhunting and fighting naked (or at least without cowardly armor) seem to be things that come up a lot. The more-or-less equal status of women also bears mentioning.
If you want to look beyond Irish myths, I recommend this (http://www.amazon.com/Mabinogion-Oxford-Worlds-Classics/dp/0199218781/ref=tmm_pap_title_0/186-2404281-0462701) for reading. Old Welsh tales translated to modern English. You may also find the explanatory notes, personal & place name indices at the end of the book to be useful.
I've also found the PDF for the AD&D Clets Sourcebook, which has some great stuff on magical locations among other bits that I think I will steal.
For a good overview on Brehon Laws (http://www.danann.org/library/law/breh.html).
A great source for Faerie Lore (http://www.mythfolklore.net/andrewlang/) (note not all of it is Celtic, but one can steal ideas from one culture that easily adapts to Celtic culture...)
Something on Ogham Script (http://www.uponreflection.co.uk/ogham/).
Lots of good Celtic stuff (http://www.timelessmyths.com/celtic/objects.html) here - the gods, geneaology of gods, named weapons, etc.
Interesting discussion on Picts (http://www.cyberpict.net/sgathan/essays/picts.htm).
A good overview on Celtic Weapons (http://www.scottishmist.com/index.php?option=com_content&view=category&layout=blog&id=48&Itemid=63).
An excellent Faerie Encounters (http://www.enworld.org/forum/d-d-legacy-discussion/86637-faerie-encounters.html) thread for D&D on EnWorld by Raven Crowking.
I've got more links, but these are the best I've found in the last year or so. Worth your perusal I think.
Regarding the Celtic Caste system - warriors, druids, vates, and bards are all members of the aristocracy, though only warriors can lead a clan. Actually Indian Caste system is directly derived from the Celts - it is believed the Celts reached India sometime during the 1st Millenia BCE - there are many Celtic words and Sanscrit words which are almost identical.
GP
Ooh, fun! Gamer Printshop, those are some good links. So far I particularly like the Faerie Encounters thread.
Ghostman, I will most likely draw some inspiration from the Mabinogion (and any other Welsh myths and legends I can find), but Irish is where I am strongest, so it's what I tend to focus on.
In other news, I think I will also include the fact that kings need be in good health and without blemish. It just seems like such a neat bit of flavor. The story of Nuada Airgetlamh (silverhand) is a particularly good example, wherein Nuada, who was king of the Tuatha de Danaan, was respected and revered by all; but he lost his hand in battle, and had to abdicate. Dianchecht made him a replacement out of silver. When they were being subjugated by Bres of the Formorians, the silver hand was good enough for them to allow him to step up to challenge him, but when Lugh came along, and was master of all crafts and arts, and unblemished to boot, everyone, including Nuada saw fit for him to give up his throne to Lugh.
I am playing with the idea of actually using a barter economy, wherein the players would, rather than pay in coinage, have to barter sheep, cows, equipment of theirs, or services as payment for whatever it is they want from NPCs. With a party of adventurers and "services" as an option, there are bound to be tons of opportunities for side quests.
Bottom line, Celtic kings are voted into office by the other noble caste members, and they are voted out of office as well. When the current king is no longer the 'alpha', he is voted out, and a new king - not necessarily the king's son, but as tannistry rules the next 'alpha' which could be a brother, sister, uncle, cousin. Celts do not pass the kingship from father to son by default.
Sword and board (shield), spear and shield and slings are the primary means of war in such a Celtic setting. In my version I created several new feats that focused on shield defense combat, since armor was at a minimum. Also consider that chain mail was first invented by the Celts. The 'tortoise' formation of the Romans were learned from the Celts. Almost all the armor and weapons of the Romans were borrowed from the Celts. So despite a tendency to fight with only shield, the best armors available at the time were inventions of the Celts.
By the way, Lugh was a Fomorian. Initially the Fomorians and the Tuatha de Danaan got along, Lugh came to teach the Tuatha de Danaan the secrets of their ways. He did not join his kin when the Fomorians warred with the Tuatha de Danaan. Which says a lot, when the Tuatha de Danaan appointed a Formorian as their next king...
Quote from: Gamer PrintshopSword and board (shield), spear and shield and slings are the primary means of war in such a Celtic setting. In my version I created several new feats that focused on shield defense combat, since armor was at a minimum. Also consider that chain mail was first invented by the Celts. The 'tortoise' formation of the Romans were learned from the Celts. Almost all the armor and weapons of the Romans were borrowed from the Celts. So despite a tendency to fight with only shield, the best armors available at the time were inventions of the Celts.
By the way, Lugh was a Fomorian. Initially the Fomorians and the Tuatha de Danaan got along, Lugh came to teach the Tuatha de Danaan the secrets of their ways. He did not join his kin when the Fomorians warred with the Tuatha de Danaan. Which says a lot, when the Tuatha de Danaan appointed a Formorian as their next king...
Lugh's Mother was a Formorian, but his father was of the Tuatha de Danaan.
For now, at least, I am naming the two big islands Glasconaà (Green Home), and Gwladwyn (White Country). While neither "kingdom" is necessarily united, the various minor kingdoms within each one tend to share languages and naming conventions, though dialects and exact spellings may vary.
Glasconneach Names
Male:Adarc, Alastar, Amorgen, Aran, Berach, Braden, Bran, Brogan, Bron, Cathair, Calbhach, Cian, Conall, Conare, Dallan, Donnell, Duncan, Eogan, Ewan, Faolán, Feargus, Fionn, Gobán, Lughaid, Mal, Manech, Niall, Oengus, Rochad, Sualtaim, Triathe, Tuathal
Female:Aifric, Ãine, Aisling, Bidelia, Branwen, Brighid, Cáilin, Ciara, ClÃona, Dáirine, Deichtine, Deirbhile, Deirdre, Dorean, Eimher, Fedelm, Fiachna, Fionola, Grania, Ide, Lennabhair, Moira, Muirgen, Niam, RóisÃn, Scathach, Siofra, Treasa
Gwyladwyc Names
Males:Amren, Arawn, Arwel, Bedwyr, Brathach, Brynn, Cadugan, Colwyn, Culhwch, Daned, Drystan, Dylan, Elphin, Ermid, Fflewdwr, Govannon, Gwalchmei, Gwenwynwyn, Gwern, Llewellyn, Llyr, Mabon, Maelwys, Owein, Penn, Peredur, Pryderi, Sugyn, Trahavarn, Twrch
Female:Aderyn, Aeronwy, Arianrhod, Branwen, Bronwen, Ceinwyn, Cerridwen, Delyth, Deryn, Eilonwy, Eilwen, Eirlys, Elain, Eurneid, Eurolwyn, Goewyn, Gwynedd, Mathonwy, Morgan, Rhiannon, Rhonwen, Tangwen
[ooc]The following represent feats of arms that feature is Celtic legends, and are being presented as feats for Pathfinder. They are from the AD&D Celts Sourcebook, which was, of cource, a 2e supplement. I have attempted to update them to fit Pathfinder, but I make no guarantees they are properly balanced, as I only attempted to translate them, into the new rules. If anyone who is good with crunch has suggestions on tweaking them, it would be welcome.[/ooc]
Del Chliss
Make a thrown spear twist on impact, to great effect.
Prerequisites: Base attack Bonus +2, Proficient in Throwing Spears
Effect: If your attack roll succeeds by 2 or more, the spear deals double damage as it twists on impact. This feat imposes a -2 penalty on any attempt to catch the spear. You may use Del Chliss with a spear you have caught, but you cannot have caught the spear this round, as the Del Chliss requires a special grip to perform.
Gae Bolga
Tear through enemy's flesh with a special barbed spear thrown with the foot.
Prerequisites: Dex 17, Weapon Focus: Spear, Gae bolg
Effect: You may make no other attack this round or the next, and lose your Dex bonus to AC for these rounds, as the attack leaves you off balance. If the attack succeeds, multiply damage by your level.
Salmon Leap
Leap over enemies and obstacles
Prerequisites: Must have the Jump Skill trained.
Effect: You may make a standing high jump of 1d3+plus your character level feet. Combining this with an attack over your opponent's shield grants you +2 to hit, unless they succeed at a dexterity check (or perhaps a block or parrying attack? See below.) Using the Salmon Leap to dodge grants you a +2 to your AC.
[ooc]Since there is a cultural prejudice against wearing armor, I might implement more active dodging and blocking with a shield. Dodge could be a skill, and Block could either be a skill, or a shield 'attack' rolled in opposition to the incoming attack. So, in other words, it would be an opposed roll, where the attack roll has to beat the block roll, rather than an attack roll against a set DC of an Armor Class.[/ooc]
Stroke of Precision
Selectively maim your enemies.
Prerequisites: Weapon Focus: Longsword (or other edged weapon at DM's discretion)
Effect: Before your attack, you may make a called shot against a particular body part. The attack suffers a -4 penalty to hit, but if the attack succeeds and scores a critical threat, the limb is severed. When using this feat, the critical need not be confirmed.
Warrior's Scream
Your battle cry strikes fear into your opponents.
Prerequisites: Base Attack Bonus +2
Effect: On the first round of melee combat with a particular target, you can give up your first attack of the round in order to use this feat. Make a Con check. If successful it functions as a prayer spell that effects only you and your designated opponent. Enemies can make a Will Save vs. Fear to negate the penalty. This save is rolled at the start of each melee round until successful
[ooc]Some of the original requirements for these feats were "proficiency slots" which in some cases I replaced with BAB, and in other places, things that just made sense to me. Proficiency slots don't feature in Pathfinder, but it was always a mechanic that appealed to me, and I am wondering if--given the limited selection of weapons available--it might be worth trading being "proficient" in a bunch of weapons the characters will never use for degrees of proficiency and mastery in the weapons they will use.[/ooc]
DruidDruids serve many roles in society: from priests who serve the gods, to healers, to the wardens of nature's holy places. They are lawmakers and peacemakers'"they are so holy that should they cross a field of battle, the warriors must make a truce, for none dare risk harm to them. They are political advisors, and the scholars, and they determine and place geasa. They observe the stars and the motions of the heavens to determine the future, so as to best lead their people on the path which will please the gods. While often attached to a king, they are known to wander. Druids are also the only link to the gods, as the rituals and sacrifices the gods require will not be accepted if a druid is not in attendance.
Role: Druids command respect and have the power to lead and to control the battlefield when they take to it. While most druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. They are good at subduing their targets, and keeping their friends healthy.
Hit Dice: d8
Alignment: Any Neutral
Weapons Allowed: Club, Dagger, Sickle, Staff, Spear, Sling
Armor/shield Allowed: None
Gods: Worship whole pantheon, not abstract nature, though they are in tune with the natural world
Respect: All initial attitudes towards a druid are 1 higher than normal
Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge ( nature) (Int), Knowledge ( Nobility) (Int), Knowledge (The Planes ) (Int), Knowledge ( Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str)Skill Ranks per Level: 4 + Int modifier
Druid Spell List [ooc]I have altered the Druid Spell list in a few ways. Seeing that Clerics are not part of this setting, Druids have taken on some of their roll. I have also tried to stick fairly close to the suggestions on Druid spells in the
AD&D Celts Sourcebook. I have not had a chance to examine d20 Celtic Age, which I know has an alternate druid class with further changes. If I see it later and find it to my liking, then I may replace this Druid class with that one, or bring in aspects of that class. Currently, I am leaving the class features and progression of the Pathfinder Druid (http://paizo.com/pathfinderRPG/prd/classes/druid.html) unchanged.[/ooc]
Lvl 0 | Lvl 1 |
Cure Minor Wounds,Guidance, Detect Magic, Detect Poison, Purify Food and Drink, Resistance, Virtue | Bane, Bless, Calm animals, Charm animals, Charm person, Command, Comprehend languages, Cure Light wounds, Detect animals or plants, Detect chaos/evil/good/law, Hide from animals, Obscuring mist, Read magic, Speak with animals |
Lvl 2 | Lvl 3 |
Animal trance, Augury, Cure moderate wounds, Delay poison, Fog cloud, Gust of wind, Locate object, Remove paralysis, Restoration, lesser, Status, Tree Shape | Call lightning, Cure serious wounds, Dominate animal, Neutralize poison, Poison, Quench, Remove blindness/deafness, Remove disease, Sleet storm, Speak with plants, Tongues |
Lvl 4 | Lvl 5 |
Blight, Charm Monster, Command plants, Commune with nature, Control water, Cure critical wounds, Discern lies, Dispel magic, Divination, Geas, lesser, Ice storm, Locate creature, Reincarnate, Restoration, Repel vermin, Scrying | Atonement, Call lightning storm, Commune, Contact Other Plane, Control winds, Cure light wounds, Mass, Hallow, Heal |
Lvl 6 | Lvl 7 |
Charm monster, mass, Cure moderate wounds, mass, Dispel magic, greater, Find the path, Geas, Scrying, greater, Spellstaff, Stone tell, Symbol of Persuasion | Animate plants, Changestaff, Control Weather, Cure serious wounds, mass, Regenerate, Restoration, greater, Symbol of Stunning, Symbol of weakness |
Lvl 8 | Lvl 9 |
Animal shapes, Control plants, Cure critical wounds, mass, Discern location, Earthquake, Whirlwind | Astral Projection, Dominate Monster, Foresight, Miracle, Shambler, Shapechange, Storm of vengeance |
The Defense Roll
In Cad Goleór there is very little armor used, as it is seen as cowardly. Going into battle armored involves taking a penalty to enech. Since armor is so important to character survival in games like Pathfinder or D&D, this is problematic. People are freely allowed to use shields, however, and are under no obligation to allow themselves to be hit when it can be avoided. Therefore it seems to me most fitting, and somewhat more cinematic to boot, to change the combat roll from a static roll against an opponent's "Armor Class" to a dynamic roll against their opposed "Defense Roll." This way, enemies are seen to be actively defending themselves, and survival becomes plausible. There are two separate defense actions that can be taken in response to each attack: Blocking, or Dodging. Characters are free to choose either at any time, but a character is likely to be better at one that the other, and thus will favor that action.
Characters make their attack rolls as normal, but resolving these attacks involves comparing the results to the defense rolls of the target, rolled simultaneously.
Blocking
Blocking is the attempt to interpose a shield or weapon between your self and an oncoming attack. Since your enemy is assumed to try to get around your shield, and you are assumed to be trying to thwart this attempt, blocking functions as an opposed attack roll. A character must be proficient with a shield, to block with it. A block made with a weapon is called a parry.
1d20+BAB+STR+Shield Bonus+Misc
Dodging
Simply put, dodging is the attempt to remove yourself from harm's way. The one dodging attempts to escape the path of the weapon being used against them. Dodge has been added to the skill list and is a class skill for Barbarians, Fighters, Rangers, and Rogues. The dodge roll, like the block roll, is made in opposition to an oncoming attack. The attacker must meet or exceed your dodge roll to hit you and deal damage.
1d20+skill ranks+DEX+Dodge bonus+Misc
Two Fighters, Eoghan and Lugaid, are engaged in single combat at a ford. They are about evenly matched, and each is level 5. Eoghan makes a spear thrust, which Lugaid tries to block with his spear. Eoghan's attack is at +5 for his skill, and his strength gives him an extra +2, for a total of+7. Lugaid's block is likewise at +5 for his ability, but Lugaid is physically stronger, and has +3 from his strength. Lugaid's shield grants him an additional +2, giving him a total bonus of +10 to his block. Eoghan attacks, rolling 15 for a total of 22. Lugaid rolls a 6, and for a total score of 16'"not enough to stop Eoghan's attack. Eoghan rolls 7 for damage, +2 for strength, dealing 9 damage to Lugaid. Lugaid responds by slashing with his longsword. He rolls a 10, for a total of 18. Eoghan, who is the more agile warrior, tries to dodge. He also rolls a 10, but with 5 ranks in dodge, +3 to his dexterity, and the Dodge feat keyed to Lugaid, his total is 19. Eoghan feels the blade tickle his hair as he ducks beneath Lugaid's arcing longsword, avoiding damage, and prepares to make his next attack.
I finally got my hands on d20 Celtic Age. It looks to have some good stuff in it, but I don't like the way they statted out a lot of things. I don't care for their Celtic Druid of Fili classes, and I think I will stick to the variant Druid I have posted above, and I think that Pathfinder's Bard actually does a better job emulating the mythological fili. Celtic Age seems to think that they were only good for satires. I'll admit the ability to kill someone by mocking them is cool, but Pathfinder bards get Deadly Performance at level 20, so it all works out. And if you want satires, just use the Court Bard variant.
I think I like the Defense roll. It gives an interesting feel to things, and I think it fixes your AC problem.
Don't have much time now, but soon I'll have a post on Standing Stones, The Otherworld, and Headhunting.
CosmologyGwynvyd:
The Sky; Home of the GodsHome to gods of the Sun, Moon, & Stars, and the Spirits of the dead who have transcended the cycle of death and reincarnation.
Abred:
The Land; Our World.
It is in Abred that the souls of the living migrate and transmigrate, progressing through the cycle of life, death, and rebirth until their souls are perfected for Gwynvyd. The joys and sorrows of life'"its trials and travails'"are all a part of the soul's journey to perfection. Because the form of a soul may change from one life to the next, it is important to respect all life. There will always be conflict, fighting, and death, but respect and honor must be kept in all.
Annwn:
The Sea; Otherworld, Underworld, and Home to the Sidhe. The Souls of the dead come here to the Cauldron of Life to await rebirth. The Sidhe live here, as do the Tuatha. It is a land where dreams are made real. It is the stuff of visions and magic. It has several guardians, and can be entered through the liminal places at liminal times. Twilight is the time most associated with the fae. Time runs differently in Annwn. You can spend a day there, and find that several years have passed in Abred. Occasionally the reverse is true, and you can spend a lifetime in Annwn and when you return home, no time has passed at all.
Annwn: Getting ThereAnnwn is a land of borders and paradoxes. It lies beneath the hills and across the sea. It is a world of in-between, lying cosmically between Abred and Gwynvyd. Accessing the realm of Annwn is a difficult proposition: Abred and Annwn are different worlds with few, if any, permanent links. Even if one finds a gateway to Annwn, nothing guarantees that it will still be there when you go looking for it next day. In fact, many are only open on particular days, or at certain times of day.
Paths to Annwn involve paradoxes: places that are in between'"that are both and neither location. Shores, which are neither Sea or Dry Land. Rivers, which cut between realms. Caves and thresholds of all kinds, which are neither indoors or outdoors. Paradoxical times may also be important: twilight, which is neither day nor night; midnight, which is neither one day nor the next. And some days are simply more amenable to entering Annwn than others. The Feast of Samhain* for instance, marks the transition into the dark half of the year, and it is a time when the veil between the worlds grows thin, and travel between them becomes possible.
If you are intent on making it to Annwn, look out for the places and times that are most conducive, watch out for signs of the fae, try to acquire a guide, and hope for the best. The GM, of course, is the final arbiter of whether Annwn can be found or not. Presuming that there is an entrance to be found, locating it requires a DC 40 Perception roll. The following conditions modify this DC:
[ooc]This Table is taken largely from The Little People by Avalanche Press. I have changed the % chance of finding Fairyland to the DC modifier for finding Annwn, and I have added and subtracted some modifiers, but I want to give credit where credit is due.[/ooc]
Circumstance | DC Modifier |
Liminal Time (Twilight, Midnight, etc.) | -3 |
Liminal Place (Shore, cave, river, etc.) | -3 |
Feast Day | -2 |
Feast of Bealtine** | -2 |
Feast of Samhain** | -4 |
Equinox** | ] -2 |
Solstice** | -1 |
Full Moon | -1 |
Sidhe-Blooded | -4 |
Fomorian-Blooded | +4 |
Seeking Faerie riches | +2 |
Searcher has a faerie magic item | -6 |
Searcher wielding or wearing Cold Iron | +4 |
Searching grove of faerie tree triad (Ash, Hawthorn, and Oak in same grove) | -6 |
*Samhain is the name of the real world Celtic festival. I will probably have an equivalent festival, but haven't come up with a separate name yet.
**These bonuses stack with the bonus for being a feast day.
Standing Stones, Stone Circles, and Nemetons The landscape is speckled with stone monoliths sticking straight up out of the ground as though standing. There is no record or erecting these and they most likely are the relics of past civilization'"possibly made by the gods themselves. They carry powerful draoÃchta, or magic, and spellcasters may take advantage of this. Druids, bards, and ovates may use standing stones to apply metamagic effects to their spells. They may not choose which effect to apply, as the effect is tied to the stone in question. They need not possess the associated metamagic feat, and the use of a standing stone to augment a spell does not use up a higher level spell slot.
The GM is free to determine the nature of any particular Standing Stone. If no metamagic effect is specified, roll 1d10 on the following chart to determine a random effect:
d10 Roll | Result |
1 | Empower Spell |
2 | Enlarge Spell |
3 | Eschew Materials (Not technically metamagic) |
4 | Extend Spell |
5 | Heighten Spell |
6 | Maximize Spell |
7 | Quicken Spell |
8 | Silent Spell |
9 | Still Spell |
10 | Widen Spell |
Head Hunting and Action Points[ooc]In d20 Celtic Age, A mechanic is presented for severed heads, wherein the straight level of the beheaded opponent gave you a certain amount of "Power" that could be used for various benefits, such as extra spells per day, bonuses to initiative, temporary access to feats, and so forth. It felt to me, in spirit, pretty similar to the concept of Action Points, though, so it made more sense to me to not complicated things by adding extra ambiguous terminology. I might have to write in ways to expand the use of Action Points, though.[/ooc] The head is the resting place of the soul, and the house of a person's power. A man can be killed any number of ways, but when you take his head, you take his power. It is a common practice among the warrior class to behead a powerful enemy and claim his head for a prize. In so doing, the victor claims ownership over the power of the defeated.
Claiming the head of a vanquished foe can provide a small boost to action points. When you have claimed the head of a foe, you gain a certain number of Action Points determined by the relative level of the enemy to your own. The more powerful the opponent, the more action points you gain. As with all Action Points, you are allowed to hold onto them as long as you like, but once you use them, they are gone forever. Beheading another foe can always grant you more, however. It is important to note, however, that Action Points from multiple heads do not stack. You only gain Action Points from the most powerful head in your possession. You have to use up the points from a head before you can gain any more.
Example: Feargus is a Lvl 2 Fighter, and starts the game with 5 Action Points. He defeats a Lvl 1 fighter, and thus gains an action point. He now has 6 Action Points. He then defeats a more powerful Lvl 2 Fighter, and takes up his head, which provides 2 action points. He cannot have action points from 2 heads, though, so the points from the first head go away, and now Feargus has 7 action points. Even if he uses these 2 up, he does not get back the action point from the first head, but a new Lvl 1 head would earn him another point. Enemy Level | Action Point Reward |
Character level -3 or less | 0 |
Character level -1 or less | 1 |
Same as character level | 2 |
Character level +1 or more | 4 |
Character level +3 or more | 8 |
Character level +5 or more | 16 |
I am pretty sure the equanoxes and solstices have no meaning in Celtic culture, the whole calendar after all was based on the phases of the moon, and the 13 moon months of the year. Its only in modern day reflections on Stone Henge that the idea of solar based importance as being a Celtic thing.
It was never the sun, it was always the moon.
The holy days of Imbolc, Bealtane, Lughanssey (?), and Samhain are all important days for a pastoral society. Imbolc is when the ewes first lactate prior to giving birth. Bealtane is sending the flocks/herds through fire as they good to summer fodder areas. Samhain is their return to winter fodder at the farm.
Lughanssey (unsure of the spelling on this) came much later in Celtic time keeping, its the harvest festival. Since agriculture is fairly 'young' in Celtic society.
Not necessary for you, but I try to stay true to historic accuracy when I can, and never adopt modern conceptions.
GP
Quote from: Gamer PrintshopI am pretty sure the equanoxes and solstices have no meaning in Celtic culture, the whole calendar after all was based on the phases of the moon, and the 13 moon months of the year. Its only in modern day reflections on Stone Henge that the idea of solar based importance as being a Celtic thing.
It was never the sun, it was always the moon.
The holy days of Imbolc, Bealtane, Lughanssey (?), and Samhain are all important days for a pastoral society. Imbolc is when the ewes first lactate prior to giving birth. Bealtane is sending the flocks/herds through fire as they good to summer fodder areas. Samhain is their return to winter fodder at the farm.
Lughanssey (unsure of the spelling on this) came much later in Celtic time keeping, its the harvest festival. Since agriculture is fairly 'young' in Celtic society.
Not necessary for you, but I try to stay true to historic accuracy when I can, and never adopt modern conceptions.
GP
My understanding about Solar vs. Lunar thing is that while they definitely were interested in the moon, it was constantly debated how much the Sun was important or not. We have fairly little to go on in regards to the Celts, which has led a lot of neopagans to fill in the blanks. This is occasionally problematic, as it confuses some of the idea of the Celts, but can also be somewhat useful if you can find neopagan beliefs that fit.
Neopagans, particularly Wiccans, have come up with "The Wheel of the Year," which starts at Samhain, then moves to Yule, Imbolc, Ostara, Beltane (or whichever spelling you prefer), Litha (or Midsummer) Lughnassad, and Mabon. Midsummer and Yule are the Solstices, and Ostara and Mabon are the equinoxes.
Now the having of the Solstices and Equinoxes be relevant to finding "Fairlyland" (or in this case Annwn) came from The Little People supplement for Celtic Age. Perhaps because of my knowledge of Neopaganism, It didn't strike me as too odd, even though I'd never heard SPECIFICALLY of it being any easier to find the Otherworld on those days. So, it probably would not be historically accurate to provide a DC modifier on those days. The question is whether I care or not.
Just chiming in to say that this is awesome! I'm a huge sucker for fairytale type stuff and anything to do with Celtic mythology. Keep it up!
Instead of doing a single review I figured I'd ask you some questions and we could have a bit of back and forth.
First off I really love the whole concept of the fey land where souls go before being reborn. It seems to me like this opens up the possibility for a grand quest into the fairy realm to find a particular soul either to retrieve or even simply to ask questions of. So what do you picture Annwn as being like? In what manner do the Sidhe and the Tuatha live here? Do they have kingdoms of their own? Are you considering something like the wild hunt with the dead and/or the fey visiting Abred and sowing fear amongst the living?
[ooc]In response to Nomadic's Question:[/ooc]
Annwn
Annwn is many things. It is the land across the sea, and the land under the SÃdhe. SÃdhe means "mound" or "hill." When the Tuatha left Abred for the Otherworld, they became known as Aos SÃdhe, or "Those of the Hills." The Tuatha, who are often capable of changing their forms in numerous ways, gave birth to whole races of beings that are not mortal, but not quite gods in their own right. These are the Sidhe, being synonymous with the world to which they belong.
Annwn is a land of extremes and paradoxes. It is everywhere and nowhere. It is under every hill, across every ocean, and on the other side of every forest, and yet it exists nowhere on the physical plane. Time stands still here. It is the land of the ever young. There is no aging, and no disease; no thirsting or starvation. It is filled with vibrant colors, but the place lacks substance. It is a place of intense freedom and intense restriction.
Geographically, Annwn resembles a Triskele (http://rarelyknown.org/wp-content/uploads/2010/11/Triskele-hollow-triangle.png)
It has three arms, each of which wraps around a plot of earth featuring a massive spiraling tower. In the center of Annwn lies Magh Mell, the Plain of Delights, onto whose shores the ships bearing the souls of the dead land. Atop a plateau in the center of Magh Mell is Tech Duinn, the home of Donn, horned god of the Dead and lord of the hunt. It is within Tech Duinn that the Cauldron of Rebirth lies.
[note]The Unseelie SÃdhe are known to launch raids against the Sidhe, the mortal spirits making their way to the next life, and on to Gwynvyd, and occasionally even against the Tuatha themselves. When capable, they cause mischief and attempt to harm mortals in Abred.
More on Seelie and Unseelie Sidh later[/note] Caer Sidi: Its name means 'Turning fortress' but this is thought to refer to the turning of the stars around it, rather than to any revolutions of the castle itself. Caer Sidi is the spiral tower to Gwynvyd, and is home to the Gods, or Tuatha, who can freely commute between the two worlds via the spiral fortress.
NennÃus:The Gloomy Castle is home to Unseelie Side of many varieties. They keep as their slaves human children stolen to replace their own dwindling numbers, those mortals who have been dragged into the otherworld from the Wild Hunt, and those souls kidnapped on their way to the Cauldron of life.
Caer Fedwyd: o The Castle of Revelry is a vast drinking hall and the home of the Court of Seelie SÃdhe. Like the others, it is a spiral castle, but Caer Feddwyd leads upward to Abred. It is tied most strongly of the three to the hills of Abred, though it sometimes links to the thresholds of homes. Seelie Court SÃdhe are sometimes known to be a boon to the people of Abred, performing household chores, offering gifts, or pointing the way for travelers at a fork in the road. They are sometimes known to play tricks on mortals, but these are generally harmless. While not often known to be warlike, Trooping Faeries of Seelie SÃdhe are sometimes seen patrolling for their Unseelie counterparts, or for such menaces as Fomorians.
Tech Duinn:The House of Donn, the horned god of the dead. It is the resting place of the Cauldron of Life. It rests atop a plateau overlooking Magh Mell, the Plain of Delight. From here, Donn oversees the journeys of the mortal souls and rules the animal world, which is better in tune with the world of Faerie. He serves as an intermediary of sorts between the worlds. He is the gatekeeper. He leads the Wild Hunt, and he commands the Cwn Annwn hounds.
[ooc]I am sure there are important details I am leaving out, and I will definitely expand later, but right now I am tired, and this is the most I can provide.[/ooc]
Awesome, looking forward to more. A few more questions for you.
First what exactly is the cauldron of life and what functions precisely do it and Donn serve? And secondly when you say raids against the mortal spirits heading to the next life what exactly does this entail and what purpose does it server for the unseelie?
Donn
Greater god
Symbol: A Ram-horned Snake
Home Plane: Annwn
Alignment: Neutral
Portfolio: Death, Animals, the Hunt, Healing, Rebirth, Fidchell
Holy Days: Samhain
Favored Weapon: Dergallta (Long Spear)
The antlered Lord of the Dead, Donn guards the Cauldron of Life atop Tech Duinn in the realm of Annwn. He is the keeper of the cycle of souls. He leads them to the cauldron and ushers them away. He guards the gateways of Annwn against those who seek its spoils. He possesses 3 beautiful cows whose milk never run out, the pack of red-eared hunting dogs known as the Cwn Annwn, and a trio of cranes who guide departed souls to the gates of Blessed Isle. A ram-horned snake is his constant companion.
He is an avid fidchell player, and is well known for playing the game at high stakes. It is said that one can gain favors from him, or even forestall his death if he can defeat Donn in a game of Fidchell.
One of Donn's main duties, besides the guarding of the Cauldron of Life, is to lead the Wild Hunt. Traditionally held on Samhain, the Wild Hunt comprises SÃdhe of both Seelie and Unseelie courts, and sometimes is attended by members of the Tuatha as well. The Wild Hunt seeks game to bring back for feasting in Annwn, as the fruit of that land, though lovely to look upon, and delicious to taste, offers no nutrients. The Wild Hunt is not aimed at causing harm to mortals, but if mortals interfere or cross the path of the Hunt, their lives are forfeit. Furthermore, Unseelie SÃdhe often use the Wild Hunt to drag souls of mortals back to their fortress of NennÃus to be their slaves. It is said that for a mortal to witness the Wild Hunt is an omen of death, but whether the Hunt is the cause of death, or merely the signifier of this death is uncertain.
The Cauldron of Life
Donn's Cauldron is a potent magical artifact carrying powers of restoration and life. Those who are injured, diseased, or suffering some malady or curse can bathe in the waters of the cauldron and be healed. More famously, however, the cauldron brings new life to the dead. Departed souls in Annwn make their way towards the Cauldron of Life. Those souls who reach the cauldron atop Tech Duinn will be given life again'"not their old life, but a brand new one. They may not even be human in their next life, if the path of their soul has something else in mind.
In Game terms, Donn's Cauldron of Life is a large bowl, big enough to fit a human inside. Those who bathe in the water are affected by their choice of greater restoration, heal, remove disease, or remove curse; drinking the water can provide the effect of neutralize poison; and fully immersing a soul or corpse in the cauldron has the effect of the reincarnate spell.
Quote from: NomadicAnd secondly when you say raids against the mortal spirits heading to the next life what exactly does this entail and what purpose does it server for the unseelie?
I wanted to give this its own reply, since it didn't fit in quite right with the more formal layout of the previous post.
Of the Seelie and Unseelie Court Sidhe, neither is entirely good nor entirely evil. Most Sidhe regardless of Court are in the neutral range, and tend more towards chaos than law. Of the two, the Seelie are more likely to be good, and the Unseelie are more likely to be evil. Most of the harmful mischief done on humans is done by Unseelie. This ranges from property damage, to kidnapping, to the occasional murder. Unseelie more frequently replace human babes with changelings, and in the Wild Hunt, will go out of their way to find mortals and drag them off back to Nennius to serve as slaves to the Unseelie Sidhe.
In Annwn, there is very little difference between a living mortal and a dead mortal. The soul is all that matters. This means that many of the Souls of the dead are easy targets for the Unseelie to capture and press into service. This is a dangerous proposition, as the souls of the dead, once in Annwn, are under Donn's protection. It is an offense and an insult to Donn when this is done, therefore, it must be done with care, to ensure that the guilty parties are not discovered. When Donn finds that he has been robbed of his flock, his wrath is terrible to behold. More than once he has stormed Nennius and taken Unseelie Sidhe as slaves in recompense.
The raids are usually composed of small bands of Unseelie Sidhe riding out on white horses over the plains of Magh Mell in search of lone spirits who have become lost, or indolent in the pleasures of the Plain of Delights.
Annwn is certainly coming together for me in my mind's eye as a place that would be interesting and dangerous to venture within. I am assuming that the fey follow their own obscure rules that humans would consider strange (but that it would serve a human to know when meeting fey). Or are your fey not like that?
As an aside I am also reminded of Adam Phillips of Brackenwood fame who had a short animation (and a written story) on a strange group of creatures called the Yuyu which live in the place between wakefulness and sleep and abduct and enslave the souls of children who venture through their realm as they go to sleep.
Quote from: NomadicAnnwn is certainly coming together for me in my mind's eye as a place that would be interesting and dangerous to venture within. I am assuming that the fey follow their own obscure rules that humans would consider strange (but that it would serve a human to know when meeting fey). Or are your fey not like that?
That sounds about right. Despite the predilection of the fae towards personal freedom, and their general aversion to laws, they have strong senses of honor, conduct, and reciprocity. This makes it very easy for someone who is ignorant of them to arouse their anger. And when the fae get angry, making peace with them can be challenging, to say the least.
Annwn is a paradise. Except when it isn't. It is home to the gods and the fae, and one never grows old, or sick, or feeble there. It is beautiful to look upon, and alive with sensation. It is an intoxicating realm. While they are expected to move on, Annwn is a place where one could feasibly spend their afterlife happily, as long as they stick to its rules and avoid its dangers.
(1)Iron is strictly forbidden. The Fae are repulsed by iron, especially Cold Iron. If you wish to meet any of the Sidhe peacefully, bring none with you when you enter this land. The lesser fae will hide and flee from you. The more powerful ones will attack you. Entering Annwn with Iron, is practically a declaration of war on the entirety of the realm. None will offer you safety if you come bearing this material. Seelie and Unseelie Sidhe alike will hate you, possibly forever. It is an intense insult, and a sign of enmity with the fair folk. Do not cross them. If you must bring weapons, make sure they are made of bronze.
(2)Don't eat or drink anything you didn't bring with you. The Fae are used to their own fruit, but it can be devastating to mortals. While not poisonous in the literal sense, it is devoid of any nutritional value, and highly addictive. Those who taste of the fruit may never want to eat anything else again, which becomes problematic should you ever wish to leave Annwn, and go back to the world where such succulent but empty treats do not exist. Additionally, if one eats a fruit from a tree that belongs to another, and did not have permission, they may take it as an insult.
(3)Gifts and insults are repaid strongly. In our world, Enech, or honor, is of extreme importance. In faerie, it is supreme. It cannot be adequately stated how important it is to follow through on every debt, and to repay every favor graciously. The Sidhe have not only their sense of Enech but a geasa as well to repay gifts with equal or greater gifts. If you are good and kind to them, they by necessity must do you a service in return. But if you slight them, even a little, they will pay you back ten fold at least. So be kind and courteous, offer help, repay the favors you've been given, and make sure to always stay on their good side.
(4)Follow instructions. Annwn is a strange land, but when you are told to do something, it is best to do it. To the letter. Often times your survival depends on it.
(5)Don't stray from the path. Time and space in Annwn are fluid. Much like on can enter Annwn one day and the next day they can leave only to find that a century has passed in Abred, when you stray from the path, the path tends to stray from you as well. Forests have been known to shift, landmarks vanish. Travelers become hopelessly lost, and either wander into some dangerous area, break some other rule of Annwn, or exhaust their supplies and start to look longingly on the fruit of the Sidhe. . .
Love it. The more and more I read the more and more I really want to play something like say a child who got lost there by stumbling through a portal to the realm and now must survive using only the knowledge his grandmother gave him about the fair folk and their strange lands in her daily stories.
I'll be keeping up with this more as now that I've read it in depth it really seems like the kind of thing that would interest me. So expect to see me back for more questions and comments should you post some more content :)
Sounds rather like Pan's Labyrinth.
I was actually thinking about running an adventure in this setting soon. Setting a game around the adventures of a Boy Troop has some potential. . .
Cad Goleór
I think this will be the ultimate name of the setting. I present to you my Work-in-Progress map for the setting. It is pencil-on-paper, colored with coffee (and apparently some accidental, but fully embraced grease spots). I made heavy use of the Dodge/Burn tool in image editing this map. The Compass-Rose is a modified Brighid's Cross, and the Symbols are Ogham characters for the initial letters in the Gaelic words for each direction. In this version I am making use of some castle and grass brushes that I am not certain I will keep. I am aware that you can't read the names of most of the places. It is meant to be viewed at a larger size, but this is the biggest image that I seem to be able to get Flickr to provide. When I get a more final version of the map, I will be able to provide a larger image.
(http://farm6.static.flickr.com/5270/5691725049_1557142fab_b.jpg) (http://www.flickr.com/photos/26747731@N06/5691725049/)
That is a really lovely map! What sort of scale is it meant to be on?
Short of another image with a scale bar attached, roughly British Isles size.
Knot BindingThe tying of knots is a form of folk magic practiced by all sorts, from children, to midwives, to farmers, to craftsmen. Knot-binding can be performed to ensure that an action is successful, or that someone take a particular action'"'He's bound to.' Sometimes, knots are simply a way to remember something, such as tying a string around one's finger. Sometimes it is a remedy for an illness, such as binding the illness to a tree, thus being rid of it, and allowing the earth to take care of it.
All forms of knotting and braiding can be considered magical. A warrior may braid his hair as a form of magical protection in a fight, may wear a belt of knotted rope, or use a shield with a painted image of knotwork on it. A successful check in the appropriate skill can grant a character a one-time Luck bonus to a particular kind of activity usable that day. The check can be repeated the following day, but you cannot retry the skill in the same day. The kind of activity the bonus applies to is chosen at the time of knotting, and could constitute attack rolls, defense rolls, saving throws, or skills tied to a particular attribute (Str, Dex, etc.)
Appropriate SkillsCraft (Art)'"Paint an elaborate knot image onto a shield*Profession (Grooming)'"Braid or Plait hair*Use Rope'"Tie knots in rope*Other skills the GM deems acceptable under the circumstance
DC of Knot | Luck Bonus Provided |
15 | +1 |
20 | +2 |
25 | +3 |
* I am aware that Use Rope is not a skill listed in Pathfinder, but the use of a Combat Maneuver to tie a knot outside of combat doesn't make sense, so I thought I'd just put it back in the mix. Something like "Professsion (Sailor) also might work, as sailors would be expected to be able to tie knots well.
War PaintMany of the Gwladwych paint themselves for battle, tracing intricate patterns on their bodies. These are thought to bring good luck, and to frighten the enemy. The symbols themselves are often thought to be magical in nature, and to derive from secrets taught by the fae. Druids sometimes oversee the painting of the warriors as a religious ritual preceding battle. Different designs can be inscribed to different effect. Some of these effects are meant to aid the bearer of them, while some are meant to work against the viewer.
Aid*Bear's Endurance*Bless*Blindness*Bull's Strength*Cat's Grace*Cause Fear*Hypnotic Pattern*Rage[/list]
You should submit that map to this month's mapping challenge at the Cartographers' Guild - theme, create a 'nation' map. This fits well and would be an excellent entry!
GP
I just might. I am also working on an isometric map of Annwn.
Quote from: NomadicLove it. The more and more I read the more and more I really want to play something like say a child who got lost there by stumbling through a portal to the realm and now must survive using only the knowledge his grandmother gave him about the fair folk and their strange lands in her daily stories.
I'll be keeping up with this more as now that I've read it in depth it really seems like the kind of thing that would interest me. So expect to see me back for more questions and comments should you post some more content :)
I have posted an interest check/time scheduling thread for a potential IRC game. I haven't heard from you yet, though, so I thought I'd bring it up here, in case you missed the other thread (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?197983.last).
What a gorgeous map!
Thank you so much! I'm glad you like it.
It's interesting that the Sidhe lean more towards chaos than law considering how rigid and draconian their rules are. Do the Seelie and Unseelie have the same attitude towards Enech?
One of the aspects of the fey land, according to Raven Crowking's thread on EnWorld that I thought was interesting is that you don't need to eat while there, though you may still hunger. If you do eat fey food, you'll become addicted to its succulent taste, but it provides no nutritive value. If you escape fey land, you are still subject to this addiction and may die because of it.
I wonder if you'd use such a probability in your Annwn?
Quote from: Seraphine_Harmonium(2)Don't eat or drink anything you didn't bring with you. The Fae are used to their own fruit, but it can be devastating to mortals. While not poisonous in the literal sense, it is devoid of any nutritional value, and highly addictive. Those who taste of the fruit may never want to eat anything else again, which becomes problematic should you ever wish to leave Annwn, and go back to the world where such succulent but empty treats do not exist. Additionally, if one eats a fruit from a tree that belongs to another, and did not have permission, they may take it as an insult.
Indeed I do believe he has, and I agree that it is a cool concept.
By the way, Serpahine, are you at all familiar with the Lyonesse Trilogy by Jack Vance? They're quite hard to come by in bookstores these days (my copies were all previously owned by my uncle, who has an impressive Vance collection). There are some cheap ebook versions available, however, and wikipedia has a decent plot summary (http://en.wikipedia.org/wiki/Lyonesse_Trilogy). They're some of the best fantasy novels ever written in my opinion - immensely underrated - and they're steeped in Celtic lore and myth.
EDIT: for example there's one pair of characters who are father and son, but because the son was switched with a changeling and lived in a fairy shee for nine years - only a single year in the mortal world - the two are less than a decade apart in terms of age.
Quote from: SteerpikeBy the way, Serpahine, are you at all familiar with the Lyonesse Trilogy by Jack Vance? They're quite hard to come by in bookstores these days (my copies were all previously owned by my uncle, who has an impressive Vance collection). There are some cheap ebook versions available, however, and wikipedia has a decent plot summary (http://en.wikipedia.org/wiki/Lyonesse_Trilogy). They're some of the best fantasy novels ever written in my opinion - immensely underrated - and they're steeped in Celtic lore and myth.
EDIT: for example there's one pair of characters who are father and son, but because the son was switched with a changeling and lived in a fairy shee for nine years - only a single year in the mortal world - the two are less than a decade apart in terms of age.
That sounds awesome, I should try and hunt those down.
I am not familiar with them, but they sound like a very good series!
(http://th08.deviantart.net/fs71/PRE/i/2011/133/9/c/cad_goleor_map_by_seraphine_harmonium-d3ga0sr.jpg)
[spoiler](http://fc03.deviantart.net/fs71/i/2011/133/9/c/cad_goleor_map_by_seraphine_harmonium-d3ga0sr.jpg)[/spoiler]
One suggestion, you might try sharpening and darkening the mountains as they seem a little too fuzzy right now. Other than that this map is looking pretty freakin awesome. I love your castle symbols.
Quote from: SteerpikeIt's interesting that the Sidhe lean more towards chaos than law considering how rigid and draconian their rules are.
I've been mulling this over a bit. You make a good point, and thinking about them, it's more that their free-spirited nature, whimsy, and aversion to particular laws gives off a
feel of chaos, rather than them being "chaotic" in the alignment sense. The sidhe tend to have a code about how to respond to gifts, insults, etc. They do not have regulations on what is or is not "legal" to do, but they have strict codes as to what you do to one who aids you or wrongs you. The Middle and lower Sidhe are very fond of pranks and merriment, and enjoy interrupting the routines of mortals, giving off the impression of chaos.
I this context, High Sidhe, Middle Sidhe, and Low Sidhe do not pertain to whether the Sidhe are Seelie or Unseelie, but are more like power or class distinctions between different varieties of fae within both courts.
[blockquote=Law vs. Chaos (Pathfinder SRD)]Lawful characters
tell the truth*,
keep their word,
respect authority, honor tradition, and
judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.[/blockquote]
The bolded text represents qualities that are in line with the Sidhe mentality. Promises are a matter of Enech, which they are bound to physically in addition to socially. The others fall in line with this as well. Authority is also of considerable importance, as the highest of the high born in the courts of the Sidhe are elevated even higher, and the lower sidhe will carry out the wills of their masters with eagerness.
*Sidhe, especially Seelie Sidhe, are known for telling the truth, though "The Truth" to them is often in the form of a riddle, or an abstruse statement. When the Sidhe tell you something, it may not mean what the surface indicates, but it is almost always, in some form, true. The exception to this, of course, being Sidhe under a geas only to lie.
Chaos spawns from disharmony among the Sidhe. When the courts of Seelie and Unseelie are out of balance, the strife carries over to the mortal world with storms, floods, and many odd happenings. In this sense, they are creatures of both Order and Chaos at once.
First of all if I missed this question and answer I'm sorry, I have a bad habit of reading over the initial details of the setting and not delving into the thread itself, so I might have overlooked it.
However, this one part intrigues me. Also, I think this setting sounds awesome - I love Celtic mythology and beliefs, and it's awesome seeing a setting built around those.
QuoteMagic: It would be a high magic setting. The Magic using folk would be vastly outnumbered by the mundanes, but there are people running around transforming into animals, putting geasas on each other, and making and breaking curses. A Bard's satire can dethrone a king, and eating a magical fish can grant you wisdom. Magic items are rare, powerful, and unique. You aren't likely to find a +1 sword. You may, however, find the Loathblade, a weapon wielded by a demon in the Battle of Aman Magh.
I'm interested in the apparent contradiction here - if the setting is High Magic, where people running around with spells is close to commonplace, why is it that magically forged arms and armor are so rare? Is it just a design choice for the overall feel of the setting, or is there a deeper "why" behind it?
Quote from: Xathan WorldsmithFirst of all if I missed this question and answer I'm sorry, I have a bad habit of reading over the initial details of the setting and not delving into the thread itself, so I might have overlooked it.
However, this one part intrigues me. Also, I think this setting sounds awesome - I love Celtic mythology and beliefs, and it's awesome seeing a setting built around those.
QuoteMagic: It would be a high magic setting. The Magic using folk would be vastly outnumbered by the mundanes, but there are people running around transforming into animals, putting geasas on each other, and making and breaking curses. A Bard's satire can dethrone a king, and eating a magical fish can grant you wisdom. Magic items are rare, powerful, and unique. You aren't likely to find a +1 sword. You may, however, find the Loathblade, a weapon wielded by a demon in the Battle of Aman Magh.
Ok, so a few things. Strictly speaking, "High Magic" vs. "Low Magic" is a false dichotomy. Between the two, "High Magic" feels more appropriate. I wouldn't quite call spellcasters "commonplace" though. Just about every town would have druid that performed the rituals and sacrifices there; however, not every village would have its own Druid. A number of druids wander a fair bit, and some are known to service multiple towns. Most Kings would have a bard in their employ, but you aren't going to see"bard colleges." So most adults have at least met a spellcaster, a fair amount, though less than half, would have regular interactions with one, and but very few would be close with more than one.
As to the rarity of magical arms and armor; Armor is rare to begin with. Few people use it, as it is seen as cowardly.
In part, the decision for there to be fairly few magic weapons is a design choice. Magic weapons are not churned out in a factory, so there aren't going to be +1 swords, really. Definitely no swords identified as +1 swords. I haven't firmly decided whether the art of creating magical weapons is still known, or if it is a secret of the Sidhe and the gods.
I am leaning towards it being a Sidhe secret, but perhaps one humans can learn. They'd just need have a fae tutor, which is difficult to come by. Perhaps a gifted individual with a Leanán Sidhe lover could be inspired to craft items of magical power. However, these tortured individuals would likely not live long enough to create more than a handful of these masterpieces.
Abhainnath
Lying in the center of GlasconaÃ, Abhainnath, or 'Riverford' in the tongues of outsiders is the traditional seat of the High King. Legend tells that this is where the Tuatha made their court on Abred before they were driven into the sidhe. It is the resting place of the Singing Stone, also known as 'LÃath Fáilte' or 'The Welcoming Stone.' A symbol of sovereignty, the LÃath Fáilte is located at the fortress of Dun Gorm'"'The Blue Fort' on the banks of the River Dearg. The throne of the High King is placed atop the stone, which is said to emit sweet music when a just king stands atop it. None can take up the throne of High King unless the Stone will sing for them.
Abhainnath is famously located on the Plains of Magh Ruadh, the site of the battle wherein the Tuatha ousted the Fomorians from the rule of the island. It was the pivotal battle of the mythological cycle. Abhainnath interacts most frequently with the nearby villages of Tulainn and Cois Muir. Those looking north from Dun Gorm have a view of the gap of Cill Bearna, and if one climbs to the tall tower on a clear day, you can see Torcnoc. It is a three days' hard ride South across Magh Ruadh to Dun Glorach.
Quote from: KindlingThat is a really lovely map! What sort of scale is it meant to be on?
HERE (http://www.cartographersguild.com/attachment.php?attachmentid=35922&d=1305825925)is an updated map with Scale Bar included.
Unfortunately I'm not a member of the Cartographers Guild and so cannot see the map... maybe I should just sign up...
Ok, soon I will place the image on Deviant Art, and you guys who aren't CG members will be able to see it.
Cad Goleor Map
with scale bar
Now visible to those who are not on the cartographer's guild.
[spoiler](http://fc07.deviantart.net/fs70/i/2011/160/5/8/cad_goleor_2_by_seraphine_harmonium-d3igijs.jpg)[/spoiler]
Still a very nice map. I love the handdrawn(?) coastline and the small fjords and creeks.
Can't wait for the game to start :)
And that map looks so beautiful
GlasconaÃ
The history of Glasconaà is a history of invasions. One of the largest cycles of history and legend surrounds these invasions, which seem to follow some great prehistoric flood. It is said that a number of different races invaded the land, from the ancient Nemedians of which almost nothing is known, to the Fir Bolg, the Fomorians, and the Tuatha themselves. Legend tells that Glasconaà was the last stronghold of the gods in Abred before mankind drove them under the hills to Annwn.
Nowadays, the isle of GlasconaÃ, or 'Green home' is a fractious one. Petty kings from all over what could only loosely be called a nation vie for power and dominance. Society is very tribal, focusing on Clans, and politics is tenuous at best. The Kingdom of Abhainnath, which lies at the heart of the isle, is the legendary seat of the High King'"a seat which has been empty for generations. It is said that the seat will not be filled until a man who is worthy stands upon LÃath Fáilte and is welcomed by the Singing Stone.
Abhainnath
Capitol: Dun Gorm
Government: Petty Kingdom (Potential Seat of High King)
Population: 84,300 (40/km2)
Landmass: 2109 km2
Personalities: King Oengus Mac Dallan
Lying in the center of GlasconaÃ, Abhainnath, or 'Riverford' in the tongues of outsiders is the traditional seat of the High King. Legend tells that this is where the Tuatha made their court on Abred before they were driven into the sidhe. It is the resting place of the Singing Stone, also known as 'LÃath Fáilte' or 'The Welcoming Stone.' A symbol of sovereignty, the LÃath Fáilte is located at the fortress of Dun Gorm'"'The Blue Fort' on the banks of the River Dearg. The throne of the High King is placed atop the stone, which is said to emit sweet music when a just king stands atop it. None can take up the throne of High King unless the Stone will sing for them.
Abhainnath is famously located on the Plains of Magh Ruadh, the site of the battle wherein the Tuatha ousted the Fomorians from the rule of the island. It was the pivotal battle of the mythological cycle. According to legend, this was the seat of power of the Gods, when humans arrived. It was settled as a strategic location, and Dun Gorm remains a strategic location due to its being atop a steep hill, and surrounded on two sides with water. A channel has since been dug as a moat to fortify the town against invasion. It is also near enough to several other settlements to have plenty of trade partners. Abhainnath interacts most frequently with the nearby villages of Tulainn and Cois Muir. Those looking north from Dun Gorm have a view of the gap of Cill Bearna, and if one climbs to the tall tower on a clear day, you can see Torcnoc. It is a three days' hard ride South across Magh Ruadh to Dun Glorach.
The town surrounding Dun Gorm boasts a population of over 8000, which for a single settlement is impressive. The King keeps an active host of 80 men as his personal company and permanent guards of the town and castle. In times of war, however, theoretically as many as 5000 of the town's total population could be fielded, should the need arise. This includes large numbers of women volunteers, however, and 3,500 would be a more realistic figure. Since most battles are simply small-scale raids, this is nearly always sufficient. Abhainnath has the riches and the resources to arm its soldiers with iron weapons, giving them a clear technological advantage over the armies of the surrounding kingdoms. Abhainnath sometimes uses Iron shields for a strong defense against enemies, and uses its swordsmen to break the shields of its enemies.
Tulainn
Capitol: Dun Loch
Government: Petty Kingdom
Population: 23,400 (30/km2)
Landmass: 780 km2
Personalities: King Róchair, Obhernan the Druid
A town south of the Range of the Maiden Moon. On its northern border lies Loch Scáthan, 'Mirror Lake,' named for the reflective stillness of its surface. Fishing on the lake is common, and is one of the main food sources of the clan. Cattle graze in the fields to the south, however, and occasionally warriors will enter the woods of Coilliath hunting boar. Obhernan, the Druid of Tulainn, conducts his rituals at a Nemeton, or sacred grove, within these woods. Everyone in town knows Obhernan, as he leads them in the important rituals to please the gods. Everyone knows King Róchair as well, for he a rules Tulainn fairly but firmly. He is a man who loves to laugh, but will not abide an insult, or a perceived insult without recompense. To the West is Beldangan. To the East, across the River Dearg, lies Abhainnath (lit. 'Riverford') and the fortress of Dun Gorm.
Caste System
Oftentimes in a society, people are divided up into different groups with different standing. Sometimes rules apply differently to different 'classes' of people, or don't apply at all to some. The oath of a king, for instance, is worth about ten times the oath of a common farmer. The societies of Cad Goleór generally divide people into one of three main castes:
Fliath ('Nobles')
Noble families are considered to be the top of the heap. They are a meaty group, but far fewer in number than the peasants. The traditional and historic profession of the Noble class is warfare. The most skilled fighters are frequently from the warrior nobility, and most professional warriors are drawn from among the Fliath. Membership in the Nobility is very difficult to come by, as it is largely determined by birth. Only marriage into a Noble family can offer any opportunity at slipping into their ranks.
Kings are chosen from the Nobles caste and elected by their peers. Heredity is respected and factored into elections'"any descendant of a past king, as far as four generations, can lay claim to the throne'"but most importantly a king must be fit to rule, both physically and mentally. If the Fliath do not have faith in a candidate for kingship, they will not submit to his rule. In order to rule, a King must be physically without blemish. This includes deformity, and serious injury. Cuts and bruises inflicted during battle, while not problematic if they heal quickly, if they leave lasting scars, may render a king unfit to rule. If a king is no longer fit, then a new king is chosen to take his place.
Aes Dana ('the Gifted People')
This caste is made up of skilled craftsmen and holy men. Druids, bards, and Ovates all hail from this caste, as do famed blacksmiths, artists, chariot makers, weavers, and other highly skilled people. This caste has no birthright, and is based on the merit and skill of its members. If someone is talented enough, they will be admitted into the Aes Dana. These are not the kings, but the kingmakers; members of the Aes Dana are highly respected, and a Druid's advice is always heeded, which the praise or satire of a fili can raise a king to glory or force him to abdicate.
People of the Aes Dana frequently make their living on the patronage of nobles, rather than by trade, as the Freemen do. It is not uncommon for people of this caste to travel between different nobles, or even different kingdoms, living off the patronage of each until offered a better living elsewhere. They frequently live within the stronghold or hill-fort of a noble or king.
The Brehons, those bards and druids who specialize in keeping the codes of law, arbiting disputes, and passing judgment, are among the Aes Dana. These are the ones who keep the knowledge of offenses, penalties, and retribution. They are the keepers of the rule of law, and as such, while they live under the king's rule, even the king is subject to them.
Freemen
This is the most numerous caste, constituting all citizens who are not of the nobility or members of the Aes Dana. These are mostly farmers, fishermen, hunters, trappers, and minor craftsmen who do not make prestige products. This is the peasant class; free, but not quite prosperous. Most PCs are presumed to come from this caste, although spellcasters are likely to come from the Aes Dana, and some PCs of the fighter type might come from the Fliath.
Slaves
There is no group of people that is systematically enslaved. Rather, this is a caste of people who, through crimes and offenses against the society have had their rights and citizenship forfeited. Murderers, captured foreign invaders, rapists, and repeat offenders of various other crimes are relegated to slavery, performing tasks no one else wants to. These are the dangerous or monotonous tasks, but ones without glory. In times of great adversity, slaves may be offered up as human sacrifices to the Tuatha.
If a slave lives long enough, and acts with honor and integrity, they may redeem themselves of their crimes, and regain their citizenship. These freedmen will always likely have low Enech, and will be widely mistrusted, but even slaves can rise above their status.
Myth, Legend, and History
The Song of Invasions (Part 1)[note]This entry is not the Song of Invasions in its proper form. It is merely a retelling of the events told of in the song. These stories are not truly written down anywhere, for the bards and the druids, the keepers of knowledge, hold it a discredit to knowledge to put it in writing.[ooc]This is largely derived from the Lebor Gebala Ereinn, The Book of Irish Invasions[/ooc][/note]
The history of Cad Goleór is one of violence. Great battles fought over vast, bloodied plains, murders, and death abound. The cycle of life and death, shapes the world, affecting the existence of all things. The descendants of those who died in one battle will be the ones to win the next great crisis of their world. Battles are a matter of honor, and a proving ground for warriors. It should come as no surprise, then that the people who inhabit such a violent world should hold among their most important tales, the story of the long string of invasions that shaped their landscape.
Many cultures take it as a truth that all stories end in death. The Gaedelic Tribes who populate the islands of Glasconaí and Gwladwyn know that all stories begin with death. The day begins in darkness, the year begins in winter, and that all life begins with death. It is the belief of this group of people that life is cyclical. Birth, growth, decay, and death are all just part of the cycle. No creature is born that has not known death. They are all just steps in an endless dance. So it is, that the Song of Invasions begins with a great death.
We may never know how many times the world has been destroyed, but this is at least its second life. Ages beyond reckoning ago, the world was a place of rotting and decay. Its inhabitants had grown decadent and wicked, and had all but destroyed the world with their evil, so the Gods, disgusted by the state of things, thought it fit that the world should die. Great earthquakes rocked the land; mountains exploded, scorching the earth; and torrential rains soaked the world. Floods swept away the wickedness of the world, and vast quantities of earth fell into the sea, causing great tidal waves to beat the land, and further flood the world. In their flying ships, the Gods left the world for the sky-kingdom of Gwynvyd. For time beyond reckoning, the world soaked. Only the highest and most stalwart mountaintops stood above the watery surface of the world.
From this great death came new life, for a select few survived the devastation. It is said that some of these began to find the few spots of dry land, and cultivate them. These few were said to be so powerful, and able to command such magics, that they could raise earth from the depths. They sailed out and began to explore the watery surface of Abred. The first humans to arrive on the island were Parthelon and his followers, from Hellenat. They landed on what they called Inis Saimera, named after Saimer, his wife's dog. Soon, whether through his magic, or by more natural means, more islands began to rise out of the sea surrounding Inis Saimera, and as the waters receded around them, they were revealed to be connected. The light-colored rock and white sand led them to name the region Gwladwyn, or 'White Country.' In some versions of the story, Parthelon's wife was a native to the island'"a fire-haired maiden of great beauty.
Some three years later, an invading force of Fomorians, who were variously described as water spirits, demons, and simple pirates attacked the settlers on Gwladwyn. This was the first battle the Settlers of Abred had known, and they were unprepared. The Parthelonians were wiped out, with the exception of Tuan, brother of Parthelon, and Macha, daughter of Parthelon, who escaped and survived through a series of animal transformations.
Next came Neimhidh, leader of a people who called themselves Nemedians. Two Fomorian brothers had sailed west from Gwladwyn to arrive on a small, green island. These were called Gann and Sengann. The Nemedians had become lost in a great storm, and of the forty four ships that set out, only Neimhidh's survived. He had passed the isle of Gwladwyn altogether, to arrive at the island of Gann and Sengann. However, Macha, daughter of Parthelon, had made her way to the island, where she had been living in secret all this time. She had observed the coarseness with which the brothers ruled the island, and when the Nemedians arrived, she greeted them warmly, and invited Neimhidh to her bed. Next day, she shared with him the secrets of the Fomorians, and gave him the key to their defeat.
The Nemedians marched out to the field of Ros Fraochain where he met the brothers in battle. There were many casualties on both sides, but King Neimhidh won the day, and took over the rule of the green island, which he named 'Glasconaí' or 'Green Home.' Over the next twelve years, in three great battles, Neimhidh defended the island from the revenge attacks of the Fomorians. He was successful each time, but in the last battle, Macha was slain. Soon after the battle, Neimhidh fell ill with the plague, and died.
During Niemhidh's reign, several new plains emerged from the sea, and upon his death, Greenhome was divided into four kingdoms ruled by his four sons, who were themselves great chieftains. However, Fomorians continued to attack the island of Glasconaí , subjugating the Nemedian tribes. Two Fomorian kings were established to rule the island, Morc and Conand. The children of Neimhidh rose up to challenge them, and Conand was slain. The battle with Morc claimed most of their forces, however, and the last of the Nemedians fled the island for their ancestral home across the sea.
For one hundred years the rule of the Fomorians was all but unchallenged, until the arrival of the mighty Tribe of the Fir Bolg. These giant warriors conquered Glasconaí and Gwladwyn using mighty javelins. It took many years, as they carved out realms for themselves. For many years, many of the Fir Bolg were slaves of the Fomorians, forced to work in the earth, carrying great bags of dirt. A number of great trenches were dug by them, that became rivers, and pits that became lakes. Finally, the Fir Bolg rose up and overthrew their fomorian masters, driving them to the sea.
Sidhe
Faerie spirits of the Otherworld, the sidhe are closely bound with their environment. Sidhe, also known collectively as the Fae, Fairies, the Good Folk, The Fair Folk, and the Little Folk, are spirits of nature descended from the Tuatha dé Danaan in the days when they were driven out of Abred by mankind. They are nature spirits, tied either to nature generally, or to a particular aspect of it'"an element, or a particular geographic feature. The exact nature of the bond varies from fairy to fairy, but each Sidhe is bound to some greater external force. This can be as small-scaled as a dryad's tie with a particular tree, or as large scaled, as a spirit of the winter.
Sometimes the Sidhe are necessary for their associated aspects of nature to function properly. If a river spirit is killed, the water from that river might cease to flow, or its banks might flood out, spilling her 'blood' over the surrounding villages. Such damage and chaos might continue until another spirit arose to take her place. Natural disasters happen when Sidhe are removed from their proper place, or disputes between them turn unfriendly.
The Seelie Court
The Seelie, or 'Blessed' Court, is a term bestowed on a group of fairies known for their general benevolence and their opposition to their rivals, the Unseelie Court. Theirs is the revelrous hall of Caer Fedwyd, the Hall beneath the Hills. Mortals in Abred can sometimes hear music from inside, emanating from the hills, but the entrance is hidden, and they cannot find their way in.
Though proud and aloof to the ways of the mortal world they have on occasion been known to seek help from humans, and typically have the courtesy and grace to warn those who have accidentally offended them'"a service the Unseelie would be unlikely to bestow'"and to return human kindness with favors of their own. Although they have a greater capacity for clemency than their cousins, still, a fairy belonging to this court will avenge insults fiercely, and many are prone to mischief. These tricks are unlikely to result in actual harm, however, as the Seelie Sidhe are not mean-spirited, and only mean to have a bit of fun.
Much of the Seelie Court considers itself above the affairs of mortals. However, they understand that humans are the caretakers of Abred, and that a certain degree of interaction must take place. The Seelie Court seeks to live in harmony with mortals, to the mutual benefit of both. They can be both accommodating, and firm, as the situation demands, but they are not above manipulation. While the Seelie Court rarely abducts changelings as the Unseelie Court does, Seelie Sidhe may on occasion appear to a young child of potential, and bless him or save him from harm, making him indebted to her from an early age. They may then call upon this debt when the time suits them.
The Unseelie Court
Though not universally malicious, the 'unblessed' or Unseelie Court refers to a dangerous group of fairies known for their ruthlessness. They make their home at the gloomy castle of NennÃus. The Unseelie are spirits of death and decay, and are fixated on exerting their power over mortals and fae alike. Unlike their Seelie cousins, no insult is needed to incur their assaults. They will attack merely to exercise their power and 'authority.'
Seelie Sidhe may be proud and aloof, but their pride does not compare to Unseelie arrogance. The Unseelie like to think that they understand how everything works, and they see all things as predictable. They are known for their prophecy, and for their fatalism, chanting out omens of doom, often times with an undercurrent of boredom many find unsettling.
If there is one thing all Unseelie respect, it is power, wielded with a strong hand and a tight fist. They think highly of themselves, but welcome among them less-than-full-blooded fae. They even are known to steal human children to increase their numbers. Most changelings left in human villages are Unseelie sidhe.
Though it is attended by fairies of both courts, the Wild Hunt holds particular appeal to the Unseelie. Riding out in force throughout the land of Annwn, venturing into Abred, wielding their power swiftly and mightily against whatever lies in their path. The Unseelie Court often makes use of the Hunts to gather slaves in Abred. They capture mortals, and take them back to Annwn, to force them to be their mortal servants. What's more, not even the dead are free from their mischief, for they have been known to shanghai those of the gray host into their service.
Not every encounter with the Unseelie court need be hostile, however. The Unseelie are accepting of mortals that know how to wield power, and will aid one who can prove his worth. They are not above helping mortals when it serves their purposes. They most certainly do not set such as a goal however. When they give aid to mortals, it is always the means to an end.
Myth, Legend, and History
The Song of Invasions (Part 2)
It was at this time that the gods returned to Abred. They spread to the many realms of the world that had sprung up out of the sea, returning on their flying ships. Their appearance at each place was heralded by heavy mist. The Tuatha appeared on the northern shore of Glasconaí in clouds of black smoke and did battle with the Fir Bolg on the plains of Magh Ruadh. The smoke was said to come from their ships, which they burned out of dedication that they would not flee under any circumstances: they would conquer or be destroyed. The Tuatha struck without warning, and many Fir Bolg were killed before their forces could be mobilized. The smoke from the ships stung their eyes, and obscured their vision. They put up little resistance to the initial assault of the gods. The Fir Bolg quickly gathered their strength, however, and launched a counter-attack.
The battle lasted for four days. At the end of the second day, Nuada, chieftain of the gods, found an old crone washing bloody clothes in the River Dearg. She invited him to her bed, and revealed that she was a spirit called The Morrigan, a spirit of Battle, Sovereignty, and Death, and that she too was a goddess'"one who had never left the world. When he accepted, she revealed her youthful, powerful form: A raven-haired woman wearing a cloak of black feathers. After spending the night together, Nuada and the Morrigan parted ways, and she promised him that she would take from his enemies the heart of their valor. The next day, when the forces met in battle, the Fir Bolg were routed, retreating back to their city on the river, where they would make their final stand.
In the final day of battle, Nuada clashed blades with the champion of the Fir Bolg, a creature known as Sreng. It was a long battle, fought blow for blow. The Tuatha pushed back the Fir Bolg back in the field, while the two champions fought man-to-man. The Fir Bolg were nearing defeat, when with a mighty blow, Sreng's powerful sword cleaved through Nuada's shield, severing his arm above the wrist.
The armies met to parlay on the field of battle. Sreng, though outnumbered and outmatched with his small band of Fir Bolg, vowed to fight to the end. Impressed by the skill shown by Sreng in battle, his resolve, and the nobility shown by the race of the Fir Bolg, the Tuatha offer Sreng and his people ownership of one fifth of the island as terms for peace. The terms are accepted and the conflict ends. The Tuatha are victorious in battle, but the maiming of Nuada renders him disqualified from Kingship. The Tuatha cannot decide on any one of them to take his place. For some years the gods squabble amongst themselves, until Bres, a fomorian claiming blood lineage to Nuada back to four generations, steps forward. He is beautiful to look on, and none can provide a viable reason to deny him the rule of the land.
The Rule of Bres is a tyrannical one. The mighty Tuatha are treated as mere slaves, sloughing mud and dirt in the manner the fomorians once made the Fir Bolg their underlings. For seven years his reign made destitute the once-high Tuatha. Dissention rose up amongst the indignant gods, and many plotted their overthrow. None of them, save Nuada, however, had adequate claim to the throne, and Nuada's injury left him incapable of levying the claim. To settle the matter, Brigantia, a goddess of the healing arts and smithcraft, fashions him a silver hand, to replace the one he lost in battle. It is intricately detailed and perfectly articulated, functioning just as any hand made from flesh and bone. With this the Tuatha are satisfied, and they rally behind their King, Nuada Silverhand.
Unprepared for a true battle, Bres is taken by surprise. The Tuatha easily overpower their tyrant and his court, driving them from the island and taking control of Abhainnath and all of Glasconaí . Enraged at his ousting and the rebellion of the gods, Bres goes to his father, the Fomorian King Balor of the Evil Eye, and begs him to avenge this insult. Balor assents to his son's request, and sails for Glasconaí with his band of warriors.
In addition to his son Bres, Balor also had a daughter, Elathe, who, like her brother was immensely beautiful. Balor himself was considered ugly, but this was not considered a deficit to fomorians. He was effectively blind, for he had only one massive and baleful eye whose gaze would turn any that it looked upon to stone. So powerful was the eye's evil magic that it turned his own eyelid to stone, and so heavy and stiff had that eyelid become, that he could not open it without the aid of two assistants. However, Balor's sense of smell was acute, and his hearing was perfect. He could navigate a battle by ear, and pick out an opponent by scent.
Balor received a prophecy from one of his druids that his grandson by Ethlenn would one day kill him. Balor loved his daughter, but he loved himself more. He could not bring himself to murder his own daughter, however, so he thought of a plan to prevent her ever having children. He placed her in a tall tower with no door, and only one window. He trained women to guard her, and to operate the lift that would bring her food and water. Trusting that he had successfully defeated the prophecy, he continued his reign over Gwladwyn with an easy mind.
He had not thought of everything, however. Elcmar, a son of Nuada, had been sent to the court of King Balor as an emissary, just before the Cad Magh Ruadh. Laying eyes on the great tower, he espied the face of Ethlenn gazing out over the land, and he loved her instantly. With the aid of his Druidess companion Biróg, he concocted a plan to have her. Biróg played the Song of Sleep, from below Ethlenn's window, lulling the guards into a heavy slumber. Then, carrying Elcmar on the winds, she lifted him up to the window, where he gained entry. Waking Ethlenn, the two shared a night of passion. As the guards woke, Elcmar was forced to make a quick escape, and Ethlenn was soon found to be pregnant.
When Ethlenn gave birth to triplets, Balor ordered that they be drowned in the sea. He wrapped them in a blanket and ordered a messenger to cast them into the sea. Two were killed, but one boy fell into the bay, where he was rescued by the waiting Biróg, who took him back to his father. Elcmar named the child Lugh, and ordered that the boy be sent to the Sea god Llyr, there to be fostered and to learn magic. When Llyr taught him all that he could, he sent the boy on to study under Brigantia. She later sent him to learn from Oghma how to fight and speak well, and so was he sent to many of the Tuatha, to learn many things, before as he neared adulthood, he came home to his father, seeking out the court of Nuada Silverhand.
He arrived to find the court closed to him, and in a state of crisis. The Tuatha had just ousted Bres the Beautiful, and expected an attack by the Fomorians at any time. The Gateman told Lugh that he was not to allow anyone to enter who could not prove himself to provide Nuada a service. Lugh offered his service as a magician, but Nuada refused this claim, saying that he already possessed magicians. He offered his service as a Smith, but was refused, for Nuada already had smiths. He offered his service as a Bard and Poet, but this too Nuada had. He offered his service as a champion, as a soldier, as a fidchell master, as a healer, and as a builder, but each time he was refused. Finally, he asked if King Nuada Silverhand had any in his court who could do all of these things and more, and for this he was allowed entrance to Abhainnath, for no one in the court of King Nuada had access to such diverse talents. In tests against each of the gods of Nuada's court, he proved to be their match in each skill, earning him the title, Master of all Crafts and Arts. Nuada asked Lugh if he would be his champion in the upcoming confrontation with the fomorians, and Lugh accepted.
The day of battle comes, and Fomorian and Tuatha meet on the field of Magh Ruadh once more. In the second battle of Magh Ruadh, Bres and Balor enter the battle themselves. Many of the greatest of each side go toe-to-toe with the heroes of the other. Nuada himself does battle with the Fomorian King, trading blows, but when Balor's eye was opened, Nuada Silverhand was struck dead by its evil magic. Lugh looked on in rage at the death of his king, but he could not reach the Fomorian in time to stop it. Fitting a stone in his sling, Lugh waited until he saw the servants of Balor strain to open their master's eye. As the rocky eyelid opened, Lugh lodged a stone right in its deadly pupil. This stone connected with such force that the single Eye of Balor burst out the back of his head and fell to the ground, where its deadly gaze fell on Balor's own fomorian soldiers, decimating his forces.
The fomorians scattered. Those who survived, returned to Gwladwyn. Bres took command of his father's kingdom, while the Tuatha were left the island of Glasconaí . With Nuada slain, Llew was elected as High King. He reigned for fifty years, in relative peace until his father Gwydion was killed by three brothers. He set them each an impossible task that they fulfilled at the cost of their lives. Lugh abdicated the throne to grive for his father. The office of High King passed to Dagda, who held it for eighty years of prosperity, in which the Tuatha made significant gains against the fomorians in Gwladwyn. Soon after taking the throne, Dagda used his magical club to revive Gwydion, and Lugh was overjoyed to be reunited with his father, but out of respect for Dagda made no challenge to the throne, wishing to preserve the unity of the tribe over his own ambition. Gwydion had a ten year reign as High King, but did not take his kingly duties seriously. The satire of the fili Gwion Bach forced him to abandon his rule. The fact that Gwydion did not rule until after his son Lugh did not help matters for him. The Tuatha begged Lugh to return to the throne, and he finally agreed.
Years went by and it came to pass that four brothers inhabited the throne of the High King, alternating rule each year. They gained the throne after conspiring with Blodeuwedd, the flower queen of Lugh, to bring about his downfall. She tricked him into revealing the only way he could be killed, and a year later, they attacked him. When he was struck, he turned into an eagle and flew away. Together the brothers ruled for thirty years, each being wed to Blodeuwedd until their term as king was up, at which point she wed the next brother, until the arrival of the Milesians. The young Milesian King Gaedhel Glas, or 'Gaedhel the Green,' claiming rights to the isles by descent from King Neimhidh, sailed from his homeland of Milesia, with a fleet of ships, his Druid Myrddin and champion Breógan. Here they did battle with the Tuatha Dé Danaan for the islands of Glasconaí and Gwladwyn.
The surviving followers of Neimhidh had fled Glasconaí and Gwladwyn almost four hundred years before, and returned to Milesia. There they told the stories of their conquests and their defeats. For three hundred years they practiced the arts of magic, and learned to forge weapons from cold iron. They learned chariot combat and their heroes possessed the Riastradh; the 'Warp Frenzy' which twisted their features, and caused their muscles to swell and bulge, turning them into hulking brutes. When they had prepared, and their honor demanded it, the Milesians set sail, under the command of their King.
The Milesians landed first on the island of Gwladwyn, where Bran ruled as King, subject to his brother Cuill, High King of Glasconaí and Gwladwyn. They arrived and spread quickly through the lands, making it far inland within a day. Bran parlayed with the Milesian king to determine the rules of engagement. He looked into Gaedhel's mind, and saw his innocence. Bran convinced the king that for the sake of honor, the Milesians should return to their ships, sail out to sea for three days, and then return, to allow the Tuatha the chance to prepare for battle. Gaedhel agreed, but as soon as his ships were out at sea, the Tuatha summoned up a great storm to destroy them. Three ships were quickly lost, but Myrddin was soon able to calm the sea and the winds with his song. Aghast at the treachery of the Tuatha, Gaedhel ordered his men to attack at once. Making birth, his armies sacked Llanwrst. Their attack on Torriwal was interrupted by Bran's forces from Brynmawr. The gods' counter-attack was strong, but the Milesians with their chariots were able to outrun their pursuers. The Milesians retreated from the battle inland, instead of back to the seas.
The Tuatha pursued the invaders northward, but were unused to the speed of their travel, as horses were not native to the islands. Gaedhel and his men made good speed, and were able to take Glynneath and even fortify it somewhat before the Tuatha were able to arrive. The gods laid siege to the town, hoping to starve out the entrenched forces. The Milesians invoked the right of single combat, wherein their champion Breógan challenged one respected warrior of the Tuatha tribe each day to combat. Each day he won, and earned his people more time. What the Tuatha did not foresee was the cunning of their foes. The Milesians did not retain their whole force at Glynneath, in fact, their full force never journeyed there at all. Rather Daned, a son of Gaedhel Glas, lead half of the king's forces through a mountain pass to the East. Establishing a small fortress at Caernarvon, Daned and his warriors prepared for battle. Marching south, Daned led his troops to Brynmawr, which was now largely emptied. The attack took Bran by surprise, and the Tuatha suffered many losses. Sending a message on the wind to his champion Amaethon, he called them to return to Brynmawr and defend him.
The Tuatha returned with all speed to Brynmawr, with their strongest attempting to cover their retreat. The Milesians pursued, harrying their enemies with quick chariot attacks, but the Tuatha had strong defenses, and suffered minimal losses. When all armies concentrated around the mighty hill of Brynmawr, the combat began in earnest. Magicians on both sides shifted forms and did combat as raging bulls, tore at each other as eagles, and bit and shot fire at one another in the forms of dragons. Raging warriors in their Riastradhae tore through their enemies, killing swaths of foes. Gaedhel Glas challenged Bran to single combat, and the two met on the field of battle. Bran wore a suit of stiffened leather, interwoven with metal rings, a helm adorned with the figures of two raves, a tall shield, and his sword. Gaedhel Glas mocked his enemy for his cowardice at wearing armor, and instead stripped himself naked, carrying with him only his sword and shield. The two then did battle, and sword met with shield, making a thunderous noise, that seemed to call up a mighty storm. Their blades met, and sparks flew like lightning. The dust from their feet formed a cloud around them such that none could witness the battle. When the dust settled, Gaedhel Glas emerged, his body stained with patterns of blood as he held aloft the head of his foe. Thus did Gaedhel Glas take the throne as King of all Gwladwyn.
Gaedhel Glas was not satisfied being the ruler of Gwladwyn, however. He would not rest until He sat on the throne as High King of Glasconaí as well. He gathered as much of his forces as he could spare, and sailed on to Glasconaí.
The Tuatha had at this point heard of the death of Bran and the loss of the Eastern Island. The Tuatha were entrenched this time, and prepared for combat. Cuill had gathered the Tuatha on the field of Aman Magh, and there he awaited the Milesians.
Gaedhel Glas sailed across the channel, and marched his forces to the field of Aman Magh to meet the Tuatha. He was glad the matter would be settled here. The Milesian King was not about to fight on the terms of the Tuatha, however, and had his trump card prepared. Knowing the Tuatha would be suspicious of Daned, Gaedhel kept his son close to his side. Having his druids place a glamer on an honored hero of his by the name of Olwen, Gaedhel appeared also to have his Champion Breógan by his side. Breógan was preparing another surprise attack, however. Landing his ship some distance to the east of the battle, Breógan and his warriors set out to flank and surround their enemies.
The Tuatha were once again taken by surprise. Pinned between their enemies, and with rivers to either side, the Tuatha had nowhere to run. Attempting to use their magic to outwit their foes, they made the rivers overflow, but the fires called down by the Milesian magicians burned the waters up, cloaking the battlefield with great clouds of steam. The fast-moving chariots of the Milesians cut down the foot soldiers of the Tuatha with impunity in the dense cover of the steam. Each trick of the gods was overturned by the cleverness of the Milesians. The Tuatha were forced to surrender. Presenting their terms, they offer to split the island in half, and share it thusly with the humans. Cuill makes his honor bond that this will be obeyed, and offers Gaedhel Glas his pick. Ambitious and cunning, Gaedhel Glas announces that he chooses the top half of Glasconaí, the half above the ground. Thus honor-bound to accept the lot they were given, the Tuatha were banished below the hills, to the land of Annwn.
[ooc]Seeing as the above is a lot of text to read through (Especially when combined with Part 1), and that some people prefer them, I have included a basic timeline of the events of the Song of Invasions below.[/ooc]
Invasions Timeline
~0-The Great Flood
1-349-Surviving races settle on remaining dry land, and start to expand and look for more.
350-Parthelon lands on Gwladwyn, and begets Macha
353-Fomorians land on Gwladwyn, and destroy Parthelonians
Macha hides on Glasconaí
360-Fomorian Bros. Gann & Sengann colonize Glasconaí
380-Neimhidh lands on Glasconaí , beds Macha
Nemedians defeat Fomorians and conquer GlasconaÃ
392-Macha slain in battle, Neimhidh dies of plague
400-Morc and Conand seize control of Glasconaí
405-Conand slain in battle with Nemedians
406-Morc Slain, and Nemedian forces devastated
Nemedians flee the island
~500-The Fir Bolg invade Glasconaí and Gwladwyn.
550-The Fir Bolg drive out the Fomorians from Glasconaí and Gwladwyn
586-The Tuatha land, Cad Magh Ruadh, Nuada declared High King
Elcmar beds Ethlenn
587-Lugh born, and sent to be fostered by Llyr
590-Bres coronated as high king
597-Tuatha rebel, force Bres out of power, Nuada reinstated as High King
598-Lugh returns to the Tuatha, Balor gathers his troops
599-Second Battle of Magh Ruadh
Nuada and Balor killed
600-Lugh declared High King, Bres declared Fomorian King
649-Gwydion slain, Lugh sends offenders on suicide quests
650- Lugh abdicates the throne, Dagda named High King
651-Dagda revives Gwydion
650-730-Tuatha conquer much of Gwladwyn
730-Gwydion named High King
740-Gwion Bach's satire forces Gwydion to abdicate
740-770-Lugh's second reign as High King
770-801-Mac Cuill, Mac Cecht, and Mac Gráine rule together
787-Milesians land on Gwladwyn
795-Milesians conquer Gwladwyn
797-Milesians land on Glasconaí
801-Milesians conquer Glasconaí , Gaedhel Glas named High King
Tuatha exiled from Abred, to Annwn, the land beneath the hills.
Good job on that write-up. It manages to stay concise and keep a fairly fast pace moving from event to event, so it doesn't beg bogged down twiddling with minutiae. That's important when you have to sell an audience on a big wall of text :)
Quote from: GhostmanGood job on that write-up. It manages to stay concise and keep a fairly fast pace moving from event to event, so it doesn't beg bogged down twiddling with minutiae. That's important when you have to sell an audience on a big wall of text :)
I tried to make sure it kept moving, though at times it was hard finding the balance between how much detail is necessary or desirable to make the story comprehensible, and how much should be skimmed over for length. Glad you liked it.
Caste System (Updated)
Oftentimes in a society, people are divided up into different groups with different standing. Sometimes rules apply differently to different 'classes' of people, or don't apply at all to some. The oath of a king, for instance, is worth about ten times the oath of a common farmer. The societies of Cad Goleór generally divide people into one of three main castes:
Fliath ('Nobles')
Noble families are considered to be the top of the heap. They are a meaty group, but far fewer in number than the peasants. The traditional and historic profession of the Noble class is warfare. The most skilled fighters are frequently from the warrior nobility, and most professional warriors are drawn from among the Fliath. Membership in the Nobility is very difficult to come by, as it is largely determined by birth. Only marriage into a Noble family can offer any opportunity at slipping into their ranks.
Kings are chosen from the Nobles caste and elected by their peers. Heredity is respected and factored into elections'"any descendant of a past king, as far as four generations, can lay claim to the throne'"but most importantly a king must be fit to rule, both physically and mentally. If the Fliath do not have faith in a candidate for kingship, they will not submit to his rule. In order to rule, a King must be physically without blemish. This includes deformity, and serious injury. Cuts and bruises inflicted during battle, while not problematic if they heal quickly, if they leave lasting scars, may render a king unfit to rule. If a king is no longer fit, then a new king is chosen to take his place.
Aes Dana ('the Gifted People')
This caste is made up of skilled craftsmen and holy men. Druids, bards, and Ovates all hail from this caste, as do famed blacksmiths, artists, chariot makers, weavers, and other highly skilled people. This caste has no birthright, and is based on the merit and skill of its members. If someone is talented enough, they will be admitted into the Aes Dana. These are not the kings, but the kingmakers; members of the Aes Dana are highly respected, and a Druid's advice is always heeded, which the praise or satire of a fili can raise a king to glory or force him to abdicate.
People of the Aes Dana frequently make their living on the patronage of nobles, rather than by trade, as the Freemen do. It is not uncommon for people of this caste to travel between different nobles, or even different kingdoms, living off the patronage of each until offered a better living elsewhere. They frequently live within the stronghold or hill-fort of a noble or king.
The Brehons, those bards and druids who specialize in keeping the codes of law, arbitrating disputes, and passing judgment, are among the Aes Dana. These are the ones who keep the knowledge of offenses, penalties, and retribution. They are the keepers of the rule of law, and as such, while they live under the king's rule, even the king is subject to them.
Doernemed (Unprivileged Freemen)
This is the most numerous caste, constituting all citizens who are not of the nobility or members of the Aes Dana. These are mostly farmers, fishermen, hunters, trappers, and minor craftsmen who do not make prestige products. This is the peasant class; free, but not quite prosperous. Most PCs are presumed to come from this caste, although spellcasters are likely to come from the Aes Dana, and some PCs of the fighter type might come from the Fliath.
The Doernemed come in two varieties: the Céile, and the more prosperous Aire. These folk do not possess land directly, but must rather rent it from the Fliath for fees which might include cattle, or a percentage of the crops. A member of the Céile may become an Aire by acquiring enough land. If the Aire continue to acquire property by renting, and can prove that their ancestors were landowners, it is actually capable to rise to the level of Fliath. The Céile and Aire are the foundations of society, forming the middle class and largest portion of the tribe. They include both farmers and craftsmen of trades not prestigious enough to be a part of the Aes Dana.
Fuidir (Slaves)
The Fuidir are the lowest class within tribal territory. They are not members of the tribe and have no land rights. They are permitted to live within tribal territory only by the good graces of the King. Any transgression could lead to immediate expulsion. Generally, the Fuidir is a stranger, often a refugee from another territory who, for whatever reason, has become a person without a tribe. The Fuidir are of two classes; saer-fuidÃr and daer-fuidÃr.
The Saer-fuidir are the better off, and are not slaves in the strictest sense of the word. They are low-class servants who work for their survival. They have no legal standing, are not considered citizens and cannot take part in government. They cannot provide evidence against those of higher rank. Below them are the Daer-fuidir, the true slaves.
There is no group of people that is systematically enslaved. Rather, this is a caste of people who, through crimes and offenses against the society have had their rights and citizenship forfeited. Murderers, captured foreign invaders, rapists, and repeat offenders of various other crimes are relegated to slavery, performing tasks no one else wants to. These are the dangerous or monotonous tasks, but ones without glory. In times of great adversity, slaves may be offered up as human sacrifices to the Tuatha.
In spite of their low stature, the law favors emancipation. If a slave lives long enough, and acts with honor and integrity, they may redeem themselves of their crimes, and gain, or regain, their citizenship. These freedmen will always likely have low Enech, and will be widely mistrusted, but even slaves can rise above their status.
Thirty Adventure Ideas It falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.*A friend of the PCs is framed in a murder. Prove his innocence and find the true killer to restore your friend's honor.*Avenge the death of a friend killed as a victim in a blood feud.*Venture into Annwn to save a friend claimed by the Wild Hunt*Enter Annwn to seek a spirit who knows the secret to lifting a curse.*Hunt for special ingredients for a druid's potion.*Seek the legendary treasure mentioned in a bard's song.*Save a woman kidnapped by Unseelie Sidhe*Fomorians have captured a bridge and are exacting a heavy toll from those who cross it.*A craftsman will make an item the PCs need, but only if they help him with a personal problem.*Berserkers from across the sea are pillaging coastal towns.*Invading armies seek to conquer your homeland.*When relations are tense between your kingdom and the neighboring state, fairies are befuddling emissaries, and keeping them from their duties.*Normally peaceful animals from the woods suddenly attack farmers and livestock.*A dragon wakes up hungry, and thinks a maiden whose wedding is near would make a good meal.*The PCs must search for a craftsman who knows the art of crafting magical weapons. *A PC is cursed with a geas that requires drinking the blood of a dragon daily. *A PC is given a geas to kill a close friend.*A friend of the PCs has eloped with a king's intended bride. They must protect him from the men the king sends to kill him. Alternately, the PCs might have to hunt down their friend and bring him to justice as a matter of honor.*A hero is seduced by a fairy, and neglects his duties. The PCs must save him from his enchantment.*A bandit-king waylays anyone attempting to pass through his forest.*Your village is in danger, and you must seek help from a savage tribe living on the other side of the mountains.*The king's magical sword, an heirloom of the kingdom, and a symbol of your clan's power, has been stolen, and the rival kingdom to the North is suspected to be responsible.*A series of talented craftsmen begin one-by-one to turn out their best works to date, shortly before dying mysteriously.*A headless figure is seen riding about on a horse with flaming eyes.*A once-poor fisherman suddenly appears in town wearing a seal-skin cloak, and with a slave in tow behind him.*When a girl is betrothed to a Warrior Noble, jealous rivals for her hand threaten to tear the kingdom apart with war.*A witch has kidnapped two small children, who must be rescued.*A Fliath goes mad when his bride leaves him. He flees to the woods, living as a wild man, attacking anyone who comes too near.*Two men claim the throne of High King, and the LÃath Fáilte sings for both of them. The island is divided, and a massive war seems immanent.*
Gods[note]This list is by no means complete. There are still over half a dozen more to come, presuming I don't add any more.[/note]
There are a number of gods, called the Tuatha, who intervene in the affairs of the mortal world Abred, but not in the mundane details of people's everyday banalities. They sometimes make themselves known at nemetons and stone circles, but are rarely seen. Though they may be seen more often than people realize, as they often masquerade as regular people, or as animals. People may be talking to gods and never realize it.
The Tuatha are neither good nor evil'"the words lack meaning to them'"but some are better known for their benevolence than others. Some help willingly, others only at great personal cost to the petitioner. The goals of some of the gods may not always correspond to the best interests of humans, but most do not typically mean humans harm. It must be understood, however, that the Tuatha are not just a pantheon, but a race. Like humans, they vary in power, from the comparatively weak to the nigh-indestructible. Only the most powerful of these will likely be paid homage by humans. Those lesser ones will likely be ignored, or even unknown. The line between lesser Tuatha and Sidhe is hazy. The distinction is often considered temporal: Sidhe were born after the gods were driven out of Abred, while the Tuatha consist of all those of the tribe which were living at the time mankind drove the gods beneath the hills.
If gods are at war or are otherwise in tense relations, the weather and the natural world sometimes respond to this, causing chaos: bad weather of varieties uncharacteristic for the region, natural disasters, strange animal behavior, etc.
Aengus the Young
Intermediate God
Symbol: A swan
Home Plane: Gwynvyd
Portfolio: Love, Youth, Poetry, Music, Charm, Guile, Swans
Holy Days: Beltane
Favored Weapon: Longspear
He carries a gold harp that makes irresistibly sweet music. His kisses are said to turn into swans, and four of these accompany him at all times. He is the son of Dagda and is said to be the fairest man ever known beneath the stars. Aengus has beautiful, long, golden hair and shining blue eyes that always seem on the verge of joining in on a good-natured laugh. In addition to "the Young," he is also sometimes called "The Beautiful."
He spends his eternal days with his chosen companions '" both mortal and immortal '" and rarely thinks about the future or about responsibilities. He has no need for them, and does not often consider his place in the world. Those who remain near Aengus the Young for too long will find themselves forgetting to eat or drink, simply wasting away in the sheer luxury of his presence. For this reason, some have mistakenly identified him as an Unseelie Sidhe.
Aengus the Young is praised and admired by young lovers. He is given offerings by those who wish to woo, marry, or begin an illicit affair. He is a hopeless romantic, prone to aiding those who engage in quests for love. He is idolized by adolescent girls, and there is much erotic poetry composed in his honor.
He is known as a trickster, and seems to always bear the rebellious nature of youth. He often comes into conflict with gods of order and law.
Blodeuwedd
Intermediate Goddess
Symbol: Flowers
Home Plane: Abred (Spends most of her time in Annwn)
Portfolio: Plants, the earth, crops, owls, sovereignty.
Holy Days: Lughnassadh
Favored Weapon: dagger
The flower bride of Lugh, she was given life by Gwydion and Llyr. Not one of the Tuatha per se, they created her form the forms of flowers, which they animated and gave life. Lugh was given a geas that he would never marry from the Tuatha, Fomorian, or any foreign tribe. Thus was Blodeuwedd made for him. Native born she was, but belonging to no tribe named in the geas. It is said that Lugh was the first of the Tuatha to be wedded to the land itself.
She is thought to epitomize the earth itself, and is a paragon of nature. She is considered the queen of the lands, and all kings are symbolically wedded to her by proxy to legitimize their kingship, and show their devotion to the lands they rule.
Blodeuwedd, in the legends, proved to be a fickle mistress, however, and ultimately plotted Lugh's downfall. She became the consort to four brothers who sought the High Kingship for themselves. She is sometimes called the Strumpet queen. After her initial betrayal of Lugh, she was transformed into an owl as punishment, and owls have ever since been messengers of hers.
It has been recorded'"though if it be truth or legend only, who can say?'"that when a particularly fit mortal king is crowned at Lughnassadh, that Blodeuwedd herself presents herself to him as his queen, and offers him her hand. This may also have been a girl in costume serving in the symbolic role, which was taken literally by those who told the tales. It may also have been that these kings married women named after the goddess. It cannot be ruled out, however, that the goddess herself sat upon the throne of mortal queenship.
Lugh Longfingers
Greater God
Symbol: A hand.
Home Plane: Abred
Portfolio: All Arts and Crafts, Kingship, valor, potential, Justice, eagles,
Holy Days: Lughnassadh
Favored Weapon: Gáe Ãssail, a javelin that returns when thrown
Lugh Longfingers is a god of universal appeal. His worship is broad, as he is skilled at all arts, and every craft. He is especially loved by the lowly, however, as his defeat of the monstrous Balor is said to represent the triumph of the meek against the tyrant. He is a symbol of justice and the proper order of things. He is one of the most loved of the Tuatha. His rule was said to be the most peaceful and prosperous of the Tuatha before the coming of the Milesians. He is still highly respected by the rest of the Tuatha.
Lugh is one of the more frequent visitors to Abred. Born there, he can travel there more easily than those born in Gwynvyd and Annwn. He has been known to sire mortal offspring, and keep his eyes on mortal affairs. He grants his grace to just kings, and is said to come to the crowning of each High King in the guise of an old man in a cloak, to offer his blessings to the king.
Kings, upon their coronations at Lughnassadh, symbolically take the place of Lugh in his marriage to Blodeuwedd. The festival of Lughnassadh translates literally to 'Lugh's Marriage.' Blodeuwedd tricked Lugh into revealing how he could be killed, however, and she betrayed him with four brothers who sought the kingship for themselves. When struck, it is said he flew away in the form of an eagle.
Lugh is said to come to the aid of grand and worthy causes. He always smiles on those who help others, and will help to defend a just ruler.
Provinces of GlasconaÃ
The island is divided into six Major Kingdoms, or provinces: Ardmore, Chonailar, Clarath, Galrock, Samildán, and Thiodonn. The city of Abhainnath, which lies at the heart of the isle in the Kingdom of Chonailar, is the legendary seat of the High King'"a seat which has been empty for generations. . .
The law of the lands is determined by a group of bards and druids called Brehons. They determine the laws, and the punishments for crimes. According to law, the lands are publicly owned, but the king of each region has the authority to distribute land on a semi-permanent basis among the fliath. The fliath can then rent out land to the doernemed. Both men and women are allowed to own land, but it is more common for men to be land holders. Women are considered full citizens with all the legal protections men of their social caste have. They can own land and property, have a say in local matters, be employed in a profession, and fight to defend their lands if they so choose. Women are rarely, if ever, required to serve in war, however. Most professions are open to women, though men are more common, and women are more commonly expected to remain at home. Both genders are expected to be able to prepare food, and mend clothing.
Paleness is considered attractive, especially among women, though rosy-cheeks are sometimes in style. Fatness is considered grotesque, but thinness is not considered attractive either. Muscles are almost universally considered attractive among men, and in some groups, also amongst women. Muscular men seek opportunities to showcase their bodies. The working classes like their women muscular, as to some of the more war-like tribes, who boast the battle prowess of their women. Nobles often want softness in their women.
[ic=Ardmore]Ruler: King Brogan mac Grania
Capitol: Drochead
Government: Elected Monarchy
Realm Alignment: Lawful Good
Population: ~500,000
Major Settlements: Beldangan, Ceann Balor, Drochead, Torliath
Ceann Balor
Government: Petty Kingdom
Population: ~2000 (more in the lands surrounding the town proper)
Demographic: 96% Human, 2% Half-formorian, 2% Other
Alignment: Lawful Neutral
Personalities: Lvl 8 Ftr (King), Lvl 6 War (Sheriff or equivalent), Lvl 6 Witch (Cult)
Ceann Balor, which literally means 'The Head of Balor', is so named for a legend that, following the Cad Magh Ruadh, in which Lugh Longfingers slew the fomorian tyrant Balor, he severed the giant's head and brought it here to ward against attacks from the west. The head was said to remain animate and sentient, even when separated from its body, and was said to warn the inhabitants of attack on multiple occasions. There is a massive boulder here, which stands out from the surrounding grasslands, and is said to be the head of the fallen fomorian king. The people here claim that Balor's evil eye turned its own head to stone when it was removed from his skull, which is why it is now a great sarsen.
There is a cult of Balor here, a few who believe the stone head is a god who has the power to protect them, to avenge its defeat, and grant strength to his followers. They view him as dark and fearsome, but not truly evil, and make offerings to their god at the site of the stone head. Most of these offerings are harmless enough, but the cult has been known to on occasion make human sacrifices. This sometimes brings them the attention of the King, who does not condone this behavior. Most of these sacrifices are slaves with no protection under the law, however, which makes the offense difficult to pursue legally. The populace generally fears and mistrusts, them, but there are those who feel that the existence of the cult is good for the town, as it brings attention to it.
[/ic]
[ic=Chonailar]Ruler: Queen Deichtine of the Ten Fires
Capitol: Abhainnath
Government: Elected Monarchy
Realm Alignment: Lawful Neutral
Population: ~666,000
Major Settlements: Abhainnath, Cois Muir, Tulainn
One of the largest and most powerful realms of GlasconaÃ, the Kingdom of Chonailar is noted most for its central location. Literally named 'Home Center,' it is the longitudinal center of the island. Trade routes from the East and West must pass through here, giving the realm tremendous influence. Also working in its favor is its famed capitol of Abhainnath. It commands more material resources than most , and only Clarath surpasses it in military might. Chonailar still needs to exercise caution and maintain diplomatic relations with the other kingdoms, however. In times of political or social unrest, the kingdom might be rendered vulnerable, and they might not be able to fend off attacks if multiple kingdoms were to join in the attack.
Cois Muir
Government: Petty Kingdom
Population: 23,400 (30/km2)
Personalities: King Duncan, Aifric, Calbhach, & Faolán
Literally meaning 'By the Sea,' Cois Muir is one of GlasconaÃ's coastal towns. It sits at the mouth of the River Dearg, and overlooks Cuan Cuilleann'"a bay named after the local word for a species of holly that grows there. The holly here grows large and tree-like, and is often used by the locals as building material. The prickly leaves are often left on windowsills to deter thieves and ward off dangerous fairy spirits. Holly leaves are also one of the measures used to protect against changelings: they are used to line the crib so the fairies will prick themselves on it when they try to switch the babes. A more common method, however, is merely to place an iron medallion around the baby's neck. Since fairies are repulsed by iron, they will not touch a baby who wears it, nor could a changeling stand the touch of iron against its skin. Therefore wearing an iron pendant, usually in the shape of a sword, is considered proof that the child is indeed human, and indicates that they are safe from fairy magic. Iron pendants are considered a common defense against fairies across GlasconaÃ, but the holly-based methods are unique to Cois Muir.
Fishing is a common profession here'"and is the primary animal consumed here. Some woodland provides for a small amount of game to be hunted, but a small group of druids has forbid large-scale hunting parties. Cois Muir also has relatively little farmland, compared to some other places, so what farmland they have is used for crops, not for grazing. Between their wisdom, their knowledge of natural cycles, and their magic powers, the druids Calbhach and Faolán, and the druidess Aifric, have helped the people of Cois Muir to make the most of their limited land, and thus yearly stockpile enough food to last the winters. [/ic]
Fir Cróndu
[note]The Fir Cróndu are not intended to be a PC race. They are an "evil" race, though it is mostly a matter of putting their survival before their morals, rather than any particular love of being evil. They are isolated in region, and are only seen by other humans as raiders. I have based them in part on the Picts, and use the Halfling as the base, and using multiple "advanced race" options.
PCs might encounter the Fir Cróndu when the village their town is subject to a raid, or they might seek out the race to rescue someone who has been taken, or to retrieve a valuable item.[/note]Folk legends tell of a people, small and dark, who arrive at night to steal people away, killing and eating them. Some of these stories are exaggerated, others are not.
Driven from their native lands and forced to live on the brink, amidst the harshest climates and bleakest landscapes, the Fir Cróndu are masters of survival. Their current homeland is the Inish Crón'"the 'Dark Isle' named for the intricate patterns tattooed into the flesh of its inhabitants. The Fir Cróndu are already of a darker complexion than most other mortals, and the intricate patterns of black ink in their skin'"said to afford them magical protection'"truly earn them the title of 'The Dark Men.'
Fir Cróndu are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. They are well-versed in the cues of the land around them, knowing when they must travel, and when they must hide away in caves beneath the surface.
Through their many hardships and the difficulties of life in their homelands, the Fir Cróndu have learned to rely on one another. Their sense of the tribe and community is a crucial to their survival. They are suspicious of outsiders at best, and expect other races to be hostile. Crimes commited by one Cróndu against another are punished viciously.
Physical Description: Fir Cróndu range in height from a humble 3 feet up to 4 feet at the tallest. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Their skin tends toward darker complexions, and their hair toward light shades of brown. Their ears are pointed, but proportionately not much larger than those of a human.
Society: Fir Cróndu are fiercely loyal to the tribe, which forms the basis of their society. They claim no true cultural homeland, but most live on the Inis Crón, and are otherwise only ever found in the bleakest of landscapes, such as the mountainous terrain of the Culdruim, and the rocky deserts of Thiodonn. When seen in Glasconaà and Gwladwyn, they are almost always conducting raids on human settlements, stealing resources or food.
Alignment and Religion: Fir Cróndu are violently loyal to their friends and families, taking slights against kinsmen even more seriously than other races. Since they dwell in a world dominated by races twice as large as themselves, they've come to grips with the fact that sometimes they'll need to scrap and scrounge for survival. Often times, survival requires much more than scrounging, however. The Fir Cróndu have had to give up their morality to survive by eating human flesh when no other game can be found. Most halflings are neutral evil as a result.
Fir Cróndu Racial Traits
+2 Dexterity, +2 Wisdom, '"2 Strength: Fir Cróndu are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Fir Cróndu are Small creatures and gain a +1 size bonus to their Defense, a +1 size bonus on attack rolls, a '"1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Fir Cróndu have a base speed of 20 feet.
Wanderlust: Fir Cróndu have to wander far and wide to find the resources necessary to survive. Fir Cróndu receive a +2 bonus on Knowledge (geography) and Survival checks.
Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Fir Cróndu. Fir Cróndu gain a +1 luck bonus on all saving throws.
Low Blow: Fir Cróndu train extensively in how to attack larger creatures. Fir Cróndu gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.
Sure-Footed: Living in barren, rocky, and sometimes mountainous terrain, those who cannot keep their feet rarely live long. Fir Cróndu receive a +2 racial bonus on Acrobatics and Climb skill checks.
I have to say, I really like the feel you've got going on here, although it's slightly more difficult to be captured by the mood when the place names (at least the Welsh ones) are places you visit frequently, or in one memorable case (Maesteg) the extremely dull terminus of your train journey home. :P I'm looking forward to more of the Welsh-themed stuff; although I appreciate you're more familiar with Irish legends. I'd link you to an online version of the Mabinogi, but I'm sure someone did that a couple of pages back. This (http://en.wikipedia.org/wiki/Welsh_mythology) is a useful page if you haven't found it yet.
Roman themes, incidentally, are quite important to Welsh mythology - unsurprising considering how much the two cultures syncretised in post-Roman Britain: to give an example, Welsh borrowed words as apparently fundamental to normal speech as braich, 'arm', originally from Latin bracchium. Are you planning to incorporate Roman themes at all?
Also a serious question - would you like me to correct your Welsh and Irish (the latter to the extent of my little ability)? I'm not sure it matters that much since, after all, names just add flavour to a setting, but the other's there if you'd like.
Quote from: Seraphine_HarmoniumQuote from: GhostmanGood job on that write-up. It manages to stay concise and keep a fairly fast pace moving from event to event, so it doesn't beg bogged down twiddling with minutiae. That's important when you have to sell an audience on a big wall of text :)
I tried to make sure it kept moving, though at times it was hard finding the balance between how much detail is necessary or desirable to make the story comprehensible, and how much should be skimmed over for length. Glad you liked it.
It's a hard balance.
One that I fail regularly.
I like the write up here, and I also wanted to say I enjoyed the simple-yet-critical caste system.
Quote from: WensleydaleI have to say, I really like the feel you've got going on here, although it's slightly more difficult to be captured by the mood when the place names (at least the Welsh ones) are places you visit frequently, or in one memorable case (Maesteg) the extremely dull terminus of your train journey home. :P I'm looking forward to more of the Welsh-themed stuff; although I appreciate you're more familiar with Irish legends. I'd link you to an online version of the Mabinogi, but I'm sure someone did that a couple of pages back. This (http://en.wikipedia.org/wiki/Welsh_mythology) is a useful page if you haven't found it yet.
Roman themes, incidentally, are quite important to Welsh mythology - unsurprising considering how much the two cultures syncretised in post-Roman Britain: to give an example, Welsh borrowed words as apparently fundamental to normal speech as braich, 'arm', originally from Latin bracchium. Are you planning to incorporate Roman themes at all?
Also a serious question - would you like me to correct your Welsh and Irish (the latter to the extent of my little ability)? I'm not sure it matters that much since, after all, names just add flavour to a setting, but the other's there if you'd like.
I've come across a few things with the Maginogion. I haven't really gone fully into that part of the world yet though. I've gone back and forth with the Romans influences. I'm not certain I want attacks from Rome (or a Rome Analogue) to be something that happens frequently. My current setting map includes only the two islands, and for the most part I planned on the setting being confined to that. There is a vague awareness of there being other places, but they would only factor in on a case-by-case basis. But, if it really is that important to Welsh Myth, I might have to.
As far as correcting the Welsh and Irish, I don't think it really matters that much, Since it is Irish and Welsh
inspired, and not actually Ireland and Wales. That said, if you feel so inclined, you are welcome to correct. I just reserve the right to take artistic license.
Do you think that I should not use names of actual Welsh towns?
QuoteI've come across a few things with the Maginogion. I haven't really gone fully into that part of the world yet though. I've gone back and forth with the Romans influences. I'm not certain I want attacks from Rome (or a Rome Analogue) to be something that happens frequently. My current setting map includes only the two islands, and for the most part I planned on the setting being confined to that. There is a vague awareness of there being other places, but they would only factor in on a case-by-case basis. But, if it really is that important to Welsh Myth, I might have to.
As far as correcting the Welsh and Irish, I don't think it really matters that much, Since it is Irish and Welsh inspired, and not actually Ireland and Wales. That said, if you feel so inclined, you are welcome to correct. I just reserve the right to take artistic license.[/quote]GlasconaÃ[/i] would be
GlaschonaÃ, because of initial mutation, and I would say
gwlad wen for 'white country' if that was what you were going for, although these days
glwad wyn is equally correct and I have to admit the latter sounds a bit better. I'd also decide which out of <v> (the accurate Old Welsh spelling) and <f> (the modern Welsh spelling) you want to use for the 'v' sound. It's the aesthetics that matter, though, as you say.
QuoteDo you think that I should not use names of actual Welsh towns?
Llanwrst[/i], since I think it's a corrupted form of
Llanrwst, meaning 'place of Saint Gorst'. Still, you could just come up with another historical character called 'Gorst' to justify it.
Quote from: WensleydaleNo problem. It's really just minor things that nobody's likely to worry about anyway - Glasconaà would be GlaschonaÃ, because of initial mutation, and I would say gwlad wen for 'white country' if that was what you were going for, although these days glwad wyn is equally correct and I have to admit the latter sounds a bit better. I'd also decide which out of <v> (the accurate Old Welsh spelling) and <f> (the modern Welsh spelling) you want to use for the 'v' sound. It's the aesthetics that matter, though, as you say.
Ah, well the GlasconaÃ-Glaschonaà thing I was actually aware of, and just chose to spell it like I did. I have at times considered adding the h back in, though.
As far as the f/v thing. "f" has a visual interest to it, but decreases readability for non-Welsh speakers. But if "v" is actually Old Welsh Accurate, it's probably more appropriate anyway.
Yeah, the <f> actually comes from the invention of the printing press - Welsh has in terms of occurrence far more 'v' sounds than English, so the number of 'v' pieces of movable type far exceeded what was actually available - whereas there were 'f's aplenty, apparently!
Quote from: WensleydaleYeah, the <f> actually comes from the invention of the printing press - Welsh has in terms of occurrence far more 'v' sounds than English, so the number of 'v' pieces of movable type far exceeded what was actually available - whereas there were 'f's aplenty, apparently!
I'll most likely stick to the V, then. Actually, I have another question, though. What is the difference in sound between <d> and <dd>?
D is the normal d sound, dd is [ð], the soft 'th' in 'the'.
Thanks!
Baobhan Sidhe
[note]This unseelie fae is based on the vampire, as the lore of the Baobhan Sidhe is basically a vampire/succubus type of creature.
I am interested in getting feedback as to whether this creature's stat's are appropriate to its CR. I was trying to estimate off of the listed Vampire stats, but between taking away certain weaknesses and advantages, I'm not sure it is still balanced.[/note]The man's form goes limp in the woman's arms, and she lets him fall. His whole body is stained red, as if he has been sweating blood, and her hands and face are smeared with it. She looks up at you with murder in her eyes and says 'Do you want to dance?'
NE Medium Fey (Undead)
CR 8
XP 3,200
HP: 102 (8d6+72)
Init +8; Senses darkvision 60 ft
Speed: 30 ft.
Fort +13, Ref +11, Will +12
Dodge: +15
Block: +10
Melee slam +8 (1d4+4 plus energy drain)
Base Atk +4; CMB +7; CMD 24
Special Qualities: channel resistance +2; DR 10/magic and Cold Iron; Immune undead traits; Resist cold 10
Special Attacks blood drain, charm person (DC 22), energy drain (2 levels, DC 22)
Str 16, Dex 18, Con '", Int 14, Wis 16, Cha 26
Spell-Like Abilities: At Will: Ghost Sound, Message 1/day: Expeditious Retreat, Tongues, Vampiric Touch
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse
Skills Bluff +27, Diplomacy +16, Dodge +15, Knowledge (The Planes) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Stealth +12; Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Environment any
Organization solitary
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
These malevolent female spirits often dwell on hilltops, or are sometimes found in graveyards. Some say the baobhan sidhe (Bah-van shee) are the spirits of women who died at the hands of their husbands, or lovers. Whether or not this is true, baobhan sidhe prey on men. A baobhan sidhe often appears wearing gowns of white, sometimes wailing over a tombstone, or otherwise giving the appearance of vulnerability. Preying on loners, she will lull her targets into dropping their guard, and will ask them to dance with her. When they begin to dance, and her skin touches his, whether it be hands, chest, face, she begins to draw his blood out through his skin. Her victims often do not realize what is being done to them until they are too weak from blood loss to fight back.
Blood Drain (Su): A baobhan sidhe can suck blood from a grappled opponent; if the sidhe establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The baobhan sidhe heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. Any hold counts. If the creature does not suspect the attack, a held hand is enough for the Baobhan Sidhe to drain her victim's blood.
Charm Person (Su): A Baobhan Sidhe is supernaturall good at earning the trust of mortals, particularly men. As a standard action, anyone the baobhan sidhe targets must succeed on a Will save or fall instantly under the her influence, as though by a charm person spell (caster level 12th). The ability has a range of 30 feet. Characters of the appropriate sexual orientation suffer -2 to this save.
Energy Drain (Su): A creature hit by a baobhan sidhe's slam gains a negative level. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
I have put in a new thread for Cad Goleor, just to get everything looking a bit neater and easier to locate (and using prettier fonts, for anyone they show up for), so I will be putting all the information there. This will remain a discussion thread, and all comments should be directed here.
I am considering attaching more significance to Oghams in Druidic magic. I am considering making each ogham (a rune of sorts, for those unfamiliar) carry certain secrets and mysteries. Intense study of the oghams unlocks access to spells. In a way, this would function rather like cleric domains, in that you would only have access to the oghams you have studied in depth, and that they are associated with a corresponding list of spells.
I am considering replacing some of the ordinary druid abilities with knowledge of these Ogham "domains." I was considering lessening the capacity of the Druid to wild shape. What do people think?
Sounds like a change that makes sense given the setting, for sure. Shapechanging is good, but I like the idea of the druids as an institution, and the domains seem to somehow emphasize that.
Seeing as there are stories in Celtic myth of druids and bards shape-shifting, I would ideally like not to get rid of it altogether, but they might get by with a bit less of it.
To get a taste of what I am thinking of for the Oghams, here are some examples:
[ic]Luis
(http://www.whats-your-sign.com/images/CelticOghamSymbolRowan.jpg)
Tree: Rowan
Luis is the ogham of the Rowan tree. Rowan has been called the "witch tree" as it has strong magical connections. It is said to symbolize the elements, and is strongly associated with protection from enchantment and dark spirits. The study of the mysteries of the Rowan therefore yields up secrets to magical protection. Knowledge of the ogham Luis provides access to the following:
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shield Other: You take half of subject's damage.
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Find the Path: Shows most direct way to a location.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells: Confers +8 resistance bonus.
9 Freedom: Releases creature from imprisonment.
Fearn
(http://4.bp.blogspot.com/_EBoNBDF5G4I/SPrvzL4v4WI/AAAAAAAAANA/b8Uyz_i0sRw/s320/fern+ogham.bmp)
Tree: Alder
Fearn, the ogham of Alder, represents an unusual tree, as it is both water loving and highly combustible. It combines the elements water and fire, which makes it highly sacred to Brigantia, and because of this, and its fierce flame it is sometimes known as the "warrior tree," its symbolism being that of strength, tenacity and determination.
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull's Strength: Subject gains +4 to Str for 1 min./level.
3 Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
4 Righteous Might: Your size increases, and you gain combat bonuses.
5 Hold Monster**: As hold person, but any creature.
6 Stoneskin : Ignore 10 points of damage per attack.
7 Tenser's Transformation: You gain combat bonuses.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm**: Summons multiple elementals.
**Water and Fire Elementals only[/ic]
I am not sure whether or not they should have a "granted power" like true domains do. It would depend, at least in part, on whether they get 2 at first level, or if they get new ones periodically. Any suggestions?
I am having trouble fitting spells to some of the Ogham. In some cases it is simply that a lot of the oghams' profiles overlap. I don't mind if more than one Ogham provides the same spell, but in some cases more than one ogham can indicate several of the same spells, and I don't want too much redundancy.
For some of the ones involving fertility, I was considering making use of some of the spells from the Book of Erotic Fantasy. I think I may still have to create some new spells, though. However, I have the following notes from other sources regarding the meanings of various Oghams (and their associated trees). If anyone has ideas on how to assemble a list of spells for them, I would appreciate input. Not asking for whole lists, but an "I think
x spell would be appropriate for
y ogham" might be helpful.
[spoiler="Eadha": Poplar]
Quote from: "Eadha": Poplar1. The poplar lives fast and dies young. Thus it is
symbolic of the short span of human life.
2. The poplar or aspen is also known as the whispering and quivering tree due to the fact that its leaves move and rustle with almost every murmur of the wind. It is a very hardy tree and has come to represent protection and durability. The tree has the ability to shield and resist, and is closely associated with the gifts of speech and wind.
[/spoiler]
[spoiler="Ur": Heather]
Quote from: "Ur": Heather1. Heather covers the open moors and, when it dies, eventually becomes peat. Roofs thatched with heather help repel evil spirits.
2. Heather grows in great abundance and helps form vegetation known as heath this is believed to be the source of the phrase heathen as many ceremonies of this nature were carried out on the heath. Its blossoms can be made into tea and it is a great producer of honey with the aid of the spirit messengers - bees. It has come to represent healing and a way to be closer to the otherworld.
[/spoiler]
[spoiler="Onn": Furze]
Quote from: "Onn": Furze1. Burning its wood and flowers will help protect a
warrior from harm in an upcoming battle.
2. Furze, or gorse was used to sweep important areas and is seen as a purifier. It is said that burning the blooms and shoots will calm the wind, it is also set on fire to burn away all the old growth and make way for the new. It is seen as a good plant to use when wanting to make new starts or begin new ventures.
[/spoiler]
[spoiler="nGéatal": Reed]
Quote from: "nGéatal": Reed1. Sweeping a sacred site with a reed broom purifies it. Burning reeds can quiet a forceful wind.
2. Broom is the equivelant of Furze or gorse and was also used to sweep ritualistic areas to purify them. It is set on fire to burn away all the old growth and make way for the new. It is seen as a good plant to use when wanting to make new starts or begin new ventures.
[/spoiler]
[spoiler="Gort": Ivy]
Quote from: "Gort": Ivy1. Can be used to flavor ale and is thought to stop
a cough.
2. Ivy is able to thrive and grow in almost all environments, it is extremely strong and is very difficult to destroy. Its stalks grow in what appears a helix and therefore represents the growing spiral of self enlightenment that was sacred to the celts. It symbolizes the soul and its journeys both inner and outer on its search for nourishment.
[/spoiler]
[spoiler="Huath": Hawthorn]
Quote from: "Huath": Hawthorn1. Flowers of this tree can arouse men to great feats of love-making. The tree is used in love and marriage spells. Its wood contains great magical power and is often used for wands.
2. Also known as the Hawthorn, it is considered to be one of the most powerful trees. It is closely associated with witchcraft, protection, fertility. It is often used for love/marriage spells and protection with its powers of dispelling negative energy and strife. The hawthorn is said to stand at the doors of the otherworld and is sometimes called the faery tree and can be found 'guarding' cemeteries and holy places. The tree except in May is usually regarded as a very unlucky tree due to its contradictory nature of having beautiful flowers and deadly thorns.
[/spoiler]
I am now considering making "Druid" be a prestige class rather than a base class. I have been thinking that this actually makes more sense from a Celtic perspective, owing to the degree of training and education that was required before one could become a druid. There is some historical debate on the subject, but some believe that one had to be trained as a bard (fili) before one could qualify to become a druid. With this is mind, a prestige class makes more sense.
But while it makes setting sense, I wonder what effect this has from a game perspective? Unless I tacked on some spells to the spell-lists for other classes, this could leave some power gaps. Since I've already removed clerics, if druids also had to go (as a base class, anyway) this would leave the parties with pretty limited opportunities for healing.
It's been quite a while since I updated anything, but I wanted to share this write-up for Drochead, the capital of the province of Ardmore. I also wanted to take the note about the adventure ideas being rather generic, so below there is also a revised list of adventure ideas. I added a few that are more specific to this kind of setting, and took away a lot that could apply to pretty much any setting. Take a look below and see what you think of them.
[ic=Ardmore]
Ruler: King Brogan mac Grania
Capitol: Drochead
Government: Elected Monarchy
Realm Alignment: Lawful Good
Population: ~500,000
Major Settlements: Beldangan, Ceann Balor, Drochead, Torliath
DrocheadGovernment: Petty Kingdom with secondary power center (Druid Circle)
Population: ~6,200 (more in the lands surrounding the town proper)
Alignment: Lawful Good
Imports: Metal Ores
Exports: Peat, wickerworks, certain wood crafts.
Personalities: Adaric (Lvl 10 Ftr Champion & lawman), King Brogan mac Grania (Lvl 9 Ftr)
Perhaps an unlikely location for a capital city, Drochead is in the boggy marshlands in the south of Ardmore. The people here traverse the watery parts of the city in small boats covered in stretched animal skins to prevent leaks. Willow trees are common here, and the people of Drochead are known for implementing reed darts and javelins in battle. The people of Drochead have a religious (some would say superstitious) attachment to their trees. They believe the trees speak to them, and watch over them. It is a rite of passage in this area to survive out in the bog by listening to the gods and tree spirits.
There is some farming here, but farms are almost always subsistence farms. There is rarely enough space for swaths of farmland large enough that one could make a profit at it. The development of irrigation systems has at least allowed for a stronger and larger crop than would normally be possible on such small plots of land. Dried peat is used for fuel, heating hearth fires. A statistically high demographic of doernemed and fuidir devote their time to harvesting peat.
Navigating the bogs has made the people of Drochead famously keen of senses. They are known for being able to spot dangers—finding the almost imperceptible differences between firm land and mud sinks that can swallow a man whole. Trackers, survivalists, guides, and other woodsmen are well employed here in helping outsiders to navigate safely. There is an unusual prevalence of rangers here. It is said that part of what makes Drochead great is that it is in a dangerous area, which requires greatness from its citizens.
Drochead is more fervently dedicated to cremating their dead than other kingdoms. Cremation is thought to send the soul directly to Gwynvyd, rather than letting it fester in the bog and creating bogborn. Only slaves, murderers, or others whose eineachlan has been revoked are denied this courtesy. Even these are not buried as such, instead their bodies are consigned to the bog, offered up by the druids in an intricate ritual meant to appease the spirits of the bog, and hopefully prevent the deceased from becoming a bogborn. Also called mudmen, Bogborn are zombie-like creatures thought to be the result of one who sinks into the bog. Also of danger are the Will-O-Wisps, who frequently beguile their victims into falling into the bog, where they become stuck, and can easily be preyed upon.
The Sun is highly venerated in Drochead. They value their dry seasons, as it renders the bog safer and more passable. It helps prevent their homes from rotting, and their weapons from rusting. The symbol of the city of Drochead, which can be seen when they bear their standard into battle, is a flame upon the water. [/ic]
Twenty-five Adventure Ideas
- It falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
- Venture into Annwn to save a friend claimed by the Wild Hunt
- The PCs must learn the art of crafting magical weapons from the Sidhe.
- A PC is cursed with a geas that requires drinking the blood of a dragon daily.
- A friend of the PCs has eloped with a king's intended bride. They must choose whether to protect him from the men the king sends to kill him, or to hunt down their friend and bring him to justice as a matter of honor
- A hero is seduced by a fairy, and neglects his duties. The PCs must save him from his enchantment.
- The king's magical sword, an heirloom of the kingdom, and a symbol of your clan's power, has been stolen, and the rival kingdom to the North is suspected to be responsible.
- A series of talented craftsmen begin one-by-one to turn out their best works to date, shortly before dying mysteriously.
- A destitute man spins a tale of how he was king until a bard's satire ruined him.
- A PC is given a geas to kill a close friend.
- A bard sings of the magical treasures and spoils of Annwn, waiting for any who dare to seek them.
- A Fliath goes mad when his bride leaves him. He flees to the woods, living as a wild man, attacking anyone who comes too near.
- Two men claim the throne of High King, and the Líath Fáilte sings for both of them. The island is divided, and a massive war seems immanent.
- The savage tribes to the East have acquired a magical Drum that paralyzes enemy hosts, allowing them to run rampant.
- Druids expelled from the order seek revenge on their former brethren
- A new religion appears, promising eternal life, but requires its members to engage in cannibalism.
- A wandering prophet is imprisoned as a charlatan, but then his predictions start to come true.
- Rumors spread about a magical fountain guarded by a black knight.
- When it snows in the summertime, the local druid determines that the Seelie and Unseelie Sidhe are at war.
- A monster appears, claiming to be the son of the King, and demands to be enfranchised.
- A warrior comes to you for protection when a bean nighe foretells his death.
- A married woman's jealous Unseelie lover tries to murder her husband.
- Enter Annwn to seek a spirit who knows the secret to lifting a curse.
- A druid presiding over the truce between two warring clans is found murdered.
- If the welts covering the king cannot be cured, he will have to abdicate in favor of his beautiful but vicious nephew.
The adventure hooks remind me of stuff from old chivalric romances.
Quote from: Seraphine_HarmoniumA new religion appears, promising eternal life, but requires its members to engage in cannibalism.
Catholicism?!?
QuoteA series of talented craftsmen begin one-by-one to turn out their best works to date, shortly before dying mysteriously.
This one is so cool.
QuoteIt falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
Curses are awesome. I am always having ideas for new ones. Any thoughts on strange/inventive curses?
QuoteTwo men claim the throne of High King, and the Líath Fáilte sings for both of them. The island is divided, and a massive war seems immanent.
This one seems more like a campaign. Could be really fun!
Quote from: SteerpikeQuoteIt falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
Curses are awesome. I am always having ideas for new ones. Any thoughts on strange/inventive curses?
Start with the classic. (http://en.wikipedia.org/wiki/T%C3%A1in_B%C3%B3_C%C3%BAailnge) :yumm:
Quote from: Steerpike
The adventure hooks remind me of stuff from old chivalric romances.
Quote from: Seraphine_HarmoniumA new religion appears, promising eternal life, but requires its members to engage in cannibalism.
Catholicism?!?
This made me laugh pretty hard, SP.
Thanks for providing some input guys!
Quote from: Luminous Crayon
Quote from: SteerpikeQuoteIt falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.
Curses are awesome. I am always having ideas for new ones. Any thoughts on strange/inventive curses?
Start with the classic. (http://en.wikipedia.org/wiki/T%C3%A1in_B%C3%B3_C%C3%BAailnge) :yumm:
It's true, the curse Macha places on the Ulstermen is pretty unique. I strain to find one that is actually better.
Equipment
[ic=A word on Armor]As has already been stated, the baseline assumption in Cad Goleor is that the PCs will not be wearing armor, and to this end, AC has been done away with in favor of a Defense Roll.
However, since armor still EXISTS, I am going to treat it as pure Damage Reduction, instead of AC bonus. In order to reflect that the wearing of armor is dishonorable, I can either implement a Cha penalty while it is worn (probably proportional to the amount of protection they get from it) or cause them to take a blow to their Enech (Honor) level, which has a few other effects.
Question 1:Does one sound better than the other?
Question 2:Does a 1:1 conversion of AC to DR seem balanced?[/ic]
Cad Goleór is presumed to be an early iron-age setting. Iron weapons exist, but the standard material is the cheaper and more abundant bronze. Iron weapons are reserved for Fliath and those who have gained the favor of a king or wealthy patron. Some of the very poor may even craft weapons from bone or stone, but this is not the norm for those who make a career of combat and adventure.
Bronze: Weapons forged of bronze are the baseline, most common sort one is likely to find. Though not as durable or powerful as iron, bronze weapons hold their own. Bronze weapons suffer a -1 penalty to attack and damage. It has a hardness of 9, and 20 hit points per inch of thickness. Bronze weapons cost the usual amount in gold pieces or in equivalent trade goods as those in the Core Rulebook.
Iron: Iron is the most powerful metal most people are familiar with. Most castes will not have access to this metal, as its quality is seen to be fitting only of the Fliath Warrior Elite. They suffer no penalties to attack or damage. Furthermore, Iron overcomes the damage reduction of fae, fomorians, and several other creatures. Iron weapons have a hardness of 10 and 30 hit points per inch of thickness. Iron Weapons cost twice as much as those listed in the Core Rulebook.
Cold Iron: This variant of Iron is mined deep underground and known for its effectiveness against fae creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost 4 times the amount as weapons in the Core Rulebook, and have the advantage of causing an extra 1d4 damage against fae. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.
Helms
Though some tribes abjure any protection whatever, and others allow only shields, helms are sometimes worn to protect the head from injury. The head is thought to be the seat of the soul, so more care is taken with it than with the rest of the body. It is not considered cowardly to wear a helmet into battle, as it is to wear armor. In general, a well-made bronze helmet adds +1 to any block rolls made versus an enemy's critical confirmation roll. An iron helm typically adds +2, and any helm of masterwork quality provides an additional +1.
Items
Chariot: Many kings and heroes travel by chariot. A typical chariot is drawn by two horses, and is large enough to carry three people, including the driver. This is for all intents and purposes the same as the Medium Chariot described in Ultimate Combat.
Chariot Scythes: These curved blades are affixed to the wheels of chariots for warfare. As the chariot moves past enemies, anyone adjacent to the chariot at any point along its path must make a DC 13 Reflex save or suffer 1d6 points of slashing damage.
Cloak, Wool: The peoples of Glasconaí and Gwladwyn are fond of their cloaks, which are typically made of lamb's wool. These serve primarily to stave off the cold, granting DR of 2 against cold. A particularly fine (Masterwork) cloak can grant a +1 boost to Enech.
Fidchell set: This wooden game board is similar to chess, with a typical board being 11 x 11 squares. One player is the attacker and one the defender, and the outcome depends on the fate of the defender's king.
Firedogs: These are iron caps used to hold logs together in an open hearth fire. They grant a +2 bonus to skill attempts relevant to containing a hearth or camp fire, such as Survival or Profession. In addition to the practical purpose, they are decorative items, and serve as status symbols.
Staunchgrass: A special rare herb that is useful in healing wounds. It has minor magical properties that tend to stop the flow of blood, so it is coveted for the treatment of the grievous wounds warriors soften face. Using staunchgrass grants a +5 circumstance bonus to any heal checks to stabilize a dying character, and can be used to make healing salves. A DC 20 heal check can be made to turn staunchgrass into a dose of salve that heals 1d4 points of damage. Failing the check uses up the materials.
Torc: This is an elaborate neck-ring that denotes authority. Gold torcs are only worn by kings, but silver or copper ones are sometimes gifted to heroes, or those who hold some lesser authority position. Wearing a torc grants a +8 circumstance bonus to disguise checks made to imitate an authority figure, and a +2 circumstance bonus to all diplomacy checks.
1:1 AC to DR could work, but I quite like the way Iron Heroes does it, with a die roll for armour's DR rather than a flat number, so IIRC chainmail has like 1d4 DR, while leather has 1d2, and plate has 1d8.
I'm not sure how your honour mechanic works but both sound reasonable. Maybe you could even give a small penalty to both.
Quote from: Seraphine_Harmonium
Bronze: Weapons forged of bronze are the baseline, most common sort one is likely to find. Though not as durable or powerful as iron, bronze weapons hold their own. Bronze weapons suffer a -1 penalty to attack and damage.
If they are the baseline items, they shouldn't get a penalty. Better to add a bonus for those rare iron weapons instead.
Quote from: Seraphine_Harmonium
Torc: This is an elaborate neck-ring that denotes authority. Gold torcs are only worn by kings, but silver or copper ones are sometimes gifted to heroes, or those who hold some lesser authority position. Wearing a torc grants a +8 circumstance bonus to disguise checks made to imitate an authority figure, and a +2 circumstance bonus to all diplomacy checks.
Should clarify whether the disguise bonus is for imitating a particular character, or simply for trying to pass as some bigwig-from-another-land-you've-never-met. Frankly the former case wouldn't make much sense.
Quote from: Seraphine_Harmonium
Bronze: Weapons forged of bronze are the baseline, most common sort one is likely to find. Though not as durable or powerful as iron, bronze weapons hold their own. Bronze weapons suffer a -1 penalty to attack and damage. It has a hardness of 9, and 20 hit points per inch of thickness. Bronze weapons cost the usual amount in gold pieces or in equivalent trade goods as those in the Core Rulebook.
Iron: Iron is the most powerful metal most people are familiar with. Most castes will not have access to this metal, as its quality is seen to be fitting only of the Fliath Warrior Elite. They suffer no penalties to attack or damage. Furthermore, Iron overcomes the damage reduction of fae, fomorians, and several other creatures. Iron weapons have a hardness of 10 and 30 hit points per inch of thickness. Iron Weapons cost twice as much as those listed in the Core Rulebook.
I've not had the chance to read the entire thread, but this caught my eye. It's a commonly-held falasy that bronze is worse than iron. In fact, bronze is generally superior to most forms of iron found throughout the middle ages and is about equal to most steel (~90% iron, so it shouldn't really be in a different category anyway) produced before the 1700s. The primary advantage of iron is that it is
FAR cheaper than bronze owing to the rarity of tin. It is only in modern times when hardening techniques for steel became advanced enough for steel to really outshine bronze based solely on performance. That said, I'd generally not give iron
any benefit over bronze, except in cost (probably around a quarter the cost of the bronze counterpart). This, of course, excludes any supernatural properties of the metals (frex, in Elirya, iron is anathema to magic, harms faeries, and cannot be enchanted; while faeries can and often do sport bronze armor and weapons, and most magic items are bronze [since it
is superior to the enxt-best alternative - copper]).
Quote from: GhostmanShould clarify whether the disguise bonus is for imitating a particular character, or simply for trying to pass as some bigwig-from-another-land-you've-never-met. Frankly the former case wouldn't make much sense.
No, I meant more the latter. It sells being an important figure that the person you're talking to doesn't know. Some known person from elsewhere, or else some made-up official. I will specify that in the writeup.
Quote from: Humabout
I've not had the chance to read the entire thread, but this caught my eye. It's a commonly-held falasy that bronze is worse than iron. In fact, bronze is generally superior to most forms of iron found throughout the middle ages and is about equal to most steel (~90% iron, so it shouldn't really be in a different category anyway) produced before the 1700s. The primary advantage of iron is that it is FAR cheaper than bronze owing to the rarity of tin. It is only in modern times when hardening techniques for steel became advanced enough for steel to really outshine bronze based solely on performance. That said, I'd generally not give iron any benefit over bronze, except in cost (probably around a quarter the cost of the bronze counterpart). This, of course, excludes any supernatural properties of the metals (frex, in Elirya, iron is anathema to magic, harms faeries, and cannot be enchanted; while faeries can and often do sport bronze armor and weapons, and most magic items are bronze [since it is superior to the enxt-best alternative - copper]).
Interesting! The "Iron is superior" thing seems to be everywhere, so I didn't bother looking into it. I think I've even seen something to that effect on the History Channel at some point. But now that you bring this up, when I look at comparisons, for everything besides holding an edge (and perhaps weight) bronze does appear superior. Harder to work with, which should actually in itself add to the prestige if it is actually
forged bronze instead of just cast bronze. It looks like most of the tin came from elsewhere, and trade difficulties made it hard to come by, so Iron's predominance came out of necessity, not out of advantage. So I might have to rethink some things.
Perhaps Iron actually should be more prevalent, with Bronze being more prestigious, instead of the other way around. This would also make more sense in terms of fae, gods, and the Otherworld, where Iron is prohibited. If the bulk of the weapons in the "human world" are not allowed in the Otherworld, it might actually help to sell the idea of that world being somewhat alien. It also makes sense, considering that all (or almost all) of the magic weapons would be bronze artifacts, since the art of making magic weapons is all but lost. Interesting that changing things from how I was thinking about them before makes other things make MORE sense. Thanks, Humabout.
You left a couple of references to adamantine in the materials writeup, FYI.
Quote from: Ghostman
You left a couple of references to adamantine in the materials writeup, FYI.
Shoot! Thanks for pointing it out. I always seem to do that when I am stealing snippets.....
A new map, done in a few hours, of Thiodonn, a kingdom in the Southeast of Glasconai.
(http://farm9.staticflickr.com/8168/6965873254_17b88e0475_m.jpg)
[spoiler=Big Map](http://farm9.staticflickr.com/8168/6965873254_17b88e0475_b.jpg)[/spoiler]
I wasn't sure if it needed its own thread, since I think this is more or less the final product.
Nice map! One thing I'd change about it would be to tone down those pure white labels a bit. They jump out in a stark contrast to the rest of the picture.
Here is an updated version of the image, playing with some different brushes for the castles, more variety in the trees, fading the edges, and with some recolored text (also faded somewhat) instead of white.
(http://farm8.staticflickr.com/7062/7116351883_100af0aa6c_m.jpg) (http://www.flickr.com/photos/26747731@N06/7116351883/)
[spoiler](http://farm8.staticflickr.com/7062/7116351883_100af0aa6c_b.jpg)
[/spoiler]
Looking much better now.
Stunning map! I love it with the darker text. Will respond more when time permits (prolly tomorrow).
I actually preferred the brighter text.
Contrast on a map is good.
Quote from: Seraphine_Harmonium
Interesting! The "Iron is superior" thing seems to be everywhere, so I didn't bother looking into it. I think I've even seen something to that effect on the History Channel at some point. But now that you bring this up, when I look at comparisons, for everything besides holding an edge (and perhaps weight) bronze does appear superior. Harder to work with, which should actually in itself add to the prestige if it is actually forged bronze instead of just cast bronze. It looks like most of the tin came from elsewhere, and trade difficulties made it hard to come by, so Iron's predominance came out of necessity, not out of advantage. So I might have to rethink some things.
For what it's worth, the weight differenve between iron/steel and bronze is negligible in tools/armor. The only real difference, besides having to reforge bronze edges if they get damaged, is the price (thank you tin scarcity!).
Quote from: Seraphine_HarmoniumPerhaps Iron actually should be more prevalent, with Bronze being more prestigious, instead of the other way around. This would also make more sense in terms of fae, gods, and the Otherworld, where Iron is prohibited. If the bulk of the weapons in the "human world" are not allowed in the Otherworld, it might actually help to sell the idea of that world being somewhat alien. It also makes sense, considering that all (or almost all) of the magic weapons would be bronze artifacts, since the art of making magic weapons is all but lost. Interesting that changing things from how I was thinking about them before makes other things make MORE sense. Thanks, Humabout.
Glad I could help! Here's another question, though: Why don't the gods/fae/etc. allow iron/steel weapons into their planes?
Quote from: SparkletwistI actually preferred the brighter text.
Contrast on a map is good.
I know what you mean, and there is more contrast with the white text. However, I think the darker text suits the feel of the map, visually. Contrast could be enhanced by removing the various symbols behind the blackish text, so that it appears against only the light brown of the map, if need be. Just a thought; don't know how much trouble i'd be.
Quote from: HumaboutI know what you mean, and there is more contrast with the white text. However, I think the darker text suits the feel of the map, visually. Contrast could be enhanced by removing the various symbols behind the blackish text, so that it appears against only the light brown of the map, if need be. Just a thought; don't know how much trouble i'd be.
I think the light text is just as suited. It might look better if it's a light tan and not pure white, admittedly.
A concrete (i.e., not based on personal aesthetics) advantage to the light text is that nothing has to be removed from the background to make it work.
Quote from: Humabout
Quote from: Seraphine_HarmoniumPerhaps Iron actually should be more prevalent, with Bronze being more prestigious, instead of the other way around. This would also make more sense in terms of fae, gods, and the Otherworld, where Iron is prohibited. If the bulk of the weapons in the "human world" are not allowed in the Otherworld, it might actually help to sell the idea of that world being somewhat alien. It also makes sense, considering that all (or almost all) of the magic weapons would be bronze artifacts, since the art of making magic weapons is all but lost. Interesting that changing things from how I was thinking about them before makes other things make MORE sense. Thanks, Humabout.
Glad I could help! Here's another question, though: Why don't the gods/fae/etc. allow iron/steel weapons into their planes?
It is harmful to them. Its qualities counteract their magic, and Cold iron is even worse, as they suffer injury from as much as touching it. You could think of them as being "allergic" to it.
There is nothing to prevent iron from passing into Annwn (The Otherworld), but it is so hated by its denizens that even bringing it with you proves intent to harm them. If they find you with it, you will be labeled an enemy, and fairly quickly both courts of sidhe might well be bearing down on you to drive you out, kill you, or otherwise neutralize the threat. The Seelie Court might give you the chance to surrender though, instead of just killing you outright.
Quote from: Seraphine_Harmonium
It is harmful to them. Its qualities counteract their magic, and Cold iron is even worse, as they suffer injury from as much as touching it. You could think of them as being "allergic" to it.
So here's the million-dollar question: What the heck is "cold iron"?
Quote from: SparkletwistI think the light text is just as suited. It might look better if it's a light tan and not pure white, admittedly.
A concrete (i.e., not based on personal aesthetics) advantage to the light text is that nothing has to be removed from the background to make it work.
Two excellent points. The asthetic appeal of the dark text was that it looked more natural to the map. The pure white was too out of place. A light tan would probably satisfy both of our qualms.
(Pssst....Sparkle. Did you see? I think we agree on something! Woohoo!)
Quote from: Humabout
Quote from: Seraphine_Harmonium
It is harmful to them. Its qualities counteract their magic, and Cold iron is even worse, as they suffer injury from as much as touching it. You could think of them as being "allergic" to it.
So here's the million-dollar question: What the heck is "cold iron"?
Cold Iron is the same material as any other iron, but it is hammered and forged at much lower temperatures.
Final Thiodonn map.
(http://farm8.staticflickr.com/7038/6973701954_9c1ed47a42_m.jpg) (http://www.flickr.com/photos/26747731@N06/6973701954/)
[spoiler](http://farm8.staticflickr.com/7038/6973701954_9c1ed47a42_b.jpg) (http://www.flickr.com/photos/26747731@N06/6973701954/)
[/spoiler]
Quote from: Seraphine_Harmonium
Cold Iron is the same material as any other iron, but it is hammered and forged at much lower temperatures.
So wrought iron? You have to smelt iron ore to get iron out of it (2,190 degree F). This is wrought iron. Any colder and you're just pounding on ore. At 2,800 degrees F (far beyond the reach of furnaces until the industrial revolution), you actually melt iron.
This is just how iron works. You can always have it different in your setting. I'm just offering food for thought and trying to better understand "cold iron." (It always puzzled me anyway.)
Quote from: Humabout
Quote from: Seraphine_Harmonium
Cold Iron is the same material as any other iron, but it is hammered and forged at much lower temperatures.
So wrought iron? You have to smelt iron ore to get iron out of it (2,190 degree F). This is wrought iron. Any colder and you're just pounding on ore. At 2,800 degrees F (far beyond the reach of furnaces until the industrial revolution), you actually melt iron.
This is just how iron works. You can always have it different in your setting. I'm just offering food for thought and trying to better understand "cold iron." (It always puzzled me anyway.)
It can be heated to extract the iron from its ore. The thing that really makes it "Cold Iron" is the way that when shaping the iron into a blade, or whatever form it is to take, it is done at room temperature, worked with pure muscle and force of will. Forging the metal into shape without the benefit of fire is an act of magic in itself. It is the long, slow magic of ritual and determination, and cold iron weapons are always forged with purpose. This purpose pours into the item over the course of the forging.
Okay, cool. Next question: Since you could smelt iron with a lot of ash and stuff to create medieval-quality steel, allow the steel to cool, and then beat it into a new shape, is there such a thing as cold-steel? The same process could be used to work bronze or copper, too. Does the magic come from working the metal at room temperature, pouring extra effort into making it (damascan steel supposedly involved an EXTREMELY laborious process, even though it was worked well above room temperature), or an intrinsic property of iron?
In my setting, I ran with it being an intrinsic property, which led to a lot of other things (fae don't and cannot use iron or steel weapons/armor, but the wealthy ones do use bronze armor and weapons and are fond of enchanting them. This leads to exagerated stories about faerie wealth and hiding pots of gold. Bronze's ties to older civilizations and legends also helps make magical weapons seem more magical and legendary, even if they were forged last week. Iron's resistance to magic gives an air of conflict between technological progress and magic, even though there really isn't any - it's all a matter of material properties and economics (bronze is Eck-Spen-Siv!). That's who it's worked out in my setting, so far.
Quote from: Humabout
Okay, cool. Next question: Since you could smelt iron with a lot of ash and stuff to create medieval-quality steel, allow the steel to cool, and then beat it into a new shape, is there such a thing as cold-steel? The same process could be used to work bronze or copper, too. Does the magic come from working the metal at room temperature, pouring extra effort into making it (damascan steel supposedly involved an EXTREMELY laborious process, even though it was worked well above room temperature), or an intrinsic property of iron?
In my setting, I ran with it being an intrinsic property, which led to a lot of other things (fae don't and cannot use iron or steel weapons/armor, but the wealthy ones do use bronze armor and weapons and are fond of enchanting them. This leads to exagerated stories about faerie wealth and hiding pots of gold. Bronze's ties to older civilizations and legends also helps make magical weapons seem more magical and legendary, even if they were forged last week. Iron's resistance to magic gives an air of conflict between technological progress and magic, even though there really isn't any - it's all a matter of material properties and economics (bronze is Eck-Spen-Siv!). That's who it's worked out in my setting, so far.
While stat-wise i am treating iron weapons as equivalent to the standard steel weapons of other settings, as I think of it, the process of adding carbon so as to make true steel is unknown. So while it is hypothetically possible to create "cold-steel" in the same manner as "cold iron" it does not exists currently as such. Maybe as a plot device for a particular campaign, but in general no.
Iron has intrinsic properties that are anathema to fae, and cold forging maintains and amplifies these properties. The hotter the iron gets, and the longer it stays that way, the more those qualities dissipate.
The idea of iron being specifically magic-resistant is interesting, though. I might play with that.
Excellent answers! I'm running out of questions, so I'll just expound on how I envisioned iron being magic-resistant:
In my setting (YMMV), iron interferes with magic the way lousy wiring screws with radio signals in an old house. MAgic goes all staticy and wonky and doesn't work anymore. Because fae are magical in nature and depend on magic to survive, jamming iron weapons inside them does really nasty things. Encasing them in iron cuts them off from the magic they need to live and starts killing them. Having too much iron around interferes with their connection to magic.
Now naturally, if iron interferes with magic, it cannot retain a magical enchantment, even if one were to be able to keep an enchantment together despite the iron it's enchanting. That's why magic weapons have to be made of other materials (most of which are more expensive than (bronze), inferior to iron (copper, led, obsidian, wood), or both (gold, silver, etc.)). This does have the effect of making magic items obscenely expensive or nerfing them (in the case of using poor-quality iron substitutes), and it generally drives up the value of bronze, since it's the only goodiron stubstitute. I toy with the idea of the Feywild (or whatever you want to call it) being very rich in tin and copper, and giving all the faeries all the bronze they need, but I'm not sure how that will upset things (massive human raiding parties into the Feywild to steel their bronze). It's a question I'm still working on and one you may have to answer if you travel too far down this path.
Hope that sparks your imagination, if nothing else. I'll try to come up with some more constructive stuff to post for next time.
Quote from: Humabout
I toy with the idea of the Feywild (or whatever you want to call it) being very rich in tin and copper, and giving all the faeries all the bronze they need, but I'm not sure how that will upset things (massive human raiding parties into the Feywild to steel their bronze). It's a question I'm still working on and one you may have to answer if you travel too far down this path.
Based on legends and folk tales about faerie otherworlds, it seems like a place that is very hard to get to on purpose. Most people who go there do so by accident, and the ones that do go on purpose have help from someone who lives there. This can be a faerie lover (as in the case of Oisin) or a gift from a god (as in The Voyage of Bran). And there is a Welsh tale called "The Spoils of Annwn" in which Arthur and some knights travel there seeking treasure, and the whole thing ends in disaster.
I'd say that as long as the Otherworld/Feywild/Annwn can take care of itself, human raiding parties aren't too big of a problem. Certain fae charged with the protection of the treasures and the bronze sources. Add to that the difficulty of getting there at all, such as only possible at Twilight at some kind of threshold in the presence of three magical trees on a feast day, or some such, and bronze can flow like water in Fairyland, and still be stupidly hard to come by in the mortal world.
Well, that's one issue solved. Lol!
Not to mention that even if you do know how to get there, getting back might not be as simple as backtracking your steps :ph34r:
Quote from: Ghostman
Not to mention that even if you do know how to get there, getting back might not be as simple as backtracking your steps :ph34r:
Very true.
And that time flows differently there. It's not uncommon for someone who ends up there to return after what they perceive as a day, only to find that a century has passed and everyone they knew is dead.
WoodwoseThe massive creature before you resembles a large man coated in a thick mat of shaggy hair from head to toe, and carrying a small tree for a weapon.(http://upload.wikimedia.org/wikipedia/commons/b/bf/The_Fight_in_the_Forest_%28Hans_Burgkmair_d._%C3%84.%29.jpg)[note]
Woodwose |
Large Fae CR 5 | XP 1600 |
HP 66 (9d6+27) | Init +1; Senses Low light vision, Perception +7 |
Speed 30 ft. | Fort +6, Ref +7, Will +6 |
Dodge: +1 (Dex) | Block: +8 (+5 BAB, +4 Str, -1 size) |
Melee Large Greatclub +8 (3d6+6) | Base Atk +5 |
Special Qualities Fae qualities, DR 5/Iron; Weakness Cold Iron | Special Attacks Spell-like abilities |
Str 19, Dex 12, Con 16, Int 6, Wis 10, Cha 11 | Space 10 ft.; Reach 10 ft. |
Feats Great fortitude, Nimble Moves, Power attack | Skills Knowledge (Nature) +5, Perception +7, Stealth +8, Survival +7 |
Languages Sylvan Environment Temperate forest Organization: solitary, pair, or gang (3–6) Treasure none Alignment: Neutral Advancement: By character class |
[/note]
Said by some to represent man's animal nature, the woodwose is also called the Wild Man of the Woods. These fae are usually solitary, grouping together only rarely and briefly, usually for mating. They do not typically align themselves with either of the courts of the sidhe, as they have no mind for politics, and their minds are not suited to the concepts such things entail. Though they are intelligent enough to be able to speak, make plans and solve problems, they are not good with abstract concepts like honor, loyalty, and rules of conduct.
TacticsWhen encountering humans, woodwose tend to be shy, observing from a distance while hiding as best they can. If they are discovered, or feel threatened, however, they are likely to attack viciously, often calling on nearby animals for aid.
Cold Iron Vulnerability: A woodwose takes 1d4 points of damage any time they are touched by cold iron, including when struck by a cold-iron weapon. This ignores damage reduction.
Spell-Like Abilities: 1/day:
Speak with animals, speak with plants, summon nature's ally III
I have posted Class layouts for the Gaestat and the Fenian HERE (http://www.thecbg.org/index.php/topic,209360.msg209425.html#msg209425)
They are taking the form of base classes. The Gaestat is an alternate Barbarian, and the Fenian is an alternate Ranger. These replace the standard classes, though if characters wish to take archetypes for the standard classes, they may.
If anyone has thoughts on either of these classes, I would like to hear them.
So I am working on a Cad Goleor fiction at present. It is still untitled, but much of the action is set in Tulainn, which some of you may be familiar with. I have been gradually editing a map of it, and it was the starting location of the semi-successful IRC game I ran a while back.
The gist is this: The king is old and has no offspring. As the king sets out to choose his successor, two foster brothers try to prove themselves as viable candidates. It is a mix of adventure and political intrigue. With a dash of monsters and magic peppered in.
I don't want to post the whole thing on the general forums, but I am willing to share it with anyone who is interested. If you want to read the work-in-progress, send me a PM, and I will make sure you get updates as I write them.
A more realistic overland map of the lands of Abred for Cad Goleor I made using GIMP.
(http://farm8.staticflickr.com/7073/7360478454_9dc747c5d9_z.jpg)
[spoiler=Big Map](http://farm8.staticflickr.com/7073/7360478454_a0d25e9c17_k.jpg)[/spoiler]
Very nice. How did you create that granular effect on the forests' edges?
yeah. very, very nice.
That in particular is done using the paintbrush tool, sourcing from a pattern instead of a color. But it's a "Black and white trees" pattern that I had to download. Normalized the colors, and then colored the whole thing.
I'll admit that I'm not the one that came up with that technique. I picked it up from a tutorial at the Cartographer's Guild.
If you plan to still fiddle with the map, one might thicken the black lines around the white labels of isles for readability and smooth the palette shift that occurs in the upper right lands. I like the style, and especially enjoy the symbol-set you choose or made for settlements.
What's next for Cad Goleor? And what are the odds of recordings of the correctly pronounced Setting Nouns?
Quote from: Tangent_JaercWhat's next for Cad Goleor? And what are the odds of recordings of the correctly pronounced Setting Nouns?
Like an audio file? You mean you actually want to PRONOUNCE them!? :jawdrop:
Currently working on fiction for it. Maybe it could even get published someday when it is finished and doesn't suck. It seems a better way to develop the setting than just deciding things at random and filling in. Start building a world as entwined with its stories.
Otherwise its just whatever it occurs to me to put in an entry about, or whatever someone is interested enough to ask about. And, as always, trying to find a live group willing to play in it.
I surely do. If you'd like I can probably whip up such a (theorized from my brain, and semi-familiarity with gaelic noises) audio file.
Ah, yes, the fabled fiction, that I so await reading. :P
Would you ever entertain the notion of a CG PbP?
Quote from: Tangent_Jaerc
I surely do. If you'd like I can probably whip up such a (theorized from my brain, and semi-familiarity with gaelic noises) audio file.
Ah, yes, the fabled fiction, that I so await reading. :P
Would you ever entertain the notion of a CG PbP?
I was actually thinking about doing just that. I was running an IRC game for a while, but PbP would be easier on my internet usage. It's just hard to keep them going. But I may put up a thread to gauge interest.
http://www.thecbg.org/index.php/topic,191172.msg195157.html#msg195157
Here is the post on the Defense Roll
I am wondering if having 2 separate ways to defend yourself makes things too complicated.
Currently "Dodge" involves taking skill points, which means characters would have fewer points to put into other things, and would disadvantage low-skill-point characters. On the other hand, "Block" currently works by "attacking" your opponent's attack, so it disadvantages non-warrior types.
What if the "Defense Roll" were closer to the Pathfinder "Defense score" variant? I am committed to an active defense roll, rather than a static defense score, but maybe a more simple
1d20+Dex bonus+Shield Bonus+Misc
would streamline things neatly?
To be thoroughly blunt, I see the attempt to separate out 'Blocking' and 'Dodging' into separate skills as fairly pointless. In any fight a character is doing everything they can to avoid being hit (also to hit the opponent), not just doing either (particularly if you assume that a single attack roll does not represent an individual blow and rather a whole round [of whatever duration] worth of effort)
I think blending the ideas and having a single defensive roll as you are now proposing is a far more mechanically and commonsensically intuitive solution. I still think it would be good to allow some degree of specialization in 'Defence' as a skill (through a feat with similar effects to Skill Focus, perhaps?) but I think consolidating the concepts into a single defensive capability is a definite improvement.
Quote from: Tangent_Jaerc
I surely do. If you'd like I can probably whip up such a (theorized from my brain, and semi-familiarity with gaelic noises) audio file.
Making an audio file as such is not a problem. But it does not appear that such audio-files can be uploaded to the forums, so one would either need an external site to link to, or would need to zip the file.
Quote from: HippopotamusDundee
To be thoroughly blunt, I see the attempt to separate out 'Blocking' and 'Dodging' into separate skills as fairly pointless. In any fight a character is doing everything they can to avoid being hit (also to hit the opponent), not just doing either (particularly if you assume that a single attack roll does not represent an individual blow and rather a whole round [of whatever duration] worth of effort)
This is a good point. Someone blocking an attack isn't likely to just stand with his feet rooted to the ground because he has to choose whether he will dodge or block.
Quote from: HippopotamusDundeeI think blending the ideas and having a single defensive roll as you are now proposing is a far more mechanically and commonsensically intuitive solution. I still think it would be good to allow some degree of specialization in 'Defence' as a skill (through a feat with similar effects to Skill Focus, perhaps?) but I think consolidating the concepts into a single defensive capability is a definite improvement.
So do you think "defense" would still be good to have as a skill specifically? The ability to scale one's defensive abilities would definitely come in handy as attacking ability improves with higher levels. Should this be a universal class skill? Of course, in Pathfinder you can still have 20 ranks in cross-class skills by level 20, so it's not a huge deal to spend some points on it unless you have VERY few skill points.
Or, since you mention "through a feat...similar to Skill Focus" do you think it should not ACTUALLY be a skill, but that PCs should just be allowed to take one or more feats that improve their defenses?
Quote from: Seraphine_Harmonium
Or, since you mention "through a feat...similar to Skill Focus" do you think it should not ACTUALLY be a skill, but that PCs should just be allowed to take one or more feats that improve their defenses?
You've hit the nail squarely on the head - I think a feat recognizing particular skills in defence (much as various skills in offence are reflected by Weapon Focus/Finesse/Specialization, etc) that provides a bonus commensurate with Skill Focus (+3, if I recall?) is the way to go.
Ultimately I think when it comes to the question of 'Defence' as an active roll to oppose attack, there are two real options that maintain game balance - either they are
both skills or they both function like Base Attack does in D&D/Pathfinder. And given the current model you're proposing I would advocate having them both function like Base Attack but with a similar array of feats allowing improvement and specialization.
Quote from: HippopotamusDundeeUltimately I think when it comes to the question of 'Defence' as an active roll to oppose attack, there are two real options that maintain game balance - either they are both skills or they both function like Base Attack does in D&D/Pathfinder. And given the current model you're proposing I would advocate having them both function like Base Attack but with a similar array of feats allowing improvement and specialization.
I look at "Base Attack Bonus" and I see what is essentially a skill with a set progression, instead of one you choose. So turning both of them into skills appeals to my "streamlining" and "simplifying" instinct. On the other hand, the game is balanced with Base Attack Bonus in mind, and changing attacks to a standard skill might throw off game balance in unforeseen ways. So having defense function like Base Attack might be more in line.
Now I am thinking of how a "+6/+1" Defense bonus to parallel the "+6/+1" Base Attack bonus could make a degree of sense. If two equal powered characters are fighting each other, then each attack relative to each defense is scaled to match, as one would expect. However, if one is being attacked by multiple enemies, their defenses against the second and third attackers would be reduced, as the character becomes overwhelmed.
Quote from: Seraphine_Harmonium
Quote from: HippopotamusDundeeUltimately I think when it comes to the question of 'Defence' as an active roll to oppose attack, there are two real options that maintain game balance - either they are both skills or they both function like Base Attack does in D&D/Pathfinder. And given the current model you're proposing I would advocate having them both function like Base Attack but with a similar array of feats allowing improvement and specialization.
I look at "Base Attack Bonus" and I see what is essentially a skill with a set progression, instead of one you choose. So turning both of them into skills appeals to my "streamlining" and "simplifying" instinct. On the other hand, the game is balanced with Base Attack Bonus in mind, and changing attacks to a standard skill might throw off game balance in unforeseen ways. So having defense function like Base Attack might be more in line.
This is quite ironic, because this is the basis on which I draw the line between 'Skills' and 'Saving Throws/BaB' - Skills remain fully customisable regardless of class (even within the somewhat constrictive bounds of 'Class Skills') where BaB/Saving Throws are decided upon from a fairly limited range of options at character creation and can never be tweaked again (except with multiclassing).
Certainly I think the way you're now heading sounds fantastic (I volunteer as playtester!), and your thoughts regarding the defence parallel to extra attacks are very both interesting and intuitive, and not something I've come across before.
Quote from: HippopotamusDundee
Quote from: Seraphine_Harmonium
I look at "Base Attack Bonus" and I see what is essentially a skill with a set progression, instead of one you choose. So turning both of them into skills appeals to my "streamlining" and "simplifying" instinct. On the other hand, the game is balanced with Base Attack Bonus in mind, and changing attacks to a standard skill might throw off game balance in unforeseen ways. So having defense function like Base Attack might be more in line.
This is quite ironic, because this is the basis on which I draw the line between 'Skills' and 'Saving Throws/BaB' - Skills remain fully customisable regardless of class (even within the somewhat constrictive bounds of 'Class Skills') where BaB/Saving Throws are decided upon from a fairly limited range of options at character creation and can never be tweaked again (except with multiclassing).
Certainly I think the way you're now heading sounds fantastic (I volunteer as playtester!), and your thoughts regarding the defence parallel to extra attacks are very both interesting and intuitive, and not something I've come across before.
Ah, well if you are drawing the line based on ability to customize, then yes, your designations make perfect sense. Of course, in the most basic way, you can look at anything from attacking, to sneaking, to will saves to function in the same way. You roll the die, and add to it your bonuses. If your result is high enough, you succeed.
So, now I am thinking (and this is more a refining of my thoughts, than anything new): Base Attack Bonus is at its core a measure of your overall level of "fighting" talent. Anyone who learns how to attack will spend just as much time learning how to defend. Fighting is about a lot more than your weapon. It is about movement and distance, reading your enemy's signals, and anticipating their actions. Every aspect that goes into making a successful attack can be applied to making a successful defense. So the defense roll would always be connected directly to your BAB.
Now, I don't think that defending needs to count as using up an attack, but I think that for every attack your BAB grants you, you should get to defend yourself against an attack. For any additional attacks made against you, you would not get to add your BAB to the roll, so you'd be left with, I'd say DEX and Shield Bonus. And any miscellaneous mods.
Of course, there could be a feat that allows you to defend against an extra attack, taking a -2 to all defense rolls, like Rapid Shot does with attacks. The question is, how do you know when to use it?
What if you simplieifed your defense roll tp 1d20 + Dex + Shield + Misc bonuses + "training".
Characters with full BAB get +2 training, character with 3/4 BAB get +0, characters with poor BAB get -2.
I do not think requiring iterative attacks in order to use the defense roll is a sanity-preserving idea. It especially will caus wired oddness if applied to creatures with natural attacks.
Quote from: Tangent_Jaerc
What if you simplieifed your defense roll tp 1d20 + Dex + Shield + Misc bonuses + "training".
Characters with full BAB get +2 training, character with 3/4 BAB get +0, characters with poor BAB get -2.
I do not think requiring iterative attacks in order to use the defense roll is a sanity-preserving idea. It especially will caus wired oddness if applied to creatures with natural attacks.
Hmm, as much fun as the idea is that the more people are attacking you, the harder it is to keep defending against them, you may be right that "iterative" attacks might get too crazy. However, once you get past the low levels, a simple "+2" for training becomes insufficient to keep up with your enemies.
To demonstrate, lets take 2 fighters who are statistically identical. Each has a 14 for both Str and Dex.
At level 1:
Attacker: 1d20+3 [+1(BAB)+2(Str)]
Defender: 1d20+6 [+2(Training)+2(Dex)+2(Large shield)]
At level 1, the advantage is to the defender, but at level 10...
Attacker: 1d20+12 [+10 (BaB)+2 (Str)]
Defender: 1d20+6 [+2 (Training)+2 (Dex) +2 (Shield)]
The attacker has now soundly surpassed the defender. Barring significant magical advantage for the defender, attackers by far have the advantage.
If the defense instead used a the highest BAB, now the defender has an advantage. On the first attack it is only his shield bonus. On the second attack, it is significantly more, as the attacker's bonus is decreasing with each attack, while the defender's bonus remains the the same.
So, while the scaling bonuses on defense attempts can get a bit crazy, two PCs would at least remain balanced against each other.
Not a "real" update to anything, but here is a map I made on the Cartographer's Guild of a Celtic Hill Fort. Though not any specific place in the setting, this is the kind of fortification one would be likely to see in Cad Goleor.
[spoiler](http://th02.deviantart.net/fs70/PRE/i/2012/211/8/6/celtic_hill_fort_by_seraphine_harmonium-d598g8o.jpg)[/spoiler]
I like that.
The art style makes it look like it could be a flash game. Celtic Hill Fort tower defense. :D
How about this for modifying the defense roll?
http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm
So at 1st level it would be
Attacker: 1d20+3 [+1(BAB)+2(Str)]
Defender: 1d20+10 [+6(Defense)+2(Dex)+2(Large shield)]]
Advantage defender. But at 10th level
Attacker: 1d20+13 [+10(BAB)+2(Str) +1(Weapon)]
Defender: 1d20+13 [+9(Defense)+2(Dex)+2(Large shield)]]
We have evened out. And all the way at 20th level
Attacker: 1d20+23 [+20(BAB)+2(Str) +1(Weapon)]
Defender: 1d20+16 [+12(Defense)+2(Dex)+2(Large shield)]]
The advantage has switched to the attacker.
This does not take into account magic weapons and shields, or any feats that might influence one or the other. This would afford the characters with a scaling defense to help keep up with the scaling attacks. And while the growth in attack bonus generally outpaces the growth in defense bonus, it helps keep characters from lagging so far behind. And by adding opportunities to specialize in defense through feats, characters could choose to keep their defenses equal to, or maybe even higher than their enemies' attacks.
And if I think about it, the advantage is still to the defender on the the second, third, etc. attacks, because their bonuses go down.
A bit of a bump, hoping to get some input on the modified defense roll.
Also another minor question: Which term should I use for the "honor" price of a man killed: The more commonly known "wergeld" or the more authentically Celtic "eineachlan?"
Eraic, Galanas or Sarhaed are all terms referring to the same concept of 'blood-money', though they tended to be used closer to the medieval period.
And when it comes to the Defence Roll, I think that looks like a fairly sound system. I would personally argue that the highest set of bonuses should be restricted to the Fighter and the Cleric and Paladin shouldn't be given that advantage.
Quote from: HippopotamusDundee
And when it comes to the Defence Roll, I think that looks like a fairly sound system. I would personally argue that the highest set of bonuses should be restricted to the Fighter and the Cleric and Paladin shouldn't be given that advantage.
Well, currently the setting doesn't even have Paladins anyway. And barring a "Let's bring Catholicism to the Pagans!" analog adventure, I doubt there will be. So that's not a big deal.
Fair enough, though I would love to see a "Let's bring Catholicism to the Pagans and get smote by the Old Gods'" analog :P
Really, it was more a wider comment on the fact I think that the alteration of classes and the Celticisation of their core concepts will probably require an adjustment of which classes go where on the table.
Quote from: HippopotamusDundee
Fair enough, though I would love to see a "Let's bring Catholicism to the Pagans and get smote by the Old Gods'" analog :P
THIS NEEDS TO HAPPEN NOW.
Quote from: HippopotamusDundeeReally, it was more a wider comment on the fact I think that the alteration of classes and the Celticisation of their core concepts will probably require an adjustment of which classes go where on the table.
Fair enough
Quote from: Seraphine_Harmonium
Quote from: HippopotamusDundee
Fair enough, though I would love to see a "Let's bring Catholicism to the Pagans and get smote by the Old Gods'" analog :P
THIS NEEDS TO HAPPEN NOW.
DO ITTT!
The Fomhoire
Dark gods of the fomorians
A write-up on a couple of the gods worshiped by fomorians. These gods are considered to be of the fomorian race, but are the oldest and most powerful among them. Their profiles are meant to be relatively objective, but the write-ups are written with an eye to what the fomorians think of these gods, rather than what humans think of them.
BalorGreater GodAlignment: Chaotic Evil
Profile: Death, Magic, Winter, Battle, The Otherworld, Secrets
Epithets: "The Evil Eye," "The Baleful Eye" "The Sleeper," "The Blind God."
With a head the height of a man, the King of the Fomhoire is an intimidating sight. A creature with shaggy hair and beard, tusks, and horns sprouting from his temples, Balor's most distinctive feature is his single eye in the middle of his face. This eye is pure poison, striking dead any it looks upon, and turning them to stone. His own eyelid was petrified by it, and in Annwn he keeps a pair of servants on his shoulders to lift it for him.
Having only one eye is no impediment to this Fomorian King, for he has such acute hearing and sense of smell that he can locate creatures, obstacles, and learn as much about his surroundings with them as anyone could learn with eyes. Furthermore, having only one eye, it is said that he has an eye in each world. He knows the secrets of this world and the next. Those who seek this knowledge, if they are without fear, or scruples, may seek to bargain with Balor.
Balor hates all Tuatha gods, but has a special enmity with Lugh Longfingers, his half-danaan, half-fomorian grandson. Lugh killed him once on the plains of Magh Ruadh, and in his lives since then, Balor has not forgotten.
BresLesser GodAlignment: Lawful Evil
Profile: Agriculture, Stinginess, Tyranny, Vanity
Epithets: "The Beautiful," "The Cruel"
Called "The Beautiful," Bres is the image of physical perfection. Unusually handsome for a fomor, he has chiseled features, golden hair, and a perpetual smirk upon his face. At fifteen feet, he is not as tall as the mighty Balor, but easily towers over those around him. A single horn sprouts from the center of his forehead. He is seen wearing rich and luxurious apparel, usually layers of long, flowing robes.
Fomorians might be inclined to call him "soft" for his prettiness and pomp, if not for his demonstrated cruelty and efficiency. As a King he was an effective builder, and highly knowledgeable in agriculture, but inhumane and inhospitable. As a god, he demands unquestioning service from his followers, and may give boons in return for performing cruelties upon his enemies (namely the Tuatha and the Sidhe).
EthlennLesser GoddessAlignment: Lawful Neutral
Profile: Moon, Justice, Music, Sea
Silver haired maiden of the fomors, she is the daughter of Balor, and the sister of Bres. She is much removed from her fomorian kindred. Like her brother, she is beautiful, which is unusual for Fomorians. Unlike her brother, however, she seeks out that which is just and fair, an alien concept for the Fomhoire. She refused to aid Bres when he was exiled by the Tuatha from his seat of power. She is often demonized in fomorian religion as a traitor to the community for this, and for sleeping with Elcmar of the Tuatha, a union which resulted in the birth of Lugh Longfingers, the villain who killed her father, King Balor.
She has associations with the moon's fickle inconstancy. She was said to ride out on the sea in a silver boat in the dead of night, and mingle with the enemy. Balor was required to imprison her in a doorless tower to keep her away from the Tuatha, especially after it was prophesied that she would bear the mongrel son Lugh.
She is considered weak for indulging the dignity of other races, and her aversion to treachery and murder. They therefore consider her to not truly be one of them. In the second battle of Magh Ruadh, she guarded Dagda's stolen harp, and allowed it to be returned to him.
Morc and ConandIntermediate GodsAlignment: Neutral Evil
Profile: Revenge, Strength, Ferocity, Community, Brothers
Two brothers, always worshipped together, Morc and Conand represent the bond of brotherhood felt among fomorians. They exemplify the belief in doing anything for your brothers, or brothers-in-arms. These two were willing to break geasa for each other, and Morc slaughtered whole villages when Conand was killed. It is this degree of passionate friendship, and the rage that springs from wild devotion, that fomorians love. It is right to fomors that a small slight should be avenged one hundredfold.
These two represent the power and strength of the community as a whole, and what can be accomplished by acting together. Smaller than many others, these two only stand about ten feet high each. Their heads are long and goatlike, with ram's horns and scruffy beards on their chins. They are sometimes depicted as conjoined twins, or a single two-headed being, but this is generally considered "artistic license."
And a bit more on Fomorians:
The Fomorians are a race of giants—a primal race prone to chaos. The legends of the oldest times tell of the fomorians coming out from the seas, and they have been a constant menace to the people of Abred. They are typically mean-spirited, clan-centered, and very firm in the notion that they have the right to do whatever they are capable of doing. They are immensely loyal to their own clans in the face of outsiders, but have no compunctions against doing harm to one another in peace time, which is seen as nothing more than establishing the social hierarchy.
Fomorians as a race are prone to strange mutations, and always have some special power or ability to set them apart from their brothers and sisters. In general, fomorians fall into one of three basic categories: Fachans, Álainns, and Gabhars. Parentage seems to have no bearing on the category of the offspring. Fachans as a type typically have one eye, one arm, and one leg, all in the center of their bodies. Fachan's are highly talented magically, being able to move, see, and act in both worlds at once. Álainns are the Beautiful fomorians. They look much like humans, but are two or three times their size at least, and with features that look as though they were chiseled out of stone. Gabhars are the "goat-heads." Typically standing around ten feet tall, though sometimes much more, and occasionally less, these fomorians have long faces and horns. Some may have goat legs as well, but this is not a universal trait. Gabhars are swift enemies who focus on combat and physical might.
It is possible that the immense variety among fomorians is caused by their intermingled bloodlines with other races and magical beings. They are infamous for their willingness to mate with anything that they haven't killed yet, and this could be a factor in their high degree of mutations.
The Fomhoire, the dark gods worshipped by the fomorians, are called upon most frequently when going into battle. Though most fomorians worship all the Fomhoire as a group, fachans tend to be especially reverent to their chief god Balor, while Gabhars usually favor Morc and Conand, and Álainns give preference to Bres. This is likely based on the personal vanity of the fomorians, who wish to worship the god that looks the most like they do.
Minor update/addition
Fían: A 10 man war band of Fenian soldiers. Though the literal meaning is quite specific, the term is often used colloquially to refer to any group of traveling, fighting, or adventuring companions. This would include groups rallied to bring criminals to justice (like a posse) and a "party" of adventurers.
Found this DeviantArt Daily Deviation, and instantly thought of Wild-Shaped Druids. The woad and the owl's necklace fit perfectly.
(http://fc06.deviantart.net/fs70/i/2012/222/8/0/snowy_friends_by_latent_ookami-d5alse2.jpg)
I am starting to think that as I bring more detail to specific locales of the setting, that I will need to bring a bit more variety into it. While I absolutely want all of these places to feel "Celtic" in some way, I feel like Tulainn needs to feel different from Ceann Balor needs to feel different from Thiodonn. I think to a certain extent I will have to vary some governing structures a bit more, as so far it's mostly various levels of "kings."
You could try something like keeping the form of government essentially similar, just colored by local traditions. Eg. one town/tribe/whatever might have odd taboos attached to the ruler, another one might require a line of descent from a particular mythic figure, yet another one might have two siblings as co-rulers taking turns at the helm.
Quote from: Ghostman
You could try something like keeping the form of government essentially similar, just colored by local traditions. Eg. one town/tribe/whatever might have odd taboos attached to the ruler, another one might require a line of descent from a particular mythic figure, yet another one might have two siblings as co-rulers taking turns at the helm.
That has some potential. I know in Celtic myths, kings often had special geasa on them (taboos), and that sometimes there was a "within four generations" to claim descent-thing. So I might be able to work with that.
Faerie Courts
[ooc]Update, and/or reenvisioning of the faery courts of Annwn.[/ooc]
Faeries are primordial creatures. Though there is an underlying order that governs their actions, they are utterly wild things. They are capricious and difficult to comprehend. Their mentality is often one of extremes, and it has been said that faeries are incapable of feeling more than one emotion at a time. As such, when one arouses the anger of the fae, it is very difficult to quell their wrath. However, on the same principle, it is also possible to earn the full intensity of their admiration or love (which is sometimes equally dangerous).
Fae come in several varieties, and are descended from the primordial elder gods. They represent forces of nature, and come with a wide variety of powers. There are faeries of summer, of rivers, and of trees. There are fire faeries and water fairies, and there are faeries which seem partly or entirely animal.
AnimalAnimal Fae are any kind of fae that are partly or entirely animalistic. This includes "part-animals" like satyrs and merrows, purely animal fae such as the Cwn Annwn and Cat Sith, combination animals like the Griffon and the Hippocampus, and also the shifters that take on animal forms, such as werewolves, pookas, and selkies.
These are some of the most wild and unpredictable fae. They tend to be more chaotic, though they often have a pack mentality, and will respond to a clear display of dominance. Defeating the leader of a group of this class of fae may earn you the loyalty of the rest.
Animal Fae Types: Cat Sidhe, Centaur, Cwn Annwn, Garuda, Griffon, Hippocampus, Hippogriff, Kelpie, Merrow, Naga, Nuckelavee, Pooka, Satyr, Selkie, Siannach, Werewolf
VegetalThese are fae that are either in some way composed of plant matter, or are in some way bound to plants. This includes dryads, duirdaoine, and the Goddeau—a race of sentient trees.
These tend to be slow moving and slow thinking. Their though processes often follow very different and alien paths that humans will never understand. They rarely take any form of quick action without being roused by one of the Tuatha, or an extremely powerful druid.
ElementalThese are a class of Fae tied to the four elements. Some are barely sentient beings of pure elemental energy, almost formless things of immense power. Also in this category are anthropoid creatures with strong elemental bonds—undines, salamanders, gnomes, and sylphs. It also includes spirits bound to rivers, lakes, mountains and so forth. Their powers tend to be connected to these elements in some way.
They tend to be neutral in all aspects, because they do not perceive notions of good or evil, law or chaos, or take sides in anything at all. They act as it occurs to them to act in any particular moment.
Elemental Fae Types: Gnome, Nixie, Salamander, Spark, Sylph, True Elemental (Air, Earth, Fire, Water), Undine
SpritesThis is a class of winged fairies. They are usually small, and often insectile, and include pixies, grigs and Will o' the Wisps. Many of these can also take on larger forms.
FomorThese are the Giants. Everything from ogres to trolls fits into this category. Their size and bizarre physical proportions lead many to assume they are all brutish and stupid, but some are quite clever, and magically skilled.
Fomor Fae Types: Fachan, Fir bolg, Fomorian, Giant, Jotun, Ogre, Titan, Troll
SidheThe Sidhe are the most humanlike fae, at least in appearance. They are descendants of the Tuatha dé Danaan, and were banished along with their godly ancestors to their world beneath the hills. At certain times of day, at certain times of year, their music can be heard emanating from their faery mounds, and the clever can find their way into the abodes of the Sidhe.
Sidhe are organized into two courts: The Selig or "Seelie" court—a pure and haughty race, and the Onnselig or "Unseelie" court—a mongrel court which takes in a variety of different types of fae.
Sidhe come in many forms, from Aelfar, to Corrigans, to Redcaps and Duergar.
Sidhe Fae Types: Aelfar, Banshee, Baobhan Sidhe, Bean Nighe, Corrigan, Duergar, Dullahan, Korred, Leanan Sidhe, Leprechaun, Redcap, Sluagh
The Seelie CourtThe word Selig, which the Seelie Court uses to describe itself, means "blessed." They believe themselves to be more beautiful, more virtuous, and more honorable than any other beings in the worlds. While they are certainly more beautiful, their virtue is worth questioning. Seelie Sidhe (for the Seelie Court allows only fae of the Sidhe classification into its ranks) are often scheming and manipulative, and will prey on mortals just like the Unseelie do. The Seelie Sidhe take greater care with their prey, however, and try to avoid killing mortals without reason. Reason to kill, however, can be as minor as an imagined insult. Many Seelie Sidhe will, however, offer mortals who offend them the opportunity to make amends, either through a valuable gift, or a significant favor.
They believe in repaying favors, and rewarding cleverness. However, they are haughty and aloof, thinking themselves above mortals and other fae. They take great pride in their godly heritage, and consider the mortal world to be theirs by right. They take great umbrage to their exile beneath the hills, and largely hate mortals as a whole. Their sense of virtue and honor prevents them from the wholesale slaughter of humans, however, and they often are satisfied with the occasional act of mayhem, mischief, and killing of a few humans who "deserve it."
Vain creatures, they are known to respond to flattery, and compliments have been known to put off their wrath. As such, mortals often refer to them as the "Fair Folk" or the "Good People," which has been known to please them, and prevent them from wreaking too much havoc.
Theirs is the revelrous hall of Caer Fedwyd, the Hall beneath the Hills. Here they drink, dance, and cavort; wage their wars against the Unseelie, and plot revenge on mortals who have wronged them. Bands of "Trooping Faeries" seen in the mortal world lead some say they plan to one day storm the mortal world, and take back the realm that once belonged to them.
The Unseelie CourtContrary to their Seelie Cousins, Onnselig fae are diverse, often solitary creatures. They are not universally malicious, but the Unseelie hold no love of anything other than themselves. They often have no code of conduct beyond loyalty to their superiors. They have no compunctions against cross-breeding with a variety of different kinds of fae, and even mortals from time to time. The amount of variety in the Unseelie gene pool results in certain genetic problems, and they are often incapable of reproducing with one another, but find—to their great excitement and fascination—that mortals are often able to bear their children, and breed more stable half-fae. Unseelie Fae are known for replacing human babies with changelings—faeries disguised as babies, who are raised in human societies, or sometimes killed early.
The Unseelie Court's relations with the mortal world are mixed. They see humans and their ilk as means to an end, rather than as "people" who deserve respect. They will feed off of humans, either literally devouring them, draining their energy, feeding off of their emotions, or whatever other sustenance they require. Humans are disposable. There are always more, and while they are not above mating with humans as the Selig Sidhe are, they rarely develop feelings for these mortal mates.
The Unseelie like to think that they understand how everything works, and they see all things as predictable. They are known for their prophecy, and for their fatalism, chanting out omens of doom, often times with an undercurrent of boredom many find unsettling. They often appear to mortals, presenting them with omens and prophecies, and watching as the foolish creatures attempt to escape this fate, unwittingly forcing it to occur as predicted. They find this phenomenon highly entertaining, and view the process as a form of cruel game. They hate losing, however, and if a human should actually come close to thwarting this prediction, the fae will ensure some change in circumstances takes place to put this human back on track with their doom.
Though it is attended by fairies of both courts, the Wild Hunt holds particular appeal to the Unseelie. Riding out in force throughout the land of Annwn, venturing into Abred, wielding their power swiftly and mightily against whatever lies in their path. The Unseelie Court often makes use of the Hunts to gather slaves in Abred. They capture mortals, and take them back to Annwn, to force them to be their mortal servants. What's more, not even the dead are free from their mischief, for they have been known to shanghai those of the gray host into their service.
Not every encounter with the Unseelie court need be hostile, however. The Unseelie are accepting of mortals that know how to wield power, and will aid one who can prove his worth. They are not above helping mortals when it serves their purposes. They most certainly do not set such as a goal however. Mortals should beware: when an Unseelie fae offers aid, it comes at a price
Iscebeal
[note](http://fc02.deviantart.net/fs20/i/2007/258/d/a/Soolie_Cliffs_Of_Moher_by_sookiesooker.jpg)
Sookie Cliffs Of Moher (http://browse.deviantart.com/?qh=§ion=&global=1&q=Ireland+Coast&offset=264#/d12oxnm) by ~sookiesooker[/note]Castle: Dun Feicmuir
Government: Clan Council
Population: 23,400
Locations: Fealltach Forest
This city on the coast is about as urban a place as one finds in Glasconai. It rests high atop a cliff overlooking the sea, with a signal tower which serves double duty as a lighthouse for approaching ships, warning them against a death on the rocky shoals, which might easily be missed due to the fog that wafts up from these coastal waters almost constantly. The tower welcomes these ships into the bay, though this could just as easily prove threatening to those who wish ill. A narrow gap in the stone face provides passage for ships, which are then surrounded by high walls of stone before docking on the gravelly shore. Travelers to Iscebeal from abroad must at this point make the winding hike up the easily 2 or 3 hundred foot high cliff before entering the city proper, though a few fishermen and ship builders greet them at the shore. Atop the cliff, two great standing stones capped by a flat lintel stone form a doorway into the city.
The Outskirts are sparsely populated, constituting mostly farmland and cattle-holds owned by the wealthier clans. The further in one gets, however, the denser it becomes, packed with conical thatched roofs over dry-stacked stones carved out from the cliff face itself. Most are small, one-room affairs, with enough room for a man and wife to live with their children, but not comfortably. Only a few scattered buildings add on a second level, and most of those that do are the hostels.
Dun Feicmuir, the castle of Iscebeal, is permanently staffed with its own guards, and houses the assembly of clan leaders. It also serves as the ceremonial house of whichever clan chieftain is currently serving as head of the assembly. This is voted on any time there is a significant change in the relative power or prestige of the clans, and each chieftain gets a vote as to who will serve as the head--with the stipulation that no chieftain can vote for himself. While changes in power and prestige are frequent, do largely to infighting and attempts to outshine one another, years can go by without any such changes prompting a vote.
Iscebeal is a rather violent city, with clan infighting being commonplace and accepted. Carrying weapons in public has been outlawed, however, to reduce the number of killings, and since so much of the fighting is tied to honor, breaking this law to carry out a revenge is often counterproductive. Therefore, the majority of the city's many clan conflicts are conducted with fist-fights. This has led many here to study pugilistic arts, and grappling as forms of combat just as worthy as that of the sword.
The south and eastern borders of Iscebeal are marked off by the Fealltach Forest--a woodland region most people fear to enter. The folk of this city are possessed of a belief that "The trees lie." It is commonly believed that the various trees of Fealltach will uproot themselves and move around--causing paths to suddenly lead to different places in an attempt to confuse and trap travelers inside. The tales of this forest vary in their origins of such deceit. Some say that the trees themselves are fae creatures playing tricks on mortals. Others believe that the forest has been enchanted by an ancient and powerful druid who lives within the forest, hiding from the Order, and pursuing dark motives. The truth is uncertain, but perhaps one day the answer to this mystery will be uncovered...
It is no secret that Cad Goleor is based on the historical Celts, with emphasis on the Irish where possible, but also including the Gauls, the Britons, Picts, Scots, and to some small extent, the celtiberians.
I have generally been operating under the assumption that much of the world as a whole is made up of an amalgam of information about each of these peoples. However, I am thinking that it would make a much more interesting and dynamic world, if the differences between these different Celtic cultures were emphasized.
I have not worked out the details of this, but I am thinking that there would be a culture that bleaches and spikes their hair with lime, a culture whose warriors charged into battle naked and painted blue, a group that wears kilts, another robes, and a third that wears short tunics or vests and breeches. A culture where physical perfection is required of a king, etc.
This might result in having to change established features of certain places, but I think I am ok with this, if it adds to the setting as a whole.
It would make the CG come across as more diverse and less monolithic. I think a bit of mixing & matching would be a good idea though, to prevent the (sub)cultures from becoming too similar to historical ones.
If you decide to go with this idea you could write some short generalizing snippets on how each group views each other, reflecting their biases, alliances and grudges. This is a common feature in RPGs with heavy focus on factions and politics.
Quote from: Ghostman
It would make the CG come across as more diverse and less monolithic. I think a bit of mixing & matching would be a good idea though, to prevent the (sub)cultures from becoming too similar to historical ones.
If you decide to go with this idea you could write some short generalizing snippets on how each group views each other, reflecting their biases, alliances and grudges. This is a common feature in RPGs with heavy focus on factions and politics.
Yes I am going ahead and working on this now. Playing up the variety I feel will make things much more interesting. I can work in the ways different Celtic groups in the real world were influenced by the cultures they interacted with, each one remaining decidedly Celtic, but noticeably different from one another. And of course, giving it all a fantasy twist and shaking things up a bit.
I am also working on a magic system involving Oghams. Or other "runes." Or both.
[ooc]Here is the first couple, getting in two main cultural "groups" for Gwladwyn (which was previously essentially devoid of information) . For context, Rymal is a and empire from the continent, which lies beyond the normal scope of the setting. The people of the islands know little about it, beyond what they gleaned from the invaders, but it is meant to have a rather "Roman" feel.[/ooc]
Eastern Gwladwyn "Cwmvelod"
Power is more centralized in Cwmvelod (COOM-vel-odd) than elsewhere in the Isles. Here the tribes and clans have been forced by many conflicts to unite against foreigners and north-men out of frozen Niflmawr to choose more stable, permanent leaders, with wider-ranging authority. A single king here rules from the fortress at Bryn Mawr the lands of Gwystrad and Duvorix, as well as the small sacred isle of Ynys Gryff. Their battles with the wild savages of the north have hardened the people here, but it is the foreign invasions that have truly shaped and transformed this kingdom into what it is now.
The Rymalan forces conquered and held much of the Isle of Gwladwyn before finally being repelled. As they established themselves on the island, they built up settlements, outposts, and a degree of infrastructure that they native people had not seen before. When the invaders were finally turned back, they left behind temples to their own gods, and houses of stone, castles, walls, and roads. While many of the edifices built by these ousted conquerors were demolished, the materials were reused by the natives, and some features of Rymalan architecture made an impression on the Eastern Gwladwychs. Their oppida—fortified hilltop settlements—are packed more densely, and arranged more like true cities, with markets, government offices, mints producing actual currency (in contrast to the barter economy of their neighbors), food stores, craft shops, and similar features. They are typically well-fortified, densely packed with multi-story housing, and connected by proper roads, maintained by tribal governments under the auspices of the king.
It is not only in architecture and population distribution that the Rymalans left their mark. The Gaedhelic tribes of the island resorted to many unusual means to drive out their enemies. They resorted to using bows and slings in battle regularly, finding them necessary to thin out the closely packed formation-fighting tactics of their enemies. In an attempt to even the odds, they also began to adopt the use of armor—mail for the elite, and boiled leather for the less affluent combatants. Many wear helmets and carry shields. Glasconneachs scorn the Cwmvelodi as soft-skinned cowards who fight without honor.
Despite the "softness" of its people, the Kingdom of Cwmvelod is renowned for its horsemanship and excellent horse-breeding practices. Cwmvelodi horses are a prestigious, and bought by noble families throughout the isles. The realm also produces large amounts of iron and salt, and their iron-workers make high quality iron weapons and are virtually the only smiths capable of producing the glittering coats of mail they are known for. These are sought after by nobles and kings, for whom physical perfection is often a prerequisite of ruling. A maimed or badly scarred king can often be considered unfit to rule, and so armor is highly desirable, despite the stigma attached to it.
Though many of the temples the Rymalans erected to their gods were torn down, many more were converted into temples for the Tuatha. Some even mimicked the Rymalans by creating new temples to the gods, though these newer constructions mirror the simpler, undecorated style of the Gaedhelic peoples. Druids remain important here, maintaining important sacred centers at Llanwrst and Ynys Gryff, but they are fewer in number here than elsewhere in the isles. Bardic schools are all but unheard of here.
The styles of clothing here were influenced by the Rymalans, and men and women alike tend to drape themselves in voluminous robes, in the fashion of the invaders, which they pin in elaborate patterns with decorative pins. These are often of fabrics patterned with stripes, checkers, herringbone, or plaids, and in bright colors. The men are frequently clean-shaven like Rymalans, but keep their hair long. This combination of long hair and smooth faces encourages the other Gaedhelic tribes to persist in calling the Cwmvelodi "womanish." Though their appearances may be more androgynous, the Cwmvelodi are not as kind to their women as other tribes. Women are not allowed the social freedoms men have, such as property ownership and equal protection under the law, and women are not allowed to bear arms. One legend claims that this prohibition was enacted when the king's mother-in-law complained of the savagery with which she saw women slaying one another in battle.
Western Gwladwyn "Prwdardd"
Western Gwladwyn, a land called Prwdardd (Pru-DARTH), was also affected by the Rymalan Campaigns, though not always in a manner consistent with their effect on Cwmvelod. Instead of a centralized kingship, the Prwdarddi have adopted a quasi-republican form of tribal government, in which the ruling clans from each of the major tribes: the Penarthans, the Dynedians, and the Harixians, all send representatives to an annual council to determine Prwdarddi policy. And while the leaders of these tribes may call themselves "kings" they cannot boast the power of the King of Cwmvelod. The battles with the Rymalans brought a continental influence to the realm, but it also fostered closer ties with the neighboring isle of Glasconaí.
The Rymalan Campaigns threatened to permanently change the lifestyle of the native people, and showed the Rymalans to be a significant enough threat to Glasconaí, that many tribes of that area voluntarily sent over bands of Glasconneach warriors to aid in the war effort. Some ties between Gwladwyn and Glasconaí still remain: arranged marriages between leading Glasconneachs and Western Gwladwychs are common, especially those from Penarth. These family ties also lead to fostering arrangements, with children sent across the Brine to be raised. During the campaigns, some of the tribes began to adopt Rymalan phalanx tactics, and armor of boiled leather. Supplies of iron being less plentiful here than in Cwmvelod, the Prwdarddi rarely use mail armor, but often wear heavy padding, shields, and helmets. Some rare warriors wear a brigandine armor of leather and bronze. They like to use massive claymore swords, though many also use long, knotty clubs called shillelagh, which can double as walking sticks for maneuvering the hilly and mountainous highland terrain of Prwdardd. The Prwdarddi are warlike, and prone to fight over small matters, but in combat lack the pure, utter fury of their Glasconneach cousins. Though they hate to admit it, they have not lived in the wild for generations.
Men here are often larger than the men of other isles, and tend to wear their hair fairly short. They more often sport moustaches than beards, but thick muttonchops are common. They are often noted for their odd lumpy and floppy caps. Like their Eastern Gwladwych neighbors, they also wear "robes" of a sort: masses of heavy tartan fabric with many practical functions, and are used as anything from a blanket, to a cloak, to a hood as needed. But the most emblematic, and standard arrangement of this garment is wrapped around their waist and legs, and fastened over one shoulder. Each major clan has its own distinctive tartan pattern and colors, so a man's allegiance is written all over his clothes. Women wear long dresses. In the noble classes, these may sometimes brush the ground, but the lower classes have shorter skirts and dresses so that they may wade through the mud without tripping. Upper class gowns tend to be form-fitting; designed to better show off the wearer, while lower class dresses are baggy and tied as needed. Because of the cold climate, furs are often worn, and are frequently integrated into boots, caps, cloaks, and arm-wear.
Prwdardd consists mostly of mountains and moorlands, which are poor for farming, though there are a number of sheltered fertile valleys that are good for farming. The rest of the land must be used for sheep and goats. The realm also profits from its mineral resources in coal, copper, and gold. The central place of sheep and goats in Prwdarddi agriculture and diet has earned them the pejorative title "Goat-fucker" among the other Gaedhelic tribes.
Has the relative abundance of iron-based equipment in Cwmvelod borne any metaphysical consequences? Is the presense of the faerie otherworld felt as strongly there as elsewhere in Cad Goleor?
Quote from: Ghostman
Has the relative abundance of iron-based equipment in Cwmvelod borne any metaphysical consequences? Is the presense of the faerie otherworld felt as strongly there as elsewhere in Cad Goleor?
Oooh, good question!
I am inclined to say that the faerie otherworld of Annwn is less present there than elsewhere. The fae hate iron, and tend to avoid it when they can. This would coincide with the somewhat less prevalent position of druids in the Kingdom. Cwmvelod would be a somewhat less "magical" place on the whole than the rest of the Gaedhelic isles. The sacred centers--Ynys Gryff and Llanwrst would be very strange and magical places to a people who were used to a much more mundane existence. Druids would be concentrated here, and perform group rituals in an attempt to keep the Kingdom in alignment with the will of the gods. There are many rules for entering these places, designed to protect their sanctity.
Of course, the relative absence of gods and fae does not mean that nothing magical, bizarre, or monstrous can be found there. The magical power vacuum might well draw in giants, dragons, and other creatures that do not suffer from the iron vulnerability of fae. When fae are encountered here, it is especially terrifying, as these fae are powerful enough that they do not fear simple iron, and only with the specially crafted "Cold Iron" can one hope to defeat them.
Bryn Mawr: The center of power for all of Cwmvelod, the "Great Hill" of Bryn Mawr is the location of King Dorigern's Court and palatial stronghold. He and a brotherhood of warrior-nobles occasionally go on quests, as the king gets restless with the tedium of ruling, and needs glories and combat to feel a man. He also justifies these campaigns as being useful for making his presence felt throughout his kingdom. When he makes these excursions, he leaves stewards and trusted associates in charge of day-to-day affairs. They go about, quelling rebellious nobles, hunting beasts and monsters.
Marcuin's Wall: Named for a Rymalan commander and one-time governor of Eastern Gwladwyn, this was a massive wall spanning the border between Cwmvelod and Niflmawr. It was built by the Rymalans during their reign for the purpose of protecting their conquered lands from the tribes of the North. The northern tribes were more wild and unruly than the others, and the Rymalans found them intolerable. But instead of wasting manpower to eliminate them, which due to the frozen climate of Niflmawr would have been disastrous, they simply built a massive wall to keep them out. They kept a garrison to patrol the wall, and defend it from attack; that is, until the Rymalans were driven out of Gwladwyn. Since they have been gone, the wall has fallen into disuse, and gradually into disrepair. The people of Gwystrad living near the wall sometimes steal bricks from the ancient structure for building materials, hastening its dissolution.
Though the wall is still impressive to behold, it is crumbling somewhat—there are several crannies and chinks in its stones which can be in places be penetrated. In other places the wall is worn down enough to clamber over. Thusly do warbands from the north make it into Cwnvelod to harass the Kingdom.
Caer Orfell: A major castle keep along Marcuin's Wall at the Niflmawr border. It is constantly manned against invasion from warparties of the North. It is a major, if not the primary military outpost of the kingdom. Being so near to Niflmawr, and at the base of Mount Orfell, it is a place of constant cold. The cold itself is as great a danger as the threat of attack by Northern Barbarians or Jotuns. More than once have avalanches from off the side of the mountain come down on the keep, trapping the men of the watch inside. They keep themselves warm by huddling near fires, practicing the arts of war, and telling stories of heroes gone by, and tales of bravery and magic. Many of these are frightful legends of witches and dark faeries, or cruel spirits of nature. They remind themselves what they fight against, and the glories of the kingdom they fight for.
Ardmore
It has been said of the island of Glasconaí that "there is a king in every corner" and this is especially true in the land of Ardmore. Here every tribal chieftain calls himself a king. There is a King of Ceann Balor, a King of Torliath, a King at Broch Almhuin who is subservient to a King of Beldangan, but these all pay tribute to King Brogan mac Grania of Drochead. He rules over them all, and many see him as the man destined to retake the throne at Dun Gorm and become High King of Glasconaí.
Ardmore is a land of rolling hills, of mountains, and low wetlands. The Oppidum at Cnoc Caorán (Knockaron) from which King Brogan rules overlooks vast peat bogs and salt marshes. There are four "Great Hills" of Ardmore that reach higher than the others. Each hill has a view of at least one other. These hills are used to light signal fires, calling on the kings of the realm to aid one another in times of trouble and war. The peace among these kings is tenuous, however, and they frequently clash with one another in small border squabbles or cattle raids. No year goes by without battle. Allegiances in these conflicts can shift regularly, and the confusion wrought by this often turns such battles into free-for-alls. Such battles rarely end in lasting grudges, however, and most in the region feel such outlets of aggression are "healthy."
They take their honor very seriously, following strict codes of conduct, and fighting one another at any insult. Like most of Glasconaí, the warriors here refuse to wear armor, though this is as much out of vanity as anything else. The warriors of the other nations would not take them seriously if they donned iron suits for battle. These warriors wear breeches, and sometimes tunics and cloaks, but they tend to bear their chests for battle and paint designs on their faces and torsos. These designs are typically unique to their clans or tribes, and can be red or black in color.
Ardmore holds to a tradition of cremating their dead on impressive funeral pyres. At the funerals of important noble members of society, the nobles are joined in their journey to the Otherworld with certain belongings, such as their sword, their best clothes, and occasionally even a dedicated slave who will die to be with them. This is always a volunteer, and is only ever done when one desires to accompany their lord. Cremating is seen as especially crucial in Drochead, as some fell magic of the boglands of the south is said to make the dead walk again, seeking to pull the living down into the mire.
Chonailar
Historically, geographically, and politically, Chonailar is the center of Glasconaí. Trade routes from the East and West must pass through here, giving the realm tremendous influence. Also working in its favor is its famed capitol of Abhainnath. It commands more material resources than most, and only Clarath surpasses it in military might. It is said to be the ancient site of the court of the Tuatha during their reign over the island until humans drove them into the Otherworld, and from the Hill of Temaire rules Queen Deichtine at the fortress of Dun Gorm. Many seek to claim the throne of High King of all Glasconaí that rests in the fortress, but the Queen will not easily give up her own throne. Any force attempting to approach the hill is met with a greater force commanded by the queen and her army of Fenians. None with ambitions of conquest are admitted without a fight. Instead the Queen has a series of tests for would-be High Kings to pass before they may be crowned High King. None have yet succeeded in passing her tests.
Queen Deichtire is best known for the Battle of Ten Fires, fought soon after she took the throne of Chonailar. When her father died, her brother Maven was chosen first to be the next king, but he proved so poor a king, that the petty kings and chieftains of the realm under him stood behind her when she seized control from him. But while she was given a mandate to rule by her people, some of the other kingdoms did not respond well to a woman being given power. They assumed she would be weak, and that they could seize power from her—perhaps even the throne of High King. In the Battle of Ten Fires she showed these kingdoms that they had underestimated her. She met them on the field of Magh Ruadh, and controlled the battlefield with ten massive conflagrations, disrupting enemy movements, spooking their horses, and sowing many kinds of confusion in the forces of her adversaries. She herself took part in the battle, and proved herself to be a capable warrior, and a keen and clever commander. The combat was a rout, and she was showered with glory and praise.
Chonailar is a land of open plains, and the vast "Red Plain" of Magh Ruadh was the site of many famous battles, including battles of gods and men and fomorian giants. The Red Plain is so named for the bizarre hue of the soil, which is said to be so stained with blood that it is permanently colored. Chonailar's borders are marked with rivers and hills and dense forests. Though the land is dotted with hilltop oppida, the land here is on the whole much flatter than elsewhere in the island. It has no major mountains within its borders. The oppida are linked with river routes and rough paths. The River Dearg is used to trade between the Hill of Temaire, the city of Abhainnath, and the port town of Cois Muir. Tulainn and Sluisce, separated by larger expanses of land must be somewhat more self-sufficient, but also gain the benefit of greater autonomy. The King of Tulainn can call himself a king, and have it mean more than such a title would mean in Abhainnath or Cois Muir. The Hill of Temaire is the highest point in Chonailar, providing a view of most everywhere else in the kingdom, and sometimes into other kingdoms as far as Iscebeal in the East, Bullrath in the South, Beldangan in the West, and the whole pass of Cill Bearna in the North.
The strong Fenian presence here—a large contingent that is unquestioningly loyal to Queen Deichtire—gives the region a strong military presence. The Fenians are capable and dedicated to protecting their homeland and queen. Though the Fenians as a society have historically been exclusively male, the Fenians of Chonailar make no distinctions beyond ability, and incorporate many women among their ranks, many of whom hold ranks as rigfennidi, "king Fenians" commanding 27 warriors apiece. The constant training of the Fenians and permanent status of dedicated combatants means that much of the kingdom is freed from any real need to ever see combat. This is not to say that they never do, as battle is an integral part of the culture of the island; they simply channel their aggression into brawls at the public house, and personal contests of honor.
The Fenians as a standing army are focused on being effective combatants, and are often lightly armored, wearing stiffened leather and shields, and occasionally helms. They wield swords and shields exclusively, being a more formal military force than any other in the land. However, since even this force is very characteristically "Glasconneach," the soldiers are too individual to wield the exact same equipment and designs as their comrades. Some of their swords are long and straight, others short and curved. Their shields are tailored to personal taste, and bear personal emblems on them. Armor and helms are strictly elective, and must be abandoned if they interfere with the Fenian's ability to move across country at speed.
Apart from the Fenians, the Noble clans are the only folk allowed to carry swords. So in this land, fighters are regularly seen wielding axes, clubs, staves, and long dirks. Sometimes when farmers go to battle, they bring their pitchforks, wielding them as a primitive trident. While these "lesser" weapons are somewhat looked down upon, their usage is far from unknown to the people of the kingdom. They are essentially the only weapons available to the lower castes of society, who must make do with what they can find.
When the people of Chonailar (apart from the Fenians) engage in battle, they do so with intense fury. They make great to-do and ritual of painting patterns on their skin in blue woad ink, and spiking or styling their hair with special mixtures. They take great pride in their elaborate hairstyles both in and out of combat, and enjoy showing them off. Tunics and cloaks are the fashion. These cloaks are usually pinned on the right shoulder (Left being thought unlucky) and the tunics often drop below the knee. Trousers are often added to the outfit in the colder months, as are shirts with full-arm sleeves. Some of the more proud nobility still follow the ancient tradition of stripping themselves naked for a fight, and indulging in the reckless abandon of their rage. This has become rare, however, and is associated with the uncivilized "Dark Men" of the south.
I want to adapt this into a creepy fae creature.
http://en.wikipedia.org/wiki/Skin-walker (http://en.wikipedia.org/wiki/Skin-walker)
Sounds pretty fae-like already, if you ask me. Shapeshifting. Fear gaze. Wearing people/animal skin. Perfect fae material in my book.
[ooc]This is an update to the mythic history of the world, specifically of the relationship between mortals and the gods, and the schism between Seelie and Unseelie Sidhe[/ooc]The Creation of Man
The Tuatha Dé Danaan were the greatest of the sidhe. At once they lived out of space and time, and all was well for them, but in the vacuum of nothingness, they could not sustain themselves. They created the earth, and rose islands from the seas, but it was not enough. The Tuatha needed to feed. The existence of the world was not enough. So they created men. Out of stone and earth they built them up, and put fire in their bellies and water in their veins. They filled their heads with clouds, and their lungs with air, and made them faces out of sunlight. Grass formed their hair, and moonlight their minds and emotions. These creatures cobbled together from the basest elements were given intelligence, and hobbled about, doing the will of the gods, loving their parents as infants do. They Tuatha fed on this love, this worship.
The Firstmen* lived completely at the will and whim of the Tuatha. They were simple creatures, and they hardly understood the gods at all, merely fearing and loving them. The Tuatha travelled throughout Abred, spreading their people over the world, allowing them to develop and guide them. They became more refined.
The Invasions
After a time some of these returned to the island kingdoms the Tuatha had left vacant. Germolon and his people were the first group of these humans to invade the island. Later came Nemid and his people, and they established a powerful line, in the absence of the gods, who had spread across the continents of Abred. Later came the small dark Fir Crondu, the race giant Fir Bolg, who carried all their possessions in great bags, and the Fir Donnach, a vile and evil race.
These races each took over a part of Glasconai, and there made their kingdoms, subjugating the humans who had come to live. Then the Tuatha returned, and took the rule of their kingdoms back from these tribes. The Fir Crondu and Fir Bolg were banished to the furthest reaches of the island, where they were told to remain or suffer for it. The Fir Donnach would not yield their lands, and were slain to extinction. Only a few of their relics remain as testaments they ever existed. Finally came a race of beings that were powerful enough to challenge even to Tuatha De Danaan--The Fomhoire.
These gods from over the seas swept in with fog and magic, and managed to take the world away from the gods, which was the first time humans had ever seen their gods bested. The gods were not all powerful. Those who could attain sufficient power and numbers could overwhelm them and exhaust their resources. The gods themselves were forced into servitude, performing menial labor. It was too much for them to bear. They plotted the downfall of the Fomorians, and with the aid of one called Lugh, who possessed blood of both the Tuatha and Fomorian strains, they succeeded.
Tuatha took over once more, over their more evolved children, no longer firstmen, but true men. Humanity had evolved though its series of battles, invasions, and series of oppressions. Humanity was thrilled to see their gods return to them—at first. The Tuatha did not treat them any better than had the Formorians. They were made to toil long to give the Tuatha pleasures. They were taken advantage of, and the land was made beautiful, while humans worked in ditches, and had their crops swept away by the fae, and the rest demanded as tribute to the gods—only the merest specks to live on.
The Rebellion
Brigantia—one of the Morrigna, meaning "great queens"—a sovereignty goddess among other things, saw that Tuatha did not deserve the kingdom they had taken. She conspired with her consort Llyr, and her son Oghma to bring an end to their reign. She made love to a mortal man, and gave birth to a man who would be named Myrddin. She instructed this man in poetry, teaching him Dagda's magical songs. Her sister Ceridwen was persuaded to let him drink from the cauldron of inspiration, to learn animal transformations, and Oghma shared with him the knowledge of the mystical runes. With this he learned all the magic of the gods and became the first druid. Myrddin belonged to the tribe known as the Milesians, and their king was a man called Gaedhel Glas. Brigantia bedded this man, giving him her blessing of sovereignty over the island. She called upon her sister Nemain to teach their champion the Riastradh—the warp spasm that would transform him into a raging battle-hulk. And Llyr taught them the art of forging weapons of cold iron—the only material capable of harming the Tuatha. When the time was right, Brigantia gave them the signal, and the Milesians invaded.
Meanwhile, to weaken the Tuatha Dé Danaan, Llyr and Oghma devised a scheme. Lugh Longfingers, the High King of the Tuatha, had no bride, and no heir. His mother Ethlenn, a fomorian and the daughter of Balor, had given him a geas that he never take a wife of the Tuatha, Fomorian, Human, or any race known on Abred. Oghma and Llyr offered to help him circumvent this geas. They crafted him a bride out of the land itself—of earth and grass, clover, and flowers, and named her Blodeuwedd. Lugh was thrilled, and married her immediately. But Blodeuwedd had special instructions—to find a way to kill Lugh—for he had another geas upon him, and this one to his benefit: Lugh could not be killed while standing or riding, on land or in water, indoors or outdoors, clothed or naked, and neither during day nor night. She told him she was confused about his geas, and asked him to show her the conditions under which he could be killed so she could the better protect him from it. Not fearing any treason, he did as she asked, and at sunset stripped his clothes, and draped a fisherman's net over his body. He stood under a roof with no walls with one foot on the banks of the river Dearg, and one in the stirrups of his horse. At this moment she struck. She had a trio of brothers who bore grudges against Lugh waiting. They struck him with their weapons. Lugh was not killed in any permanent way, but he was transformed into an eagle, and lost his throne. The kingdom was thrown into turmoil. Lugh was effectively dead, and he had no heir to replace him. Lugh's father Gwydion took over briefly, but when Blodeuwedd took one of her conspirators as a husband, she argued that by the ceremony he should be king. The resulting chaos alternation of rule confused loyalties, weakening the Tuatha Dé Danaan.
With the gods having betrayed them, the men of Glasconaí and Gwladwyn were glad to see the Milesians come, and rallied behind them, rising up against the Tuatha. After long years of oppression, their love of their gods had lessened. As the gods began to lose the love and worship of mortals, they were slowly weakened, but so gradually they did not even notice. Myrddin was able to foil the magic of the Tuatha, and allow Gaedhel and his champion Breógan to fight the Tuatha with the only weapons that could destroy them. The mortals under the yoke of the gods harried them and made trouble, disrupting the gods and the fae. Breógan invoked the right of single combat to avoid being overwhelmed, and to save his people from wholesale slaughter.
The Tuatha were defeated, and banished by humanity beneath the hills, and across the seas. The Tuatha became the Aes Sidhe—people of the mounds, and there made the world of Annwn, establishing it as a haven for them—an exaggerated reflection of the mortal world of Abred. Brigantia, Oghma, Llyr and the others went away with them, willing victims of their own scheme. Many believe the story ends there, with humanity in triumph, taking the world for their own, forevermore free to choose their own fates. They pay no attention to the continuing story of the gods themselves.
The Gods in Annwn
The gods, now called Aes Sidhe, or just sidhe, infuriated at losing their world and their primary means of sustaining themselves, turned their rage on the traitor faction Brigantia, Oghma, Blodeuwedd, Aengus (who joined their side out of expediency more than ideology, as he had angered Dagda by tricking him out of his House) and Llyr. Against them were Ceridwen, who resented being used to her downfall, Lugh, who resented being betrayed and temporarily killed, Dagda, who resented losing Elphame, Donn Cernunnos, and Nuada. Nemain chooses not to belong to a side. Instead she is the one who chooses who lives and dies on both sides of the eternal conflict, and wings through the mortal world flying over mortal battlefields. She is hated by both sides, but the sometime ally of each.
The gods, stewed in their bitterness and hatred of mankind. Though they had always looked down upon their creations as necessary lesser beings, much with the disdain with which a king considers a cow, they now inflamed their hatred of the upstart mortals. Even worse, they were banished from their food source—they were starving. The people did not worship them, or love them anymore. But the sidhe began to find that if they could not be worshiped, and if they could not be loved, they could at least survive on fear.
And so the Sidhe broke into two factions: The Sellig, (Seelie) meaning "blessed"--those Sidhe who once aided mortals overcome the gods, and who still lived on their love, admiration, and gratitude; and The Onnsellig (Unseelie) meaning "cursed" who must live off of fear, hatred, and humiliation. The Sellig Sidhe live by a strict code of honor and right action, filled with many loopholes and pitfalls. They place extreme value on gift-giving, compliments, and insults. They have a very aristocratic demeanor, and tend to gather in groups, traveling in processions. They entertain themselves with dances and music, revelrous drinking and tale-telling. Some, such as Aengus are given to orgies, but the others approach sexuality without shame, but with much more delicacy, and with a series of verbal and nonverbal cues. The Onnsellig Sidhe by contrast tend much more towards solitude on the whole, though Dagda keeps many about him at all times. They are territorial and harsh in manner, often living in the wilderness, and their code is that of the predator. Their entertainment is hunting, games, and destructive acts of mayhem.
The Unseelie in their hatred of mankind, seek always to make trouble and do them harm. They destroy property, spook horses and cattle, vandalize, and kill. Donn Cernunnos leads the Wild Hunt on Samhain Eve, riding his faerie hunters and restless dead through the land of the living, stealing away mortal spirits. Lugh wanders, seeking out those that are high, and seeking to bring them low, feeding off of pride, and ego's destruction. Ceridwen feeds on pain, taking mortals prisoner in the form of animals, and eating them alive. Nuada rides through the dreams of mortals, turning them to nightmares, perverting hopes to fears, which make him powerful. Dagda brings many about him, keeping many mortal slaves, which he berates and belittles, and takes his pleasure with, feeding off of their shame, embarrassment, and feelings of inadequacy.
*I don't really like using this term, and will probably change it.
The Mythic history makes it easier to get the mindset of the peoples.
How much does this come into play in daily life? I know it is a hard question, but understanding this makes it easier to understand the the type of day people have and how they interact with each other.
Quote from: LordVreeg
The Mythic history makes it easier to get the mindset of the peoples.
How much does this come into play in daily life? I know it is a hard question, but understanding this makes it easier to understand the the type of day people have and how they interact with each other.
The sidhe are blamed for most of the unexpected things that go wrong in life. If cattle run off (and there is no clear mortal culprit) the sidhe stole them. If their house is found in shambles--ransacked, vandalized, or otherwise out of sorts--it is blamed on the fairies. When the crops spoil it is because the sidhe cursed them (why that is may be tied to other things, like the health of the king). The Sidhe, especially the Unseelie Sidhe, are treated in the public imagination as the scapegoats for all of life's misfortunes. This often results in the cover-up of mortal crimes and errors, but in many cases their blame is actually right on target. Many call the Unseelie fae "The Fair Folk" or "The Good People." The irony in this is not lost on the people, but they do it as a form of appeasement, believing that if they called them what they
really were, they'd do twice as bad.
Some mortals still give reverence to some of the Sellig Sidhe--Brigantia is venerated and worshiped in several places, and is seen to aid in everything from birthing and milking, to smithing, inspiring bards and poets, kindling love, protecting warriors, healing wounds and sicknesses, and bringing the warmth and sun back to the world to bring an end to wintertime. Prayers and offerings to Llyr are said to ensure safe travel by seas. There is a carved stone face as a monument to Oghma in Glencorraigh that people come to kiss, believing doing so will give them the power of eloquent speech. Aengus the Young is the hero of many ballads and romances, and often serves as the "ideal lover" to young women all over the Gaedhelic isles.
I will think of more ways in which this impacts peoples lives as well.
Gods of the Sellig Sidhe
[note](http://fc07.deviantart.net/fs45/f/2009/132/f/e/Sun_Worship_by_puimun.jpg)[/note]Aengus the Young
He spends his eternal days at Elphame—a house he tricked the Dagda out of—with his elfin lady and their chosen companions, both mortal and fae. Here they lie in constant orgiastic hedonism. Aengus loves women of all types—not just the conventionally beautiful or talented—and often sees qualities and beauty in them that no one else could. He has even at times experimented with having liaisons with men. But with neither sex is he capable of monogamy, and must always find his way to a new lover. Those he brings back to Elphame, however, rarely ever leave, and will either take their turns with him, or sit in the beautiful agony of longing. Those who remain near Aengus the Young for too long will find themselves forgetting to eat or drink, simply wasting away in the sheer luxury of his presence.
Aengus feeds on the love and lust of mortal women. And the songs of his prowess sung by bards, or the romance tales told in the Grianans foster these feelings in a degree that he can often feed on remotely, but being insatiable, he makes his way into Abred at every opportunity to seduce new mortals, and likewise sends his fairy servants to do the same.
Among Aengus' servants are Corrigans, Aelfar, Huldrefolk, and other spirits that take mortal lovers or spouses
Elphame: Once the seat of mighty Dagda, Elphame is a great feast hall in Annwn, that now ruled by Aengus the Young of the Seelie Sidhe. He and his Aelfar wife Vaerand each have many lovers here who eat and drink their fill between lustful encounters--not that they truly can fill themselves on the food at Elphame; fairy food is a delicious illusion. It is empty of any substance and does not sate hunger or nourish, as the fae do not need to eat to fuel themselves. Instead they thrive on our emotions, and so Aengus, Vaerand, and their many fairy servants bring mortals back here. Aengus cannot help but love all of his women, but he becomes possessive of them--and many are happy to be his possessions and remain possessed by him. In addition to their human toys, Elphame is populated by the fertility spirits the Aelfar, and with Huldra. The people who come here waste away slowly, pining for Aengus, or for Vaerand, or their servants who brought them here, all while feasting on food that does nothing to stop their slow starvation. The spirits of those who die in this manner are transformed into Huldrefolk themselves.
[note](http://www.psd-art.co.uk/images/GreenWoman.jpg)[/note]Blodeuwedd
Born out of the magic of Oghma and Llyr, Blodeuwedd is the maiden of flowers. She is thought to epitomize the earth itself, and is a paragon of nature. She is considered the queen of the lands, and all kings are symbolically wedded to her by proxy to legitimize their kingship, and show their devotion to the lands they rule. If such kings become unpleasant in her eye--by growing sick, by giving her some offense, or by breaking the bond of honor--she curses the king's land by revoking her blessing. She is something of a trickster goddess, having fooled her once-husband Lugh Longfingers into telling her the only way to kill him.
As the embodiment of nature, she makes no permanent alliances. When mortals are content, she cannot help but hurl a curse at them, to bring them down a bit. Similarly, however, she will grant her blessings to those who have suffered. It is unclear whether she has any rhyme or reason to her choices of who is blessed and for how long. Like the rest of nature, she is changeable. She gives love as it pleases her, and takes it away when she likes.
Blodeuwedd is one of the only gods not to permanently reside in Annwn. As a being crafted from the land of Abred itself, she cannot be separated from it in the same way the others can. As a fertility spirit, and a creature of sovereignty over the land, she wanders the lands of Abred with her leafy consort who is known only as The Green Man, or colloquially, by such monikers as "John Barleycorn" or "Jack in the Green." They are constantly surrounded in their many palatial forest realms by wood nymphs, dryads, and Goddeu (a race of awakened trees). They are often joined by a number of other sprites and fairies, such as pixies, goblins, and woodwose. They are said to travel the world in whimsical processions, causing mischief. She is said to flee for Annwn when winter comes to Abred, but returns when Brigantia's fingers push back the winter snows.
[note](http://www.yearcats.com/wp-content/uploads/2012/01/Saint-Brighid-1_original.jpg)[/note]Brigantia
Of the Sellig Sidhe, Brigantia has probably retained the greatest love. She is a multifaceted being, perhaps the last of the Aes Sidhe able to feed off of the love and passion of mortals. The passion Aengus inspires is more...physical in nature, and the loves of Oghma and Llyr are more conditional. The passion Brigantia lives on is her mortal followers' inner fire; their drive, energy, and will. Brigantia is therefore the strongest of the Seelie Sidhe, with several holy sites devoted exclusively to her. She has the greatest (and truest) care for mortals of all the Sidhe, and aids people of all walks of life. She aids in birthing and milking, she protects soldiers in battle, she inspires poets, heats the fires of smiths, and aids in the healing of injuries. She is sometimes called the light-bringer or the candle-maiden--references to her solar associations, and the festival of Imbolg, which is in her honor, celebrating the return of warmth at the end of winter.
She has a temple in Cwmvelod that is attended solely by women, and her cultists (for she has groups of followers devoted to her alone, unlike the other gods of her pantheon) tend to be among them. They are devoted to the ideals of justice and beauty. Their symbol is the eternal flame, which burns at her temple of Cill Duir. She is the special patroness of warriors, poets, and smiths, and even more so, women who engage in these professions.
She is served by such beings as Duergar and Leanan Sidhe, as well as fire elementals and salamanders.
Rath Khalkea: The island fortress of Rath Khalkea is in the world of Annwn, and is the home of both Brigantia and Llyr. Here they operate the Forges with their fire elementals and Duergar servants, forging powerful magic weapons and objects that are given to their chosen. These figures are sometimes seen training in the courtyard of Rath Khalkea under Skyfe, a fae warrior woman. The island has a vast garden of healing herbs surrounding a sacred well. Another branch of the fortress is the Rúnseomra--the room of secrets, where Brigantia instructs select followers in magical secrets and poetry. An eternal fire burns in this room, and what is learned is never spoken of to the uninitiated.
[note](http://images.fineartamerica.com/images-medium/1-mananaan-mac-lir-joanna-powell-colbert.jpg)[/note]Llyr
Llyr is a consort of Brigantia, though not her husband. He has had several faery wives over the centuries. Llyr is a Sea God, and rules the oceans and their tempers. Those wishing to embark on a journey over water give him an offering in the hopes that he will bless them with a strong wind and smooth sailing. Emain Avalach--The Isle of Apple Trees--is his realm, and it is here that the fortress of Rath Khalkea may be found.
One of the Lords of Annwn, Llyr is the master of magic and the sea. Though all the Tuatha are learned in magical arts, Llyr is particularly adept at enchantments. He knows the songs of making, and created many of the magical artifacts scattered throughout Abred and Annwn. Along with Oghma, he created Blodeuwedd, the flower bride of Lugh, personification of the very land itself.
Llyr is known for the magical items he creates, and sometimes presents as gifts to heroes. The most famous is his cloak, which he can wave over someone to make them forget the past, or to create a concealing mist that renders him (or even an entire island) effectively invisible. He has a magical bag that can be filled well beyond its capacity, but its contents can only be accessed when the tide is in. He has a ship that needs no sails, and a chariot that can bear him over the sea, and underwater at speed. He has a goblet with the power of truth, a flaming helmet, and a sword which could make an enemy answer truthfully. Llyr is known for giving objects such as these to mortals, at least for a time. This is because Llyr feeds on gratitude. If a mortal is not thankful enough, or goes too long without offering a gift in return, Llyr will strike them down for their ingratitude.
Emain Avalach: Lying on the border between two worlds, Emain Avalach is remarkably difficult to find. Llyr waves his cloak of mist to hide the island from invaders, and so finding it proves very difficult. It is here that may be found Llyr's Tree--a magical silver tree from which golden apples grow. A branch cut from this tree forms a gateway to Annwn. Many who seek the spoils of Annwn hope to steal a branch from this tree and use it to gain entrance to the land of the faeries. But be warned that to do this is to risk discovery, and the anger of Llyr, which is dire indeed.
[note](http://24.media.tumblr.com/tumblr_lxe6m4fbP01qafswuo1_400.jpg)[/note]Oghma
Oghma is a god of wisdom, eloquence, and magic. He was the first to discover the runes, and learn the language of magic, delivering them to mortals, thereby allowing them to shake off the rule of the gods. He is the patron god of all those who seek to speak well, who seek influence, or who are magically inclined. He epitomizes the belief that words and language are magical, and that eloquence is powerful. He is the most skilled at bindings and curses, but also understands truth and lies, and blessings in a way that no others do.
He is a consort of Nemain, and often is seen with a raven or two at his side, which he names "Truth" and "Understanding." He is known to rely on his own strength—whether physical or mental—to solve problems, instead of relying on complicated tools. He does use language and magic in intricate, powerful ways, but always seeks to improve the situation of the world. He is a younger generation than some other of the Tuatha, and takes on some of his mother Brigantia's tolerance of mortals.
Oghma is a talker, and he feasts on the fascination and admiration of mortals. He keeps them in his hall at Caer Fedwyd--The Hall of Revelry--where they drink and cavort, and listen to tales of gods and heroes, especially of Oghma himself. He regales them of stories of his own magnificence, rarely pausing, and then only to drink. He is prone to flattery, and nothing makes him happier than telling tales, and having a willing audience (who reviews him well). Those dealing with him, must balance patience with urgency, for if they do not push their need, he will talk until they die of old age, but should they interrupt him too soon, he is prone to becoming angry and slaying on the spot.
A stone visage of him near Torliath is said to be blessed with the gift of eloquent speech, and those that leave offerings and kiss the stone are said to be given his gift of speech.
Caer Fedwyd: A mead-hall in Annwn, where Seelie Sidhe of all sorts gather to dance, socialize, and listen to tales. Mortals sometimes make it there as well, enthralled by Oghma's hypnotic voice. There they sit in rapt attention, sometimes to the point of neglecting food, drink, and sleep. A joyous place is Caer Fedwyd, but one must keep their wits about them, or they will find they have spent 300 years listening to Oghma's tales.
Now, I have been experimenting with various rules systems for Cad Goleor. I began with Pathfinder, and have been playing in Sparkletwist's Q&D, and am currently playing with a potential original rules system. Whatever the system, I have come up with the following set of nine classes for the setting.
| Skilled | Noble | Magical |
Caster | Bard | Druid | Witch |
Expert | Rogue | Brehon | Smith |
Warrior | Fenian | Flaith | Gaestat |
Bard: Skilled CasterThe people of Abred have always known that words carry magic. The Magical runic alphabet of Oghma proves this theory. The Bard is the master of words and magic. His magic is in songs and poems. These songs can boost the abilities of his allies, or hinder his enemies—they can bring laughter, sorrow, and sleep—they can make or ruin reputations—and the most powerful among them can even kill with a song. Bards are also fountains of lore and information about numerous topics, from history to metaphysics, to noble houses.
Brehon: Noble ExpertSociety in Cad Goleor is based on the social agreements of truth, honor, and law. It only functions as long as people live by these precepts. The Brehon is an expert in the law and its enforcement. They are trained in investigating crimes, extracting information, and tracking down criminals. They are frequently the most observant people around, seeing things others do not. They are trained to track down offenders doggedly, to ensure that society continues to function for all.
Druid: Noble CasterSociety is built around a set of rituals, which are often believed to keep the world itself running. The druids are the masters of these rituals that appease the gods. Though they do not rule, druids are frequently the advisors of kings, consulted on every matter, and given as great respect as the king himself. They are the keepers of the secret mysteries of the runes Oghma left behind, and they use them to work their will on the world. They can heal, see into the future, give and identify geasa, and it is said they can even transform themselves into animals if they choose.
Fenian: Skilled WarriorThe Fenian is a highly trained and skilled soldier who must be at the height of athletic prowess. They are hunters and warriors, trained to survive in the wilderness, to leave no trace of their presence, and be self-sufficient. They are trained to defend themselves against nine enemies, to run through a forest without snagging a branch or breaking a twig underfoot, to leap over their height, to duck under a log as low as their knee, and extract a thorn from their foot while running.
Flaith: Noble WarriorIn a world of warring tribes, those who fight, lead. Representing the highest caste of society, the Flaith are the warrior elite. They are trained for two things; combat and politics. More so than any other class, the Flaith value their honor. The challenge of single combat with another such as themselves is their greatest glory. The Flaith frequently fight from horseback, or the backs of chariots, and as such are often skilled at training animals. They learn special feats of arms of such prowess that they seem to defy nature.
Gaestat: Magical warriorIt is said that madness is next to godliness. In a world where the gods are erratic, and prone to violence, this can take on manifold truth. The Gaestat is a magical berserker who has vowed never to use armor, and when possible goes into battle naked to show their ferocity and fearlessness. Gaestate are typically covered in magical patterns, and tattooed sigils that grant them power and protection. It is said that such people have a touch of otherworldly blood about them, and that in their rage they take on monstrous, inhuman shapes as they tear through their enemies.
Rogue: Skilled ExpertThey say that the rules are made to be broken. No society is complete without violators. Rogues are the sneaks, liars, and general scoundrels of the world. They do not follow the code of honor that binds society, and as such are considered outcastes. They are typically good at deception and sneaking about. Their skills can make them valuable in some situations, but to be seen associating with such people is a stain on one's reputation.
Smith: Magical ExpertIf creation is the heart of magic, then the Smiths are sorcerers indeed. Some places view their craftsmen simply as workers, but the folk of the Gaedhelic Isles see their craftsmen as artists and magicians. Though not spellcasters as such, Smiths are still capable of creating items of magical power. Whether they have some innate faery blood, or learned the art from someone who knew it, smiths have learnt to imbue their creations with magic, allowing them to do things ordinary objects could not. Though they are called "smiths," they do not have to work in metal.
Witch: Magical CasterMagic can be scary, and sometimes it comes at a price. Witches are similar to druids, but they are less venerated in society, and come by their power by different means. Witches magic comes from contact with spirits and fae. These faeries perform tasks for the witch, or lend her some of their power. But a contract with the fae means tit for tat, and witches must often pay back their spirits with favors of their own, or allow them to feed on their emotions (or those of their companions). Talking with spirits no one else can see or hear is not good for one's reputation, and erratic behavior--though in a witch's case, serving the whims of her patron spirit(s)--tend to be frowned upon by the rest of orderly society.
This is a great picture I found that reflects several creatures someone might come across in Cad Goleor.
(http://fc01.deviantart.net/fs13/f/2007/025/a/a/Mythical_Beasties_by_zirofax.jpg)
[note](http://fc03.deviantart.net/fs44/f/2009/091/b/c/bcef598e1da6b0853bcb84a22f94537f.jpg)[/note]I am playing with some ideas for Fomorians. Some of them are very interesting. And some of them conflict with each other. I am going to spew a lot of random notes and see what sticks. Feedback would be greatly appreciated.
What are Fomorians?
Fomorians as "sea gods" or elemental spirits. Some of them may be more fishlike, and others may be so skilled as mariners as to be called "gods of the sea." Given the size of many fomorians, the ships themselves must be enormous.
Do the Fomorians use ships—do they ride leviathans and whales?
A pack of seals as an equivalent to a herd of hunting dogs could be interesting. Or perhaps a herd of Selkies. Whale riders is also an interesting notion. It would have to be something that big for many of them I think.
Are fomorians typically animal headed?
Some are definitely goat-headed
I have also heard mention of fianna fighting "cat-heads" and "dog-heads". These could conceivably be fomorians.
I could make fomorians all have some more animal connection. They do seem to carry a more primal feel than the Tuatha. In this sense, I could incorporate beings like the D&D Gnoll into the category of Fomorians, to be "dog-heads" and something like a Rahshasa to be "cat-heads." Of course, fomorians would not be player-characters, so we wouldn't get into furry territory.
Fomorians could be a race of giants with animal heads—which gives me ideas of an Atlantean/Egyptian parallel. If I went the "Atlantean" route, then they would have become sea raiders after their island kingdom sank into the sea/was otherwise destroyed or rendered uninhabitable. Perhaps the Tuatha played some role in this, which would give a longer history to their enmity. Perhaps they landed on the Gaedhelic Isles to try and re-establish their kingdom/empire. Their brand of magic/tech would be based in Egyptian tech. Perhaps their islands have pyramids and obelisks-----THOSE ARE WHAT THE STANDING STONES ARE. The Henges and the Menhirs were constructed by the fomorians for some purpose. So, mixing the ideas of standing stones with Egyptian obelisks.
In Britain, there are hills which have spiraling pathways up to the top that it is suspected stone-age britons used for ceremonies, lighting fires, and so forth. Thinking of combining this with the idea of a pyramid, and have the ancient people who made them be the Fomorians, and give them some appropriate purpose. Perhaps they form some kind of Necropolis, perhaps it was a high point for signaling. Perhaps there was some magical or technological happening taking place there.
What do Fomorians Want?
Fomorians, I think, are plotting to retake the world. Balor wants to rule. But they are playing a long game. Mortals are weak now, and fomorians may start moving, but they have to balance how much they attack mortals, lest the Seelie disavow them. The Sidhe are an obstactle to the Fomorians—they know the world better than anyone, and know how to use it in ways the Fomorians don't. The Fomorians need the gods out of the way—and not meddling. The gods will constantly try to use the mortal world in their war, so the fomorians need to get rid of the gods. They may want to destroy them.
Or if they want to destroy the gods, they would want people to stop fearing them, stop loving them, stop caring for them. The Cult of Balor is meant to change the face of the fomorians, to make them seem like a better alternative—to draw worship and fear away from the gods. And perhaps the fomorians were not banished like the gods were. Banished from the island, perhaps, into the ocean (or to ride their ships away) but not from this plane of existence. Perhaps the Fomhoire gods have trouble entering the material world, but their servants can roam freely. So, would all aquatic fae be fomorians? Seems unlikely, but perhaps many water-dwellers are fomorians.
So why do they want the material world? Do they want it for its resources? Perhaps they do not suffer the iron vulnerability that Sidhe do, and want to take over the material world as a means of acquiring the technology to defeat their foes. If humans are weakened now, it would make more sense if they were to try to take the mortal world from them. They would have a powerful stronghold from which to wage war on the gods, and they would have access to cold iron—the weapons that their enemies are weak against.
They might be crazily proud. This would explain why it is that Lugh was made high king of the Tuatha for the war against them: he feeds on pride (and its mortification).But their pride leads them to want revenge on the gods.
Fomorian Motives
If Fomorians are primal, then their needs would be very basic: land to hunt on, or farm on.
The Atlantean route, however, would suggest that they want these islands to remake them into their ideal magical kingdom/empire. They would have begun this process during the term of their rule. They may well have worked the people and the gods to the bone to set up their magical infrastructure, but once it place, it might have been incredibly powerful, and may have made life easy for all. But The Tuatha would have ousted them from power before their work could be completed. Who knows how effective the unfinished project could be? If this were the case, the Fomorians might want rulership of the islands so that they can finish their work. What they would do with it once it is finished also remains to be seen.
Standing Stones
o Often arranged in circles, creating areas of arcane power.
o Single stones act as nodules, creating a chain of power (ley lines) that courses through the island. This grants another source of mystical power apart from the gods
o Predate the Tuatha rulership of the isles (timeline being: Tuatha created mankind, let them go their way-->Primitive Humans settle on the Isles-->Fomorians take over-->Tuatha Seize rule from them-->Modern Humans with magic come and kick out the Tuatha)
o The Fomorians were learning how to tap the power of the land, which is why the Tuatha sought to destroy them.
o Perhaps the standing stones, through the ley lines, made a way to transfer energy from one place to another. This could have meant remote work that needed less manpower or physical technology, and perhaps things like communication over distances as well.
—Maybe the Bards have the word magic, the Witches have fae spirits, and the Druids learn to use these standing stones. This would interestingly align the Druids more with the Fomorians than with the Tuatha if the druids are making use of Fomorian "technology."
What if, surrounding the gaedhelic isles at a distance is a chain of tiny islands that fomorians hop between? Sea travel would not be very common, because ships seeking to escape the islands (or reach them from beyond) must slip past the Fomorians.
• Perhaps they encircled the Isles ever since they lost them to the Tuatha. When the Milesians came to expel the gods, the Fomorians gave them free passage, desiring to see the Tuatha fall. They might even have joined in the battle, and formed their alliance with the Seelie Court.
• The Fomorians harry the borders, dividing the forces of the Tuatha Dé Danaan.
Balor's Head
o Lugh takes it to serve as a guardian of the western coast. In this way, Balor is magically bound to serve Lugh, and indeed, to protect the island.
• The Fomorians, as a race, were bound to the service (read: slavery) of the gods, to defend the isles, but not set foot upon them.
• Perhaps when the Milesians arrive, they approach the island in fomorian ships—the Tuatha have their guard down, believing that the ships are merely ships of their servants bringing some word, but instead they are mortals bearing THEIR POWERS. The gods are taken by surprise, and the Milesians win an early victory. (That would not be the end of things, but that would be the first domino)
• The Fomorians would have allowed them to land at Cois Muir (or perhaps at the Cuan na Glorach) where the Tuatha would not expect to be attacked.
o Lugh would have the Eye of Balor as a weapon, but would most likely keep it HIDDEN, somewhere on the island, so that no one could use it against him, but only he could bring its deadly force to bear.
• Hence, when Lugh was killed/transformed into an eagle, the secret of its location was lost. The inability to bring this weapon to bear advantaged humans.
• It is somewhere in Glasconaí—probably Samildán. PCs could embark on a quest to find it.
I prefer the more primitive Fomorians to the Atlantean/Egyptian inspired ones. They could still be the builders of the megaliths. I also very much like associating them with cold iron and using it against the Tuatha. As for their motives, I think they'd mostly want revenge. But if they conform to the "primal" archetype they might also view hunting-gathering as the ideal/only proper way to live, and thus want to eradicate agriculture and civilization.
Quote from: Ghostman
I prefer the more primitive Fomorians to the Atlantean/Egyptian inspired ones. They could still be the builders of the megaliths. I also very much like associating them with cold iron and using it against the Tuatha. As for their motives, I think they'd mostly want revenge. But if they conform to the "primal" archetype they might also view hunting-gathering as the ideal/only proper way to live, and thus want to eradicate agriculture and civilization.
Primitive is more in keeping with the typical feel they are given, but I find that the Atlantean gives some interesting options.
There is always the possibility of mashing things together. :D
For example, "Atlantis" is always portrayed as this great culture, but usually great cultures have a lot of reach. I'm thinking of Egypt, China, Rome, and so on. Being more "advanced" and such doesn't mean they can't be quite expansionist, and, honestly, quite brutal (and "primitive," really) regarding what they do to conquered civilizations. They can, to use vague terms, be advanced but not particularly enlightened, with certain advanced magic, knowledge, and whatever, but perhaps social development that would be seen as primitive to humans-- maybe because it is, or maybe because it's more "pure" (in some sense), or maybe just because Fomorian thought is just, on some level, completely alien to humans.
I feel that the Atlantean Fomorions would be more interesting if you want to push the boundaries of Cad Goleor beyond their current Celtic scope and detail a larger "Dark Age Historical" world, or alternatively if you want to make the world feel very strange and unusual, in which case similarly "impure" elements would also be good to add.
However, I think that the more elemental Fomorions fit much better with a setting that wants to stay primarily Celtic, or that wants to retain a folkloric feel, like something out of the Mabinogion or the Book of Invasions.
To illustrate what I mean do you want it (http://danlish.com/wp-content/uploads/2011/12/slain-painting-for-the-2000ad-exhibition.jpg) to (http://i433.photobucket.com/albums/qq60/markchilcott/IMGcopy.jpg) feel (http://media.comicvine.com/uploads/10/108981/2457236-qslaine17_super.jpg) kinda (http://media.comicvine.com/uploads/0/77/2168373-crom_large.jpg) like (http://img717.imageshack.us/img717/9996/cromcruach.jpg) this (http://www.yellmagazine.com/wp-content/uploads/2011/06/conan-the-barbarian-picture-2.jpg), or maybe (http://2.bp.blogspot.com/_Qi8IV_f6X_o/TMzO2CvXGwI/AAAAAAAACKo/4nDpxDr1-qE/s1600/3+Culhwch+alan%2520lee_the%2520mabinogion_culhwch%2520and%2520olwen_02.jpg) more (http://www.dana-mad.ru/gal/images/Alan%20Lee/The%20Mabinogion/alan%20lee_the%20mabinogion_the%20lady%20of%20the%20fountain_01.jpg) like (http://www.dana-mad.ru/gal/images/Alan%20Lee/The%20Mabinogion/alan%20lee_the%20mabinogion_culhwch%20and%20olwen_07.jpg)this (http://4.bp.blogspot.com/-IQwU-8En3vc/TZBKkk1Le-I/AAAAAAAAB4A/KE-loUdN1Ac/s1600/arthur%2Brackham%2Bcomus.jpg), or (http://www.john-howe.com/portfolio/gallery/data/media/23/CERNUNNOS-port.jpg) this (http://25.media.tumblr.com/tumblr_m88zuuIGTB1rtjmi5o1_1280.jpg)?
Not that a mythic Celtic fantasy can't dabble in some pulpier strangeness or vice versa, but I would say you should generally commit to one or the other.
Well, I definitely want it to be PRIMARILY Celtic, but Celtic history is a history of invasions, both of them on others, and of others on them, so some "non-celtic" elements may be necessary for making the Celtic part be properly celtic.
As for which set of images, you're making it tough. Most of the specific images you chose are not ones I like. I like the excitement in the first, but the second set is a bit more Celtic. I most like that last Slaine one with the cauldron. I am thinking I am going to loosen up some of my strictness about what "Celts" are, and let heroes, for instance, expand their list of weapons, and not worry about "heroes don't use bows, axes, etc." or "Honorable people never ever ever use armor." I will generally just roleplay it, that these are a people who do not especially favor these things. The PCs can do what they like, though if someone goes around in a full suit of clinking metal armor all the time, they are likely to be sniggered at. With all of this, I am thinking that I am leaning a bit more pulpy than I was before. I mean, modern superhero comics are the spiritual descendants of ancient myths of gods, so they aren't mutually exclusive.
I will consider how much of each to lean to.
So, without going into the details of everything else at the moment, now I am playing with the idea that the relationship between Tuatha and Fomorians is more strongly reminiscent of the relationship between the Olympian Gods and the Titans, where the Tuatha are basically descended from the Fomorians. This would certainly change the dynamic between them. If I went this way, the Fomorians would be primordial, and chaotic. They would be creatures of turmoil--creators and destroyers. The Tuatha would be the order that comes out of the chaos. The Tuatha would become the Sidhe who operate on strict sets of laws and rules, with all sorts of loopholes and honor codes, and ways around it.
The elemental route has some potential, but I don't feel like four elements works for Cad Goleor. For one thing the four element scheme is not something the Celts ever made use of, and for another they feel a bit kitschy at this point. So they could either all be water-based spirits, or I could use the 9-element "Duile (http://www.imbas.org/articles/elements_duile.html)" model that is more celtic, which holds some interesting pantheon and theogony potential.
Using Cad Goleor as the setting for a novel I am writing. It is fun, and changes & evolves with the world, as well as being a tool to help the world evolve.
I was looking through the Setting thread, and feeling like it really does not adequately reflect the setting. I need to overhaul. The question is whether to just edit the existing thread, or make a new one.
Any suggestions?
Make a new one, easier to follow along.
M.
Quote from: Chaomesh
Make a new one, easier to follow along.
Well, I wouldn't mind making a new thread. That's always fun. Since I am playing with the idea of a new system, but have not worked out all the details, I might keep the information system-neutral to start.
Do others agree that starting a new thread is the best way to go?
I like the new thread! It really gives a nice polish to the presentation, which will make it easier to sift through all the information I have yet to learn.
That's a gorgeous world map, but I have a hard time reading some of the names. Have you considered putting a small white outline around the names? Or is there a bigger map?
I have a bigger version of the map, and I may yet add an outline. The white ones I may redo, too, since they are harder to read than the others.
I will probably come out with a series of smaller scale maps, so that my geography posts can include maps of each individual kingdom going into more detail.
Beautiful new thread! I love it! I can't wait to see more of Cad Goleor rendered so nicely!
Quote from: Humabout
Beautiful new thread! I love it! I can't wait to see more of Cad Goleor rendered so nicely!
Well, I am updating steadily. Still fiddling with the two new bits I posted, but Ardmore I think is how I want it for now. Still have to add info on Torliath and Beldangan, though.
Chonnaid needs Bullrath and Dun Glorach at least. I might make up something small about Sluisce too if I feel ambitious.
[ooc]This is a new explanation of the witch, and incorporates the powers witches have used so far in Cad Goleor games (read: Sorcha) and adds a few new ones. This entry is currently system-neutral, as I am playing with what exact system the setting will use. So, this will be added to the shiny new setting thread with a few other things when I have everything formatted and a bit nicer, but I wanted to share this:[/ooc]
Awenaka The Breath of Power, a "breather," and a "gasp"
An Awen is a symbiotic fae spirit of the Elemental type. Its natural form is an invisible gust of wind, but Awens live to satisfy needs, and provide ideas and inspiration. Awens come to inhabit the bodies of witches, giving them fae power in exchange for living off of their emotions. They are solitary fae, and often to not belong to any group, clan, or faction which other fae may divide themselves into.
An Awen is type of Air Elemental, which inhabits the breath of the witch. It flows into her and out of her, and forms a kind of synergy and interdependence. When an Awen stays with a witch for long enough, their personalities begin to merge, and the Awen acts on her instincts and thoughts. They become one entity—the Awen feeds off of the witch's feelings of Need or Requirement, and provides inspiration in response.
PowersBeing an air spirit, the powers an Awen grants to a witch are related to its nature, but they still cover a wide range of effects.
- Telepathy: The Awen has constant telepathy with the Witch. However, the ability of the Witch to exhale the Awen and have it temporarily enter a new body has several other applications.
- Charm: The Awen telepathically influences a target to do as the witch says.
- Control Animal: The Awen can exert complete control over many animals, allowing the witch to take advantage of their abilities.
- Control Swarm: With creatures as simple as vermin, the Awen can control an entire swarm of them.
- Send Message: The Awen can leave the witch's body to deliver a telepathic message to someone else at distance. Unfortunately, this takes as long as it takes, and leaves the witch vulnerable if the recipient is far away.
- Choke: An embodied breath itself, the Awen has the power to steal the breath from enemies, leaving them gasping and helpless, and potentially killing them.
- Manipulate fire: As fires need air to burn, the Awen can help kindle, stoke, or quench fires when it would be otherwise difficult to do so.
- Gust: The Awen can take the form of a wind to pin down or push back an enemy; to throw an object; or potentially even lift the witch into the air allowing short burst of what is essentially flight.
- Invisibility: The Awen is naturally invisible, but an awen that has bonded with a witch for long enough can temporarily confer that quality to the witch itself.
In some cases Awen can also enlist the aid of other fae or spirits that might be near-by.
The Awen are honestly something I wish I thought of myself. I love the idea of a mythical spirit being the breath of witches... a very unique take on the archetype. Brilliant stuff.
How prominent are Awen, and for that matter, witches, in Cad Goleor? Does one become a witch to seek out a bond between themselves and an Awen, or does the Awen choose the person and thus "make" the witch without their choice? Both?
I agree, cool idea!
I'm a bit biased, admittedly. I am amused that Sorcha has become something of an archetype. To be honest, though, most of these powers don't really resemble what she uses in the game-- or, at least, the sorts of powers I envision her having.
Are all witches essentially "air-aligned," or do you plan on allowing certain other types of witches (or other sorts of spellcasters) to have different elemental powers?
Quote from: sparkletwist
I agree, cool idea!
I'm a bit biased, admittedly. I am amused that Sorcha has become something of an archetype. To be honest, though, most of these powers don't really resemble what she uses in the game-- or, at least, the sorts of powers I envision her having.
Are all witches essentially "air-aligned," or do you plan on allowing certain other types of witches (or other sorts of spellcasters) to have different elemental powers?
I added some new powers, and some of them may feel a little different, but I looked at the list of Sorcha's powers, and felt that most of the ones we discussed were covered. This doesn't necessarily take hexes into account (though some of them could be covered by things that are mentioned here), and I didn't include the screech powers explicitly, but implied them with the Awen being able to enlist other spirits (you yourself mentioned those powers coming from banshees)
I was rather thinking of the Awen being a big part of the flavor of witches, though I too was considering having spirits with other elemental associations as well. So I don't have an absolute, but the Awen are the concept. (They also come from a celtic concept, which I have adapted and put this twist on).
Quote from: Weave
The Awen are honestly something I wish I thought of myself. I love the idea of a mythical spirit being the breath of witches... a very unique take on the archetype. Brilliant stuff.
Go raibh maith agat!
Quote from: WeaveHow prominent are Awen, and for that matter, witches, in Cad Goleor? Does one become a witch to seek out a bond between themselves and an Awen, or does the Awen choose the person and thus "make" the witch without their choice? Both?
I am thinking both. I was writing a scenario where the latter happened, but I imagine that when people heard about this, there would be some that would seek out an Awen. Actually, as my Awen is based on a Welsh idea for poetic inspiration, a relationship with an Awen sounds like something bards would aspire to. I think it might well be that bards work desperately hard to achieve something that witches kind of get for free (which pisses the bards off). Witches would have some downsides--merging with a fae spirit would over time really effect their state of mind, over time making it....difficult for witches to fit in with the rest of society. They are somewhat more likely than the other spellcasters to be feared and made scapegoats. Many people would mistrust them just on the basis of interacting so closely with fae.
Bards, on the other hand, study for years and years, learning the language of magic, and the magical songs. Their knowledge is regimented, and while an ability to compose extempore is something that is highly valued, they also tend to "standardize" their learning. They have rituals to seek inspiration, such as by lying on your back in a coffin filled with water up to your nose for days. This kind of ritual, of getting the bard so close to death that they lie on the border between two worlds, is a way of their seeking something that the Awen represent. They learn lots of skills associated with wisdom, magic, and stories, and after a time learn to USE magic. But witches ARE MAGICAL.
On the subject of how common they are, it's not like all winds are made up of thousands of Awens just waiting to meet a witch. Otherwise, EVERYONE would be a witch. They are fairly rare, though common enough for a handful of settlements (especially more out of the way ones) to have a witch. Occasionally a bigger settlement would have a witch or two, they just don't tend to hang out in the really big towns.
I have a map of Ardmore almost finished, so that will be posted in the next few days, and provide a more detailed map of just that Kingdom. I plan to do this with all the kingdoms.
Notes on Drochead
Crannogs-The central city of Knockaron is built atop a great hill. The southern portion of the city, however, is a series of artificial islands rising up out of the bog, connected by a series of wooden bridges and walkways. The high level of moisture makes fire a small concern, and the acidity of the bog water slows rot, minimizing the amount of maintenance necessary. Buildings are constructed with wood and reeds, and many roofs are topped with peat, which serves to insulate them as it dries out. Dried out peat is harvested for fuel.
Coracles--Since so much of the city of Knockaron is amid the watery bog, small boats called "coracles" are one of the chief modes of getting about the city. Though bridges link several places to one another, there are many places you simply cannot get to without a boat. Boatmen ferry people constantly throughout the city.
Diet-The people here survive on a largely carnivorous diet. Frogs, crocodiles, eels, birds, and fish are all popular. Few grain or vegetable crops grow in the city, though they import crops from the petty kingdoms that surround.
Dangers--In the bog surrounding Knockaron, there are many dangers, from water snakes to Lindwyrms on one end of the spectrum, to Will-o'-the-Wisps on the other. Wisps often shout with men's voices in the dark, and look convincingly like torches. They are excellent mimics, and can copy the voices of companions who become separated, leading them astray, causing confusion, chaos, and death, as a missed step can mean death by drowning in the mire. Perhaps the most iconic and unique threat to Knockaron are the Bogborn--a form of mummy preserved in the peat. It is said that the first of the Bogborn were kings of old, who each suffered a three-fold death. Their bodies were consigned to the bog, and animated by the spirits here to rise and spite the living. They have since risen up to swell their ranks, and are known to hunt mankind.
Crannogmen? Frogeaters? You have me fanboying about Meera (Jojen kind of creeps me out). You also have me liking Drochead.
I find the whole town-on-a-bog concept exciting and your notes do well to invoke an image of such a place. The Bogborn make some cool monsters to throw at players. Are these mummies bound to the bog or can they leave it to pursue victims on dry land?
Some other interesting inspiration for you to consider in terms of town design (very similar in a lot of ways) are the Calusa Indians. They lived in the Everglades and built their buildings on midden mounds (essentially artificial islands made of their trash). The larger the mound, the more wealthy the person who lived there. They traveled primarily by canoe, and mounds were mostly surrounded by water. They also excavated canals to connect all I've their settlements. It's worth checking out for more ideas.
Also, in terms of monstrous inhabitants, have you considered bog mummies or Grendel-like trolls? Personally, I love the idea of an aquatic troll that sneaks up on your it in the night and lives in remote caves only accessible by swimming underwater. But I also looooovw Beowulf.
Quote from: Humabout
Some other interesting inspiration for you to consider in terms of town design (very similar in a lot of ways) are the Calusa Indians. They lived in the Everglades and built their buildings on midden mounds (essentially artificial islands made of their trash). The larger the mound, the more wealthy the person who lived there. They traveled primarily by canoe, and mounds were mostly surrounded by water. They also excavated canals to connect all I've their settlements. It's worth checking out for more ideas.
Yeah, I will look into that. It sounds very interesting.
Quote from: HumaboutAlso, in terms of monstrous inhabitants, have you considered bog mummies or Grendel-like trolls?
Quote from: Seraphine_HarmoniumPerhaps the most iconic and unique threat to Knockaron are the Bogborn--a form of mummy preserved in the peat.
Yes.
Quote from: Ghostman
I find the whole town-on-a-bog concept exciting and your notes do well to invoke an image of such a place. The Bogborn make some cool monsters to throw at players. Are these mummies bound to the bog or can they leave it to pursue victims on dry land?
Thanks! And the Bogborn can certainly walk on land, but they can't stray far from their bog-lands. If you have a good stretch of solid ground, you just have to get far enough in to escape them. I might draw the line at a mile or so.
Quote from: Seraphine_Harmonium
Yes.
Oooh! Missed that! Damn my medicated drowsiness!
Quote from: Humabout
Quote from: Seraphine_Harmonium
Yes.
Oooh! Missed that! Damn my medicated drowsiness!
Grendel-like trolls are something that would fit pretty well into this setting though. Beowulf is one of my inspirations (as is ASoIaF, though I've only just met Meera and Jojen. The frog-eating is the only thing so far in the notes that was taken DIRECTLY from the series). Perhaps I will add in a Grendel or two.
I've also got some similar notes to put up about Iscebeal. I have at one point put forward a write-up about it, but I am adding on & changing, so there's some new notes on the way, just busy right now.
Iscebeal Notes
The Dragon River--The name "Iscebeal" means "Water Mouth" and refers to an ancient folk belief that the river was the gullet of a water drake, and delta with its jagged rocks was the dragon's toothy maw. This name is a sanitized version of the original, which has been forgotten, but is agreed to have frightened people away from living here.
Population & City Layout--The locals of Iscebeal are a mix of a number of different tribes, many of whom are nomadic--flowing in and out of the city like the tide. The urban sprawl is a bizarre mashup of stone and tents. This was once a great city of military significance, with a powerful fortress, several watchtowers, and high walls. It was built from the local stone, and made an impressive sight. However, these fortifications have been beaten down by the ravages of time. The nation that built them dissolved, and much of the stone was repurposed, stolen, and worn apart. There are still myriad ruinous sections of wall, & old guard towers have been converted into brugs for the transient population.
The people themselves are mostly bronze and copper-skinned folk who are adorned with red tattoos in return for great deeds. At least one such clan limes their hair, dying it white. Naturally, most have hair of an auburn shade of brown, though red and blonde are more common here than elsewhere in Glasconai, lending many people here a fiery look. Such people are said to have the blood of the dragon. (The dragon of local legend seems to vacillate between being a fire dragon and a water one). The tribes are prone to fighting with one another, both verbally and physically.
Fighting--The nature of the fighting between clans is peculiar. Weapons have been forbidden within city limits (though some still make it in). Because of this ban, most fighting is either bare-knuckle brawling or battles of words. These are people who respect someone who can make a clever insult. They tend to have a powerful sense of humor about themselves, and an especially pointed insult is as likely to earn you a friend as make you an enemy here. When it comes to fisticuffs, however, these people are the most skilled to be found anywhere. Wrestling and pugilism are noble arts, and among the sources of highest honor, and entertainment. Professional sport wrestlers, or boxers are the wealthiest people in the city, and there is a huge gambling market based on the matches--both the planned, and the spontaneous. Street-fighting and tavern brawls are common occurrences and are expected.
Dun Feicmuir--This was built by the Ui'Tul in their days of glory and conquest many generations ago, when Inloth was the High King of Glasconai. Those days are long past. The castle remains, but it is a crumbling ruin. It could hold out for a while, but is not long defensible against a siege. It is now the periodic seat of a council of the clan elder, who meet at the High Holy Days, when their clans have gathered back within the city. It is frequently infested with pesky minor monsters, and needs regular upkeep. Redcaps are known to make their homes periodically in sequestered turrets and forgotten corners of the complex.
Fealltach Forest--It's name means "Treacherous." This forest is feared by the locals. It is infested with bandits, trolls, and Woodkerns, and it is said that even the trees here are enemies. "In Fealltach, the trees listen, and the trees lie" is a common saying. It is commonly believed that the various trees of Fealltach will uproot themselves and move around--causing paths to suddenly lead to different places in an attempt to confuse and trap travelers inside. There are several conflicting explanations for this, including Unseelie fae illusions, the spell of a rebellious, dark druid, evil sentient trees, and the trickery of the Woodkerns. Perhaps all of these are true, and perhaps none of them are.
Woodkerns--The Woodkerns are men of the forest, twisted and driven mad by Unseelie magics, or so the stories go. Human, or at least mostly so, their blood is mingled with Unseelie fae, and they have many changelings and half-bloods among their numbers. They live in cities built among the trees, and are said to drink a beverage made from fermented tree sap. They are short, with long, powerful limbs that are suited for climbing trees. They have skin that ranges from pale near-white to a jaundiced yellow, but they frequently cover their skin with mud, and wear armor made from wood. They fight with spears and bows. They have no farmland, and survive by hunting, foraging, and raiding. They are a constant menace to the people of Iscebeal, preying on merchants traveling through the woods, and stealing from farmers at the ourskirts of the city. The lords of the city frequently employ heroes to rid the forest roads of woodkerns.
Ottermay--Clan Inloth once conquered this land & established a powerful seat here. Dun Feicmuir was built for war, but Ottermay was built for peace. It is the age-old lodgings of the lords of Clan Inloth, and a branch of the clan remains here to this day. They no longer hold the land outright, but they retain control of Ottermay, which is in much better maintenance than Dun Feicmuir, and are influential in local politics. The Owls that are the usual sigil of the clan are rarely found near Iscebeal, so this branch of the clan adopted the river otter as its symbol.
Brigantia's Tower--A sect of female druids worships the goddess Brigantia here, and keep an eternal flame burning atop this tower. This flame both serves to honor the fiery goddess, and acts to warn off ships that come by night, for the bay is filled with rocky shoals that can mean the ruin of ships who are not careful. The fog that constantly wafts up off the sea here makes navigating the bay even more treacherous. The priestesses are an independent body, who are not under the jurisdiction of the city authorities, and as such can function as an asylum for those who are out of the good graces of the law--at the discretion of the priestesses. These priestesses are healers and poets, wise-women, and warriors. They are capable at protecting those withing the tower's walls, and watch over the realm granting Brig's blessing on those who do good deeds.
Any thoughts on Iscebeal? Things that are good/bad/interesting/boring?