• Welcome to The Campaign Builder's Guild.
 

Cad Goleór Discussion Thread

Started by Seraph, April 20, 2011, 03:04:36 PM

Previous topic - Next topic

Seraph

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.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Xathan

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?
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Seraph

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.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

Abhainnath
Lying in the center of Glasconaí, 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 'Líath Fáilte' or 'The Welcoming Stone.'  A symbol of sovereignty, the Líath 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.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

Quote from: KindlingThat is a really lovely map! What sort of scale is it meant to be on?
HERE is an updated map with Scale Bar included.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]


Seraph

Ok, soon I will place the image on Deviant Art, and you guys who aren't CG members will be able to see it.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

Cad Goleor Map
with scale bar

Now visible to those who are not on the cartographer's guild.

[spoiler][/spoiler]
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Superfluous Crow

Still a very nice map. I love the handdrawn(?) coastline and the small fjords and creeks.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Nomadic

Can't wait for the game to start :)

And that map looks so beautiful

Seraph

Glasconaí
The history of Glasconaí 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 Glasconaí was the last stronghold of the gods in Abred before mankind drove them under the hills to Annwn.

Nowadays, the isle of Glasconaí, 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 Líath 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 Glasconaí, 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 'Líath Fáilte' or 'The Welcoming Stone.' A symbol of sovereignty, the Líath 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.

Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

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.  
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

#72
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.  
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

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 Nenníus.  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.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Seraph

#74
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 Glasconaí

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.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]