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Cad Goleór Discussion Thread

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

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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.
VerkonenVreeg, The Nice.Celtricia, World of Factions

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Seraph

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.
Brother Guillotine of Loving Wisdom
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Seraph

Gods of the Sellig Sidhe
[note][/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][/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][/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][/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][/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.
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Seraph

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. 

SkilledNobleMagical
CasterBardDruidWitch
ExpertRogueBrehonSmith
WarriorFenianFlaithGaestat

Bard: Skilled Caster
The 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 Expert
Society 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 Caster
Society 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 Warrior
The 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 Warrior
In 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 warrior
It 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 Expert
They 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 Expert
If 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 Caster
Magic 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.
Brother Guillotine of Loving Wisdom
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Seraph

This is a great picture I found that reflects several creatures someone might come across in Cad Goleor.



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Seraph

[note][/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.
Brother Guillotine of Loving Wisdom
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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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

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SMAAAASH!!
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YOU WON!
* Ness gained 160 xp.
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Seraph

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.
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sparkletwist

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.

Steerpike

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 to feel kinda like this, or maybe more like this, or this?

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.

Seraph

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

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Seraph

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" model that is more celtic, which holds some interesting pantheon and theogony potential. 
Brother Guillotine of Loving Wisdom
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Seraph

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.
Brother Guillotine of Loving Wisdom
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Seraph

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?
Brother Guillotine of Loving Wisdom
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Cheomesh

Make a new one, easier to follow along.

M.
I am very fond of tea.