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Cad Goleór Discussion Thread

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

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Ghostman

Good job on that write-up. It manages to stay concise and keep a fairly fast pace moving from event to event, so it doesn't beg bogged down twiddling with minutiae. That's important when you have to sell an audience on a big wall of text :)
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

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

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Seraph

Quote from: GhostmanGood job on that write-up. It manages to stay concise and keep a fairly fast pace moving from event to event, so it doesn't beg bogged down twiddling with minutiae. That's important when you have to sell an audience on a big wall of text :)
I tried to make sure it kept moving, though at times it was hard finding the balance between how much detail is necessary or desirable to make the story comprehensible, and how much should be skimmed over for length.  Glad you liked it.
Brother Guillotine of Loving Wisdom
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Seraph

Caste System (Updated)
 
Oftentimes in a society, people are divided up into different groups with different standing.  Sometimes rules apply differently to different 'classes' of people, or don't apply at all to some.  The oath of a king, for instance, is worth about ten times the oath of a common farmer.  The societies of Cad Goleór generally divide people into one of three main castes:

Fliath ('Nobles')
Noble families are considered to be the top of the heap.  They are a meaty group, but far fewer in number than the peasants.  The traditional and historic profession of the Noble class is warfare.  The most skilled fighters are frequently from the warrior nobility, and most professional warriors are drawn from among the Fliath.  Membership in the Nobility is very difficult to come by, as it is largely determined by birth.  Only marriage into a Noble family can offer any opportunity at slipping into their ranks.

Kings are chosen from the Nobles caste and elected by their peers.  Heredity is respected and factored into elections'"any descendant of a past king, as far as four generations, can lay claim to the throne'"but most importantly a king must be fit to rule, both physically and mentally.  If the Fliath do not have faith in a candidate for kingship, they will not submit to his rule.  In order to rule, a King must be physically without blemish.  This includes deformity, and serious injury.  Cuts and bruises inflicted during battle, while not problematic if they heal quickly, if they leave lasting scars, may render a king unfit to rule.  If a king is no longer fit, then a new king is chosen to take his place.

Aes Dana ('the Gifted People')
This caste is made up of skilled craftsmen and holy men.  Druids, bards, and Ovates all hail from this caste, as do famed blacksmiths, artists, chariot makers, weavers, and other highly skilled people.  This caste has no birthright, and is based on the merit and skill of its members.  If someone is talented enough, they will be admitted into the Aes Dana.  These are not the kings, but the kingmakers; members of the Aes Dana are highly respected, and a Druid's advice is always heeded, which the praise or satire of a fili can raise a king to glory or force him to abdicate.

People of the Aes Dana frequently make their living on the patronage of nobles, rather than by trade, as the Freemen do.  It is not uncommon for people of this caste to travel between different nobles, or even different kingdoms, living off the patronage of each until offered a better living elsewhere.  They frequently live within the stronghold or hill-fort of a noble or king.

The Brehons, those bards and druids who specialize in keeping the codes of law, arbitrating disputes, and passing judgment, are among the Aes Dana.  These are the ones who keep the knowledge of offenses, penalties, and retribution.  They are the keepers of the rule of law, and as such, while they live under the king's rule, even the king is subject to them.

Doernemed (Unprivileged Freemen)
This is the most numerous caste, constituting all citizens who are not of the nobility or members of the Aes Dana.  These are mostly farmers, fishermen, hunters, trappers, and minor craftsmen who do not make prestige products.  This is the peasant class; free, but not quite prosperous. Most PCs are presumed to come from this caste, although spellcasters are likely to come from the Aes Dana, and some PCs of the fighter type might come from the Fliath.  

The Doernemed come in two varieties: the Céile, and the more prosperous Aire.  These folk do not possess land directly, but must rather rent it from the Fliath for fees which might include cattle, or a percentage of the crops.  A member of the Céile may become an Aire by acquiring enough land.  If the Aire continue to acquire property by renting, and can prove that their ancestors were landowners, it is actually capable to rise to the level of Fliath.  The Céile and Aire are the foundations of society, forming the middle class and largest portion of the tribe.  They include both farmers and craftsmen of trades not prestigious enough to be a part of the Aes Dana.

Fuidir (Slaves)
The Fuidir are the lowest class within tribal territory. They are not members of the tribe and have no land rights. They are permitted to live within tribal territory only by the good graces of the King. Any transgression could lead to immediate expulsion. Generally, the Fuidir is a stranger, often a refugee from another territory who, for whatever reason, has become a person without a tribe. The Fuidir are of two classes; saer-fuidír and daer-fuidír.

The Saer-fuidir are the better off, and are not slaves in the strictest sense of the word.  They are low-class servants who work for their survival.  They have no legal standing, are not considered citizens and cannot take part in government.  They cannot provide evidence against those of higher rank.  Below them are the Daer-fuidir, the true slaves.

There is no group of people that is systematically enslaved.  Rather, this is a caste of people who, through crimes and offenses against the society have had their rights and citizenship forfeited.  Murderers, captured foreign invaders, rapists, and repeat offenders of various other crimes are relegated to slavery, performing tasks no one else wants to.  These are the dangerous or monotonous tasks, but ones without glory.  In times of great adversity, slaves may be offered up as human sacrifices to the Tuatha.

In spite of their low stature, the law favors emancipation.  If a slave lives long enough, and acts with honor and integrity, they may redeem themselves of their crimes, and gain, or regain, their citizenship.  These freedmen will always likely have low Enech, and will be widely mistrusted, but even slaves can rise above their status.  
Brother Guillotine of Loving Wisdom
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Seraph

Thirty Adventure Ideas
    It falls to the PCs to defend your homeland from a cattle raid, when the rest of the men are struck by a curse that leaves them indisposed.*A friend of the PCs is framed in a murder.  Prove his innocence and find the true killer to restore your friend's honor.*Avenge the death of a friend killed as a victim in a blood feud.*Venture into Annwn to save a friend claimed by the Wild Hunt*Enter Annwn to seek a spirit who knows the secret to lifting a curse.*Hunt for special ingredients for a druid's potion.*Seek the legendary treasure mentioned in a bard's song.*Save a woman kidnapped by Unseelie Sidhe*Fomorians have captured a bridge and are exacting a heavy toll from those who cross it.*A craftsman will make an item the PCs need, but only if they help him with a personal problem.*Berserkers from across the sea are pillaging coastal towns.*Invading armies seek to conquer your homeland.*When relations are tense between your kingdom and the neighboring state, fairies are befuddling emissaries, and keeping them from their duties.*Normally peaceful animals from the woods suddenly attack farmers and livestock.*A dragon wakes up hungry, and thinks a maiden whose wedding is near would make a good meal.*The PCs must search for a craftsman who knows the art of crafting magical weapons.  *A PC is cursed with a geas that requires drinking the blood of a dragon daily. *A PC is given a geas to kill a close friend.*A friend of the PCs has eloped with a king's intended bride.  They must protect him from the men the king sends to kill him.  Alternately, the PCs might have to hunt down their friend and bring him to justice as a matter of honor.*A hero is seduced by a fairy, and neglects his duties.  The PCs must save him from his enchantment.*A bandit-king waylays anyone attempting to pass through his forest.*Your village is in danger, and you must seek help from a savage tribe living on the other side of the mountains.*The king's magical sword, an heirloom of the kingdom, and a symbol of your clan's power, has been stolen, and the rival kingdom to the North is suspected to be responsible.*A series of talented craftsmen begin one-by-one to turn out their best works to date, shortly before dying mysteriously.*A headless figure is seen riding about on a horse with flaming eyes.*A once-poor fisherman suddenly appears in town wearing a seal-skin cloak, and with a slave in tow behind him.*When a girl is betrothed to a Warrior Noble, jealous rivals for her hand threaten to tear the kingdom apart with war.*A witch has kidnapped two small children, who must be rescued.*A Fliath goes mad when his bride leaves him.  He flees to the woods, living as a wild man, attacking anyone who comes too near.*Two men claim the throne of High King, and the Líath Fáilte sings for both of them.  The island is divided, and a massive war seems immanent.*
Brother Guillotine of Loving Wisdom
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Seraph

Gods[note]This list is by no means complete.  There are still over half a dozen more to come, presuming I don't add any more.[/note]
There are a number of gods, called the Tuatha, who intervene in the affairs of the mortal world Abred, but not in the mundane details of people's everyday banalities.  They sometimes make themselves known at nemetons and stone circles, but are rarely seen.  Though they may be seen more often than people realize, as they often masquerade as regular people, or as animals.  People may be talking to gods and never realize it.

The Tuatha are neither good nor evil'"the words lack meaning to them'"but some are better known for their benevolence than others.  Some help willingly, others only at great personal cost to the petitioner.  The goals of some of the gods may not always correspond to the best interests of humans, but most do not typically mean humans harm.  It must be understood, however, that the Tuatha are not just a pantheon, but a race.  Like humans, they vary in power, from the comparatively weak to the nigh-indestructible.  Only the most powerful of these will likely be paid homage by humans.  Those lesser ones will likely be ignored, or even unknown.  The line between lesser Tuatha and Sidhe is hazy.  The distinction is often considered temporal: Sidhe were born after the gods were driven out of Abred, while the Tuatha consist of all those of the tribe which were living at the time mankind drove the gods beneath the hills.

If gods are at war or are otherwise in tense relations, the weather and the natural world sometimes respond to this, causing chaos: bad weather of varieties uncharacteristic for the region, natural disasters, strange animal behavior, etc.


Aengus the Young
Intermediate God
Symbol: A swan
Home Plane: Gwynvyd
Portfolio: Love, Youth, Poetry, Music, Charm, Guile, Swans
Holy Days: Beltane
Favored Weapon: Longspear

He carries a gold harp that makes irresistibly sweet music.  His kisses are said to turn into swans, and four of these accompany him at all times. He is the son of Dagda and is said to be the fairest man ever known beneath the stars.  Aengus has beautiful, long, golden hair and shining blue eyes that always seem on the verge of joining in on a good-natured laugh.  In addition to "the Young," he is also sometimes called "The Beautiful."

He spends his eternal days with his chosen companions '" both mortal and immortal '" and rarely thinks about the future or about responsibilities. He has no need for them, and does not often consider his place in the world.  Those who remain near Aengus the Young for too long will find themselves forgetting to eat or drink, simply wasting away in the sheer luxury of his presence.  For this reason, some have mistakenly identified him as an Unseelie Sidhe.

Aengus the Young is praised and admired by young lovers.  He is given offerings by those who wish to woo, marry, or begin an illicit affair.  He is a hopeless romantic, prone to aiding those who engage in quests for love.  He is idolized by adolescent girls, and there is much erotic poetry composed in his honor.  

He is known as a trickster, and seems to always bear the rebellious nature of youth.  He often comes into conflict with gods of order and law.

Blodeuwedd
Intermediate Goddess
Symbol: Flowers
Home Plane: Abred (Spends most of her time in Annwn)
Portfolio: Plants, the earth, crops, owls, sovereignty.  
Holy Days: Lughnassadh
Favored Weapon: dagger

The flower bride of Lugh, she was given life by Gwydion and Llyr.  Not one of the Tuatha per se, they created her form the forms of flowers, which they animated and gave life.  Lugh was given a geas that he would never marry from the Tuatha, Fomorian, or any foreign tribe.  Thus was Blodeuwedd made for him.  Native born she was, but belonging to no tribe named in the geas.  It is said that Lugh was the first of the Tuatha to be wedded to the land itself.  

She is thought to epitomize the earth itself, and is a paragon of nature.  She is considered the queen of the lands, and all kings are symbolically wedded to her by proxy to legitimize their kingship, and show their devotion to the lands they rule.

Blodeuwedd, in the legends, proved to be a fickle mistress, however, and ultimately plotted Lugh's downfall.  She became the consort to four brothers who sought the High Kingship for themselves.  She is sometimes called the Strumpet queen.  After her initial betrayal of Lugh, she was transformed into an owl as punishment, and owls have ever since been messengers of hers.  

It has been recorded'"though if it be truth or legend only, who can say?'"that  when a particularly fit mortal king is crowned at Lughnassadh, that Blodeuwedd herself presents herself to him as his queen, and offers him her hand.  This may also have been a girl in costume serving in the symbolic role, which was taken literally by those who told the tales.  It may also have been that these kings married women named after the goddess.  It cannot be ruled out, however, that the goddess herself sat upon the throne of mortal queenship.

Lugh Longfingers
Greater God
Symbol: A hand.
Home Plane: Abred
Portfolio: All Arts and Crafts, Kingship, valor, potential, Justice, eagles,
Holy Days:  Lughnassadh
Favored Weapon: Gáe Ássail, a javelin that returns when thrown

Lugh Longfingers is a god of universal appeal.  His worship is broad, as he is skilled at all arts, and every craft.  He is especially loved by the lowly, however, as his defeat of the monstrous Balor is said to represent the triumph of the meek against the tyrant.  He is a symbol of justice and the proper order of things.  He is one of the most loved of the Tuatha.  His rule was said to be the most peaceful and prosperous of the Tuatha before the coming of the Milesians.  He is still highly respected by the rest of the Tuatha.

Lugh is one of the more frequent visitors to Abred.  Born there, he can travel there more easily than those born in Gwynvyd and Annwn.  He has been known to sire mortal offspring, and keep his eyes on mortal affairs.  He grants his grace to just kings, and is said to come to the crowning of each High King in the guise of an old man in a cloak, to offer his blessings to the king.  

Kings, upon their coronations at Lughnassadh, symbolically take the place of Lugh in his marriage to Blodeuwedd.  The festival of Lughnassadh translates literally to 'Lugh's Marriage.'  Blodeuwedd tricked Lugh into revealing how he could be killed, however, and she betrayed him with four brothers who sought the kingship for themselves.  When struck, it is said he flew away in the form of an eagle.  

Lugh is said to come to the aid of grand and worthy causes.  He always smiles on those who help others, and will help to defend a just ruler.  
Brother Guillotine of Loving Wisdom
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Seraph

Provinces of Glasconaí

The island is divided into six Major Kingdoms, or provinces: Ardmore, Chonailar, Clarath, Galrock, Samildán, and Thiodonn.  The city of Abhainnath, which lies at the heart of the isle in the Kingdom of Chonailar, is the legendary seat of the High King'"a seat which has been empty for generations. . .

The law of the lands is determined by a group of bards and druids called Brehons.  They determine the laws, and the punishments for crimes.  According to law, the lands are publicly owned, but the king of each region has the authority to distribute land on a semi-permanent basis among the fliath.  The fliath can then rent out land to the doernemed.    Both men and women are allowed to own land, but it is more common for men to be land holders.  Women are considered full citizens with all the legal protections men of their social caste have.  They can own land and property, have a say in local matters, be employed in a profession, and fight to defend their lands if they so choose.  Women are rarely, if ever, required to serve in war, however.  Most professions are open to women, though men are more common, and women are more commonly expected to remain at home.  Both genders are expected to be able to prepare food, and mend clothing.  

Paleness is considered attractive, especially among women, though rosy-cheeks are sometimes in style.  Fatness is considered grotesque, but thinness is not considered attractive either.    Muscles are almost universally considered attractive among men, and in some groups, also amongst women.  Muscular men seek opportunities to showcase their bodies.  The working classes like their women muscular, as to some of the more war-like tribes, who boast the battle prowess of their women.  Nobles often want softness in their women.

[ic=Ardmore]Ruler: King Brogan mac Grania
Capitol: Drochead
Government: Elected Monarchy
Realm Alignment: Lawful Good
Population: ~500,000
Major Settlements: Beldangan, Ceann Balor, Drochead, Torliath

Ceann Balor
Government: Petty Kingdom
Population: ~2000 (more in the lands surrounding the town proper)
Demographic: 96% Human, 2% Half-formorian, 2% Other
Alignment: Lawful Neutral
Personalities: Lvl 8 Ftr (King), Lvl 6 War (Sheriff or equivalent), Lvl 6 Witch (Cult)

Ceann Balor, which literally means 'The Head of Balor', is so named for a legend that, following the Cad Magh Ruadh, in which Lugh Longfingers slew the fomorian tyrant Balor, he severed the giant's head and brought it here to ward against attacks from the west.  The head was said to remain animate and sentient, even when separated from its body, and was said to warn the inhabitants of attack on multiple occasions.  There is a massive boulder here, which stands out from the surrounding grasslands, and is said to be the head of the fallen fomorian king.  The people here claim that Balor's evil eye turned its own head to stone when it was removed from his skull, which is why it is now a great sarsen.  

There is a cult of Balor here, a few who believe the stone head is a god who has the power to protect them, to avenge its defeat, and grant strength to his followers.   They view him as dark and fearsome, but not truly evil, and make offerings to their god at the site of the stone head.  Most of these offerings are harmless enough, but the cult has been known to on occasion make human sacrifices.  This sometimes brings them the attention of the King, who does not condone this behavior.  Most of these sacrifices are slaves with no protection under the law, however, which makes the offense difficult to pursue legally.    The populace generally fears and mistrusts, them, but there are those who feel that the existence of the cult is good for the town, as it brings attention to it.  
[/ic]

[ic=Chonailar]Ruler: Queen Deichtine of the Ten Fires
Capitol: Abhainnath
Government: Elected Monarchy
Realm Alignment: Lawful Neutral
Population: ~666,000
Major Settlements: Abhainnath, Cois Muir, Tulainn

One of the largest and most powerful realms of Glasconaí, the Kingdom of Chonailar is noted most for its central location.  Literally named 'Home Center,' it is the longitudinal center of the island.  Trade routes from the East and West must pass through here, giving the realm tremendous influence.  Also working in its favor is its famed capitol of Abhainnath.  It commands more material resources than most , and only Clarath surpasses it in military might.   Chonailar still needs to exercise caution and maintain diplomatic relations with the other kingdoms, however.  In times of political or social unrest, the kingdom might be rendered vulnerable, and they might not be able to fend off attacks if multiple kingdoms were to join in the attack.

Cois Muir
Government: Petty Kingdom
Population: 23,400 (30/km2)
Personalities: King Duncan, Aifric, Calbhach, & Faolán

Literally meaning 'By the Sea,' Cois Muir is one of Glasconaí's coastal towns.  It sits at the mouth of the River Dearg, and overlooks Cuan Cuilleann'"a bay named after the local word for a species of holly that grows there.  The holly here grows large and tree-like, and is often used by the locals as building material.  The prickly leaves are often left on windowsills to deter thieves and ward off dangerous fairy spirits.  Holly leaves are also one of the measures used to protect against changelings: they are used to line the crib so the fairies will prick themselves on it when they try to switch the babes.  A more common method, however, is merely to place an iron medallion around the baby's neck.  Since fairies are repulsed by iron, they will not touch a baby who wears it, nor could a changeling stand the touch of iron against its skin.  Therefore wearing an iron pendant, usually in the shape of a sword, is considered proof that the child is indeed human, and indicates that they are safe from fairy magic.  Iron pendants are considered a common defense against fairies across Glasconaí, but the holly-based methods are unique to Cois Muir.

Fishing is a common profession here'"and is the primary animal consumed here.  Some woodland provides for a small amount of game to be hunted, but a small group of druids has forbid large-scale hunting parties.  Cois Muir also has relatively little farmland, compared to some other places, so what farmland they have is used for crops, not for grazing.  Between their wisdom, their knowledge of natural cycles, and their magic powers, the druids Calbhach and Faolán, and the druidess Aifric, have helped the people of Cois Muir to make the most of their limited land, and thus yearly stockpile enough food to last the winters.  [/ic]
Brother Guillotine of Loving Wisdom
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Seraph

Fir Cróndu
[note]The Fir Cróndu are not intended to be a PC race.  They are an "evil" race, though it is mostly a matter of putting their survival before their morals, rather than any particular love of being evil.  They are isolated in region, and are only seen by other humans as raiders.  I have based them in part on the Picts, and use the Halfling as the base, and using multiple "advanced race" options.

PCs might encounter the Fir Cróndu when the village their town is subject to a raid, or they might seek out the race to rescue someone who has been taken, or to retrieve a valuable item.[/note]Folk legends tell of a people, small and dark, who arrive at night to steal people away, killing and eating them.  Some of these stories are exaggerated, others are not.  

Driven from their native lands and forced to live on the brink, amidst the harshest climates and bleakest landscapes, the Fir Cróndu are masters of survival.  Their current homeland is the Inish Crón'"the 'Dark Isle' named for the intricate patterns tattooed into the flesh of its inhabitants.  The Fir Cróndu are already of a darker complexion than most other mortals, and the intricate patterns of black ink in their skin'"said to afford them magical protection'"truly earn them the title of 'The Dark Men.'  

Fir Cróndu are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away.  They are well-versed in the cues of the land around them, knowing when they must travel, and when they must hide away in caves beneath the surface.  

Through their many hardships and the difficulties of life in their homelands, the Fir Cróndu have learned to rely on one another.  Their sense of the tribe and community is a crucial to their survival.  They are suspicious of outsiders at best, and expect other races to be hostile.  Crimes commited by one Cróndu against another are punished viciously.

Physical Description: Fir Cróndu range in height from a humble 3 feet up to 4 feet at the tallest. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Their skin tends toward darker complexions, and their hair toward light shades of brown. Their ears are pointed, but proportionately not much larger than those of a human.

Society: Fir Cróndu are fiercely loyal to the tribe, which forms the basis of their society.  They claim no true cultural homeland, but most live on the Inis Crón, and are otherwise only ever found in the bleakest of landscapes, such as the mountainous terrain of the Culdruim, and the rocky deserts of Thiodonn. When seen in Glasconaí and Gwladwyn, they are almost always conducting raids on human settlements, stealing resources or food.  

Alignment and Religion: Fir Cróndu are violently loyal to their friends and families, taking slights against kinsmen even more seriously than other races.  Since they dwell in a world dominated by races twice as large as themselves, they've come to grips with the fact that sometimes they'll need to scrap and scrounge for survival. Often times, survival requires much more than scrounging, however.  The Fir Cróndu have had to give up their morality to survive by eating human flesh when no other game can be found.  Most halflings are neutral evil as a result.

Fir Cróndu Racial Traits
+2 Dexterity, +2 Wisdom, '"2 Strength: Fir Cróndu are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Fir Cróndu are Small creatures and gain a +1 size bonus to their Defense, a +1 size bonus on attack rolls, a '"1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Fir Cróndu have a base speed of 20 feet.
Wanderlust: Fir Cróndu have to wander far and wide to find the resources necessary to survive. Fir Cróndu receive a +2 bonus on Knowledge (geography) and Survival checks.
Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Fir Cróndu.  Fir Cróndu gain a +1 luck bonus on all saving throws.
Low Blow: Fir Cróndu train extensively in how to attack larger creatures. Fir Cróndu gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.
Sure-Footed: Living in barren, rocky, and sometimes mountainous terrain, those who cannot keep their feet rarely live long.  Fir Cróndu receive a +2 racial bonus on Acrobatics and Climb skill checks.
Brother Guillotine of Loving Wisdom
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Wensleydale

I have to say, I really like the feel you've got going on here, although it's slightly more difficult to be captured by the mood when the place names (at least the Welsh ones) are places you visit frequently, or in one memorable case (Maesteg) the extremely dull terminus of your train journey home. :P I'm looking forward to more of the Welsh-themed stuff; although I appreciate you're more familiar with Irish legends. I'd link you to an online version of the Mabinogi, but I'm sure someone did that a couple of pages back. This is a useful page if you haven't found it yet.

Roman themes, incidentally, are quite important to Welsh mythology - unsurprising considering how much the two cultures syncretised in post-Roman Britain: to give an example, Welsh borrowed words as apparently fundamental to normal speech as braich, 'arm', originally from Latin bracchium. Are you planning to incorporate Roman themes at all?

Also a serious question - would you like me to correct your Welsh and Irish (the latter to the extent of my little ability)? I'm not sure it matters that much since, after all, names just add flavour to a setting, but the other's there if you'd like.

LordVreeg

Quote from: Seraphine_Harmonium
Quote from: GhostmanGood job on that write-up. It manages to stay concise and keep a fairly fast pace moving from event to event, so it doesn't beg bogged down twiddling with minutiae. That's important when you have to sell an audience on a big wall of text :)
I tried to make sure it kept moving, though at times it was hard finding the balance between how much detail is necessary or desirable to make the story comprehensible, and how much should be skimmed over for length.  Glad you liked it.
It's a hard balance.
One that I fail regularly.
I like the write up here, and I also wanted to say I enjoyed the simple-yet-critical caste system.
VerkonenVreeg, The Nice.Celtricia, World of Factions

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Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Seraph

Quote from: WensleydaleI have to say, I really like the feel you've got going on here, although it's slightly more difficult to be captured by the mood when the place names (at least the Welsh ones) are places you visit frequently, or in one memorable case (Maesteg) the extremely dull terminus of your train journey home. :P I'm looking forward to more of the Welsh-themed stuff; although I appreciate you're more familiar with Irish legends. I'd link you to an online version of the Mabinogi, but I'm sure someone did that a couple of pages back. This is a useful page if you haven't found it yet.

Roman themes, incidentally, are quite important to Welsh mythology - unsurprising considering how much the two cultures syncretised in post-Roman Britain: to give an example, Welsh borrowed words as apparently fundamental to normal speech as braich, 'arm', originally from Latin bracchium. Are you planning to incorporate Roman themes at all?

Also a serious question - would you like me to correct your Welsh and Irish (the latter to the extent of my little ability)? I'm not sure it matters that much since, after all, names just add flavour to a setting, but the other's there if you'd like.
I've come across a few things with the Maginogion.  I haven't really gone fully into that part of the world yet though.  I've gone back and forth with the Romans influences.  I'm not certain I want attacks from Rome (or a Rome Analogue) to be something that happens frequently.  My current setting map includes only the two islands, and for the most part I planned on the setting being confined to that.  There is a vague awareness of there being other places, but they would only factor in on a case-by-case basis.  But, if it really is that important to Welsh Myth, I might have to.  

As far as correcting the Welsh and Irish, I don't think it really matters that much, Since it is Irish and Welsh inspired, and not actually Ireland and Wales.  That said, if you feel so inclined, you are welcome to correct.  I just reserve the right to take artistic license.

Do you think that I should not use names of actual Welsh towns?  
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Wensleydale

QuoteI've come across a few things with the Maginogion. I haven't really gone fully into that part of the world yet though. I've gone back and forth with the Romans influences. I'm not certain I want attacks from Rome (or a Rome Analogue) to be something that happens frequently. My current setting map includes only the two islands, and for the most part I planned on the setting being confined to that. There is a vague awareness of there being other places, but they would only factor in on a case-by-case basis. But, if it really is that important to Welsh Myth, I might have to.
As far as correcting the Welsh and Irish, I don't think it really matters that much, Since it is Irish and Welsh inspired, and not actually Ireland and Wales. That said, if you feel so inclined, you are welcome to correct. I just reserve the right to take artistic license.[/quote]Glasconaí[/i] would be Glaschonaí, because of initial mutation, and I would say gwlad wen for 'white country' if that was what you were going for, although these days glwad wyn is equally correct and I have to admit the latter sounds a bit better. I'd also decide which out of <v> (the accurate Old Welsh spelling) and <f> (the modern Welsh spelling) you want to use for the 'v' sound. It's the aesthetics that matter, though, as you say.

QuoteDo you think that I should not use names of actual Welsh towns?
Llanwrst[/i], since I think it's a corrupted form of Llanrwst, meaning 'place of Saint Gorst'. Still, you could just come up with another historical character called 'Gorst' to justify it.

Seraph

Quote from: WensleydaleNo problem. It's really just minor things that nobody's likely to worry about anyway - Glasconaí would be Glaschonaí, because of initial mutation, and I would say gwlad wen for 'white country' if that was what you were going for, although these days glwad wyn is equally correct and I have to admit the latter sounds a bit better. I'd also decide which out of <v> (the accurate Old Welsh spelling) and <f> (the modern Welsh spelling) you want to use for the 'v' sound. It's the aesthetics that matter, though, as you say.

Ah, well the Glasconaí-Glaschonaí thing I was actually aware of, and just chose to spell it like I did.  I have at times considered adding the h back in, though.  

As far as the f/v thing.  "f" has a visual interest to it, but decreases readability for non-Welsh speakers.  But if "v" is actually Old Welsh Accurate, it's probably more appropriate anyway.
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Wensleydale

Yeah, the <f> actually comes from the invention of the printing press - Welsh has in terms of occurrence far more 'v' sounds than English, so the number of 'v' pieces of movable type far exceeded what was actually available - whereas there were 'f's aplenty, apparently!

Seraph

Quote from: WensleydaleYeah, the <f> actually comes from the invention of the printing press - Welsh has in terms of occurrence far more 'v' sounds than English, so the number of 'v' pieces of movable type far exceeded what was actually available - whereas there were 'f's aplenty, apparently!
I'll most likely stick to the V, then.  Actually, I have another question, though.  What is the difference in sound between <d> and <dd>?
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Wensleydale

D is the normal d sound, dd is [ð], the soft 'th' in 'the'.