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WELCOME
In dreams there it lies, past the magic mirror and will'o'wisp's light. Beyond words that have faded to legend and myth stands a world long forgotten. Altear that land is called, the otherworld. In that fabled land the children of the old gods live and breath. It is their Kingdom, the land of Fairie that the Old Ways of antiquity live, and where a fractured peace could lead to war or to a new age.
The last High King of the Fairies has died and no heir can be found. Which means a new leader must be elected, and a new Royal family assembled. Because without a true monarch to lead the country, ancient Clann Feuds and courtly politics threaten to bring down the ancient Kingdom of Fairie.

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Setting
Season of Samhain of the Year 1043 TB
Month of Sneatcha
The days are counting down as the time of the vote draws near. After the death of a Seleighe supporter in the city of Mists tensions are on the rise. Violence could break out at any moment. So either the great kingdom will fall in fire or be reunited by a new monarch. Only time will tell.
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Character of the Month
Blair Uí Nemain
Blair is a smuggler known throughout the Dark Market for her skills in obtaining illegal items including foreign weaponry and even Iron. Walking a dangerous tight rope between the outside world and the inner workings of the Margadh Dorcha, Blair is a girl who is quick on her feet and possess a silver tongue.
Males: 6 / Females: 9
Ua Arbatach: 1
Ua Abhean: 2
Ua Badb: 1
Ua Bébinn: 1
Ua Caer: 1
Ua Clíodhna: 1
Ua Ecne: 1
Ua Goibhniu: 1
Ua Lir: 2
Ua Morrígan: 2
Ua Nemain: 3
Credits
Sidebar: Dana
Coding Help: RCR
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Rules |
| Posted by ShadowedSin - 07-16-09 01:13 - 0 comments |
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Registration
1) One character per account please. When creating the account name it under the following rules depending upon character type.
For Gentry: First Name Ó (For men) / Uí (For women) Clan Name-Mór
Ex: Donnaih Ó Creidhne-Mór
For Naturalized Clan Members: First Name Ó (For men) / Uí (For women) Clan Name
Ex: Aislinn Uí Creidhne
For Adopted: First Name Ó (For men) / Uí (For women) Clan Name-Eile
Ex: Mari Uí Badb-Eile
2) Fill out the application completely and then post it as needed. If you have any problems feel free to ask for help in the Newbie Help Thread. Also please make sure everything is properly capitalized.
3) Until your application has been approved, you may not post in character at all. Feel free to use the OOC section or ask for help.
Possible First Name Sources:Clan Names - Clann Profiles - Clan Overview- Arbatach
- Abhean
- Badb
- Bébinn
- Caer
- Clíodhna
- Creidhne
- Ecne
- Goibhniu
- Lir
- Morrígan
- Nemain
General Rules
1) Be respectful of everyone and civil. No flaming allowed.
2) This is an R rated board, no high sexual content will be found here. However understand that we will have themes of gore, swearing, and some nudity may occur. If necessary fade to black.
3) Please use basic grammar and spelling. You won’t be zapped for some problems, but try to make your posts legible.
4) Avatars must be no bigger than 150 x 150, graphical signatures no bigger than 500x300.
In Character Rules
1) Rp will be conducted in Third Person and Past Tense.
2) No God Modding and Metagaming (This Includes Puppeting, Auto-Hitting, Auto-Responding, and Power Gaming).
3) IC actions mean IC consequences, if you break a law expect a trial.
4) Play By’s if you use them should emulate the basic traits of the Clann you are a member of. |
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Plot |
| Posted by ShadowedSin - 07-16-09 01:13 - 0 comments |
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Moonlight licked the face of the high king as he drew his last breath and gave into death's embrace. He was named Aengus son of Dagda, and he was beloved by his people. Under the watchful gaze of the mother goddess, Danu, he was blessed and laid to rest in the tombs of his ancestors. But dark whispers are on the winds as the Fairie Clans are without guidance. And saddest yet, Aengus was the last of his line.
Political division and disagreement run through the Clans of the Fairie. Before a new High King can be elected by the nobility, one of the two rival parties must gain the upper hand. One argues over religious freedom and the other cries for protection from an ancient threat from the North. All the while the ancient feuds the Fairie Clans themselves may threaten to escalate the situation.
In the capital of the City of Mists the Clan Chieftains gather. Secret contracts and conspiracies will rise as the nobles will do whatever is necessary to get what they wish. Each citizen has their own agenda, and each has their own way of doing it. But a history of racial prejudice, invasion and forgotten sins threatens to bring down the Kingdom. |
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FAQ |
| Posted by ShadowedSin - 07-7-09 00:42 - 0 comments |
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Where do the players fit in? Players in The Sundered Way take part as members of the Race of Sidhe. Picking a Clann and place in the society of the country of Cels and living out the life as a citizen of the High Kingdom.
Every action by a player from the greatest noble, to the lowest worker has an effect on the plot of TSW.
What is Altear? Altear is part of an old Celtic myth that there is another realm staring at us from across the mist. More often than not mirrors and water are considered gateways to Altear. It is the otherworld where the Sidhe live. Our world by them is called Ceantar.
Who are the Sidhe? The Sidhe are the descendents of the Tuatha De Danann, who are in turn descended from the goddess Danu. They are what we on earth we would call Fairies. But they appear to be more human like and don’t have wings.
What time period does this all take place in? The closest time period in earth history would be the Iron Age with some influences from the Dark and Middle Ages. Technology is mostly Iron Age with some Medieval Period Tech. There are no cars or electricity. Everyone uses candle light or lamps, and rides horses or walks.
Where does it take place? The Kingdom of Cels is the primary focus of The Sundered Way. It is a Celtic based country set in a region that is much like ancient Northern Europe. The region of Cels itself is a hodge podge of ancient Gaul and the British Isles.
Who is Danu? The Creator goddess, and the primary deity of the Sidhe Religion.
Isn’t one race a bit limiting? No, the Sidhe are separated into Twelve Recognized Clanns (basically a Clan) and each has it’s own culture, appearance, and unique history. In fact the Kingdom of Cels, the homeland of the Sidhe is pretty much a confederated territory with each Clann acting as its own miniature nation.
Can I play a human and or mortal? No, right now the RP is set in a time where there is complete turmoil and political upheaval. Mortals in general rarely ever enter Altear and it is more likley for a Sidhe to visit the mortal realm. Right now, there is no Sidhe powerful enough to cross the the worlds nor is there anyway a mortal could come to Altear.
What are the Classes? Basically a social Class, the Gentry are the nobles, the Fishers are the Middle Class, and the Brownies are more like serfs or the Lower class.
How does magic work? Magic works by a Sidhe willing energy from their aura or their form of a soul. They can then manipulate this power depending upon which discipline of magic they’ve studied. Sidhe can learn a total of three types of magic.
Who are the Seleigh and Unseleigh? The Unseleigh and Seleighe are basically political parties. The Unseleigh Court believe in the traditional culture and ways of the Sidhe, whereas the Seleigh represent the ideals of open trade and religious freedom.
What is the Ard Ri? Ard Ri is Irish (a Gaelic Dialect) and it means High King. The High King in Cels traditionally is the one who enforces the law among the Clanns and is the general monarch of the country. Before the death of Aengus, all Ard Ri were from the small insular Nuada Clann.
What is the Dal/Gathering? The Dal is the Sidhe Senate, or ruling council. Each Clann has a vote in the Dal and the Gathering is another term for the ceremony held to convene the Dal.
Who are the Vanir and Alfar? The Vanir and Alfar are two of the many tribes that invaded Cels three times in the past. They come from a northern realm called Alfheim.
Here are some helpful links for creating a character in TSW. The Core information is that is needed to be known to really enjoy the Rp. The Supplmental articles just advance and flesh out aspects of the Core info.
Core AritclesSupplemental Articles |
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The Clanns of Cels |
| Posted by ShadowedSin - 05-25-09 21:00 - 1 comments |
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“My children gather upon you children and keep them with you.” ~Danu tell her tribe to found the Clanns
Every aspect of Sidhe life is somehow connected to a Clann. And it is these old interconnections of family, adoption and class. So old are the Clann’s that many do not even remember why they were created. Many believe they were created out of necessity to keep newly founded nation from coming apart at the seams. All the same, the Clann’s are here to stay.
Note: The Taioseach in a Clan be either male or female, they have one other title besides Chieftain. That being the name of their clan, aka Aengus was called “The Nuada”. Also, Clann traits as to personality are not exact and need not apply within reason. Also Clann traits are not necessarily required, nor are all three needed to appear. Gentry members need to show at least one trait of the Clann.
((Septs can be created and added as time goes on. When a new one appears, it will be added. Each Clann however will have a certain limit of Septs.)
The Twelve Clanns of the Dal (Major Clanns)
Ua Arbatach Clann Founder:Arbatach, Slayer of mortal Diarmuid Ua Duibhne Emblem/Totem: A Golden Stallion Taoiseach: Catan Ó Arbatach-Mór Tánaiste: Grainne Uí Arbatach-Mór Known Septs: Sept of Cathair Ceochán (Primary), Sept of Baile an Rua (Secondary) Clann Traits: -Bright Blonde Hair -Crystal Sapphire Eyes -Steady Attitude
Fief(s)/Holdings:Dun Gal in Cathair Ceochán, the Village of Baile an Rua Southern Éire Court Leanings: Varies, Generally Unseleighe Info: Clann Arbatach has existed for several centuries and prides itself on the breeding of horses and the training of calvary. A native family grouping of Éire, they are common goers of the Unseleighe court.
Ua Abhean Clann Founder: Abhean the Poet Emblem/Totem: A Green Owl Taoiseach: Bree Uí Abhean-Mór Tánaiste: Brianna Uí Abhean-Mór Known Septs: Sept of Cathair Ceochán (Secondary), Sept of Cathair Muir Dubh (Primary) Clann Traits: -Dark hair with light streaks of blonde -Slanted eyes of gold -A tinge towards writing and lyrics
Fief(s)/Holdings:Hall of Owls in Cathair Ceochán, City of Cathair Mui Dubh in Northern Alba Court Leanings: Neutral, prefer to seek knowledge and write than deal with politics Info: The Clann Abhean is one known for its wit and want to collect. Writers and Druids alike make up members of this Clann. Though varying in size, the Abhean control several holdings and are thought to be one of the most numerous of Clanns out of Alba.
Ua Badb Clann Founder: Badb of the Scald Crows Emblem/Totem: A Black Crow Taoiseach: Cathal Ó Badb-Mór Tánaiste: Fiarcha Ó Badb-Mór Known Septs: Sept of Ráth Mór (Primary) Clann Traits: -Tan Skin -Black Hair -Silvery Eyes with bronze ringed Irises -Considerable Temper
Fief(s)/Holdings: Fortress/City of Ráth Mór in Western Éire Court Leanings: Seleigh, some dissenters though in northern Septs Info: One of the three Raven Clanns, the Badb have fought along their sister Clann’s since the inception of the Kingdom. Situated in the Western regions of Éire, the Clann is known for it’s agrarian wealth and staunch defense of Clansmen.
Ua Bébinn Clann Founder: Bébinn of the Rivers Emblem/Totem: A Orchre Salmon Taoiseach: Rós Uí Bébinn–Mór Tánaiste: Maon Ó Bébinn-Mór Known Septs: Sept of Baile na Abhainn (Primary) Clann Traits: -Light Skin -Light Greyish Hair or Dirty Blonde -Grey Eyes
Fief(s)/Holdings: Baile na Abhainn in Southern Kernow Court Leanings: Seleighe Info: A Clann wrought with fishermen, the Bébinn are well known for their mastery of Water Charms and Illusionary Glamour. Mostly peaceful the Bébinn keep to their holdings unless summoned to the Dal. Some make a good living as enterprising merchants.
Ua Caer Clann Founder: Caer the Swan Maid (Later left the clan to Marry Aengus Mac Dagda) Emblem/Totem: A Silver Swan Taoiseach: Bethan Uí Caer–Mór Tánaiste: Gwen Uí Caer–Mór Known Septs: Sept of Cathair Ceochán (Primary), Sept of Baile an Uisce Dorcha (Secondary-Old Home), Sept of Baile an Uisce Geal (Secondary) Clann Traits: -Light or Blonde Hair -Darkly tanned complexion -Suave or Cool personality
Fief(s)/Holdings: Old Hall in Cathair Ceochán, town of Baile an Uisce Dorcha in Western Kernow, town of Baile an Uisce Geal in Western Kernow Court Leanings: Seleighe, with some neutrality Info: Once heavily tied to the Clann Nuada, the Clann Caer has spent most of it’s time minding future connectiosn with other Clanns. Known for their wine and jewel making, the Caer are a suave and beauttiful bunch who live up to the name of Swan quite well.
Ua Clíodhna Clann Founder: Cliodhna, Queen of the Bean Sidhe Emblem/Totem: A Blue Spirit Taoiseach: Eallair Ó Cliodhna-Mór Tánaiste: Ishbel Uí Cliodhna –Mór Known Septs: Sept of Ráth Taibhse (Primary), Sept of Cathair Ceochán (Secondary) Clann Traits: -Brown hair with dark streaks -Dark to light blue eyes, Lighter color reflects pureblood -Ethereal aura
Fief(s)/Holdings: Hall of Bones in Cathair Ceochán, Fortress/City of Ráth Taibhse in Eastern Alba Court Leanings: Unseleighe, and some variation Info: They are called the Ghosts, the Howlers and the Maids. The Clann Clíodhna were one of the greatest hit during the Vanir raids. To this day an old hatred burns in them for the denizens of the north that burned their halls and killed their people. The Clann is also well known for it’s Magical Talents and hoists an academy dedicated to Charm study.
Ua Creidhne Clann Founder: Creidhne the Forge Master, Armorer of Nuada Emblem/Totem: The Bronze Hammer Taoiseach: Donnaih Ó Creidhne-Mór Tánaiste: Garbhan Ó Creidhne-Mór Known Septs: Sept of Cathair Ceochán (Primary), Sept of Baile an Dun Dubh (Secondary) Clann Traits: -Slender ears -Silver hair -Affinity for Incantation
Fief(s)/Holdings: Great Forge in Cathair Ceochán, town of Baile an Dun Dubh in Eastern Alba Court Leanings: Unseleighe, believe in the old way quite strongly Info: Descended from the crafter of Nuada’s silver hand, the Creidhne are staunch defends of their homeland and artists of note. Proud to be Sidhe, many of the weapons created for many great Champions of the Realm come from the forges of Clann Creidhne.
Ua Ecne Clann Founder: Ecne the Wise Emblem/Totem: A Olive Scroll Taoiseach: Aengus Ó Ecne-Mór Tainaiste: Conall Ó Ecne-Mór Known Septs: Sept of Baile Linn Aisling (Primary) Clann Traits: -Violet Eyes -Silver Flecked hair of varying shades -Bronze Ring in Iris
Fief(s)/Holdings: Trade Town of Baile Linn Aisling in Northern Kernow Court Leanings: Neutral, some Seleighe sympathies Info: Ecne was said to have three fathers, and in many cases he might have. His Clann is one of information and has much in common with the Ua Abhean. Though being of Kernow they favor neutrality to keep to themselves. Among their people healing and bardic arts are considered quite important.
Ua Goibhniu Clann Founder: Goibhniu the Thunder Lord Emblem/Totem: A Copper Anvil Taoiseach: Gareth Ó Goibhniu-Mór Tánaiste: Nerys Uí Ecne-Mór Known Septs: Sept of Cathair Réimse Ór (Primary), Sept of Cathair Ceochán (Secondary) Clann Traits: -Hair with Copper flecks -Copper flecks in the eye that appear during changes in emotion -Tanned skin
Fief(s)/Holdings: The Capital of Kernow Cathair Réimse Ór, Golden Hall in Cathair Ceochán Court Leanings: Seleighe, founders of the movememnt Info: Known as great craftsmen and thinkers, the Ua Goibhniu created the Seleighe movement after the rising conservatism out of the Unseleighe court. Sometimes called the Copper Clann, the Goibhniu rival the Creidhne in their mastery of art and forge work.
Ua Lir Clann Founder: Lir of the Seas Emblem/Totem: The Sea Dragon Taoiseach: Kenneth Ó Lir-Mór Tánaiste: Lachlan Ó Lir-Mór Known Septs: Sept of Cathair Carraig Dragan (Primary), Sept of Cathair Ceochán (Secondary) Clann Traits: -Dark or light brown hair -Sea Green eyes -Sharpened talon like finger nails -Affinity for Wind Charms
Fief(s)/Holdings: The Capital of Alba Cathair Carraig Dragan, Sea Dragon Tower in Cathair Ceochán Court Leanings: Unseleighe, founders of the movement Info: Lords of the Sea and Ladies of Storms, the Ua Lir have been commanders in the Navy of Cels for centuries. Their tenacity among the waves and mastery of Charms dealing with Elements is renown. They are also the very founders of the Unseleighe Court.
Ua Morrígan Clann Founder: Morrígan the Phantom Queen Emblem/Totem: A Violet Raven Taoiseach: Sorcha Uí Morrígan-Mór Tánaiste: Niall Ó Morrígan-Mór Known Septs: Sept of Caiseal Fiach Dubh (Primary), Sept of Cathair Ceochán (Secondary) Clann Traits: -Black hair -Dark eyes -Light skin -Strategic intelligence
Fief(s)/Holdings: Congress of Ravens in Cathair Ceochán, the City/Fortress of Caiseal Fiach Dubh in Western Éire Court Leanings: Unseleighe, general neutral overtones Info: One of the three Raven Clanns, the Morrígan are known for their profiency in War and Politics. Their founder was one of the legendary Scald Crows, ancient Goddesses of War and Fertility that were born of Danu. Their warriors the Laoch Fiach Dubh are feared throughout the realm, for their ferocity in War Glamour.
Ua Nemain Clann Founder: Nemain of the Battle Emblem/Totem: A Red Rook (the bird) Taoiseach: Ceana Uí Nemain-Mór Tánaiste: Dolidh Uí Nemain-Mór Known Septs: Sept of Baile Réimse Cogadh (Primary), Sept of Cathair Ceochán (Secondary) Clann Traits: -Red hair -Red eyes -Fiery spirit
Fief(s)/Holdings: Forums of War in Cathair Ceochán, the town of Baile Réimse Cogadh in Western Éire Court Leanings: Seleighe, general neutral overtones Info: A member of the three Raven Clanns, the Ua Nemain are among the most astute in the ways of independent thought. Though the Clann is renown for it’s leanings toward the Seleighe, it does not enforce the courtly requirements upon it’s warriors. Outgoing and fun, the Nemain have a reputation for holding revels and being quite passionate. |
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Timeline of HIstory |
| Posted by ShadowedSin - 05-24-09 21:54 - 0 comments |
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“Time is flowing and never makes sense does it?” ~Mortal asking a Druid about the time in Altear
The time within Cels is marked by what is called, The Birth. The Birth is when the Tuatha Dé Danann were created by Danu herself.
0 TB Danu creates her Children, the Tuatha Dé Danann.
50 TB Prince Nuada becomes King of his people.
176 TB Leaving the eastern lands of old the Tuatha Dé Danann wander till they encounter the Fomorians.
200 TB After years of coexistence the Old King Balor of the Fomorians declares war on the Tribe of Danu.
234 TB The War of Old begins, the Dagda is born as prince of his people.
237 TB Balor is slain in battle and the Fomorians flee the land of their birth. Afterward Nuada now bearing only one arm since the battle founds the Ard Tuath an Cels.
603 TB The Clanns form and Nuada is laid to rest, his son Dagda takes the throne and becomes Ard Rí.
675 TB The Clann’s are gathered into the Dal by Dagda to increase the right of the people. And the Fisher Class is created.
700 TB The Province of Alba is invaded three times by the northern tribes of Vanir and Alfar.
800 TB After a century of war, the Nothern Fleet defeats the Vanir invaders and drives them back first out of Alba, and then the Isles of Manann. Cels is then freed from raids out of Alfheim.
809 TB The Unseleighe Court is founded as worry about encroachment from the North increases after a century of raids.
823 TB Dun Cels is rebuilt as the city of Mists Cathair Ceochán is built. It is then named the Capital.
921 TB The Seleighe Court appears out of Kernow and the Dal splits along political lines and no longer old Clann alliances.
923 TB Dagda dies in a hunting accident and his son Aengus takes the throne.
1000 TB Growing worries among the Lower Classes appear. Riots break out in the Alban Capital of Cathair Cathal.
1043 TB Aengus the last of his line perishes after several years fighting off a wasting disease. The Dal is convened to elect another Ard Rí. |
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The Basics of Magic |
| Posted by ShadowedSin - 05-24-09 21:03 - 0 comments |
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“No no no, think you git. Raise your hands and direct the energy!” ~Ollamh instructing a Student in Glamour
All Sidhe are embedded with an internal Aura. This is their soul leaking from their skin. Though not exactly seen easily, one can see glimpses of it when a Sidhe is using the power of Magic. Said to be a gift from Danu herself, most Sidhe even the lowest Brownie can use it.
Practioners To use Magic one must really understand how to direct and guide the Aura. Without such knowledge a practioner of Magic will usually fall flat on their face. It takes little learning to get the basics but usually only true masters can do awesome Glamour or Charms.
Depending upon Clann and Sept, a Sidhe might attend a local Academy, be taught by a family member or tutor the basics of Magic..
Note: The following is an example of when a Sidhe might expect to know a specific array of magical forms.
17-20 years = At the most one magical form known 21-23 years = At the most two magical forms known 24-35 years = At the most three magical forms known
35-45 years = One magical form possibly mastered 46-70 years = Two magical forms possibly mastered 70+ years = Three magical forms possibly mastered
There are some exceptions though, some Clanns or individuals might have extreme teaching or better resources than others. Some may not have access and become late bloomers to learn the power of the innate energies found in the Sidhe Race.
Glamour There are two basic forms of Magic that a Sidhe can conduct using their Aura. The first is Glamour, which is to change the form, or appearance of something. This can be used to hide people, change one’s outer appearance, or to make things disappear. The basic aspects of Glamour are as followed.
Illusion – The most basic form of Glamour, Illusion allows the individual to make something appear what it is not. This is not a real change, but just a trickery of feeling, smell and sight.
Change – A rare and extreme form of Glamour, only few can Change. Those who mastered this ability were called Púca.
Solidification – A strange mutation of Illusion, using Light and Darkness, a person can solidify these aspects to create solid forms.
Charms The general ability to manipulate the Aura and to create awesome things from it’s energy are the work of Charms. Charms are a bit more complicated and more varied than Glamour and it can take years to even master more than two crafts.
Fire – Summoning and controlling fire, and the ability to diminish and raise heat.
Water – Summoning and controlling water, and the ability to direct all forms of liquids.
Air – Summoning and controlling air, and controlling all forms of gas.
Earth – Summoning and controlling earth, and directing most solidified materials.
Kinesis – Using one’s Aura to lift and move things without using one’s limbs.
Artifact – Combining a Charm or Charms into an object.
Incantation – Combining Charms or Glamour to create a new effect. |
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Nation and Region |
| Posted by ShadowedSin - 05-24-09 19:47 - 0 comments |
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“Mortals they call ‘em, little feckin gits that die after a century.” ~Brownie telling his daughter about the mysterious mortals
The real world as some call it is Ceantar. Some call it Earth, Terra firma or whatever. All that matters is in this world people die and people kill each other. People also forgot that a long time ago the old ways made sense. You would leave an offering to the spirits one night and have good fortune another.
A Mirror to Ceantar is Altear, or the Otherworld. A place where what was myth, is well real. There are fairies (sidhe) and there are other things that did once exist in Ceantar, that no longer. In Altear, things are a bit interesting.
It’s a mirror in basic geography with a European like continent in the North, and several others that link together through small strands of land.
The Northern Continent A large northern area controlled by various races and tribes. A few things to know is that this large chunk of rock doesn’t exactly have a name. Its mostly just called the Northland, or something like that. The farthest northern region is called Alfheim, and south of that rugged country stands the home of what some in Ceantar would call the Fair Folk, the Sidhe.
Cels, that is the name of it. A place where the old Celtic ways still live, and the descendents of the Old Gods reign. The country is split into three major provinces Kernow, Éire, and Alba. Each name is that of the old Celtic countries of Europe Ireland, Cornwall and Scotland. Though the lands of Cymru no longer exist cast from history, the old relations between the fourth province and Kernow still exist to this day.
And so between Alfheim and Cels stands the Ice Sea. Cold and uncaring, the Sea is a place of many bad memories for the two countries. To the east of both nations stands the Duchy of Vilagifa. One of the only nations that does not use Iron in it's weapons or general metal working. A place of trade with Cels and also Alfheim. Past the Dragon's Tear River stand the Troll Shield and the Empire of Norgard.
The Sidhe outside Cels Few if any Sidhe leave the far reaching High Kingdom, and venture beyond the Oldhome or the Southern Lost Lands. Northward they usually encouter the fierce Iron Clad Warbands of the Vanir.
So if they do trade outside their nation, the Sidhe prefer to keep to those countries that bear no Iron. Or can act as intermediaries for them. The Capital of Vilagifa, Isten is one such place. And many a Sidhe Trade Caravan goes across Bron Coill to trade in that northern land.
The High Kingdom of Cels
The name the Sidhe call their home is Na Tuath Ard An Cels, The High Kingdom of Cels. One of the oldest nations within Altear (The otherworld), Cels has existed since it’s foundation back in the Mythical Cycle. And was founded when Ard Rí Nuada of the Tribe of Danu killed Old King Balor of the Fomorians.
The Realm is split among the Three Provinces or Tuath-Mór. Each Tuath’s name corresponds to the Celtic name for its corresponding region in Ceantar (mortal world).
The Tuath-Mór
Tuath na Ėire – Home of the Capital and the very ground where the Kingdom was founded. The Sidhe of Ėire are arrogant in some matters and pratical in most. Because of the old blood found here, Ėire is the Tuath most steeped in tradition. It is also home to the primary Grove of Danu. A place of dark woods and green hills, Ėire is a beautiful sight and reverberates with the old bones of spirits past.
Tuath na Alba – Home to the greater defense of the north, and also the naval forces of Cels. The Sidhe of Alba are a stoic and fierce people. Having watched their numbers declined since the threefold invasions of years past from the northern Vanir and Alfar warriors. Home to sorrowful moors and green pastures, the main agrarian land is found within Alba, as well as a grand history of fishing.
Tuath na Kernow – A place of lonely hills and dark skies, Kernow is known as a place of free thought and new ideas. The Sidhe of Kernow are themselves steeped in the old ways and yet strive for the new. Many of the best scholars and academics are from it's rolling lands.
Isles of Manann - Often called just Mann for short. The Isles of Manann are an extension of the Province of Ėire. Many of it's small Clanns have for years wished for recognition in the Dal. And yet they are considered mere septs. The Isles are mixture of rocky and lowland forest areas. The isles also have played a part in the defense against further Vanir attacks out of the Ice Sea.
Government The Rulership of the country is quite straightforward. At the top stands Ard Rí (High King) and his Family, and then Clann. The current ruling Clann is generally referred to as the Ard Fine, or the High Family.
Below the King is the Gathering or the Dal. The Dal is the full assembly of all Clann Taoiseach (Chieftains) and their respective Sept Flaith (Clan Divisonal Headman or Woman.).
The Ard Rí has the power to put for decrees and create law. The Dal in it’s own right has the ability to vote on bills with each Clann retaining one vote each. The Ard Rí can in turn veto the bill.
Judicial and Law Enforcement The Laws of Cels are enforced by two sets of people. The Brehons who are a mixture of Judges/Lawyers, and then the Gardaí who are the general Clann Guards.
Each Clann fief generally will have one Brehon acting as Judge and a group as lawyers. It is also under the power of the Clann’s Taoiseach or a Sept’s Flaith, to act as Judge in the case of a trial.
Politics in Cels
Politics in Cels is complicated to say the least. The Clanns within the Dal each have one vote. In turn they usually will try to win over members of other Clann’s so they can effect the decisions of others. There are two major Political Blocs found within the Dal. Each has its own issues and how to conduct them. These blocs are called Courts and their members fluctuate quite frequently.
The Seleighe Court Born out of the revolutionary thoughts of Kernow and a combination of new age thinking from Éire, the Seleighe represent reformation. They are those Sidhe that want to see progression of ties with other nations, and perhaps opening up immigration.
Basic tenets are: -Lessening restrictions on trade -Allow Clann’s to vote based upon population -Legalize worship of non-Danu faiths
The Unseleighe Court Out of the defense of Alba from the Vanir and Alfar invasions came a new tradition of retaining the culture of Cels. It was this basis that the Unseleighe based their platform. They are considered quite conservative and traditional in the manner of politics.
Basic tenets are: -Retaining the Old Way -Reinforcing Danuism as the official religion -No outside trade with the north
Neutrals There are those who also have no direct side and might have their own agenda. Unless another Court arises from these neutral Clann’s or they side with one of the current two, no one shall have the majority in the Dal. |
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The Sidhe |
| Posted by ShadowedSin - 05-24-09 19:46 - 0 comments |
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“I am the blood of Danu, Child of creation and Lord over mortality. I am a denizen of Altear and a keeper of Ceantar. By the old way, may my soul be cleansed of ill intent…” ~Common Prayer
The Sidhe (Shee) are a people split and tangled. Descended from what mortals would call Gods, the Sidhe themselves are not deities. They are what mortals would call Fairies, but in fact bear no resemblance to tinker bell or any sort of winged pixie one might think. Truthfully, they are a noble people and terrifying hosts that have caused us dreams and nightmares for centuries.
Sidhe Physical Traits Sidhe are often described as being tall and beautiful. They’re hair of varying lengths, is always fine and silky. Their bodies come in varying shapes, but generally they seem to retain a lean and lightly muscled formed. Average Sidhe height is perhaps averaging about 5’6” to 6’7”.
The one thing to note when looking at a Sidhe is that they often bear a sort of aura around themselves. This is the clustered amount of charms, glamour and other things magical that make up their general appearance. Perhaps one reason mortals often sight a strange glow about them is that when in Ceantar the very bits of belief streaming from the mortals inflames the magic of the Sidhe in question.
The one thing a Sidhe is not, is an Elf. Though being tall and handsome, they do not have pointed ears. What can be called elfin of their appearance is the slant to their eyes and the catlike grace found in their step. Complexion wise a Sidhe can have any skin color, but they tend to fair on the light side. Their hair color also varies depending mainly upon Clann and where they are from.
Personality of a Fairy The Sidhe are a tangled and tattered species, their general attitude is split on so many bloody issues it could take years to sort through it all. The one thing a person could note when meeting a Sidhe is their aloof nature. When not dealing with others of their Clann, Class or even species, they are unsure. A typical Sidhe prefers to keep the company that they trust and a Sidhe takes a while to trust.
Otherwise they are much like a mortal, they have political views, points of interest, and even love.
Life Span Altear does not have the same type of time was Ceantar. And mortals will outwardly find that the time has no utter relation between the two worlds. As such time actually passes quite quickly for the Sidhe and in other cases slowly. In general a Sidhe will live to be about 100 to 300 years. Sometimes depending upon the actual Clann and Class of the Sidhe in question, that span can greatly be increased. The Gentry tend to live much longer than a Brownie or Fisher.
On the isssue of Aging, Sidhe mature at roughly the same rate of humans. However around the time that their body finishes, it may continue to age for another 10 to 20 years. (They generally stop aging between their first 20-30 years of life.) However around that period of time, it will cease to age. Once a Sidhe reaches the final 25 years or so of their life their age will truly start to show in the form of wrinkles and a dimming of their aura.
Iron and Steel The Metal Iron is considered poisonous by the Sidhe and can easily cause them to go into painful agony. This being the reason why most if not all alloys used by the race contain no form of the metal. Iron weaponry is also forbidden because of the deadly effect it can have on any Sidhe that touches it. |
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The Society of Cels |
| Posted by ShadowedSin - 05-24-09 19:45 - 0 comments |
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“Did you think you could get away with this Fisher? Did you? Get back to your docks and get to work! You are about as hopeless as a travler!” ~Angry Tiarna Screaming at a Dock Worker
The Sidhe are not an equal people. Sure they all seem fine and dandy, but they are pretty much divided and the minority rules the majority. Sidhe government is a mixture of an oligarchy and a monarchy. The Clann’s rule parcel’s of land within the three Tuath-Mór called Fiefs. A Fief is usually a large town to anything to a small village. The Clann’s themselves also branch out all over the country and are generally separated into branches called Septs.
The Clann and Family
No matter where a Sidhe is from they have some relation to a Clann. Either it be by blood, adoption, or some random mishap. All Sidhe retain a little bit of connection unless they literally are a hermit.
A Clann is a large conglomerate of families, of varying Classes, which are all related by their common Clann Traits (Generally featured in Blood-kin). A Clann is descended from one of the Original Tribe of Danu, or the Tuatha Dé Danann. It’s name is taken from the very name of the individual. Clann’s also take a totem, or emblem from their Founder. In the example of the Clann Nuada, the High Family’s symbol was a single sword held by a gold heron.
Clann’s in general are usually named formally using the term Ua, which means roughly “the people of”. Ua is generally only used when referring the Clann’s people and not it as a central entity. Where as in dealings, if the Clann is referred to as an entity as a whole the word Clann is merely placed before the Clann’s name. (EX: Clann Nuada, pronounced as Clah-nn Nwahda)
Clann Membership Being the member of the Clann is a simple thing. Though depending upon Class it can differ a bit. All members of a Clann bear it’s name as a surname. Men use the term Ó and women the term Uí. Each term meaning either “Son/Daughter of the People of”. Those who are not Gentry (see Class info for more) go about their lives without any addition to the name.
All of those who bear the simple name are called the Fine-Fuil or Bloodkin of the Clann. Other terms include Clansmen or Clanswomen. Clann membership also extends to those who are adopted or fostered (ritually accepting exchanging two Clann members as hostages). Those who not by blood are members attach –Eile to their name to show who they are. The Child of an Eile is considered Fine.
The Rulers or Gentry of the Clann are all denoted as having –Mór added to the end of their surname. All Mór Clansmen are those descended from a current or former Taoiseach of the Clann.
Clann Make Up At the top of a Clann is the Taoiseach or Chieftain, below him is the Tainaiste the Clan Heir. Both are elected by members of the Fine-Mór, the Greatkin, or Gentry, who are made up of the direct families of the Chieftain, his heir, the family branches of the Clann.
A branch of a Clann is called a Sept, and each is lead by a Flaith, basically a division chief who oversees the Clann’s resources and land in a given area. They and their direct relations are also members of the Gentry.
Then below all of them are the simple Bloodkin and Eile families and members of varying classes.
The Classes of Sidhe Society
The Sidhe are split along Class or Caste like lines. One can move up in Class depending upon one’s wealth and connections within a Clann or society at large. The general make up of the Class system of Cels, was founded after the conquest of the Fomorian tribes and the overall settling of the Tribe of Danu.
The Gentry Class (Tiarna – men, Bantiarna – women) At the top of Sidhe or Fairy society are those directly descended from the original Gods and Goddess that called themselves the Children of Danu. Each Clann is made up of these families and they consider themselves above the rest. The Gentry are often called the Tiarna or Lord Caste. They are generally made up of Leading Soldiers, Druids and Bards. And are the ONLY Class eligible for a leadership position within Sidhe.
The Fisher Class (Murrough or Merrow, both sexes) Fishers are named because of their historical rise out of the defense of Alba against Vanir sea invaders. Their ingenuity and general victories earned these first families greater rights as freemen among the Clanns. Fishers are free to do as they will and generally serve in more normal vocational, business, and normal everday work. They also can become high ranking members of the greater bureaucracy of the Kingdom.
The Brownie Class (Gruagach – men, Brúnaidh – women) Commoners or Brownies, are the lowest Class and ranked people. They are workers, laborers, and general servants to the Gentry. Often called Hobs in a derogatory fashion, Brownies are literally the underclass of Sidhe society. Though they aren’t as bad as a serf, they can still live free lives, but suffer great restriction on occupation. They cannot become Brehons (lawyers/judges), or Ollamhs (teachers).
Religious Intsitutions
Within the Kingdom of Cels, the primary religion is that of the Druids. Druids worship and spread the word of Danu. The Great Mother of all Sidhe. It was through her that the ancestral Tuatha Dé Danann were born. Through them then came the Clanns.
The Druids The Druids are an interesting bunch, a mixture of mystical shaman and church priest. They are not really ranked, but generally the Clergy do have a system of reference. Druids have no direct Clann loyalties and can act as mediators. They are also the primary recorders of history and healers within a given area.
Druids generally wear whatever is necessary for them to live. Dress and general appearance can vary, the only thing that links them all are two things. First is the Druid’s staff, a mark of the Druid’s works. A staff will usually be covered markings, ancient writings, or just have various implements hanging from it. The other is a simple amulet bearing the Spiral of Danu.
The Grove The Followers of Danu do not meet in temples or buildings. In fact they meet in small open places marked with a large upright stone. These stones can be of varying size, but all were covered in the ancient Spirals noting the area surrounding the stone as holy.
A Grove is where the Druids will conduct rites, and blessings and even masses. In this case the leader of the local Grove is called the Arch-Druid. And the collective Groves under a given region are called a Glade. A loose structure follows as there is no sole proprietor of the Druid Clergy. However they usually will elect one of their own to represent the faith within the Dal. This representative is called the Seer of Danu.
An Neamhní Where Danu is creation and life, there is death and destruction. The thing that represents all that is decay and the end is the Nothing. An Neamhní. Though not hated by the Danu faith, it is considered something that full of ill intent. The Nothing is all consuming and does not care what is effect. Thus patrons of it, are generally secretive and do not openly deal in things.
Those who worship the Nothing, are generally Assassin’s and Hired Killers. |
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