History & Lore
The Isle of Delbhna, located off the coast of the Falwood to the East, has been invaded and fought over many times. A race of 'giants' was once said to have sought dominion from an Island to the West. An offshoot of the Royal line had fled to the lands East and came back. And more, if myth and legend are to be believed. Others say other things. The original people of Delbhna were to Danii, but over the years they fled underground and intermarried or interbred with the Erainn until they were no more. The last vestiges of the Danii are seen in rare families of the Erainn.
Eventually, the Dunaan returned. Supposed ancestors of the Ancient Danii. Fey beings who gifted the mortal tribes of the Erainn with power and magic in return for a price. Each boon a different cost. The line of the Erainn kings received gifts almost beyond mortality and ruled in peace for years beyond minding. Eventually, a King broke his oath to his Seildhe patron. The Dunaan tended to be merciful, but there was more than just that kin that came to Delbhna, and fate is cruel. The Sieldhe struck in vengeance, and cursed the Island with the fullness of her power, her very bones becoming of the Earth of the place. The Royal Line was broken, the King dead, and the Island fell into chaos and was forgotten by time and the world at large. Even the elves in their city, once great friends, mostly abandoned the 'cursed' Isle and it's people.
Forming into a mostly insular, crude people fond of drink and infighting, most of the 'modern' history of Delbhna is in vainglory and ignoble deeds at best.
Too long passed, with the heights of their magic and knowledge so very far removed, until even the Dunaan and Seildhe began to leave the land to wither, the curse of the Forgotten King plaguing all who stayed overly long. Eventually, a young man in whom the Old Blood ran nearly true was said to have made a pact under the mingled light of a Solar Eclipse, gaining power beyond knowing to rescue his kindred. For a time, he reigned as King and prosperity was restored. Then fickle fate struck again, and he was whisked from the Island by his Patron, never seen from again.
Delbhna and the Erainn soldiered on, and though they suffered some, they gained a life better than before with the sacrifices their King had made. His family ruled on as Stewards, the persistent rumor that the Lamfada would return one day for his crown. The Erainn gained a reputation as preeminent and mysterious mercenaries with uncanny abilities, if mercurial temperament and morals that were iron-fast.
And to this day, the seasons pass thus.
Fae Heritage
It is common belief that the Erainn are descended from the Seildhe, the fae native to Delbhna. In part, that old theory is correct.
Originally, the Erainn were a mortal people living alongside the fae. They honored the fae customs, respecting them as both neighbor and superior, and making gifts of service and kindness alongside offerings. For their faithful service, a select few of the Erainn were blessed by the fae. The
Duanann imparted aspects of themselves into their loyal servants.
From that gift, the Erainn have gained several abilities similar to the fae. Foremost is the gift of Magick. The blood of the Erainn today has been diminished in such a way that prevents them from great feats of magick, but they were once powerful mages with gifts similar to lesser fae.
Today, however, they do well to rely on a familiar -- a demifae bound to the individual that may serve as a "conduit" between the master and the leys, thus allowing them to perform greater magicks. These diminutive faeries are based in a singular element of the five recognized: fire, earth, air, water, and light. Salamanders, spriggan, sylphs, undine, and wisps are not uncommon on Delbhna and forming pacts are relatively simple and involve food, shiny gifts, or affection. While sentient, they are simple creatures prone to mischief.
Remaining boons from the gifts of the Duanann include lengthened lifespans, heightened senses, a lesser version of the Sight (to recognize glamour, though often unable to pierce the illusion), and an immunity to curses.
Background/Inspiration
The Erainn and the Isle of Delbhna, and the Dunaan/Seildhe, are a race intended to provide an outlet for those on Chronicles to roleplay "Celtic" stories, and the legends of those cultures and the "Fairies". You will find elements of Brithonic, Irish, Welsh, Scottish, and even Gaulic mythos in our stories, from both pop culture and history.