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The Erainn


Erainn

Basic Information
"Painted Ones", Hidden Folk, Island of Delbhna 70-120 years (mages live longer, warriors shorter) Omnivorous, favoring red meat & fruits/berries TBD
Physical description
5'10"-6'7" on average Pale Skin (common), Dark Hair (common), Bright eyes (common), Red hair (very rare)
Cultural
Gaemon(native), Common (rarely), Shaelda (ancient mage tongue) TBD
Out-of-character information


The Erainn are an island people to the southeast ast of Falwood. Most of the time, they are regarded as savages and raiders, rarely being seen by any except as solitary or small bands of mercenaries and wandering spell-swords. They typically eschew heavier plate armor and high technology, favoring often just a shield and singular weapon, or two light weapons in either hand, wearing plaid weaves to denote martiarchial lineage and clan, and painting themselves with various plants native to their island that they believe to numb pain, heighten the senses and some rumors say dull fear. These factors, and the high frequency of tribal-level customs and supersitions, reinforce the belief of their primitive nature. They are known to live in harmony and close contact with the strange beings on their Island they call "Seildhe", and often enter into bargains and pacts with them in exchange for help or other boons, and some say to even intermingle their bloodlines. It is through this bonding, centuries or more ago, that the ruling bloodlines were established, that the Erainn were taught to control the magic within them, and their deep abiding love of nature and more were established.

Overview

Language


Primarily there are three languages spoken by the Erainn. These are Gaemon and Shaelda, and at times they will know more than the barest of the Common Tongue.

Gaemon
Is the primary language of the Erainn while at home. Various tribal/clan variants exist, almost too many to note. Usually this is little more than accent, slang, and titles for things, and thus on group can intelligibly speak to another. However, these differences can extend so far to render them almost unable to understand one another, even when various groups are all speaking Gaemon. This is noted particularly between the clans in the mountainous regions to the North, the lowland residing tribes in the South, and the cliff-clans of the Western shores. Though the written form of Gaemon is consistent throughout almost all clans.

Vocally, Gaemon tends to be lilting, almost lyrical in most cases, with very little of the harshness of the consonants of other tongues found elsewhere. (Earth Equivalent: Welsh and Irish Gaelic in heavy mix)

Shaelda

This tongue is considered to be the first language of the Erainn, and it is certainly the oldest. It was taught to the original settlers of the Island of Delbhna by the Fey inhabiting said island. These humans promptly begin to refer to these Fey a 'Seildhe', and over the intervening years the language has changed little, except to perhaps pick up some tonal and other forms from the Fey who taught the first Erainn it. This language is used, these days, almost exclusively by the various mages and priests of the clans, and by the Seildhe to speak with them.

Vocally, it has a sonorous, rolling quality, and is light and airy.

Appearance

Most often the Erainn are dark of hair, commonly brown and black, with blue and brown eyes being common. Some do rarely have red or blonde hair, or green eyes, and these are said to have Seildhe in their ancestry. Pale skin, freckles, and slightly elongated ears are also universally common features as well. Typically tall and wiry, rather than overly brawny, though regional commonalities and variants exists in heavy amounts. Females are more often than not taller than males.

Habitat


Overall temperate & mild.

To the North of the Island is a rocky, mountainous region. Fairly inhospitable, ill-suited for growth of food. Several good mining ranges, and heavily wooded areas.

Center of the island is rolling hills and flat lands, extending to the Southern regions as well. A rare few forests, and the site of much of the prime farmland.

Western coast of the island is rocky coastland, sandy beaches. The South-Western tip is home to a black-sand beach. Heavy timber in the northwest suitable and famed for ship-making. Port areas rife with fish and other game.

Eastern area is mostly light forests and meadows, with the North-Eastern forest range being home to the largest Seildhe settlement.

Seasons are fairly balanced, though spring-time brings horrible squalls and storms to the island, and the summer bring heavy rains famed for coming and going with little notice.

Traits


Insular. Distrustful. Loyal to their word. Love of music, especially harp and pipe. Dislike of extreme heat or cold. Very dextrous and quick. Bold & often brash.

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.

References

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