Basic Background Info
- Channeler: Magic user; caster. 3 playable starter subtypes: telepaths, elementalist, transmuter.
- Enya: The equivalent of magic, as well as the sort of “mother nature” deity equivalent; it exists in nature and the amount in an area can vary, as evidenced by the flora and fauna—areas of high enya will tend to be much more populated by life, such as southern Tuatha. It is channeled by magic users (hence the name channelers) to perform various feats; an imbalance of enya, which could be caused by channelers using their abilities to promote chaos as opposed to balance, could result in natural catastrophes to restore equilibrium. Some have an ability to sense enya, both in terms of sensing channelers’ ability, and the level of enya in an area.
Enya, when capitalized, designates the idea of mother nature, who exerts her influence when necessary, particularly through her custodians.
- Fae: A mystical humanoid group that functions as custodians of Enya. They reside in the forests south of Tuatha, and use their heightened channeling abilities to maintain balance. They are allowing the Gaels to occupy Tuatha with the agreement that they will help them maintain this balance. The Cecht are violating this agreement, but the Fae realize the Danu don’t have all that much power to stop them without being violent/upsetting the balance…
- Faeries: Familiars of the Fae, they are “spawned” from the wrongful death of an animal or plant, tasked with avenging the creature, or stopping the continued killing. They have some channeling abilities, and can control the species (and lesser species) of the one that was killed, from which they spawned.
- Balance vs. Discord: The Eriu equivalent of good vs. evil, as designated by the custodians of Enya. This concept is mostly acknowledged and perpetuated by mystic beings (Fae, etc.), but the Danu also understand and respect it due to their close contact with the Fae. Other human races might be familiar with the concept, but it doesn’t play such a role in daily life, and they tend to operate by more basic “good vs evil” ideas. (So think of balance vs. chaos as the more evolved, correct form of good vs evil since it actually has real world repercussions as carried out by Enya, whereas good vs. evil is more of a human societal idea)
- Danu: Gael druidic faction, concentrated near the river of Brici. Northernmost city in which they have much influence is Taelglen. The most conservative of them are pacifists, and harm neither animals nor humanoids unless mortally threatened. They are the most organized and “legitimate” government of the Gaels, consisting of druid councils that keep in contact with the Fae. Their capital is Midir.
- Cecht: Short form of Ingcel Cecht, or the warrior faction that rebelled and broke away from the formerly unified Gael society. They advocate a sort of nationalism or patriotism to the Gael race, and want to expand their territories northward, and some even eastward into Talmere. Live in the northern plains and are currently trying to fight back Skald attempts to invade the northern reaches of Tuatha. Their “capital” (where the figurehead lives and the most concentrated population) is Mace Cecht.
- Tuatha: Region north of the Brici river, extending to the An Didean, where both Gael factions live.
- Skalds: Sturdy human race of the northern continent of Midgard, they are skilled with hand to hand combat and glorify conquest. They’re beginning to expand into old Talmere, and towards Tuatha. Danu are ignoring the problem and hoping it just goes away (plus they feel an old bond considering both races were broken off from the fractured Talmere kingdom); Cecht actively preparing to stand their ground and in some cases are already fighting them just east of Tuatha.