Friday, July 18, 2025

World of the Aver Danu

 


How your people live now -


Your peoples are a patchworks of tribes from across the Celtic world. Some few tribes emigrated en masse, from some tribes only a very few individuals made the trip. All of this was done under the watchful and protective gaze of the Druidic order, under the leadership of the Arch-Druid Math (for whom Dun Math [the effective capital of your civilization] is named). The many tribes came with their nobles and petty kings, as well as their general populace, and a good many old world rivalries made the trip along with the people. The Druids keep the peace, by and large, in part with the threat of exile from their magically enhanced warm climate zone centered on the banks of the Aver Danu, out into the cold northern steppes. Some small groups have left of their own volition. Mostly the Druids assigned rivals to different parts of the safe zone, which is hundreds of miles long and about 30 miles wide, flanking the river on both banks.


Functionally the place is a pagan theocracy under the firm, but benevolent hand of Math and the Druidic order, with day to day governance by the various kings and nobles under their guidance. After three and a half decades of this, there is some open grumbling, as the older generations especially talk about their ancient rights and privileges. Many younger folks also chafe at the restraints placed upon them, as traditional pursuits such as cattle raiding have been outlawed. Ranging out onto the steppes to challenge themselves is a new way of challenging the warrior youth, but many complain that there is a significantly lower amount of prestige in taking heads and booty from steppe dwelling Fomori like Goblins.


Clerics, Holy Warriors, protecting sacred sites, priests, and the folk; or even waging aggressive holy war against potential threats, are a new development. The various Druidic councils and orders are undecided as to how to deal with them, as they are not bound by the various gessae of the priesthoods, but clearly are divinely inspired and empowered. Most consider them to be members of the warrior caste, but attached to a temple or grove, or even the entire Celtic people (much as the Druids themselves) rather than to a specific clan, tribe, region or kingdom.


Wizards [Magic-Users] are also a new caste, the opposite issue exists for them. A scholarly folk that should probably belong to an order of priests, but practicing a purely arcane form of magic. They also confound traditional definitions of the Druidic orders. Mostly the Druids have been considered to fall in rank along side skilled craftsmen, but skilled craftsmen lack the ability generally to completely dominate a battlefield via their sheer force of will, and somewhat ritualistic casting. Most common folk believe their magic to be divinely inspired, and therefore a gift from the gods, so de facto members of the priestly caste. Many Wizards believe their long study of the arcane should grant them a status equal to priests, and thus wear priestly attire (long, flowing robes).


Other odd archetypes and character classes have similar issues. A Paladin is a Cleric on steroids. An Illusionist is just a specialized Mage.


Rangers, on the other hand, are the Druids answer to what to do with the warrior caste, they pointed it outward. They are a quasi-holy order, working directly under the supervision of the various Druidic orders and councils, designed to protect the people. The vetting process is rigorous, and a certain amount of potential to work magic is necessary, in addition to the martial prowess. They are specifically trained to live on the fringes, to seek out potential threats and neutralize them. They work alone, or in small groups, they leave no trace.


No comments:

Post a Comment