Table of Contents
Playable: Yes
Taxonomy
Species
- Llenan (Homo Antiquus, Ancient Humans)
Race(s)
Aes Sídhe (p. ehs-shee) or just Sídhe (shee)
- Meaning: Fair people.
- Singular: Sídhe
- Plural: Sídhes
- Adjective: Sídhen (pronunciation: sheen)
Gwerin y Môr
- Meaning: People of the Sea
- Short: Gwerin (the People)
- Other Names: The Sea Folk, People of the Sea, The Sea Peoples
Note: The Gwerin and Sídhe are the same race and with minor exceptions they share all the same traits and abilities. Therefore, they are not distinguished one from the other for the majority of this document.
Other Names
- Elders
- Old Race
- First Ones
- Aelfyn (Old Tongue for Elves)
- The Shining Ones
- People of the Air
- People of the Green Silences
- Hags, Witches
Classification: Human
Sídhe are genetically and biologically indistinguishable from humans with one minor genetic difference, they carry the gene that predisposes them to being kūra users. This gene is carried on the maternal line and probably played a role in the culture being a matriarchy.
Basis
The Sídhe (ancient name: Aes Sídhe) are one of two species of humans belonging to the ancient group Llenan (homo antiquus / homo primus). Ancient humans and first humans respectively. The other race is the Drakeri (detailed in their own document). Although the two tribes have many distinctive aspects, much of their social and cultural norms overlap.
Frame of Reference
Some of the names and mythology come from the Irish Celtic legends of the Tuatha dé Danann and the Aes Sídhe. We have adapted those to our realm of Aereth. Closest literary parallel would be the witches of Estcarp in Andre Norton’s Witch World series and a little bit of Tolkien.
Genetics
Average Lifespan:
- Maximum: 500 years
Health
The Sídhe are a very healthy race overall with illness virtually unknown. They can be injured and killed, but since there are Sídhe healers, even this is mitigated. Life is precious to the Sídhe. Most will not Cross Beyond the Veil until their life force has been substantially weakened.
It should be noted that the overall health of the population, as well as their numbers, tend to wax and wane with the overall health of Aereth. They prefer to Cross rather than become embroiled in another Shadow War and keep themselves aloof from the affairs of Menfolk.
Hygiene
The Sídhe are aware of how closely related cleanliness and disease are. They evolved in a land with a multitude of hot springs which encouraged them to develop a regimen of bathing and washing their hands, hair, and clothes.
Appearance
General Description
Sídhe are generally tall and graceful of bearing. Their build tends to be slender and almost ethereal. Their limbs are long and well-shaped. Although slender and lean, the Sídhe are very strong and capable. Many people have mistaken their physique as weak and fragile. What a Sídhe warrior lacks in broad shoulders and heavy muscles is made up for by speed, reach, and deadly accuracy.
Sidhe's facial features are refined rather than heavy-boned with narrow, well-shaped noses. Their ears may be slightly pointed or rounded. This physical trait tends to distinguish the purer bloodlines. Sídhe that have interbred with Drakeri and humans have lost some of the tapering pointiness of the ears.
Hair and Eyes
The Sidhe have heavy, thick hair that grows low on the back of their neck. Very few Sídhe must deal with going bald. All colors can be found in the race.
Eye colors range from dark brown to black up through the lighter shades. There are no abnormal or rare eye colors. Like their hair, a Sídhe’s brows are usually upswept at the outer edges. Their eyes are large and set at a slight slant. Their eyelashes are thick.
The Gwerin tend to have lighter colored eyes: blue, green, and gray.
Physical Prowess
The Sídhe are graceful, economic, and quick with their movements. They are notable equestrians and archers. Their better than average eyesight makes them formidable with a longbow.
Clothing
This ranges based on the Sídhe’s livelihood and caste. The Highborn tend to favor flowing Sidan Silks over other common materials such as cotton, satin, and linen. They often wear wyvern hide tunics or vests or even doublets slashed with Sidan silk. The Guild men and women can usually be found wearing a mix of materials and styles.
Magic
Aereth’s humans call the special abilities and gifts of the Sídhe magic. The Sídhe call it kūra. To them, it is part of who and what they are, ancient wisdom and knowledge of how to use the power their genetics give them. Kūra is a matter of will, of training, and their inherent connection to Aereth and the Rings of Gwydion. To humans, these arcane abilities are no different from what they call kūra.
The majority of Sídhe follow Erais, the Arcane Light, and would be considered Lightborn. They believe in the Three-Fold law and its repercussions. Very few have been corrupted by the Lord of Shadows or would consider practicing the darker kūras. Some have chosen to follow Tar’garath. These individuals, when discovered, are dealt with harshly. Most are executed by Dragonfire.
Description
Elemental Gifts
The majority of pureblood Sídhe are born with an innate potential for the arcane. They are connected to Aereth and the Ley. They can sense when the Scales of Light and Shadow are no longer in balance. Their abilities come from their genetics that gives them the ability to manipulate the energies of the Ley (i.e., the Rings of Gwydion).
A Sídhe’s special abilities have to be channeled through ritual and are based in the elements of the world. Some of the rituals can be embedded in their memory and can be called forth seemingly instantaneously, but that is not the true case. They can, to some extent, manipulate their environment using the natural elements of earth, water, air (wind), and ice. The element of fire belongs to the Drakeri and Ddraig.
They can also use elements to create fairly elaborate illusions. These feats take time and considerable energy. The Sídhe can create a very realistic illusion of fire, but they cannot create or channel the element of fire itself.
Over the many thousands of years of their existence, the Gwerin y Môr have gradually developed an affinity for all things related to the oceans of Aereth. Other races believe that the Gwerin have sea-magic. To an extent, the Sea Peoples do seem to have an innate knowledge of the sea and ability to sense its moods and control the winds.
The Sídhe can use the Ddraig’s mindspeech to converse with the dragons, but unless they have Drakeri bloodlines, the Sídhe are not born with part of the Song of Airsith.
Healing
There are Sídhe born with the gift of healing. This is very rare and requires many years of training within the walls of the Guild of Airemidd. Although a fully trained Airemidd can heal most injuries and illness, they only employ healing kūra if all other medical resources have been exhausted.
In modern times, the healers' guild on Aereth is known as the Guild of Airemidd. Since Airemidd, the planet, is bluish-white, like Aereth's moon, Ma'at, healers at the highest level in the Guild are known as Moonsingers. A moonsinger’s healing abilities are at their height when the planet, Airemidd, is at its brightest and when Ma’at is full.
Most Sídhe healers specialize in certain healing arts. These include, but are not limited to…
- Healing people, including the Ddraig
- Healing flora (including aiding the growth of crops)
- Healing animals
Note: Like modern doctors, surgeons, and physicians of all types, each Airemidd / Moonsinger has an affinity or gift for certain things. At the most basic level, they all have the same training in the medical arts and healing powers, but as they advance, they become more specialized. Therefore, if Farmer Jack wants his fields blessed, he will want to request an Airemidd that specializes in Earth Singing / Tree Singing (for orchards).
Healing Limitations / Weaknesses
Healing takes a tremendous amount of concentration and energy. It saps the Airemidd’s life force and, most likely, shortens their lifespan. The closer a person or animal is to death, the harder it is on the Airemidd to heal them. This is one reason they will not resort to using their healing powers unless there is no other way.
No matter how powerful and highly trained an Airemidd is, they cannot bring back the dead. In fact, without risk to their own lives which they consider foolish because if they no longer exist, then they cannot continue healing, they cannot save those that have one foot into the grave - so to speak.
Note: Sídhe healers should not be considered a get out of jail free card should your character(s) be injured to the point of death or even killed.
Mythology of the Airemidd
In Llenan mythology, the goddess Airmid was one of the Tuatha Dé Danann. Over millennia, the name changed to Airemidd. With her father, Dian Cecht, and brother Miach, she healed those injured in the Second Battle of Magh Tuireadh, a mythical clash between the Tuatha Dé Danann and Tar’garath’s Dark Host.
After her jealous father slew her brother, Miach, Airemidd wept over her brother's grave. Watered by her tears, all the healing herbs of the world sprang from the earth over Miach's body. Airemidd collected and organized them all, spreading them on her cloak. Once again, their father lashed out, and scattered the herbs. For this reason, no living human knows all the secrets of herbalism. Only Airemidd remembers.
Along with Dian Cecht, Ochtriullach, and Miach, Airemidd was one of the enchanters whose incantation sung over the well of Sláine was able to resurrect the dead.
The Túar (Seers/Prophets)
What is, what may be, what will be…
A Túar is a prophet or seer. Like the Airemidd, they must train for many years at the Guild of Túar to be able to control and channel this gift. In the ancient Sídhe language, túar means dreamer. A novice in this discipline can only say what might be. Even then, they can interpret their prophecies incorrectly and thus give a wrong reading. Therefore, it should be noted that this is not an exact science.
Methods
Of all the methods / gifts a Túar might have, Reading and Scrying are the most common. Dreaming is the most rare. To an extent, if there is some talent present in an individual, reading and scrying can be taught. The gift of true dreaming and automatic writing must be present and can be honed via training and practice.
Reading: One of the first methods of prophecy taught. This involves using rune stones made from actual stones, bones, or gems, and cards with runic emblems carved or printed on them. The most accurate are made from the natural elements of Aereth and have been created by their user.
- Accuracy: Not very accurate as it requires the reader to interpret the symbols.
Scrying: Another fairly basic skill and can be employed in a number of ways. The túar can use any number of elements for this including, but not limited to: bowls of water (pools, etc.), fire, clouds, etc.
- Accuracy: Better than Reading, but still quite fallible as the visions can be incorrectly interpreted.
Automatic Writing: Just as it sounds. The túar enters a trance-like state and begins writing down what they see or even drawing images.
- Accuracy: A túar with this gift can actually receive fairly accurate information.
True Dreams: This skill can only be employed by a few Túar. It takes the longest to perfect. Initially, the seers that employ this method will make lots of mistakes. Dreamers do not go to bed at night and just dream prophecies. They have to prepare themselves with a special tea that aids them in going into a Dreamer’s Trance.
- Accuracy: This is the most accurate of the Túar’s gifts.
- Primary Limitation/Weakness: A Seer/Dreamer cannot simply fall asleep and start dreaming prophecies. When they are in a Dreamer’s Trance, they are vulnerable as they cannot easily awaken.
- Note: The dreams fade fast upon awakening or being awakened so must be told to someone or written down very quickly.
- Some Dreamers can verbalize their dreams while still in the dreaming trance. They often work with a second, a partner, who can write the dreams down as they are spoken.
Portals
The Sídhe can create portals for traveling from one point to another. Again, this is a product of ritual, creating a key that opens the portal, and having an anchor on the other end. Once created, a person must have the key (usually a shortened phrase that activates the portal) to use it. This requires a great deal of discipline and concentration as it involves manipulating the Ley’s energies to open a portal and can easily go wrong.
A Sídhe’s portal makes it look as if they are appearing or disappearing out of thin air.
Limitations / Weaknesses
- Sídhe are incapable of true, instantaneous magic. They cannot wave a wand and, Poof, you’re now a dancing weasel.
- A Sídhe’s illusions feel very real. However, they are a defensive, delaying tactic, rather than an offensive one. In a true fight, the Sídhe depend on their physical battle skills just like everyone else.
- No Sídhe, no matter how powerful, can take a full army through a portal. At most, they can take three or four individuals or a couple of horses and riders.
- Handfire: This is similar to a Drakeri’s ability to create a coldfire or handlight. However, for Sídhe, the small fire is an illusion of fire that puts out light.
- A very powerful Sídhe can kill, but using one’s kūra in that manner is considered an element of the Shadow and anathema to the Three-Fold Law. Unless they have been corrupted by the Shadow, they will not use their kūra to kill.
- No Sídhe can create an element such as earth, wind, rain, gold, silver, etc. Some aspect of that element must be present for them to be able to manipulate it.
Culture
Language
- Llenarian (Old Tongue)
- Common/Trader Tongue (English)
Social Hierarchy
Rulers
Danu (Current): Kerowyn Trevelyan
An’Danu / An’Dagda (co-equal rulers).
Hearth-Keepers Council
A mixed group of Lords and Ladies of the Hearth (heads of households, clans, etc.) to help see to the day-to-day running of the courts and lands that fall under the Sídhe’s domain.
Hearth-Keepers
Lord and Lady of the Hearth (heads of household and clans).
The Highborn
These are the lords and ladies of the Sídhe, usually members of the most ancient bloodlines.
Court Councilors
The various chancellors, councilors, etc. As some of these may be of the Highborn, they may have more power and status than this denotes.
Guild of Balor (Warrior’s Guild)
The Guild of Balor was named for one of many battle gods in the Sídhe’s belief system. Balor is also the name of the sixth planet in Aereth’s solar system.
The Sídhe heartily dislike fighting in any form, but recognize the need for self-defense. To join the warrior’s guild requires a true calling to that life.
Although most Sídhe learn basic self-defense, only those of the Warrior’s Guild are truly taught fighting and weapons. And they are very, very good at it.
Citizenry
As always, this group is very low on the social ladder. They are also the backbone of the culture. This group includes everyone living in and around sieges, citadels, and courts.
Clan-Less
Those that are orphaned are cherished and cared for. However, after they reach a certain age in their adult life, if they remain without a clan or Clan-Name, they are considered the lowest of Sídhe society. The Clan-Less tend to turn more toward criminal activities and are more easily lured into service of the Shadowed One.
Note: While the Gwerin y Môr follow the general class system as the Sídhe of Tír Ceilte, it is not uncommon for a highborn Gwerin to be the captain of a ship or fleet of ships. To get to that rank, he or she must have worked their way up to it. There is no Seafarers’ Guild. All seamen and seawomen earn their ranks.
Morality
The majority of Sídhe society are good people. They are hard workers, protective of those less able to defend themselves, stand against The Shadowed One, and the Dark Hordes that he commands. Also, like any large group of individuals, some are less sterling of character. There is an element, mostly amongst the Highborn, that feel the Sídhe should rule all lands and subjugate the younger races. This insidious group is called The Purge (y Carthu in the ancient tongue) since their original stated purpose was to rid the world of the younger races.
Clans
Like the Drakeri, the Sídhe’s families and extended families are organized into clans and clan-septs (much like the Scottish Highlanders of Earth). The Clan is considered extremely important to their society. Clan loyalty can and has resulted in feuds although these rarely result in actual violence. A feud becomes more about he said/she said and who can marry whom. Clan-Septs are determined by allegiance. The Hearth-Keepers of a Clan-Sept can state their fealty to one of the Clans. From that point on, they are expected to support that clan in all things.
Clan-Name
And this is where Sídhe culture can become very complicated and confusing. Because of their loose views on monogamy, property inheritance tends to be matrilineal while Clan-Names and allegiance by a pair’s offspring can be chosen and is often patrilineal.
Naming Day
Naming Day is one of the most important milestones in a young Sídhe’s life. At the age of sixteen, they must choose their clan allegiance and Clan-Name. The majority of Sídhe choose either their sire's clan or their dam's clan. This decision is usually dictated by which clan they spent the majority of their time with.
The Clan-Less are Sídhe orphans and even children of other races raised by the Sídhe. These young adults often choose an original clan name for themselves. Orphans are usually welcome to choose the name of the clan that raised them. The final decision is normally dictated by the treatment they received from their foster clan and its leaders.
Petitions
Some Clan-Less will petition to be allowed to earn a Clan-Name. This involves being given a Clan-Name based on their deeds or having a clan offer to adopt them based on how prominent they have become.
Marriage and Family
History
For many millions of years, the Sídhe followed the dragon’s practice of taking a single lifemate and only pairing with another if the first one died. Like the dragons, Sídhe men would engage in a non-lethal battle to win a lifemate. In the Highborn Clans, pairings were arranged since these clans did not want to risk serious injury or death from fighting for their mate. Gradually, the tradition of marrying evolved.
The Sídhe population took a huge hit during the years after the Shadow Wars. In the intervening years, more and more interracial marriages have occurred resulting in fewer Sídhe with the full range of kūraal abilities. Even now, in many cases, there are Sídhe living amongst other populations that do not know they are Sídhe.
Modern Era
The below refers primarily to Sídhe still residing in their homelands of Tír Ceilte (Bassilith) and Tír an Aigéan (Land of the Ocean). Sídhe that were born and raised in other lands follow that nation’s cultural norms. In those cases, many are not aware of their heritage.
Arranged marriages are still common amongst the Highborn for dynastic and clan allegiance reasons. However, this is rarely an ongoing monogamous relationship after the Hearth-Lady gives birth to the couple's first child, which seals the alliance. After that, both husband and wife will likely engage in numerous affairs, not always heterosexual in nature. The woman will usually raise her children within her marital clan with the father(s), spending time with them or fostering them to their own clan for a time.
Marriage rituals are simple handfasting ceremonies that are usually overseen by the Lord or Lady of the Hearth.
Due to the rather lax nature of relationships amongst the Sídhe, the overwhelming majority of clans are matriarchal and governed by the bloodline’s eldest female.
Note: The Highborn will conduct brief sexual affairs with Sassenach (other races). However, the offspring of such unions are considered Clan-Less and usually left to be raised by the outlander's family or clan. The fact that the Drakeri have no such onus against marrying and having children with non-Drakeri lends to the Highborn's contempt for them. They tend to see the Drakeri as "mutts," even though some of them come from clans as ancient and highborn as any Sídhe’s.
Death & Death Rituals
“The Silver Wheel,” “High Fruitful Mother," Arianrhod is the sister of Gwydion and wife of Donn. Deity of the element of air, reincarnation, full moons, time, karma, retribution. The palace of this sky Goddess was Caer Arianrhod (Northern Aurora). She is the Keeper of the Silver Wheel of Stars and the Sword of Light, a symbol of time and karma. Arianrhod rises in the evening to gather all of the spirits of the worthy that have reached their earthly life's end. In the morning, she parts the Veil and releases them to continue their journey.
All Sídhe eventually reach a point in their incredibly long lives where they feel it is time to leave their earthly existence behind and start their next journey.
Note: The Sídhe do not fear ending their earthly existence. This is not the end of them but the beginning of another journey.
The term "Crossing" refers to Crossing Through the Veil. It is believed that the Veil is the invisible wall between Aereth and other realms such as the Sword of Light and the Abyss (the in-between realm).
When their earthly life ends, the Sídhe undergo the Crossing. Their physical bodies cease to exist. Those that witness a Crossing will see a spearpoint of Light ascending to the heavens. This is the physical expression of their passing through the Veil to the Sword of Light.
The Sword of Light is the name for Aereth's galaxy. It also refers to the bright, visible, densely-packed swath of stars visible from Aereth's surface. This swath of stars resembles a magnificent and massive star-spangled sword.
Disposition of Personal Property
When a Drakari approaches the end of their earthly life, they will write a will that details who will receive their personal property. Morrighan does this once they have impressed a dragon and are inducted into the ranks as a Paladin. In the case of someone becoming Shadowborn or being slain without a will, their closest clan members make the decision for the dispensation of property.
Beliefs
Origins (OOC Knowledge)
During the Age of Shadows, Erais, the Arcane Light, brought forth a race of intelligent bipeds from the elements of Aereth (earth, air, water), but not fire as that was reserved to the Ddraig and Drakeri. They were created to help the dragons, Drakeri, and Tuatha dé Danann clear the land of the Shadows.
These facts and their true origins have been lost to the mists of time. The Tuatha Dé Danann are long gone from the world. They are now viewed as the Llenan’s pantheon of gods and goddesses.
Note: NO! You may not play a Tuatha Dé Danann!
Notable Myths & Legends
Creation Myth
Legend says that millions of years ago, after the Desolation Wars and before they withdrew from Aereth, the Tuatha Dé Danann gave the Sídhe four kūraal treasures. The Four Treasures should only be used if the Scales become so unbalanced that the Arcane Light is in danger of being overwhelmed by the dark forces of Tar’garath, the God of Chaos and Shadows.
If they ever really existed, these treasures have been lost and all-but-forgotten.
Not surprisingly, the Drakeri share this belief.
Dagda's Cauldron: An ever-full cauldron. The legend says that no company ever went away from it unsatisfied.
The Spear of Lugh: No battle was ever sustained against it, or against the man who held it.
Lia Fáil (The Stone of Fal): It would cry out beneath the feet of the true ruler of the Drakari. Note: The ruler of the Drakari, the Danu, still must step on an ancient stone that represents the Lia Fáil. Although it does not "cry out," it does ring.
Claíomh Solais (The Sword of Light): No one ever escaped from it once it was drawn from its sheath, and no one could resist it.
Gods and Goddesses
Mor-Rioghain
In their mythology, Mor-Rioghain - from which the Morrighan get their name - is also called the "Washer at the Ford," because if a warrior sees her washing his armor in the stream, it meant he would die that day. She is the goddess (or triple goddess entity) who determines whether or not a warrior walks off the field of battle, or is carried off upon their shield.
An Dagda
An Dagda is portrayed as a father-figure, chieftain, and druid. He is associated with fertility, agriculture, manliness, and strength, as well as kūra and wisdom. He is said to have control over life and death, the weather and crops, as well as time and the seasons.
An’Dagda is the title of the Sídhe’s “War Chief” who co-rules their homeland with An’Danu.
Danu
Danu is the Mother Goddess and the highest of the mythical god-beings of the Tuatha Dé Danann, the Sídhe’s and Drakeri’s pantheon of gods and goddesses.
An’Danu is the title for the Sídhe’s ruler. She share rule with An’Dagda, the Sídhe’s “War Chief”.
Llŷr
Llŷr is a god of the sea, sea currents, and sea creatures. He is believed to be a personification of the sea rather than a distinct deity. The Gwerin y Môr believe that Llŷr is their guardian.
The Four Winds
In the belief system of the Sídhe, Drakeri, and Ddraig, the Four Winds (the Anemoi) parallel the Four Quarters (or four major Archangels of certain Earth religions).
In any major arcane working, the circle (or cylch) is warded in the names of the Four Winds (this is also referred to as calling the quarters). Also, blessings are sought in the names of the Four Winds. There are the Lesser Winds, those that come from directions such as the northeast, southwest, etc.
Each of the Anemoi is associated with an element: north/earth, east/air, south/fire, west/water. The names of the (Anemoi) Four Winds are not based on the Old Tongue and are believed to be derived from an even more ancient origin.
Boreas (North Wind): God of the cold north wind and the bringer of winter.
Zephyrus (West Wind): The gentlest of the winds, Zephyrus is known as the fructifying wind, the messenger of spring.
Notus (South Wind): He is associated with the desiccating hot winds that arrive after midsummer, is thought to bring the storms of late summer and autumn, and is feared as a destroyer of crops.
Eurus (East Wind): He is associated with autumn and dwells near the palace of the sun-god, Cernunnos, in the far east.
Tar’garath
Other Names: The Shadowed One, God of Chaos, God of Destruction, God of Shadows, The Shadow
The belief in Tar’garath as a dark, demonic deity has seeped into aspects of almost all of Aereth’s belief systems. Tar’garath is also known as Lord of Shadows, Lord of Chaos, The Shadowed One, The Dark One. Few will actually say the name Tar’garath as it is believed that the Naming of Names is what summons him. In the general lore of Aereth, Names have great power and can grant someone power over the Named.
Tar’garath is the antithesis of Erais, the Arcane Light. His ephemeral presence is felt in all of the Darkness on Aereth.
The Law of Three
For the Llenan, the number 3 has great power and great meaning. While it does not dictate every waking hour, most major workings will be done on the 3rd day of a month, at the 3rd hour of the day, during the 3rd month (Moon) or a combination of all of these.
Mind the Threefold Law ye should - Three times bad an’ three times good.
The Threefold Law is basically karma. It is the belief that what one gives, one receives multiplied three times. While this does not prevent some Sídhe from doing bad things or becoming a follower of Tar’garath, it does dictate how a majority of them function in the world.
Things to Know
How to Play
Because we need to keep the playing field fair, a Sídhe should be played with care. This is why so much is documented regarding their kūraal abilities. Also, the Chronicles of Aereth is a permission-based roleplay. You may not assume that what your Sídhe does has a specific outcome. This must be agreed on with the other Player(s) or all of you must agree that the outcome will be based on a dice roll. Note: We have a dice rolling channel set up in Discord and our bot does dice rolling.
The Sídhe are inherently arrogant and have a belief in their own superiority to the younger races. They can warm up to others, but is not likely to be instantaneous.
Despite what they think, the Sídhe are not the best at everything.
Biases (Against Others)
Since the Sídhe believe they are descendants of the Tuatha Dé Danann, their pantheon of Gods and Goddesses, it can be expected that they have biases toward others. Although generally cordial, their manner carries a hint of arrogance and condescension. Although the Sídhe do not view the "younger" races as completely primitive, they do not see them as anywhere near as advanced as they are.
They sincerely believe they were created before the Drakeri; thus, they are the eldest of all Aereth’s hominid races. As the Elder Race, they tend to look at the younger races as children and their demeanor matches this belief. Still, they do not regard themselves as gods or deities of any kind. They do believe that Erais created them in the image of the Tuatha Dé Danann, their pantheon of gods and goddesses.
Biases (By Others)
This varies from culture to culture. The Drakeri often consider the Sídhe to be arrogant twits who cannot bond with the Ddraig. They are far closer to the dragons in spirit than to the Sídhe. Humans and Travelers tend toward reverence or hatred and fear. Those humans and Travelers that are very devout practitioners of The Faith consider all magic, including what the Sídhe call kūra, to be dark and dreadful as well as heresy. However, as with all people, biases tend to be formed on a person-by-person basis.
Livelihood
The Sídhe are known to have some of the finest craftspeople in the world. Their weapons, especially their longbows, crossbows, and swords are highly prized. Their merchant and craft guilds also turn out amazing garments fashioned from wyvern hides and Sidan silk.
The number one export by the Sídhe is Sidan Silk. This silk is created by a particularly large species of spider that was believed to have gone extinct with the destruction of Ys. However, some Sídhe weavers brought a few to the new land with them. Surprisingly, they have thrived in Tír Ceilte in the interior Elderwood region. The spiders live in massive colonies and can be domesticated within Chee-Chimer tree groves. Their venom is not medically significant to humans. What makes them special are the massive webs they spin. Their spider silk is easily harvested and many times stronger than even the finest far-eastern silks. Sidan silk also has an incredible sheen and iridescence that makes it shimmer and ripple. It takes color dyes easily. The Sídhe guard the secret of harvesting, spinning, and weaving this silk very closely.
Note: It is likely the original name of the Sidan Silk Weaver spider was some form of the name sglein which means sheen in the Old Tongue. Over time, with the advent of Murians (Aereth's third and youngest human race), it was corrupted to Sidan from a combination of Sidhe and sglein.
Very few of the Tír Ceilte Sídhe work in the marine trades. This is almost exclusively the domain of the Gwerin y Môr, the Sea Folk of Tír an Aigéan (Land of the Ocean).
See the Tír an Aigéan document for more information on the Gwerin y Môr.
List of Guilds
This list is not comprehensive, just the more commonly known guilds. There may even be sub-guilds within each. For example, the Culinary Guild would also include the Bakers, Chefs, Cooks, etc.
- Guild of Balor (Warrior’s Guild): All highborn are given weapons and combat training by a high-ranking member of the Warriors Guild. Those that serve as foot or mounted soldiers full time also belong to this guild.
- Armorers’ Guild: Smiths with a specialty in weapons and armaments (armor, etc.).
- Smiths’ Guild: Blacksmiths that do not specialize in weapons and armor.
- Crafts Guild: Clothiers, Weavers, etc.
- Sidan Guild (aka Sglein Guild): This guild is made up of the trades that flourish entirely due to the Sidan Silk. There are the Sidan Silk Weaver farms, clothiers, weavers, dyers, merchants, etc.).
- Husbandry Guilds: Farm and service animal trades such as war horse trainers and breeders, farm animal breeders, experts in animal husbandry, etc.
- Guild of Nolmë: Those specializing in the sciences, languages, world knowledge, astronomy, medicine. If a person has attained the title of Master, they are the equivalent of a PhD. Nolmë is one of those words that in the Old Tongue means many things: learning, learned, wise, wisdom, knowledge, lore, science.
- Guild of Airemidd: This guild is separate from the sciences and contains both those that specialize in the medical sciences and arcane healing. These would be the equivalent of doctors and veterinarians in the real-world. Members of this guild usually wear a large star sapphire pendant or brooch and pale blue or pale green (if a treesinger) tunics.
Historical Events
Date TBD: The Gwerin y Môr leave Tír Ceilte to settle Tír an Aigéan (Land of the Ocean).
Glossary
- Airemidd: This is the name of the deity that embodies healing and healcraft. It is also the name given to Sídhe healers and their Guild. Airemidd, the planet, is the 3rd world from the sun (Bel).
- Kūra (meaning: magic, knowledge, ancient wisdom, special gifts): This is the Sídhe’s term for their innate special abilities that humans view as magic.
- Nolmë: Ancient Llenarian with numerous meanings including wisdom, knowledge, learning, learned, science, ancient lore, etc.