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The Tuatha de Danann

According to most druids on Arator, ages ago far beyond human memories, a race of evil beings coming from another plane of existence entered the world of Andurin. These were the Fomor้, a race of demons. But as their presence brought more and more devastation to the land, the Great Mother had to intervene. Hence, Danu gave birth to a race of divine beings who battled the Fomor้ and repelled them to whence they had come from. These were the Tuatha De Danann, the tribe of the goddess Danu.

Not all of them were "gods" however; they were in fact the ancestors of the Sidhe, and only the mightiest of them became deities upon retiring to the realm of Tir Nan Og on the plane of Sul. Nevertheless, they left behind them a race of fairy people to protect the world from the return of the Fomorians: the Sidhe. And thus the Sidhe lived for millennia on Arator, fighting the children of the Fomor้: the Fomorian giants and their ilk. Nonetheless, this era eventually waned and the world changed. The first Men came to live on Arator, and in learning civilization from the dwindling Sidhe became the Arash. As such the Arash came to worship the gods of the Tuatha De Danann. So it appears that the deities worshipped by the native peoples of Arator are not the creators of the world, as it is usually the case in other mythologies. In fact, there is no ultimate deity at the origin of the universe in their mythology. Instead, Danu, the Great Mother, is the greatest deity, an embodiment of the world and the mother of all life.

However, she is not credited for having created the universe, and this question, as well as the question of who engendered Danu, is left aside. Such concepts simply don't interest the druids in any way; mainly because they consider them beyond the faculty of mortals to ponder. For the druids the Tuatha de Dannan are certainly powerful beings, but are seen more like saints in other religions. And in fact they could well be true; they were the first champions born from the Goddess, who ascended to godhood after having defeated the Fomor้.

LN Arash Aspect of Tharnak

Arawn is the ruler of the underworld resting place of the dead. The Arash, who often use magicka to bring the slain back to life, tend to view Arawn as an evil deity, for his habit of reclaiming the resurrected back to his realm. However, Arawn, rather than being evil, is the dutiful guardian of the dead. He will recall back any dead who would return to the world of the living to resume its former life. As such, any resurrected or raised-from-the-dead character will be hunted by the hounds of Arawn until they catch him and bring him back to the underworld. The sole exception concerns those brought back to life during the night of Samhain (Camlas Eve), who are free from the god’s wrath. In fact during the night of Samhain the dead may try to escape to the world of the living, and if they succeed (either as resurrected or undead), they won’t be pursued by Arawn. (Note that Arawn only forbids the souls to return as undead or resurrected, not as reincarnated which is the normal course of life and death.) Arawn traditionally appears as a gray rider mounted on a big, dark, ghostly horse. He leads a pack of otherworldly red-eared white hounds, that help him hunt the dead who would escape to the mortal world.

• Alignment: Lawful Neutral.
• Domains: Burial (new), Earth, Law, Protection, Warding.
• Symbol: Skull with a warrior’s helmet.
• Favored Weapon: Longspear.
• Area of control: The souls of the deceased, and the underworld / land of the dead.
• Typical worshippers: Very few people worship Arawn. The rare necromancer is not a worshipper of Arawn, but he well knows his laws and will typically create undead the night of Samhain to escape the wrath of Arawn. (Note for that matter, that skeletons and zombies are merely animated corpses, and that certain undead are evil spirits bound to a cadaver, not souls brought back to the mortal world as undead.)
• Duties of priesthood: Priests of Arawn are clerics rather than filidh. They preside over burial and funerals, and must hunt and destroy all undead they encounter or hear about. They can only turn undead and are forbidden to rebuke them. They are likewise prohibited to cast any spell or use any item that can raise or animate the dead. These forbidden spells include animate dead, create dead, create greater undead, raise dead, reincarnate, and resurrection. Otherwise, priests of Arawn are the traditional guardians of "mortuary mounds", that is: cold, damp, and foggy places where are buried heroes, rulers, and other important characters. Such places often contain gates that lead to the underworld.
• Special Benefit: Priests of Arawn have access to a special feat of their own: Resist Undead, that gives them a +2 bonus against all special attacks of undead such as Fear, Energy drain, Permanent ability drain, Temporary ability damage, Gaze, Paralysis, etc.

CN Arash Aspect of Almaril

Moon-goddess and deity of love, Arianrhiod’s name means "The Mysterious Silver Wheel". As the goddess of (romantic) love, Arianrhiod is the weaver of mortal destinies. She unites and separates men and women on a whim, so the lovers of one day may become enemies the next. Hence, Arianrhiod is seen as a fickle goddess who may be as much benevolent and kind as she can be malevolent and evil. For example, she once gave birth to twin children; but as much she cherished the first, she wholly rejected the second. Arianrhiod is thus not only a weaver of destinies, but she also represents the unpredictable and mysterious nature of femininity.

Then, Arianrhiod is somewhat involved with magic for having been the underling of Math Mathonwy.

• Alignment: Chaotic Neutral.
• Domains: Influence (new), Love, Magicka, Moon, Trickery.
• Symbol: Spiral inside a silver wheel. (Filidh of the goddess wear her holy symbol in the form of silver earrings).
• Favored Weapon: Dagger.
• Area of control: Romantic love and femininity.
• Typical worshippers: Lovers traditionally call upon Arianrhiod to get her blessings. Otherwise, sorceresses and witches also often pay homage to her.
• Duties of priesthood: Filidh of Arianrhiod must be females. They arrange (or disable) marriage and love affairs as suit the need of their clan, unless they follow a secret agenda of their order.
• Special Benefit: Priestesses of Arianrhiod have access to a special feat of their own: Seductress, that gives them a +2 bonus to all Charisma checks when trying to seduce or influence / manipulate others for love or hate purposes.

Beli Mawr
NG Arash Aspect of Solnor and Tammara

Beli Mawr, who is also often known as Belenos, is the god of sun and fire. As such he represents the fire in its beneficial function, that of warming, lighting, and purifying. Beli Mawr represents the light who destroys "the evil lurking in the dark", and as such is often called upon for protection. Beli Mawr is otherwise a god of beauty and harmony, and as such also acts as a patron of arts (typically goldsmithing). He is depicted as a warrior wearing armors, weapons, and a round shield of gold, and driving a fire chariot across the sky.

• Alignment: Neutral Good
• Domains: Fire, Freedom, Good, Protection, Sun.
• Symbol: Solar disc. The filidh of Beli-mawr wear a necklace with the holy-symbol of their god made of gold.
• Favored Weapon: None.
• Area of control: Fire, light, purification.
• Typical worshippers: Anyone.
• Duties of priesthood: Filidh of Beli Mawr are before all expected to preside over religious ceremonies that involve purifying fires (such as Beltaine fires). Then, they must oppose all evil things of darkness, such as shadow creatures. Lastly, it is they who are in charge of the calendar, counting the passing of days, months, seasons, and years in looking at the position of the sun in the sky, as related to circles of standing stones.
• Special Benefit: Priests of Beli Mawr have access to a special feat of their own: Radiance, that gives them a +2 bonus to the DC and d20 roll to overcome spell resistance, of all spells related to light and fire.

NG Arash Aspect of Tammara and Tevesh

The goddess Brighit is in fact a triple goddess (Boann, Brigantia, Brighit) who sees to the well-fare of the Arash. She is thus a goddess of healing, poetry, and smith trade. Nonetheless, she is yet different from Diancecht, Cairbre, and Goibhniu who are respectively associated to these domains. In fact, Brighit’s main concern is the prosperity of the people, whose society is heavily dependant on these three aspects: fecundity (healing), intellectual aptitude (poetry), and technical adroitness (smith trade). Brighit is otherwise the goddess of rivers, and she is traditionally depicted riding a white cow.

• Alignment: Neutral Good
• Domains: Craft (new), Good, Healing, Knowledge, Water.
• Symbol: Blue triskel (i.e.: three connected spirals in triangle). Filidh of Brighit often have the symbol of their goddess tattooed on their body (generally on the arms).
• Favored Weapon: none.
• Area of control: Motherhood and everyday life.
• Typical worshippers: Artisans, farmers, midwives, women.
• Duties of priesthood: Filidh of Brighit are expected to help the common people in their everyday life tasks; traditionally as healers / mid-wives and seers.
• Special Benefit: Filidh of Brighit can have the Cure spontaneous casting ability (as clerics) instead of the Divination spontaneous casting ability.

N Aspect of Tammara and Hurishta

Cairbre is the bard of the Tuatha D้ Danann, who invented the first satirical verses and used them to curse the king of the Fomor้. This required of him to not only being gifted for poetry and derision, but to also discover the hidden weaknesses and faults of his victim.

Thus Cairbre became not only a master of wit, but also of knowledge. Anyway, Cairbre became much respected for his ability to ruin the reputation of an offender with his magical rhymes, up to the point of having kings loose their sovereignty. As such, he (and thus all bards) can expect to be treated fairly well for his services. Cairbre appears as a clever grinning poet, dressed in colorful clothes and wearing a harp.

• Alignment: Neutral
• Domains: Birds, Knowledge, Lore (new), Luck, Magicka.
• Symbol: Harp. Filidh of Cairbre carry a harp with them at all times.
• Favored Weapon: None.
• Area of control: Music, poetry, and also knowledge of people, their secrets and weaknesses.
• Typical worshippers: Bards, musicians, entertainers.
• Duties of priesthood: Filidh of Cairbre (who are called "Cainte", specialist fili who sings his satires) are often mistaken for bards, as they are close to them indeed. However, in their function of fili they are in fact more of judges than troubadours. Yet, when they condemn a noble, they do it in rhymes and verses, and their magical blames are thus called satires. In fact, filidh of Cairbre often travel the land appearing as bards, but then judging those who do not uphold the traditions of honor of Arashan society.
• Special Benefit: Filidh of Cairbre have access to a special feat of their own: Satirist, that gives them a +2 bonus to all Perform and Knowledge (local) checks.

CG Arash Aspect of Tammara and Elantra

Dagdha is the “good god”, meaning that he is the god of abundance and celebration, but also that is able in (good at) all crafts. He is above all renown for his great magical cauldron. This artifact is one of the four major objects of the Tuatha D้ Danann: the food it produces restores health; and the deceased who are plunged into it are brought back to life.

As the god of abundance, Dagdha appears as a ribald god of revelry and fertility (he has numerous lovers among the goddesses). He otherwise is the god of friendship, but also a sworn enemy of the Fomor้ of whom he killed many with his great club. In fact, Dagdha is one of the oldest deities, and a patriarchal figure. He was the leader of the gods before being replaced by Lugh in this function. He appears as a friendly, fat, big man, wearing a cauldron and a huge club.

• Alignment: Chaotic Good
• Domains: Abundance (new), Good, Love, Luck, Protection.
• Symbol: Cauldron. The filidh of the Dagdha all carry with them a small cauldron.
• Favored Weapon: Great club.
• Area of control: Fertility, harvest, revelry, prosperity of the people of Arator.
• Typical worshippers: Many Arash worship the Dagdha, but especially farmers, and often times rangers.
• Duties of priesthood: Filidh of Dagdha see to the prosperity of the people of Arator. They are expected to bless the fields and cattle so they may be fruitful, and see that their clan gets wealthy. They are otherwise expected to be able in many crafts and professions.
• Special Benefit: Filidh of Daghda cast the spells: create water, create food and water, heroes' feast automatically as if empowered as per the metamagic feat (but without increasing the spell's level).

CN Arash Aspect of Tevesh and Elantra

Diancecht is the physician of the gods. However, he doesn’t heal people out of compassion, but rather due to his commitment to his art. In fact Diancecht not only bears a passion for healing, but he also much prides himself on it. As such, he once killed his son in a fit a rage, because the latter had been better than Diancecht at healing Nuada (restoring him a hand of flesh, where his father could only replace it by a mechanical one).

Henceforth, Diancecht will heal anyone just for the love of being able to perform his medical arts. Then, Diancecht is much knowledgeable in the domain of plants, for their usefulness in curing.

• Alignment: Chaotic Neutral
• Domains: Healing, Lore (new), Plant, Travel, Water.
• Symbol: Leaf.
• Favored Weapon: short sword.
• Area of control: Healing.
• Typical worshippers: The sick and diseased people traditionally call upon Diancecht for recovery.
• Duties of priesthood: The filidh of Diancecht are obviously expected to treat the sick and cure the diseased, but get no other obligation beyond this one. They often travel to distant places and lands, in order to learn more about their art, including anatomical knowledge of other creatures.
• Special Benefit: Filidh of Diancecht get the Cure spontaneous casting ability (as clerics) instead of the Divination spontaneous casting ability.

N Arash Aspect of Solnor and Tammara

Goibhniu is the divine smith of the Tuatha D้ Danann, who forges weapons and armors of metal. He is also associated with fire, and both blacksmiths and warriors call upon him for strength. Priests of Goibhniu are rare however, as he is most of the time represented by warrior smiths who are true warriors and smiths, while priests will rather counsel metal workers and help the warriors of their tribe with some fire magic and enhancing weapons or armors.

• Alignment: Neutral
• Domains: Craft (new), Metallurgy (new), Fire, Strength, Sun.
• Symbol: Hammer and anvil. Priests of Goibhniu always wear a pendant representing a small anvil and hammer, but also carry a hammer with them.
• Favored Weapon: Warhammer.
• Area of control: Metallurgy and weaponsmithing, but also prosperity.
• Typical worshippers: Smiths and weaponsmiths, for the most, but also warriors.
• Duties of priesthood: Priests of Goibhniu are clerics rather than filidh. They are expected to support the smiths and warriors of their clan, helping the first in their work, and seeing that the latter are properly equipped, fed, and healed.
• Special Benefit: Priests of Goibhniu have access to a special feat of their own: Weaponsmith Expert, that gives them a +2 competence bonus on all Appraise, Craft, and Knowledge checks related to metal weapons and armors.

LN Arash Aspect of Solnor and Hurishta

Lugh is the shining god of excellency, and supreme leader of the Tuatha D้ Danann. He has several nicknames: Lugh Lamfota ("Lugh of the long hand"), Lugh Lamfada ("Lugh of the long lance"), Lugh Grianainech ("Lugh whose face is like the sun"), and Samil-Danach ("the multiple artisan"). He is renown for having bested all the deities of the Tuatha d้ Danann in their fields of specialty, and thus got the right to become their leader.

Lugh is the deity who knows everything, can do everything, and commands to everything. He can thus be seen as a god of knowledge and "illumination".

• Alignment: Lawful Neutral
• Domains: Craft (new), Knowledge, Law, Lore (new), Sun.
• Symbol: Spear with a shining golden head. Filidh carry at all time such a spear.
• Favored Weapon: Longspear.
• Area of control: Everything.
• Typical worshippers: Everyone.
• Duties of priesthood: Filidh of Lugh must be knowledgeable and skilled in many domains. (That is, each level, they must spend at least 2 skill points in Craft, Knowledge, or Profession skills.) They are expected to help or teach others of their knowledge, and will display these abilities at any opportunity.
• Special Benefit: Filidh of Lugh have access to a special feat of their own: Samil-Danach, that gives them a +2 competence bonus to all Profession and Craft skills in which they have at least 1 rank.

Manannan Mac Lir
CG Arash Aspect of Tharnak and Llyndeiras

Manannan Mac Lir, as his name implies, is the "son of Lir", the god of the sea. Manannan himself is not an aquatic deity, but rather a trickster god who reigns over magical islands amidst the seas. He travels over the ocean on a magical horse that can stride on land and water alike, while at other times he sails a flying ship. As such, Manannan Mac Lir has become the patron deity of sailors and those who make journeys across the seas.

However, the main aspect of Manannan is his ability of polymorphing and ubiquity, which he uses to seduce women and goddesses alike without anyone suspecting him.

• Alignment: Chaotic Good
• Domains: Flow (new), Moon, Travel, Trickery, Weather.
• Symbol: Dolphin. Filidh of Manannan Mac Lir wear a small figurine of a dolphin as a medallion, for holy symbol.
• Favored Weapon: None.
• Area of control: The sea.
• Typical worshippers: Fishermen and mariners.
• Duties of priesthood: Filidh of Manannan typically live in coastal regions. They must be sailors and travel the seas to visit distant and magical islands.
• Special Benefit: Filidh of Manannan have access to a special feat of their own: Son of the Sea, that gives them a +2 competence bonus to all Intuit Direction (at sea), Profession (Mariner), and Swim checks.

LE Arash Aspect of Gorgauth and Hurishta

Math-Mathonwy is the reclusive god of magicka, who, according to druidic lore, introduced such knowledge to the world. He is primarily interested in his researches on the occult and magicka, and seldom intervenes in the affairs of the others. The only exception of this seclusion is to avenge himself of those who try to take advantage of him. Math is told to live in a great magical castle, served by a host of Sidhe women, all of whom must be virgins.

• Alignment: Lawful Evil
• Domains: Knowledge, Magicka, Mutation (new), Travel, Warding.
• Symbol: A magical staff. Filidh of Math must have a magical staff as their holy-symbol. This staff may be a true magical item or simply a normal staff upon which some enchantments have been wrought. Then, this staff is consecrated as their holy symbol during a special ceremony.
• Favored Weapon: staff.
• Area of control: Secret knowledge and magicka.
• Typical worshippers: sorcerers and wizards.
• Duties of priesthood: Filidh of Math-Mathonwy are expected to spend their time researching knowledge and magical things. As such, they will often travel to
remote lands, mysterious place, or Faerie, as a way to gain more knowledge of the occult. On the other hand, they have no obligations concerning the mundane affairs of society, and seldom participate into its religious rites. They nonetheless share their discoveries with the druids and bards, of which they are the "college of magicka".
• Special Benefit: Filidh of Math-Mathonwy who take the Loremaster prestige class, get a special "secret" ability of their own. That is, at 1st, 3rd, 5th, 7th, and 9th levels, instead of a normal "secret" they can choose three arcane spells that they will be able to get as divine spells (i.e.: they are added to the cleric spell list for that filidh). They can thus choose any spell they want on the wizard spell list, provided it is of a level equal or lower to the character's loremaster level (for example: a 7th-fili /2nd-lormaster can cast 5th level divine spells, but may only get 1st and 2nd level arcane spells to be available afterwards as divine spells). Once spells have been chosen, they cannot be changed thereafter.

NE Arash Aspect of Gorgauth and Martreus

Morrigann, who is also known as Morrigu, is the goddess of war and destruction –the "Crow of Battle" or "Raven Queen". She is also a deity of lust and envy, turning to hatred when not satisfied. Morrigann is usually depicted as three goddesses, and will often appear with her two "sisters" (who are identical to her in almost every respect): Macha and Bobd.

Thus, it is said if one witnesses three crows (or raven) acting together on a battlefield, this is an unfortunate omen that Morrigann watches over the battle, and that it will be particularly terrible. Otherwise, seeing three crows together is often seen as a portent of violence and death. Morrigann will typically (through her priestesses or Raven Maidens) appear as a beautiful woman when trying to seduce heroes; but in a moment's notice turn
into a hideous hag eager for blood and flesh.

• Alignment: Neutral Evil
• Domains: Death, Destruction, Evil, Mutation (new), War.
• Symbol: Raven. Priests of Morrigann usually wear a cloak covered with crow wings, and in any case wear shields on which appear a crow on a red field.
• Favored Weapon: Longsword.
• Area of control: War and death, and lust and envy.
• Typical worshippers: Bloody and evil warriors.
• Duties of priesthood: Priests of Morrigann are clerics instead of filidh. They must wander around in search of battles in which participate, or opportunities to incite war between clans or against any available enemy around.
• Special Benefit: Priests of Morrigann are always proficient in the longsword (the goddess' favored weapon) in addition to all simple weapons. Hence, when they take the War domain, instead of gaining Martial Proficiency in that weapon, they gain the Weapon Focus feat in it.

LG Arash Aspect of Solnor and Martreus

Nuada, whose nickname is "Nuada of the Silver Hand", is a god of warriors, bravery, and honorable combat, but also a fierce slayer of Fomorians. Nuada was the king of the Tuatha D้ Danann until the battle of Mag Tured against the Fomorians, where he lost his arm. Then, for having lost his arm he could no longer be king (according to Arashan law), and his place was taken by a Fomorian half-caste. However, Diancecht later grafted him a silver arm in place of that he had lost. As such, Nuada could reclaim his throne as king of the Tuatha D้ Danann, which he did after the second battle of Mag Tured, when the Fomorians were eventually driven out of the land. Nuada is renowned not only for his silver arm, but also for his great silver sword that gave him great power over demons.

• Alignment: Lawful Good
• Domains: Good, Law, Protection, Strength, War.
• Symbol: A silver hand.
• Favored Weapon: Longsword.
• Area of control: War against the Fomorians (giants).
• Typical worshippers: Warriors, Giant-slayers.
• Duties of priesthood: Priests of Nuada are clerics rather than filidh. Their main role is to counsel and help those who hunt, or are plagued by giantkin. As such, they most of the time travel the land in search of people opposing Fomorians, so they may help them.
• Special Benefit: Priests of Nuada are always proficient in the longsword (the favored weapon of Nuada) in addition to all simple weapons. Hence, when they take the War domain, instead of gaining Martial Proficiency in that weapon, they gain the Weapon Focus feat in it.

LG Arash Aspect of Solnor, Hurishta and Martreus

Oghma is the champion of the Tuatha D้ Danann, noted for his great strength during the battle of Mag Tured. However, he is also the god of eloquence and speech. In fact Oghma exemplifies the ideal champion and leader of men, who can not only encourages the warriors on the battlefield with his own example of physical prowess, but also through charisma and eloquence.

For Oghma, warriors should model themselves on a paragon of intelligence as much as of physical might; not just the strong brute who reveals as an uneducated moron once the battle is finished.

Oghma’s ideal champion is as much an educated than a powerful warrior. Oghma is traditionally depicted as an old but yet powerfully muscled man. He is dressed in a lion’s skin, carries a great club, and has golden chains jutting from his tongue. These chains are attached to the ears of men who follow him enthralled.

• Alignment: Lawful Good
• Domains: Good, Influence (new), Knowledge, Lore (new), Strength.
• Symbol: Golden chain. Priests of Oghma wear such chains around their necks and upon their shoulders, as a reminiscing of their god who has followers tied to his tongue through thin golden chains.
• Favored Weapon: Great-club.
• Area of control: Eloquence and leadership of men in battle.
• Typical worshippers: Typically: poets and leader of warriors.
• Duties of priesthood: Priests of Oghma can be either clerics or filidh. They must be living examples of virtue, fearless in battle, but also able to rally men to their side through persuasiveness.
• Special Benefit: Filidh of have access to a special feat of their own: Golden Tongue, that gives them a +2 competence bonus on all Bluff, Diplomacy, and Perform (Oratory) skill checks.
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