D&D 5E (2014) [Let's Read] Heroes of Tara: D&D Historical Fantasy in Iron Age Ireland!

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Legend
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Edition Note: This product was written for the 2014 version of 5th Edition Dungeons & Dragons.

Historical fantasy settings have been around since tabletop's beginning, but the advent of the Open Gaming License saw a marked increase as people began adapting the Dungeons & Dragons ruleset to legendary interpretations of various times and places such as Ancient Rome, Egypt, and even the Biblical era! Combined with crowdfunding projects and D&D being more mainstream than ever, you could say that we're now in an historical fantasy renaissance.

Heroes of Tara is one such book, set in a fantastical version of Iron Age Ireland. Inspired by the tales of Cú Chulainn and Fionn mac Cumhaill, the island of Ériu is a sparsely-populated yet wondrous land filled with superhuman warriors, wicked Formorians, mysterious sidhe rarely witnessed yet omnipresent, and magic wrought from filidh belonging to various respected orders. Heroes of Tara seeks to turn mythic Ireland into a gameable setting, much like how many other ttrpgs have done the same with Greco-Roman myths and legends.

The author of the book, Jacob Vollette Duerksen, is not Irish, and his archeologist day job primarily covers the northeastern United States. However, he took great pains to ensure that his research draws upon authentic sources, and takes care to explain his inspiration and sources within the text in multiple places. Regarding the opinions of Irish historians, here's his interview with the author by the Brehon Academy, an organization focused on teaching Irish history and culture to a wider audience. In short, the Academy's spokesman was quite impressed with Heroes of Tara.

Our book starts out with the question What Is "Celtic?" The author talks about how the concept of a Celtic identity is very broad, and the lack of primary written sources has complicated research in that most surviving texts are told from the perspectives of outsiders. The word derives from the Greek "Keltoi," an umbrella label applied to the various tribes of north-western Europe. The term fell out of use after the Classical period, but experienced a revival of sorts among Renaissance-era scholars.

The concept of a distinct Celtic identity formed around the 18th Century via the Archeologia Britannica, a work published by the Welsh linguist Edward Lhuyd demonstrating similarities between the ancient languages of the British Isles and Gaul, formally grouped as "Celtic" languages. It wouldn't be long before this discovery made its way into broader society, and the rising prominence of nationalism and nation-states during the 19th Century would see the Celtic label applied in many different socio-political ways. The author goes on to explain the intricacies of Celtic languages and archeological evidence, from geographical designations such as "continental" mainland languages vs the "insular" British Isles; how the earliest-known Celtic group were the Hallstatts, who were among the first iron-working Europeans and whose goods were traded as far as Mesopotamia; how Celtic and Germanic tribes exchanged words and cultural traditions; and how once-accepted theories were later disproven or expanded upon, such as the belief that the Bronze Age Bell Beaker cultures were at first believed to have been ethnically cleansed by invading Celts, but now it's instead believed that the two groups married and intermingled over time.

The author ends with a discussion the need for a more precise label for the Heroes of Tara setting. He quotes how Tolkien, who is said to have had a distaste for Celtic things, compared the term to a "magic bag" into which anything may be put, and out of which almost anything may come. Heroes of Tara thus uses the more specific terms for the inhabitants of Ériu: Gael and Gaelic.

The Legends and Their Sources talks about Iron Age Ireland from a more literary perspective, noting that Irish mythology is generally accepted to be divided into four chronological cycles, and lists notable stories and works for each. The Mythological Cycle focuses on Ireland's earliest history around 2,000 BC, with stories dominated by the gods and their many conflicts. This is followed by the Ulster Cycle, taking place around the 1st Century AD which is the "current era" of Heroes of Tara. Ulster tales focus on Cú Chulainn and the Warriors of the Red Branch. The Fenian Cycle takes place around the 3rd Century AD, focusing on the hero Fionn Mac Mumhaill. Finally, the Cycles of the Kings are a broad compilation of tales adhering to varying levels of historical accuracy, lasting into the Early Medieval period and covering many different heroes and figures. As Iron Age Ireland held strong taboos against writing for the purposes of record-keeping, a lot of written Irish tales were compiled by the island's Christian clergy long after such tales took place. But oral folktales still persisted alongside written sources, which this book also draws from as major inspiration. The author also advises that not all stories should be taken as exact translations, nor as people and events that the Gaelic people at the time believed to be historical fact. Even the views of Irish monks are colored by their own biases and perspectives, while still acknowledging the value of their research.

Heroes of Tara's prefacing prologue ends with discussion of how this works for Translation Into a Tabletop Role-Playing Game. The author says that while they strove for an authentic and internally consistent setting, the book takes the mythological route in cases where mythology and actual history/archeology/etc collide, and that authenticity shouldn't come at the expense of the players' fun. Heroes of Tara had to make compromises and creative liberties, particularly when it came to filling in gaps in the world and lore due to game design or for making a more complete setting. So while the book does engage in some "ahistorical pop culture tropes," one of the Appendices in back discusses Accuracy to the Source Material for readers who wish to know where the dividing lines are drawn.

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An Introduction to Ériu

Heroes of Tara is split into four major sections consisting of multiple unnumbered chapters. The first section, An Introduction to Ériu, focuses first and foremost on describing the history and daily life of Iron Age Ireland. The setting as it stands is presumed to take place sometime around 100 BC to 300 AD. The Abrahamic faiths are unknown in this part of the world, and cities such as Dublin and Cork have yet to be established. The Roman Empire stands strong still, and is currently waging campaigns of conquest in Gaul and the eastern island of Albion. The people of Ériu know about them and vice versa, but contact is thus far limited to individual groups of Roman traders and explorers coming ashore. The island's terrain has mountains in the north, west, and south, which help block the worst oceanic storms from ravaging inland, with the central region a vast plain. Half of Ériu is covered by forests and bogs, the majority untouched and unexplored by human hands and feet. Fog is present during all seasons, with the summers warm and vibrant and the winters dangerous as freezing rain turns roads into mud and swells the rivers to flooding.

The first known mortals to settle Ériu were part of successive waves of sailors: first the Cessairians, whose majority were slain by storms at sea, then the people of Partholón who at first seemed blessed with fortune only to all later die from a plague. Two immortal sages who are the sole survivors of the respective civilizations, Fintan Mac Bóchra and Tuan Mac Carill, have appeared throughout history to tell stories of the olden days. The third group, the Nemedians, faced a similar disaster at the hands of nature, with the survivors discovering the existence of the Formorians. Wicked and monstrous creatures who live in dark places, they were responsible for the natural disasters that killed their predecessors. Thus the Nemedians went to war, but the Formorians won and turned the losers into slaves. Over generations the Formorians grew self-assured and careless in their seeming invincibility, and were overthrown. The survivors retreated into deep caves before summoning devastating tidal waves to drown much of the land. The Nemedians who fled to ships in time entered into exile, where they became enslaved again by the people of distant Hellas. These slaves would become known as the Fir Bolg, or "men of the bag," so named for their labor that involved taking bags of soil to fertilize rocky mountainsides for agriculture. The Fir Bolg won their freedom through force, and turned their bags into sail-cloth to venture back to Ériu, which was now a seemingly empty land they named the Island of the Setting Sun.

The next significant civilization to settle Ériu are the Children of Danu, faerie descendants of the goddess of the same name who lived in the Otherworld. The Tuatha De Danann were the greatest of the Children, who were guided by prophecy to leave their home cities and set sail for an island of green across the sea. The Tuatha De Danann would also take along the Aes Sidhe during their voyage, and they came into contact with the Fir Bolg. The Tuatha De Danann initially asked for "only half the island" on which to build their civilization, but the Fir Bolg viewed this as a grave insult and went to war instead. The First Battle of Magh Turied was a short yet devastating four-day conflict, whose resolution was decided by single combat between Sreng of the Fir Bolg and King Nuada of the Tuatha De Danann. Even though Sreng was but a mortal in comparison, he managed to smash Nuada's arm off with a club, disarming the god-king of his Sword of Light. As the Tuatha De Dannan only allowed those "unblemished and whole in body" to rule over them, Nuada stepped down, replaced by his younger brother known as the Dagda.

While the Fir Bolg won the battle, the Children of Danu won the war, for they managed to hold onto three-quarters of the island, with the Fir Bolg living in what would be known as Connacht. The Dagda would become Ériu's first High King, who ruled from the Hill of Tara and whose demeanor had an effect on the very land itself. Despite the lofty-sounding title, his reign was far from noble, being a mischievous and neglectful sort. Huge portions of once-settled land were immediately overgrown and reclaimed by the wilds, and the passage of time lost meaning as the Dagda would move the sun, moon, and stars in the sky to his whims. The major redeeming value of his rule was that he ensured that his people never went hungry, and over time he abdicated the throne to Bodb Dearg, who was not of the Tuatha De Danann but the Aes Sidhe, which caused a great scandal and internecine sabotage. This was a prime opportunity for the Formorians to take their revenge, who took on beatific guises and bribed their way into the royal courts. Bres, a child of the Tuatha De Danann and Formorians, was crowned High King, who brought the island into an age of darkness as his desire for revenge elevated the Formorians and imposed burdensome labor and tributes upon the Children of Danu. Ériu, the name of the woman he wed and also what the island would become named after, learned of Bres' true nature as a monster and disowned her son. But Bres' reign would end once Nuada had an arm of flesh and bone restored via advancements of medicine and smithing. He challenged Bres for rulership of the throne, but there was no battle; one of the courtly bards penned a scathing critique of Bres that marred his face in boils and scars, causing him to flee in shame as he retreated with his fellow Formorians.

Several more significant events would occur. There was the tale of Lugh, another Tuatha/Formorian child, but one who would become a great hero who led forces during the Second Battle of Magh Turied against Balor of the Evil Eye, the greatest warrior and general of the Formorians of that time. Balor killed King Nuada, but would meet his end at the hands of Lugh, who instead slain the fiend by throwing a rock into his eye and through the back of his head. The surviving Formorians retreated, and while they would never menace the land in such numbers again, they still survive in the dark corners of the world, as well as ancient towers and palaces said to lie on far-flung islands. As for Bres, he was initially sentenced to death after being taken as a prisoner of war, but his groveling earned him the punishment of eternal exile.

War had destroyed much farmland, so the nature spirit and foster mother of Lugh, Tailtiu, labored herself to death in restoring vast tracts of land. Lugh was appointed High King, and lingering resentments between the non-Formorian peoples were put aside in a new era of harmony and prosperity. Sadly this was not to last, for Lugh was murdered by vengeful sons of the Children of Danu who grieved their father's death in war. The three sons would all become kings (but not High Kings apparently) of the Tuatha De Danann.

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The next major event in Ériu's history was the arrival of the Milesians, descended from the Scythians who later settled in Hispania. They too were brought to the Island of the Setting Sun after witnessing its beauty from afar. Initially intending to visit as peaceful explorers, their delegate, Ith, was the brother of Mil who was the leader of the Milesians. He was received poorly by the three Kings, who fought him to be the spy of an invading army. Ith insulted them for this lack of hospitality, and they were all too happy to prove him right as they cut him to death with their swords. Needless to say, the Milesians took this news so poorly that they declared oaths of vengeance and began a wholesale invasion of the Island. The Children of Danu had declined greatly during the reign of the three kings. They were unable to gather a united force, while the Fir Bolg were divided between fighting besides the Children of Danu or the invaders. Some Children sought to let the lands of rivals be taken over, only to have this come back to bite them when the Milesians didn't discriminate between the many Tuatha De Danann factions of the island. The Milesians also possessed iron-working and chariots, and they had an accomplished mage known as Amergrin whose powers were such that even the gods feared him. The only hero of the Children of Danu who could mount an effective counter, Morrigan, instead chose to watch as a neutral observer, taking the form of a raven that soared above battlefields. The three queens, all sisters of Ériu, sought to lead armies at the front unlike their husbands, but were taken as prisoners of war for their efforts. They initially sought to argue for peace by allowing the Milesians to settle the land and the Children of Danu would retreat to the Otherworld. But the three kings managed to break into the proceedings, where it was learned by both sides why the Milesians invaded in the first place and the kings happily admitted their crimes. It became clear that the suffering of many was due to the hands of a few, and the Milesians were willing to accept the queens' terms for peace. Still, their customs demanded satisfaction for Ith's murder, and the kings were too prideful to not go down fighting.

Thus an unconventional conflict was arranged: the Milesians would sail back and attempt to invade the island again. The Tuatha De Danann and their allies would muster the greatest warriors and workers of magic they could to bring about the fiercest storms ever known. If the Milesians made landfall, they would be declared victors. The Aes Sidhe who sided with the queens were ready to move back into the Otherworld regardless of the winner, while the Fir Bolg were split between whether to side with the three kings or Milesians.

At first the storms seemed insurmountable, but Amergrin managed to sing songs that repelled the nature spirits and allowed the fleet safe passage. The kings of the Tuatha De Danann challenged the sons of Mil to single combat. The three kings managed to slay many sons before they themselves were killed, with only three sons of Mil left standing. The Children of Danu had lost their morale, and would have all departed along with the Aes Sidhe. However, the queens reached a deal with the Milesians, that the Children of Danu would still receive tribute via ritual sacrifice and dedication. Some Milesians disagreed, although Amergrin convinced them to accept in the name of peace. The mage also named the Island of the Setting Sun after Ériu, so that its people would "forever know the land by their names." The three sons of Mil took over as High Kings upon the Hill of Tara, while Amergrin traveled the island to help the various civilizations rebuild. Sadly, Amergrin's eventual passage from the mortal world also saw the death of the sole voice of reason upon the Milesian Kings, who ended up turning upon each other in an attempt to become sole ruler of Ériu. The dreams of a united island ended, and centuries later the land still remains divided. The descendents of the Milesian settlers call themselves the Gaels, divided into five kingdoms, with the Fir Bolg and some Aes Sidhe living in smaller numbers.

Thoughts: Heroes of Tara is an intriguing concept for a setting, and the author clearly shows both his passion for the source material as well as his due diligence in research. The history helps set up major players and events that shape the land, from Formorians as a major threat lying in waiting to how the various playable tribes* first established their respective civilizations upon Ériu. One notable element is a bit of Values Dissonance in regards to physical abnormalities: notably, where King Nuada is dethroned due to his injury in battle, while the Formorians adhere to the "ugliness is evil" cliche where they have to make use of illusions to disguise their monstrous natures. The exceptions come from Ethniu, Balro's daughter who is both unique for her beauty as well as being of good nature. Bres is beautiful due to his Tuatha De Danann heritage, and when unmasked for his evil he is cursed with ugliness as a form of literal poetic justice. But besides these rather politically incorrect aspects, Heroes of Tara's history manages to hit high point after high point in fulfilling classic fantasy tropes in a way that is easily understood by newcomers to Irish mythology.

*Heroes of Tara doesn't use the D&D concept of race or species as the major designator, although there are non-human playable options via the Aes Sidhe and faeries.

Join us next time as we cover the rest of the Introduction to Ériu in Cultural Characteristics!
 
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Ériu in the Present

Now that we covered Ériu's past, the rest of this section details it in the present.

Social Structure is our next entry. The island has a population of about 300,000 people, minus the Aes Sidhe and other faeries. There's a distinct lack of urban centers, with most settlements being rural farms, homesteads, and villages. These places are all protected by a hillfort within a day's journey that holds the chieftain's family and retainers. Society is either agricultural or pastoral, with most population centers rarely exceeding 500 people. A settlement or domain may just as commonly be a spread-out community of individual homes as a village of closer buildings. The most common and important social unit is the clan, a network of family groups led by a chieftain. There's about 300 such clans on Ériu, and they can range in size from several hundred to several thousand, although the average number is 1,000. The origins of most clans comes from the exploits of a famed ancestor, and they hold onto units of land which are fiercely guarded from their neighboring rivals. Loyalty to land and kin is not only accepted, it is viewed as an individual's first and foremost priorities.

A King or Queen is a special kind of chieftain who managed to take control of neighboring clans by martial might, their lands consisting of much larger territories than normal. Ériu currently has five kingdoms: Midhe, Ulster, Connacht, Munster, and Leinster, and the most powerful clan's chieftain is the king/queen. A kingdom's clans pay seasonal tribute and are obligated to take up arms during times of war, but otherwise a monarch's authority is very restricted on directly governing the day-to-day affairs of individual clans. Many people of Ériu treat the concept of kingdoms as a distant idea or something for rich people to play at, and it's not uncommon for clans of the same kingdom to engage in small-scale raids and skirmishes. Such affairs are tolerated as the way of things, provided that they don't threaten trade and the central rulership.

Ériu is divided into four major social classes: royalty, nobility, free folk, and servants, which are further divided into even more castes. The royalty is made up of kings and queens, chieftains, and ollamhs who are the most respected among the filidh. The nobility includes rich warriors as well as all fidh and their family members. The free folk are the majority population, comprising all manner of laborers, artisans, and tradespeople. Servants are indentured servants or slaves who live at the behest of another and lack their own lands and assets. Outlaws include all those who have been cast out from society.

One's status isn't ironclad, for a person can climb the social ladder via various deeds. A free folk who holds themself well during war or defending their community might be elevated to nobility, while a tradesperson who saves up enough money might apprentice their children to a fili. Certain combinations of clothing colors are used to easily distinguish classes and castes, where one is permitted to have more colors on their garments the higher they are in status. While different classes and castes have distinct legal rights and obligations, physical separation between classes isn't as prominent as in more urban and future feudal societies. Thus, it is not uncommon for higher class people to have a better understanding of how the "common folk" live.

As for the closest thing Ériu has to a universal ruler, the High King is the figure who sits on the Hill of Tara. That land is touched by the gods and visitors can feel a vague supernatural presence. Currently the kingdom of Midhe holds the Hill of Tara and thus its ruler is the High King. One is not simply born into the position: a tri-annual event known as the Feis Temrach is a gathering of scholars and nobles from across the island, who debate law and policy to appoint the next High King. A magic stone known as the Lia Fáil is the final part of the royal anointment, where the candidate stands upon the stone. If the stone approves, it will exclaim this in a joyful roar, but otherwise is silent. While the silence is taken as a sign of grave tidings, no would-be monarch has voluntarily stepped down after coming so far and gaining the approval of so many allies. They are eventually dethroned, as their reigns are inevitably filled with hardship.

Ériu after the departure of the Tuatha De Danann lacks a history of ancient and stable dynasties, as no clan has managed to claim the seat for more than several generations. Its prominence encourages countless chieftains and power-mongers to scheme and war for the throne. In the past the High King had the power of supreme authority, but in the setting's present era the title is more ceremonial. The other four kingdoms are pretty much free to rule themselves as they see fit, even if the pomp and circumstance acknowledges the High King's power. The current High King is Cormac Mac Airt, a man famed for his wisdom and relatively peaceful ascent, but the Lia Fáil's silence has caused doubt in even his most eager supporters.

Governing Principles covers three values upon which Ériu's societies are built. The first is honor, measuring a person's reputation for fairness and trustworthiness. This is often expressed through various kinds of oaths and agreements, as well as repayment of debts and avenging the wronged. A person's honor is held as more valuable than their life, for one who cheats and manipulates others causes social discord if others follow in their wake.

The second virtue is hospitality, the appointment of the home as an area of safety and refuge from the outside world. To accept another into one's home is a sign of both great respect and trust, and this principle exists so that people have safe places to turn to in an often dangerous and chaotic world. Both host and guest are obligated to abide by various rules: in the host's case, they provide food, comfort, and safety within reason, and in exchange the guest must offer some form of compensation for being hosted as well as coming to the home's defense in the event of an attack. Thus, guests are not asked to disarm themselves, for that implies that there is no trust, and thus any guest who draws their weapon in anger is as good as dead as everyone else in the house is very likely to fight them. Hosts can choose to let guests stay without the expectation of compensation, which is a mark of great charity. But it's still customary to have a gift of some kind, even if just a trinket. To violate this host-guest agreement is considered the worst crime, with the offending party declared an outlaw and cursed by the gods.

The third virtue is the veneration of knowledge, which is viewed as the domain of the gods and thus is a distinct force that exists apart from subjective mortal conception. Knowledge is imagined as a force of nature that anyone can tap into, and the filidh are known as the most respected mortals in this field. Knowledge is grouped into various forms, with empirical observation, intuitive inspiration that comes seemingly out of nowhere, and finally the powerful gift of magic.

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Cultural Characteristics is the final and longest section of this post. It is made up of 16 different topics covering a little bit of everything, ranging from common architectural features and diets to trade and funerary customs. It's here that the author really shows their work when it comes to drafting up an intricate mental image of life in Iron Age Ireland. For example, we learn that the standard form of dwelling is a roundhouse with a conical roof made of straw, reeds, or sod. Walls are made from stone or wattle and daub, while homes in bogs or near the shore might be constructed on stilted platforms. Wealthier families can afford to pad their floor with floorboards and even carpets, while tables are a status symbol. The latter kind of furniture is usually employed for communal feasts and then put away to save space.

When it comes to food and drink, dairy is a foundational part of meals, and its people have a knack for fermenting it into various tangy flavors. Foreigners have taken note of this, causing a demand for such edibles in foreign trade. Meat is common among all social classes, with those of meager means able to eat such food one to three times a week. Cows are greatly preferred for milk, so beef is rare, with pork, mutton, and wild game being the most popular kinds. Certain animals, such as deer and boar, can only be hunted by the nobility and royalty. But such laws are hard to enforce and poaching is common. Chickens are a relatively new addition to Ériu, brought from the Mediterranean and are valued for their eggs. Barley and oats are the most common grains, and wheat is a delicacy as it is difficult to grow in the local climate. Every house can afford a small garden filled with various vegetables and herbs ranging from onions, carrots, garlic, peas, and more. Apple trees are the most commonly-grown fruit, with other fruits such as raspberries, strawberries, and cherries commonly foraged for in the wilds.

Ériu's economy primarily functions on a barter system, and one's wealth is measured in a variety of ways. Livestock is one of the most common means of ascertaining material wealth, and gold and silver coins are brought onto the island from foreign lands. Three units of abstract currency are used: from least to greatest they are the unga, set, and cumal. There is a dizzying codex of Brehon Law that has compiled values for just about every kind of property. In spite of there being technically universal standard prices, barter is still common as most people can't be expected to remember such exacting values. An unga is worth 1/6th of a set and is usually used for determining the value of small handheld goods that take relatively little skill or value to craft such as common household objects. The set is the most common form of financial measurement, and is worth half a cow. The average family doesn't own items worth more than 2-3 set at most, for even a single cow is of great value. A cumal is worth 3 cows, and is primarily used for larger transactions in the exchange of multiple valuable goods and services. The lack of large towns and cities means that most artisans and traders are mobile, traveling between population centers to provide goods and services. Most people are living in subsistence lifestyles, and the average person relies on crafting what they need with their own hands or getting it from someone in their immediate community. Even the most prosperous nobles have to engage in manual labor.

The most common language in Ériu is known as Gaelic, and is widespread due to the Gaels' political dominance on the island. Gaelic shares features in common with the languages of the Britons, Picts, and Gauls, but a Gaelic speaker will still need some degree of fluency in foreign tongues in order to understand these people and vice versa. The Fir Bolg and Children of Danu actually shared the same language that is now known as the Old Tongue, and there is much debate and theory as to why these two originally far-flung groups managed this parallel development. In modern times the Old Tongue is most commonly spoken by Fir Bolg and Aes Sidhe as their primary language among themselves, and is also known by faeries and the Tuatha De Banann. The Formorians have their own language, but it is all but forgotten save by members of those people as well as all manner of monsters, madmen, and bearers of dark magic. The most common tongues from foreign shores are Gaulish due to the presence of settlers and refugees from the mainland escaping Roman conquest, while Brythonic is the linga franca of the eastern island of Albion and is spoken by Britons and Picts. Latin, Greek, and Phoenician are typically learned by chieftains, traders, and filidh in order to talk with merchants and sailors from the Roman Empire.

Literacy is rare on Ériu. The island does have a written alphabet known as ogham, so named by the deity Oghma who is credited with introducing the concept to mortals. However, there is a major cultural taboo against using it due to the belief that writing words wounds the power of language itself. A word put to paper, stone, or physical form is deprived of potential by being effectively frozen in meaning. Knowledge is instead preserved by oral traditions, and most people of Ériu believe that those who rely on the written word are weak in mind and memory and see little use for it in their daily lives. The only native islanders who make use of ogham are individual filidh who pass on their knowledge from mentor to apprentice, and it's used mainly for sending messages and accounting records. Ogham is considered exempt from other written alphabets, as it "preserves and transmutes the magic of language rather than deadening it."

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Another interesting subject discusses how warfare is conducted: skirmishes most often occur between rival clans during spring and summer, where people retire back to their homes for autumn and winter. People fight for fame as well as fortune, for warfare is done primarily not to kill one's foes but to show to friend and foe alike that oneself and one's comrades are brave warriors par excellence. Most people have participated in at least one battle by age 18, and it is believed that souls enter the Otherworld upon death to live life anew, so there is little fear of oblivion or hellish punishment. Most warbands are small-scale, no more than a hundred fighters maximum, with most units being extended family members led by an elder member. This results in most of Ériu's wars being small in scope and personal, with no lasting interest in years-long sieges or fighting for a distant king rather than one's own family and hometown.

Pertaining to religion, the people of Ériu honor many different gods, although they have no recognized creation myth or apocalyptic ending. Reality is viewed as an endlessly repeating cycle, and even the gods themselves are impermanent fixtures who will one day cease to be. The only universal constant is the existence of a mortal world and Otherworld, the latter of which is a parallel reality where the gods and other magical beings live. Religion's chief purpose is a traditional honoring of the relationship between mortals and the Tuatha De Danann who once ruled over Ériu before retreating to the Otherworld. In exchange for the gods leaving Ériu to mortals, the mortals will honor the gods in various forms of payment and dedication.

The specifics of the terms of the mortal-god treaty have been largely lost to time, with once-political tribute gradually taking a form closer to divine rituals. The Tuatha De Danann seemingly approve, for the mortals haven't been punished yet for supposed inaccuracies. Each of the three major tribes honor the gods, albeit it takes different forms: the Fir Bolg still hold pride for violently resisting the Tuatha De Danann in past wars but acknowledge their power and thus pay tribute. They also particularly respect the nature spirit Tailtliu, who is believed to still watch over their people. The Gaels understand that their people managed to best the gods during their decline, so there is a bit of fear that the Tuatha De Danann might one day return from the Otherworld as conquerors. The Gaels are thus very timely in their rituals and reverence. Then there are the Aes Sidhe, who view the gods closer to that as a mortal might look upon their chieftain and elder family members given that they are closer kinfolk to the Tuatha De Danann than the other two groups. Some of the more prominent Aes Sidhe nobles even view themselves as equal to the gods.

Beyond the gods, Ériu's people also harbor animist-like beliefs: every physical feature, from rocks and rivers to wisps of smoke, harbors a spirit which provides an animating force of life to an otherwise nonliving thing. Gods and spirits who choose favored dwellings often turn the area into wellsprings of supernatural power, and the features become awe-inspiring portraits of natural beauty. The Hill of Uisneach is perhaps the most famous such site, which holds the grave of Lugh and is the physical and spiritual center of the island of Ériu.

There's a concept referred to multiple times in this chapter known as Brehon Law, but it's not detailed on its own until later in the book. It's still worth discussing here in my opinion. In short, it is a detailed collection of civil laws that are derived from a combination of clan customs and the laws of the natural world, further refined and formalized through many debates. Brehon Law does not seek an ideal society nor is it considered the perfect word of a single entity or society. Rather, the Law is supposed to reflect universal truths that accept and govern mortalkind as they exist in an imperfect state. Brehon Law is recognized not just by mortals, but also by faeries and the gods. Although there's always going to be people among all three groups who choose to follow the law when convenient, and find loopholes and excuses to bend and break them. A specialization of fili known as a Brehon is trained in memorizing such laws to serve as judges and mediators for Ériu's people.

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Pertaining to family and gender roles, marriage is most often viewed as a matter of financial practicality and for the creation of progeny, with romantic love viewed as a separate recreational activity. Same-sex relationships are legal and tolerated, but such people are still encouraged into entering heterosexual marriages to ensure the continuation of the bloodline and to provide more hands for their clan. Adopting children is socially acceptable for those who cannot have children or don't have any children, and legally speaking an adopted child is treated as the adopter's flesh and blood. Most marriages are monogamous, and someone who wishes to have more than one partner is allowed, but requires permission of all existing spouses. It is rare due to the heavy financial obligations. When it comes to gender roles, women are viewed as equal to men and can pursue various careers beyond domestic duties.

Lastly, this post will cover the practice of slavery. Slavery in Ériu most often happens when someone is taken as a prisoner of war during a raid, and raids of lands beyond the island's shores have brought various foreign people back. Most often these foreign captives are Britons and Picts, but less commonly Romans. The next most common forms of slavery are either as a form of criminal punishment, or tribute demanded by a stronger clan. In the latter case, the weaker community chooses who among their number shall be given up for slavery. The rarest form of slavery is where one person is deprived of immediate family and are effectively the lone survivor. As such people would otherwise be believed to be outlaws, they have no choice but to become the slave of another in order to avoid dying in the wilderness. Most slaves serve chieftains and the nobility, with some richer artisans having one or two at most.

Slavery is not for life nor passed on to their children. Slaves can earn their freedom if they work off their debt or marry a free person, and have the right under Brehon Law to own their own property and give witness testimony in trials. To keep a slave into old age is considered morally reprehensible, and it is expected that a slave who lives with a clan or family unit for long enough is eventually accepted as kinfolk and freed. While it may appear that slaves in Ériu have more rights and better treatment than in other places, like any other form of slavery it is powered by the ever-present threat of coercion, for their owners can still threaten them into performing unwanted actions. Certain degrees of beating and torture are legal, although killing a slave is treated as murder all the same, and there are similarly harsh punishments for treatment that results in permanent injuries. In practice, people with influence have enough social clout to not have the law apply to them. Selling slaves to foreign merchants is considered the worst punishment, as such people are practically guaranteed to never return home as they're taken into the Roman Empire. Romans believe the people of Ériu to be violent, musclebound barbarians, and usually set them to work in manual labor or gladiatorial combat.

Thoughts So Far: This is a well-written, detailed look into Iron Age Ireland via an historical fantasy lens. The focus on economic and social topics covering a broad variety of issues helps both DM and players better immerse themselves in the setting, while also giving enough cultural detail to differentiate Ériu from yet another by-the-numbers Generic Pseudo-British Fantasy World. It is entertaining to read on its own and doesn't feel like a burden, as even mundane subject matter is made to feel intriguing.

Join us next time as we begin the next chapter: Rules for Player Characters!
 

This definitely seems like the kind of book I'd want the physical copy of so I could read it for pleasure, and to consume it, rather than just reference it... unfortunately it's $60 on DTRPG! Not saying I'd never spend that, but at the moment it's a bit high.
Hm, page count is 406. I suppose that's pretty thick, that probably explains the price.

Appreciate you doing this readthrough!
 

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