Celtic Mythos

Jim Fitzpatrick - Dagda and the woman of Uinnius (1979)
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Dagda
Arawn
Brigit
Cu Chulainn
Diancecht
Dunatis
Goibhnie
Lugh
Manannan mac Lir
Math
Morrigan
Nuada
Oghma
Silvanus
Tathlum
Torc of the Gods
The Wild Hunt
The Master of the Hunt
The Pack of the Wild Hunt
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Finn macCumhal
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DDG


Belenus


Brigantia
 


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Warriors Nuada
LN Dagda
N Dagda, Dunatis, Goibhnie, Lugh
CN Dagda
All beings worshiping death Arawn
Beings worshiping fire and poetry Brigit
Beings that use the healing arts Diancecht
Workers of metal Goibhnie
Beings using the sea Manannan mac Lir
Beings living by war Morrigan
Dwellers in the forest Silvanus


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The Celtic mythology is by no means confined to the British Isles.
The beings listed are all in human form, unlike some of the other pantheons in this work.
They all have spheres of influence and these spheres are areas of control for the deities.
Any major manipulations of these areas by humans or other life forms will cause the god or goddess in question to
take an interest (in force) and attempt to put a stop to it.

The clerics of most of these deities are druids, which are fully detailed in PH.
All religious services are performed by these druids in wooded areas made holy by the planting of mistletoe and holly.
In these areas are deep natural wells or dug pits where sacrifices are thrown.
Human sacrifices are made 4 times a year.
These human sacrifices are made on
    * November 1 (called Samain) celebrating winter's start;
    * February 1 (called Imbolc) celebrating winter's leavetaking;
    * May 1 (called Beltane) celebrating spring's planting; and
    * August 1 (called Lugnasad) celebrating the time of harvest.
Condemned criminals are typical sacrifices.

Druid groves are the only places where druids can use their commune with nature spell.
These places are often guarded by a group of wild boars and mates.
The larger and more importont the grove, the larger the pack of wild boars.
These animals are under the compiete control of the druids of the grove.

Druids of the 6th level or less wear light blue robes,
while druids of higher levels always wear white.

Torc: Every druid wears a torc (ornamental neck ring), and it represents the god || goddess most favored by the druid.
It is a work of respect to their deity, and the more powerful the druid, the better he or she makes the torc.
The best ones are encrusted with precious gems and imparted with magical powers by their high-level owners
(along the lines of a +1 or +2 protection ring or a talisman of some sort).

Cauldron: Every druid has his or her own cauldron that they made as a first level druid.
This is used to catch all the blood or sap of a sacrifice.
The cauldrons of tenth level or higher druids act as crystal balls when filled with human blood.

All druids of the 11th, 12th, 13th, and 14th levels will have the symbol of the wheel with a crossed spiral on all their tools,
weapons, clothes, and anything else they use.

Celtic gods are very tolerant of the actions of their priests as long as such further the sect.
Regard for Nature is their prime concern and trifling with Nature in any way harmful is reason for punishment.

Druids consider themselves an elite group,
separate from all other humans.
They do not mingle with others,
and are only allowed to mate with worshipers within their sect.

<
Celtic Adventures/Settings
C4-5 The Prophecy of Brie (takes place in the Celtic kingdom of Pellham)
>


 


<summary>

Celtic Mythos
 
Dagda Arawn Brigit Cu Chulainn Diancecht
Dunatis Goibhnie Lugh Manannan mac Lir Math
Morrigan Nuada Oghma Silvanus Tathlum
Torc of the Gods The Wild Hunt - The Master of the Hunt The Pack of the Wild Hunt
- - DDG - -


 
Warriors Nuada
LN Dagda
N Dagda, Dunatis, Goibhnie, Lugh
CN Dagda
All beings worshiping death Arawn
Beings worshiping fire and poetry Brigit
Beings that use the healing arts Diancecht
Workers of metal Goibhnie
Beings using the sea Manannan mac Lir
Beings living by war Morrigan
Dwellers in the forest Silvanus

* The god will appear if someone restores to life a person he wants to stay in his domain (a 2% chance of this per level of the dead person, if or she worshiped one of the Celtic gods),
and he will either fight for the dead person or offer a substitute from the vast ranks of the dead (there is a 25% chance of this offer being made).
<add to raise dead, ea.>

* She loves to hear poetry sung on the battlefield and there is a 5% chance that she will favor a singer of an original compositon by raising him 1 level for the length of the battle.

* Clerics of the Celtic gods with great power (12th level or above) have a 10% chance of summoning him if they swear to take a year-long pilgrimage to heal all things knowing hurt, including beings of opposite alignment).

* It is said that she will strike dead (5% chance) any one her worshipers who runs away from a battle she is watching
(there is a 10% chance she is watching any given battle).

* There is a 1% chance that he is listening to an original composition when it is sung, and there is a 5% chance that if a song or tale was spread by others he would hear it and reward the creator with great wealth in the form of gold "strangely" given by the lord of the particular hold that person was visiting and performing at.

* There is a 1% chance that he will appear whenever harm is done to a high level druid or his or her grove.

<add the names of the deities!>
 
 



 
 

The Scotti/Pirates, the Dal Riata - Smon


In any event, the Romans stamped Druidism out so thoroughly as to leave no trace of what its practitioners actually believed,
only that they birned a lot of people alive at needfire (ceremonies).
the Romans were not gentle, but they surely did not like either the Carthaginian or Celtic religions. - Witches, Wizards, Warlocks, Sorcerers


Quote:
Originally Posted by haakon1
You're part Cornish? No way! I don't think I've ever met any other American who was, but I did hear tale once that the "Badger" nickname for Wisconsin had something to do with Cornish miners there. Who knows?

Do you know about Cornish nationalism? British politics was my field in grad school (when I became a Badger), and it turns out, much to everyone's surprise, there's a serious but very small Cornish nationalist movement, about reviving the language and even trying to bring back the Stannery Parliament from the Middle Ages as a devolved assembly, like the Welsh Assembly and the Scottish Parliament, for the Southwest (Cornwall & Devon). The party is called Mebyon Kernow, which means about the same thing as Plaid Cymru does on the other side of the water.

Definitely worth keeping an eye on, as they scored 1.7% of the vote in Cornwall in the last British parliamentary election. 

All of which leads me to yet another Greyhawk question: Is Onnwall named after the fair land of (very few of) our ancestor's birth? I certainly treat it my game as being Cornish -- tin, pirates, etc.

http://en.wikipedia.org/wiki/Mebyon_Kernow

http://www.mebyonkernow.org/Public/Stories/89-1.shtml


The old Celtic areas of the UK still have some nationalistic movements in them indeed.

There were lots of Cornishmen in the lead mining area of southern Wisconsin, and that is indeed where the term "Badger State" came from. There are no actual badgers here.

My grandmother told me how the miners would take their pasties into the mine for lunch, warming them under their arm...

Yes, Onwall was inspired by Cornwall, Land's End and all that good stuff 

Cheerio,
Gary



 
 
Die Roll Frequency
2 Very rare
3 Very rare
4 Very rare or rare
5 Rare
6 Rare
7 Uncommon*
8 Uncommon*
9 Common**
10 Common**
11 Common**
12 Common**
13 Common**
14 Uncommon*
15 Uncommon*
16 Rare
17 Rare
18 Very rare or rare
19 Very rare
20 Very rare

* Alternately; choice of two very rare creatures.
** Alternately; choice of two rare creatures.

Yeth Hound - vr


 
 



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