Brynnalyn
History
In the long peace of the Bloom Age, a group of Aos Sí departed Anterra and settled the Evergreen Isle. There they established a society that mirrored the high culture of their ancestors, centered on the city of Killan. For thousands of years they were ruled directly by their Queen (An Banrigh), also known as The Goddess (An Bandia), a deity native to the island.
The widespread decay of the Blood Age manifested on the isle not as open war, but from the decay of magic itself. When Aetheric Saturation began to rise, the first of the island's dead started to rise with it. Not long after, their Queen-Goddess vanished, leaving a vacuum of power and purpose that severed the society from its divine anchor. Throughout the remainder of the Blood Age, the Daoine Sí, desperate and alone, protected their home from this scourge even as they mourned the loss of their beloved goddess.
During the Blight Age, this curse became a siege. In their use of magic to defend themselves and their homes, they increased the saturation of magical energies that fed the armies of the dead. Finally the Daoine Sí were driven behind the walls of Killan, their capital and the last bastion. Refusing to abandon their home and the throne of their queen, they defended their last sanctuary.
Today, the Daoine Sí are the custodians of this necropolis. They are bound to the myth of a goddess none now living have seen, fighting a war that they themselves fuel. The society has fractured; without a monarch, self-proclaimed Stewards contend for control over a people subsisting on the legends of a golden age beyond their ken. Though the seaways remain open to them, they remain trapped by their own devotion to a place preserved in their cultural memory they cannot escape.
Government
The Daoine Sí lack a formal, centralized government; the disappearance of their goddess-queen, An Banrigh, resulted in a total collapse of the previous theocratic monarchy. In the current age, Killan exists in a state of fractured anarchy where political power is contested by four primary, independent bodies: An Dáil (The Assembly), An Garda (The Guard), An Fáidh (The Prophet), and An Cheàird (The Guild).
Legislative authority is nominally held by An Dáil, a body composed of the heads of the great fíne (kin-groups) who attempt to govern based on ancient legal traditions. However, this power is purely symbolic, as An Dáil possesses no executive arm to enforce its edicts. True executive and judicial power is wielded exclusively by An Garda, the city's standing military. Under the absolute command of their Taoiseach, An Garda operates independently, enforcing a brutal martial law that supersedes any of the assembly's traditional decrees.
Day-to-day administration is non-existent. There is no unified legal system; justice is situational, dispensed either by the Maors of An Dáil in clan-controlled districts or through summary judgment by An Garda for security offenses. The city's economy and infrastructure are not managed by a state body but are under the monopolistic control of An Cheàird. This gives the officially neutral guild a practical veto over the other factions, as none can function without its essential services.
This fractured system is further kept in check by the social power of An Fáidh, a popular religious movement that can mobilize the commoners to disrupt the plans of any other body. The result is a state of perpetual political stalemate. No single faction can assert full control, rendering long-term planning impossible and ensuring the city remains locked in a state of managed decline, unable to address the existential threat that besieges it.
Interesting Facts
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A persistent superstition among the followers of An Fáidh holds that An Banrigh will not return until the Lus an Airgid (Silver Tear blossom), a flower driven to extinction by the blight, blooms once more. This belief fuels desperate and often fatal expeditions into the island's most dangerous regions, with hopeful zealots searching for a single surviving flower they believe holds the key to their salvation.
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Due to the undead curse, the Daoine Sí cannot bury their dead lest they rise again. Instead, all deceased are cremated. Before the cremation, a lock of the deceased's hair is taken. This, along with their name and a summary of their deeds, is woven into the Cuimhne (The Memory), the great historical tapestry of their people. This ensures that while the body is gone, the person's essence becomes a permanent verse in the final draft of their civilization's story.
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The great magical wards protecting Killan are maintained by An Cheàird. The enclave's magic-users discovered that the ancient wards are a major source of Aetheric Saturation. They now keep the wards just strong enough to repel the greatest threats while allowing them to "wither," a constant balancing act to slow their eventual extinction.
Current Challenges
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The Undead Siege. The perpetual war against the undead that besieges Killan has bled their population dry and exhausted their resources. Worse, the Aetheric Saturation of the island continues to rise, ensuring that the ranks of their enemy are eternally replenished with their own fallen, making any conventional victory a logistical and metaphysical impossibility.
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The War of the Stewards. The political stalemate between the factions has devolved into a cold war that threatens to turn hot. An Dáil and An Fáidh are locked in an ideological struggle for the city's soul, while the military power of An Garda acts with increasing autonomy. Factions now openly hoard resources, sabotage rivals, and engage in street brawls, and the city is one major crisis away from a full-blown civil war within its own walls.
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The Reavers of the Coast. Killan's isolation has made it a tempting target for Navrow pirates and slavers from the Long Deep. These reavers prey on the city's few supply ships and have begun to test its sea defenses. They are a secondary, but highly intelligent and unpredictable, external threat that the Daoine Sí, who are entirely focused on the undead, are ill-equipped to handle.
Factions of Killan
Lacking a central monarch, political power in Killan is held by several competing factions that have risen to fill the vacuum left by the disappearance of An Banrigh.
An Dáil
The Council is the remnant of the old aristocracy, a council of the great fíne (kin-groups) who claim the right to rule through lineage. They are not a unified body but self-proclaimed Maors (Stewards) of An Banrigh.
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Fine Ó Corraidh. Led by Maor Eoin, this is the oldest bloodline. They believe in adhering to the last known edicts of An Banrigh, hoarding resources to preserve their own clan's purity above all else.
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Fine Ó Ríogh. One of the most enduring enclaves of Old Celtumpra, this cadre of magic users is led by Maor Úna. They claim that only magic can save the city, their people, and return An Bandia to them again.
An Fáidh
An Fáidh (The Prophet) Colm, a mystic of low birth who claims to be a living vessel for An Bandia's spirit. He preaches that their suffering is a divine trial that must culminate in a final, glorious sacrifice. His followers, drawn from the desperate commoners who have lost faith in the squabbling nobles, see him as their only source of hope.
An Garda
The Black Wardens are the city's standing military force, radicalized by generations of hopeless warfare. Led by Taoiseach (Commander) Artur, An Garda have abandoned all hope of victory and focus solely on triage containment. Believing the Daoine Sí are afflicted with a magical plague that must not escape the isle, they are the jailers of their own people, enforcing martial law where any attempt to flee the city is a capital crime.
An Cheàird
The Guild is a Celtumpra enclave composed of the descendants from the lost port city of Lios na Mara. Led by Luminary Ailbhe, they are publicly neutral to the city's political struggles. However, their control of the magical wards that protect Killan have resulted in a monopoly on trade in and out of the city. This power and neutrality has positioned them in a place where all roads must pass through them at whatever price they demand.