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EIRINN.TXT
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1980-01-15
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FIANNA EIRINN
By Thom Scott (thscott@indiana.edu)
The Eirinn (to avoid confusion) are the inheritors of the proud
Milesian tradition, the Celtic magi-warriors who dwelled between the
worlds. Being based in a separate realm from Earth they have suffered
little from the pogrom and in fact are dismissed by the Techncracy as
deluded Verbena offshoots, not the powerful force they are.
The Eirinn were one of two classes of ancient celtic warrior. A code
of honour and the favor of the gods made them the subject of legend.
When at long last they were no longer needed they retired to the umbal
realm of their past and Arcadia.
They are a frightening force to behold. They emerge from the Umbra
without warning, fighting the Nephandi, Wyrm minions, fomori, and
technocracy alike. They strike hard and fade back to the umbra.
Only recently have they made forays into the world for social reason.
They emerged to find their name usurped by a tribe of werewolves who
had played a role in a great repression of mankind while they were
gone called the Impergium. For many years the standing order on
strikes was that if Werewolves got in the way, they were targets.
Recently, though, the true situation has become clear that not all of
the Garou (werewolves) were behind or even fully in support of the
impergium and tentative peace measures have been made to the Garou
Fianna and the Garou have been responsive.
Philosophy: These new Fomori are as evil as the old that we fought
millennia ago. They serve an even more evil master. We will stop them.
The technocracy are also our enemies for their actions to destroy
magick and limit our movement across the worlds. Magick is still
easier in our ancestral lands, they have not completely broken the
belief in the art in the celtic lands, but we still find reality tries
to resist us even here. We shall break the Technomancers one day and
return the art to the people of the world so they may truly find
Ascension.
Organization: The Eirinn are organized into bands of clanless warrior
magi usually 5-10 in size. On a strike several bands will operate
together
Meetings: Informal festivals on the eight sabbats. No regular meetings
above the band level otherwise.
Initiation: The Eirinn rarely recruit from the Earth, prefering the
people of their own realm for the bulk of their forces. Even when a
promising candidate from earth is taken in, they are trained in the
Fianna realm
Chantry: A realm in the umbra populated by descendants of the ancient
celts. The technology is a bohemian mix of modern tech altered to run
on magick. The people of the Fianna realm have begun tring to keep an
eye on the world but culturaly are still very close to nature.
Acolytes: Celts, martial artists, Wiccans, anyone of a naturalist
mindset.
Sphere: Spirit
Foci:
* Clothing - spirit,correspondence
* Weapon - forces, entropy, life
* Jewelry - prime, time, matter
* Circlet - mind
Quote: "We have been gone too long and see that we never should have
left. Call us fools if you must, but we have one resource you do not:
We can destroy them, They cannot find us. We will save this world from
them."
Stereotypes
Akashic Brotherhood: They fight for the world, in that they are our
brethren. but they do not see all of the enemies before them.
Celestial Chorus: True Ascension lies in the empowerment of all not
their subsumation into a mockery of spirit.
Cult of Ecstasy: Pity. There are a few worthwhile in this group but
most are sadly wasted potential.
Discordians: Though they revel in choas they have potential as great
allies for their unpredictability.
Euthanatos: As is said on earth, if you can't say anything nice, you
must be discussing these monsters.
Hollow ones: If they can be reached, bring them to the fold: they can
use our protection, we can use their power.
Order of Hermes: They are too scholarly but they put their power to
good use...usually.
Runecasters: Our brothers to the north, we fought both with and
against their ancestors. We know and respect them. If they need help,
they need only ask.
Sons of Ether: They are not the warriors in this war but they will be
important once the war ends - Their technology is not the abomination
to the world that the Technocracy is.
Technolibertarians: Like the Sons of ether, when the war ends we will
welcome them in the efforts to rebuild.
Verbena: They are a darker shadow of our own tradition, but as
distastful as they are, they are necesary.
Virtual adepts: They have potential, if they would but apply it
Wikka: When the battle end and great glory has gone to the warrior, it
is time for greater glory to go to the healer. They are always welcome
among us.
Necromancers: Abominations. Destroy them whereever they are found and
all their corrupt pages.
Sons of Jupiter: Dark as they are and fractious, support them. They
fight the same war on a different front. However, they do not have the
luxury of the realm to fall back upon. And often pay a more personal
price.
Wanderers: They do not fight as we do, but they are forgiven. When the
war ends they will have the wisdom to lead and counsel all.
Time Lords: Non-intervention my arse. The ones who do intervene make a
damn big difference in this war.
Cerebus: Weird but effective warriors...when they choose to be
Blacksmith: Our friends, brothers, armorers, and comrades in arms. The
steel they work is nothing to that from which they are made.