Sunday, August 18, 2013

Otherworlds On Parade

Question: I've asked this question a hundred times before but I get the feeling my phone eats it: With Enech Overhaul drastically in the lead, could we maybe get a blog post on the REAL Tuatha Overworld and Underworld (and possibly general cosmology) instead of what's in Companion?

You sure can. Irish cosmology, coming up!

First of all, the cosmological landscape of ancient Ireland is one of those that really doesn't conform to the Underworld-Overworld-World setup of the Scion books, which used more obliging cultures like the Norse and Greek to base it. It's probably because of its general weirdness that the Scion books do such a hackjob on it, but that's no excuse for making up the shoddily-conceived likes of Tir na Marbh, no matter how much the idea of the Tuatha cooperating with the Welsh gods might otherwise appeal.

Other than the earth where humanity dwells, there are three to four major worlds in the Irish cosmology: the Overworld (Tir na nOgh), two Underworlds (Mag Mell and Tech nDuinn), and Faerie. Collectively, these are called the Otherworld by many scholars, since Irish mythology embraces a concept of all the worlds being apart from the world of humanity but also ephemerally close to it in some way.

Tir na nOgh ("Land of Youth") is one of the most misunderstood, which is weird because it's perfectly clear in the Irish sagas and most of its problems come from later people interpreting it through the lens of Christianity. It is not, contrary to confused popular opinion, an Underworld; the dead do not dwell here, nor is the disposition of souls part of its function. It is the home of the gods, and here all is beauty and contentment and art and peace, with no misfortune or danger, no old age or hunger, and definitely no bad guys to plague the gods who are busy enjoying it. It's to Tir na nOgh that the Tuatha retired when they left the World, and because it is conceived of as a beautiful land far across the western sea, there are occasional stories in Irish mythology of heroes attempting to reach it by sailing off into the sunset. A few mortals do live here once in a while, always because they were brought there by some god or quest, and they remain indefinitely since they can't age or die (in mechanical terms, they probably become Legendary Mortals the second they set foot in the place).

Mag Mell ("Joyful Plain"), on the other hand, is an Underworld, but is similarly pleasant and wonderful. It's owned and ruled by Manannan mac Lir, who dwells here with his seemingly neverending horde of fancy relics, and is the eventual destination for Irish heroes who die after glorious and honorable lives (like Valhalla or the Elysian Fields, it admits only the awesomest mortals to spend eternity in its sweet fields). Like Tir na nOgh, it's full of nothing but beauty, joy and eternal youth, and nothing bad ever touches its inhabitants. The same idea of a place far across the sea is preserved here - which makes especial sense thanks to Manannan mac Lir's involvement - and it is also sought after by sailing heroes once in a while, though it's not found as often as Tir na nOgh. An interesting variant tradition has been interpreted as saying that this Underworld is ruled over by the Fomorian king Tethra, who is mostly unattested in other Irish mythology; it's hard to say if perhaps he was considered its lord before the victory of the Tuatha saw him supplanted by Manannan, or if maybe in reverse he became an important personage in the Underworld after dying in glorious battle against the gods. He's also said to be married to Badb, a sister or alternative name for the Morrigan, which gives him another connection to the idea of death.

Tech nDuinn ("House of Donn") is the other Underworld, and the destination of everyone who isn't badass enough to be granted a golden ticket to Mag Mell. It's also an island, but unlike the first two was usually assumed to be much closer, in the neighborhood of what is now North Bull Island off Ireland's northeast coast. It was believed that below that island lay the isle of the dead, where all the souls of the departed traveled and were stored under Donn as the king. This particular myth is Donn's own fault, since he insulted Eriu - the personified goddess of Ireland, most likely Danu under another name - and was drowned by Manannan mac Lir for it, and therefore now holds court under the sea where he himself died. Not a lot is actually written about what Tech nDuinn is like, other than that it's underground, ruled by Donn, and not as happy a place to end up as Mag Mell, more likely a closer equivalent to the difference between Valhalla and Hel.

Faerie, finally, is a much younger but very entrenched world, the dwelling place of Ireland's vast hosts of sprites, elves, brownies and kobolds. It's generally believed to be inside or beneath the hills of Ireland - thus the word Underhill often being used as an equivalent name for it - which are often accorded respect as fairy places, but beyond that there are as many different ideas of what Faerie is and who's in it as there are counties and villages in Ireland. Some split it into two courts, one good and one evil; others split it into courts revolving around the seasons or the Virtues; still others believe it's a single unified realm ruled by a fairy king or queen, and of course the identity of that king or queen also differs from place to place. Much later English writers, taken with the charm of the legends of Faerie, have also muddied the waters a great deal - Shakespeare, for example, who invented the fairy queen Mab in his play Romeo and Juliet (probably basing her on some form of the Morrigan), or the invention of the fairy king Auberon in the thirteenth-century French epic poem Huon de Bordeaux. There are also several traditions that claim that the fairies are in fact the Tuatha de Danann themselves, who went Underhill to escape Christianity after the coming of the Milesians, and therefore there's also some muddying of the waters between Faerie and Tir na nOgh, depending on who's telling the story. It's an epic mess, and we couldn't even try to tell you which way is "right"; that's a call for every game's Storyteller to make.

A thing that does not exist, however, is Tir na Marbh ("Land of Death"), which was invented by Scion purely in an attempt to plug something in where the usual Hades or Hel or Mictlan would go. We have no idea why they did this when there were two perfectly good Irish Underworlds already hanging around - maybe they thought Mag Mell was too nice/the same as Tir na nOgh, and Tech nDuinn too obscure? - but it's a pretty terrible conglomeration of random things and should probably be ignored, like most of the Tuatha chapter of Companion's attempts at worldbuilding.

The idea of the Tuatha collaborating closely with the Welsh gods, however, is a great one, since they clearly know one another well and appear in each others' epic stories, so keep that. Just throw away all the Underworld junk surrounding it.

17 comments:

  1. So Oberon is completely fabricated?

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    1. The earliest we know of him is the thirteenth century, so he isn't among the old Irish fairies. It's possible he has earlier roots, but we'd have no way of knowing if he did, and equally possible he was invented by that poet for literary reasons.

      I don't see why some enterprising fairies couldn't try to take on his role and claim they'd been there all along, though. It's good to be the king.

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  2. Thank you so much!!!! The 'my phone eats my questions' should be a dead giveaway that it was me who asked this, and it was! I love the Tuatha but I've always felt they were a bit messy, and while I own Companion I have always been a little wary of the Irish section given how pretty much everything within has been given the 'bullshit' stamp by you and John.

    It's funny because after doing my own research on the Tuatha lately, reading this has now become 'I knew that.' 'I knew that too.' But it's nice to have it all out in front of me as a helpful guide! :)

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    1. Heh, yeah, I knew it was you. Glad to help!

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  3. Regarding Queen Mab, you seem to be not completely aware of the facts here (which I, otherwise a complete stranger to everything Celtic, just happened to read a day ago in the "Dictionary of Fairies" by the great Katherine Briggs): Mab was neither completely made up by Shakespeare nor is she based on the Morrigan. In Romeo and Juliet Mab is what doctors call very, very small - perfectly corresponding to Mabh, queen of the diminutive fairies of Wales, into which Shakespear alledgedly researched for some while. In more modern adaptions, like for example Jim Butcher's Dresden Files novel series, she is more often portraied as a sinister warrior queen, incorporating elements of Maeve of the Ulster Cycle, who is surely related to Mabh.
    Long live randomly picking up books at the library while waiting for friends!

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    1. Oh, she's definitely at leaswt etymologically similar to Maeve, who has also been theorized as maybe originally being a deity or fairy who was euhemerized in the accounts of the Tuatha (like everybody else, pretty much... darn Christian monks). You could definitely claim they're one and the same, which would give you some room to play with when it comes to the Tuatha and their connection to Faerie!

      I'm not honestly sure that connection occurred to folks like Shakespeare, though; I'm sure he read plenty of folklore, but since he never wrote down sources and was also prone to just making things up, we'll never know. He's definitely the earliest we have a written source of Mab as a fairy, so we can't really point to anything and say he must have gotten it from there with any accuracy. I would tend to assume he wasn't doing any particular deep delving into connections between euhemerized ancient Celtic deity-figures. Whatever floats your boat, though. :)

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  4. So what about Donn? I know The Morrigan and Mister Lir already have the market covered with the Death god gig, but what about him? Would he be awesome enough to be Legend 12 and if so what kind of powers would he be rolling with?

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    1. I don't think he's quite Legend 12, but that shouldn't stop anyone from rolling with his bad self as king of one of the major Underworlds and an important figure, especially if you're messing around in the afterlife. He certainly has Death, and since he's also said to cause storms at sea and to warn of oncoming bad weather, he might have Water (likely, since he's often associated specifically with death by drowning) or Sky as well.

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    2. Isn't the Morrigan more of a psychopomp than a death god? She seems to be all about killing people and choosing who will die. She doesn't really do much after the moment of death.

      Besides euthanasia and strike dead/deny death, the purview doesn't seem to do any of the things she is doing.

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    3. She doesn't really do any psychopomping, either - I don't know of many examples of her taking dead people anywhere.

      The Morrigan's one of those rarer death gods that is strongly associated with the concept without owning an underworld of her own (Vayu and Kali are another two). Her unnamed female companions, sometimes considered other aspects of herself or sisters, have also been theorized to be dead warriors that accompany her, similar to the valkyries accompanying Freya, and some of her death connotations probably come from her association with the banshee, which always presages death. The idea of her being the chooser of the slain, deciding who dies in each battle, is also very similar to the valkyie images of the north. (In fact, she kind of does all the things valkyries do except the actual psychopomping part.)

      There are definitely a lot of crossovers between that and the concepts of war and prophecy, so I can see different STs making different calls, though.

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    4. It's strange to think that any god who is good at killing you can accidentally get positive fatebonds to death. For that matter, did Eztli intend to get all those death boons or was that a fateful coincidence as well?

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    5. Given Diarmuid, a great example of an Irish Scion, is a son of Donn, Donn seems like a pretty solid choice for a parent, if you're willing to live with a smaller number of associateds.

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    6. It's not just being able to kill you, but being associated with and representative of death itself. Most people who kill you by setting you on fire are going to get bonuses to Fire, not Death, for example; most people who kill you with swords are more likely to get War if they do nothing else. It's always possible to get Fatebonds to anything, of course, but it's more likely to be the way you kill someone, not just that you kill people.

      Sangria totally wanted to get all those Death boons - she had Death from the beginning, as the daughter of a god with his own Underworld, and once she started a family made it a goal to get all the way to Deny Death to safeguard their fragile Norse hides. She's very dedicated to being the goddess of her Underworld and safeguarding the souls of dead children there.

      Actually, she had negative Fatebonds against Death for a long time, mostly because she also had a lot of Health so people started thinking of her as a goddess of life instead. She fought through it and turned things around, though.

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    7. Note - Donn hands over Diarmuid to Aengus and Aengus remains his patron and protector through Diarmuid's adventures.

      Rare mythological example of a legit Scion Adoption!

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    8. True facts! The Irish habit of fostering children out plays nicely into the idea of Scion adoption.

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  5. Can we get a pronunciation guide to those worlds as well? Is it Tech as in technology or tetchy, and how do you say nDuinn?

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    1. "Tech" is actually closer to the way we would say check or czech in English, but with a sound closer to the Hebrew letter het at the end instead of a hard K. The "n" at the beginning of "nDuinn" is mostly unvoiced and there to soften the d, and it ends up sounding a bit like "doo-inn" would in English.

      ...that was useless as an explanation, I'm sorry. Gaelic is really hard to explain without just saying it.

      If you're into IPA, it would be close to tʃɛx dʊ:ɪn.

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