The New Face of Eíre

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The New Face of Eíre

by Galen of Aran


The Battle of Sereg Valley resulted in calamitous change for the island of Eíre. Kingdoms fell or divided. Hundreds of thousands lost their lives. Great armies were reduced to small bands of warriors who could do little to quell the onslaught of beastmen and orcs. Barbarian hordes spread across the island and seized lands, subject the people to cruel tyrannies. All but nine of the old kingdoms fell, and many of those found their territories reduced, the battle to maintain borders relentless. Cities became crowded with refugees as people fled the fallen kingdoms.

These times would be right for heroes, but only a decimal fraction of Eíres warriors survived the holocaust of the Great Devastation. The Druids were destroyed in the cataclysm, so there is no one to speak for us in the halls of the gods. Spirits of the forest have grown silent in the rampaging of the hordes. Our only hope is that the Throne of Tara, having been secured by King Aelfys of Midhe, will soon be occupied by a king who will lead the people of Eíre to reclaim their lands.

The Nine Kingdoms

Midhe lost well over half its territory to the barbarian hordes. The western two-thirds of the kingdom are filled with bandits, beastmen, orcs, and all manner of other creature that once made its home in the Outlands. The throne at Tara is in Midhe, and what remains of the Druid college has relocated to Druid Hill, near Sí an Bhrú (Newgrange). King Aelfys currently protects the throne at Tara. The majority of elven races from the Outlands have made their home in Midhe and enjoy mostly peaceful relations with humans here. Other peaceful races have also taken up residence here, but do not have the prominence or power of the elves. Aelfys himself is said to often take the counsel of the elven leaders under his protection.

Louth survived by virtue of its historic close relations with Midhe. Its population has grown considerably since the Devastation, as many refugees from the north travel to Louth and seek passage by sea to points south.

Erainn and Gael were the only two southern kingdoms to maintain their borders. The old kingdom of Maglaenh fell to anarchy when their king was killed during the Devastation. Erainn’s vast army had not ventured north to the Outlands so they were able to defend themselves well. They at first attempted to aid Caithan and Orsaige but eventually had to fall back to their own borders. Some territory was gained however when they managed to hold back the hordes in old Caithan.

Aran, isolated at sea, has had little issue with beastmen and orcs. However, some barbarian seaships have attempted to approach the island. The druids and wizards of Aran are very powerful and their magic protects the island. Aran has built a formidable navy that patrols the shores of Aran and Galway, where piracy has become common.

Galway is a rich and healthy kingdom. Its centuries-long alliance with Connacht ensured Galway would enjoy the protection of those fierce warriors. For Connacht this old agreement meant the protection of powerful druids who ruled Galway until the return of their king (who went away twenty years ago and did not leave an heir). The two kingdoms maintain business as usual with their smaller cousin, Sligo. A healthy trade route exists up and down the western shore, with most of its activity centered here.

U’Niall fiercely defended its ancient borders, building and fortifying a Roman wall to aid their defence. All trade to U’Nial enters via the seaward side, as do any visitors who do not wish to be shot by the deadly archers who guard the eastern wall. The anarchic states which border U’Niall often lay siege to the wall, if only to reap the eventual settlement the U’Niall clan will offer to make them go away. The center of economic trade with the north, U’Niall has grown very powerful in recent years. Many believe that someone among their kin will soon seek the throne at Tara.

Wycklow is a free port in barbarian territory. The city is still under the control of Baron Vardamon, but he serves only as a titular figure. True power lies in the hands of criminals who each control a portion of the city. Much of what would be considered a crime elsewhere is legal in Wycklow. It is a wild and dangerous place where only the hearty and foolish would dare venture unprotected.

The towns and cities of these kingdoms have seen their populations double, even tripled, since the great Devastation. This has brought a number of problems to previously peaceful villages. New settlements are springing up across the countryside. It is a time of both trouble and opportunity for most people. Many speak of both the whimsy and the generosity of the gods, who have provided a cornucopia of bounty to go with the ample dish of tragedy.

Barbarians and Anarchy

The hordes of beastmen and orc left behind by the departure of the Druchii ravaged the areas north of the Outlands. The swept through Midhe and toward the upper kingdoms. As they conquered and burned territory, their ranks were joined by other monsters from the Outlands. Northmen raiders, seeking advantage from the growing fear and instability, stepped up their raids on Uliadh. As the hordes swelled up into Armagh, the people of Uliadh found themselves assaulted on two fronts. Cruithin soon faced the same problems, along with the random assault from Prydaínian pirates.

The anarchic areas that resulted from such upheavals are much like the Ireland of ancient times. Some are orderly baronies while other areas are ruled by brigands. These areas are not nearly as dangerous to travelers as the areas under barbarian control. Some elves and dwarves, along with others who prefer not to live under human rule, have made their homes in these areas.

Barbarian areas should be considered as active war zones. Any human traveling there is in danger of assault from a number of sources, not the least of which are former denizens of the Outlands, many of whom consider human flesh a delicacy. The armies of beastmen and orcs have split up now and only a few small armies remain. However they have not disappeared but instead have become well-armed bandits and brigands.

The Outlands

What is left of the Outlands is desolate and grim. No man can travel within the area of what was once the city of Sereg. The condition of the center of the devastation is not certain, but some non-human survivors and daring souls who have ventured into this zone have reported strange horrors and bizarre creatures impossible to describe. Outlying this zone the land has been laid to waste, as if some great explosion of fire and force had occurred - which indeed, the destruction of the Wyrdstone of Sereg must needs have been.

Most remarkable about this area, which is known by many as The Wastes, is the poisonous plague that has befallen the land. Most soil cannot support any growth at all, and much that does support growth yields strange and misshapen plants. Newborn animals are also oddly shaped and often die after only a few weeks of life. The land of this area is growing barren. Worst of all, the waste seems to be spreading outward, threatening to engulf all of Eire.