Further Information on the Sidhe

 

My fantasy, "Sidhe Moves Through the Faire", takes its title from a traditional ballad, "She Moved Through the Fair."  If you aren't familiar with the song, you can listen to Celtic Shores' version here. (There were some changes made to the plot of the song. :) )

The Sidhe (pronounced Shee) were the Fae of Ireland.

All names are Celtic in origin, so here's a pronunciation guide (*best guess):

Name

Pronunciation

Meaning

Character

Aisling

A sling

dream, vision

female Fae heroine

Ailill

AL yil

elf

male Fae hero

Caoimhe

KEE va

beauty or grace

human heroine

Fergal

FER ul

manly or valorous

human hero

Darragh

*DAR row

oak

elder brother of twins

Eoghan

OH in

born of the yew

twins’ father

Ailidh

*AL i

kind

twins’ mother

Cian

KEE in

ancient

twins’ uncle

Seamus

SHAY muss

derived from Jacob

Fergal’s grandfather

Tadhg

TYG

poet

magistrate

Laoise

LEE sha

radiant girl

magistrate’s wife

Rioghan

REE awn

little king

magistrate’s son

Ruarc

ROO ark

hero, champion

tower guard captain

Sorcha

SUR a ka

bright, radiant

one of the hatchlings

Tanai

TAHN ee

slender, subtle

one of the hatchlings

Easnadh

AS na

musical sound

youngest hatchling

 

Further Definitions and Mythology Relating to the Story:

Sidhe - Sidhe (pronounced 'shee') literally means "people of the (fairy) hills". It is the Gaelic name for the fairies in both Ireland and the Highlands of Scotland. Usually these fairies are attracted to those who are beautiful as well as wealthy.

White Lady - all Celtic countries; goddess of death and destruction. Called the Dryad of Death and Queen of the Dead, this goddess was a Crone aspect of the Goddess.

The Dagda - Ireland; god of the arts, knowledge, magic, music, prophecy, prosperity, regeneration. Known as the "Good God" and "Lord of the Heavens," he was one of the high kings of the Tuatha De Danann and had four great palaces under hollow hills. Of his children, the most important are Brigit, Angus, Midir, Ogma and Bodb the Red. His magical cauldron had an inexhaustible supply of food and his oak harp made the seasons change.

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The Irish-Celtic god of the earth and treaties, and ruler over life and death. Dagda, or The Dagda, ("the good god") is one of the most prominent gods and the leader of the Tuatha Dé Danann. He is a master of magic, a fearsome warrior and a skilled artisan. Dagda is a son of the goddess Danu, and father of the goddess Brigid and the god Aengus mac Oc. The Morrigan is his wife, with whom he mates on New Years Day

The Dagda is portrayed as possessing both super- human strength and appetite. His attributes are a cauldron with an inexhaustible supply of food, a magical harp with which he summons the seasons, and an enormous club, with one end of which he could kill nine men, but with the other restore them to life. He also possessed two marvellous swine---one always roasting, the other always growing---and ever-laden fruit trees.

One of his epithets is Ollathir, which means "All-father". He is identified with the Welsh Gwydion and the Gallic Sucellos.

"Dagda." Encyclopedia Mythica. http://www.pantheon.org/articles/d/dagda.html [Accessed November 13th, 2003.]

Morrigan - Ireland, Wales, Britain; a shapeshifting war goddess of lust, magic, prophecy, revenge, war. Known as Great Queen, Supreme War Goddess, Queen of Phantoms, and Specter Queen, she kept company with Fea (hateful), Badb (fury), and Macha (battle). Variants: Morrigu, Morrighan, Morgan.

Seelie Court - The Court of the kind and benign fairy host, usually seen around twilight in long solemn processions. These fairies help the poor with gifts of corn and bread. The opposite of the Seelie Court ("Blessed Court") is the evil Unseelie Court.

Unseelie Court - The evil counterpart of the Seelie Court is always unfavorable towards mankind. The part which flies through the sky at night is called the 'Horde'. Mortals unfortunate enough to cross the Horde's path are taken along for a hell-ride. These poor victims are beaten and pinched and forced to participate in the bizarre nocturnal activities of these creatures. The Unseelie Court ("Unholy Court") solely consists of those of the fairy-like beings which are the most ugly and evil. Unlike the selective, restrictive Seelie Court, the Unseelie Court welcomes anyone and everything with even a drop of ancestral fey blood. Fey can and do breed with anything, creating odd, mixed creatures. Most species consider the offspring grotesque monsters. The mutant creatures gravitate towards the Unseelie Court, which welcomes them and gives them an environment where peculiar physiologies and abilities are the norm.

The Unseelie Court is a more hospitable place for non-fey as well. Court nobles eagerly provide patronage for creatures who are extremely strong, dexterous, clever, beautiful, or talented. Obtaining the sponsorship of a court noble is not without its rewards, nor without its dangers. For instance, a gifted bard whose playing impresses a fey nobleman might be invited to his castle as a guest. Once there, the bard will be feted and asked to play every night -- and never be permitted to leave.

Ruling over all these oddities is the Queen of Air and Darkness: a fey of unsurpassed beauty and grace. The Queen of Air and Darkness has no current consort and no surviving children. The court is rife with gossip and political maneuvering as each noble curries the queen's favor in the hopes of being named the royal heir.

Outsiders not of fey blood are rarely admitted to the Unseelie Court. Visitors must be prepared with unusual and powerful gifts for the Queen, or they might find themselves the quarry of a nightmarish hunt. Suitable gifts for the Queen include figurines of horrific power, gems of darkness, and cursed jewelry. (Details on the figurines of horrific power and gems of darkness will appear in a future fey column on the Wizards website.)

After a millennia of indiscriminate breeding, the physical appearance of the Unseelie Court mirrors the macabre. Twisted columns, trees forced into unnatural growth by royal gardeners, are scattered haphazardly through the hall. Curtains of shadows hide blood-soaked alcoves. Drawn back for times of celebration, the gaping crevasses reveal uninvited guests captured for the amusement of the court. Riotous blooms of nightshades and blood warts glow red in the evening, providing a maddening light to the misshapen court. The throne of the Unseelie Court is shaped like a great shadow dragon, a creature of midnight and darkness, like the queen herself. -- taken from http://www.wizards.com/dnd/article.asp?x=dnd/fey/20021213a,0

Rhiannon (Welsh, fm Rigantona, Great Queen): white horse-queen-goddess; like Celtic Epona; daughter of UnderWorld god, pursued by Pwyll, who loses her to Gwawl who is outwitted with her help; their son, Pryderi (anxiety) kidnapped by OtherWorld forces, plunges her into penance ordered by Pwyll; like Modron, a suffering mother of youth goddess.

Avallach (British): King of the OtherWorldly kingdom of Avalon, an Orchard of Golden Apples of eternal life; father of Modron/Rhiannon. -- found at http://www.brideswell.com/passages/passage1-1.html

Aughisky (AGH-iski) is an Irish water fairy that appears in the shape of a horse and will carry a man quite safely inland, but if he smells the sea, he will carry his victim into the water and tear him to pieces and eat all but his liver. --taken from Brian Froud's FAERIES.

The Dagda's Harp:  This story concerns the most ancient Irish Celtic gods, the first generation of the Tuatha dé Danaan who had to fight off the giant races of the Firbolgs and the Formorians. Their history is found in the Lebor Gabála, ‘The Book of Invasions’.

When the fairy race of the Tuatha dé Danann arrived in Ireland, they came like a mist across the waters, bringing with them magical gifts. These were the lia fail the coronation stone, the spear of Lugh, the sword of Nuada, and the great cauldron of the Dagda, which was said to be able to restore life.

The Dagda himself was known as the Good God and he was chief of the gods at this time. Besides his cauldron, he had a harp which was battle-scarred and made of oak. It was covered in rich decorations including a double-headed fish which ran up and down the curved pillar and had jewels for its eyes. Although he had a harper, Uaithne, he could also play it himself.

The Dagda had this harp with him always he even took it into battle. So it was, that after the second Battle of Mag Tuiread, or Moytura, the Dagda discovered that his harp, together with his harper, had been captured by the Formorians and taken with them in their flight. Angered beyond measure, he set out with his son Aengus Og to reclaim it.

Stealthily they approached the Formorian camp. Soon they could hear the sounds of the feasting hall in which Bres, the Formorian king, was dining. Approaching the doorway, they could just make out through the smoke and candle-flame the outline of the old harp hanging on the wall. Then the Dagda entered boldly and summoned his harp with this chant:

Come Daurdabla, apple-sweet murmurer
Come, Coir-cethair-chuir, four-angled frame of harmony,
Come summer, come winter,
Out of the mouths of harps and bags and pipes!

Immediately the old harp flew to his hand across the hall, killing nine men as it came. A shocked hush fell on the company. In the silence the Dagda laid his hands on the strings and unleashed the Three Noble Strains of Ireland that he had bound into his harp. First he played the goltrai, or strain of weeping, so that all present began to mourn and lament their defeat. Then he played the geantrai, the strain of merriment, so that the company turned to laughter and drunken foolery. Lastly he played the suantrai, or sleep-strain, whereupon the warriors fell into a profound slumber. After this the Dagda and Aengus Og left the camp as quietly as they had come, taking Uaithne and the harp with them

--taken from http://www.livingmyths.com/Celticmyth.htm

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As with all of the arts, music has its Gods and Goddesses, who were the first to perform these functions. One of the oldest Gaelic Gods, The Dagda, plays each of the seasons into being with his harp. The name of his harp, or in some legends, his harper, is Uaithne, which means pillar or post, but again it has a poetic meaning - internal rhyme. He is the Green Man whose ecstatic dance is the bard's intoxication and madness - the lust of the heart and mind that culminates in the birth of song. When the Dagda's wife Boann was in labour he played three magical strains on Uaithne to help her in her birthing. He played Goltraighe, the weeping strain, for the pain she was suffering. He played Geantraighe, the laughter strain, for the joy of the new life she brought forth. Then he played the exhausted mother to sleep with Suantraighe, the sleeping strain.

Here, do we not have the "internal rhyme" of the cycle of seasons at play? For as the green and grey months rotate, their axis is constant - the eternal pain and joy of the Mother continually bringing forth new life and resting in the darkness of winter.

For the Gael, it is impossible to think about True Music without remembering the "True World" - the Greenworld, for each one is an expression of the other. The Goddess Brighid is the patroness of music, for Brighid of the Mantle of Green is also Brighid of the Harp. The Goddess who is in charge of music in the Land of Promise, one of the Otherworldly realms, is called Uaine, which literally means Green. Many harpers in legend have been taught their art by the Green Harper, another name for the Dagda. Brighid is his daughter - the Eternal Muse. His son is Oengus, the epitome of Desire and Longing...together, they are creation.

-- taken from http://www.geocities.com/SoHo/Cafe/1614/Celtwicc/Celts/celts01.htm

The Wild Hunt -- Stories of the Wild Hunt can be found in most of the legends of Northern Europe. From Norway to Orkney, there are many variations, but all of the versions have a great deal of similarity as well. Rather than try and distill the details here (when I should be writing the Chapter of the running) I offer some of the more interesting websites dealing with this myth. These range from treatises that were offered as scholarly papers to descriptions of role-playing scenarios...but all have interesting info on the Hunt:

http://www.orkneyjar.com/tradition/hunt.htm

http://www.vinland.org/heathen/mt/wildhunt.html

http://www.mimir.net/outlands/wildhunt.shtml

http://www.shanmonster.com/witch/wildhunt/