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ClR Nan Og
Ian Sturrock

Concencs Cwdics
2 Introduction AddicionaZ ' C e p
Adrian Bott, Debbie Gallagher, Tim
3 Map of Tir Nan Og
Hitchcock, Bridie Przibram
4 The Sessair
16 The Finians e d k o R

28 The Fir Domain Paul Tucker


42 The Tribe of the Shadows
PROOF
Reading
55 Dinas Emrys and the Cambrian Lucya Szachnowski
Mountains
61 The Gaesatae C O K R AR'CUORk
Paolo Parente
63 Lands of the Drune Lords
86 The Borderlands 1 n C e R i o R AR'CWORk
107 Midgard Glenn Fabry (6-8, 17-19, 29-31, 33,
119 Scenario Hooks 35-37, 40, 55-57), Massimo Belardinelli
(53, 72-73, 83-87, 95-96, 105, 122-
125 Encounters in Tir Nan Og
124, 126), Angie Mills (81-82), Mike
127 Index McMahon (2, 14, 25-26, 42-43, 45,
50, 62, 66, 69-70, 75, 77-78, 98-102,
107-108, 111, 113-115, 117-1 18, 121),
Phil Renne (3, 21, 27, 109)

PRoduc-cion manage R
Alexander Fennel1

Slaine created by Pat Mills and


Angela Kincaid
All Slaine stories written by Pat Mills
T
ir Nan Og is the legendary Celtic Land of the Young, a
world rather like a legendary version of Northern
Europe in a time before much of that continent sank Tir Nan Og is a land full of heroes, and full of great quests for
beneath the waves. The four Tribes of the Earth Goddess, on those heroes to embark on. This supplement aims to provide
whom the Slaine stories concentrate, are threatened on all all you need to know to wander the Land of the Young for
sides, with the constant risk of the Fomorians sweeping down decades, whether as a mercenary or cattle-rustler, thief or
from the icy north, the Drune Lords encroaching from the adventurer, tribal emissary or war-band leader. All the major
south and the ravages of the berserkers of Midgard in the east. regions of Tir Nan Og are covered, particularly places of
interest and general geography. Most of the book is suitable
The Earth Goddess tribes are also known as the northern tribes, for Games Masters and players alike to read though, of
or as the Tuatha de Danaan, literally 'People of Danu'. Danu is course, the Scenario Hooks chapter should be avoided by
the name of the great Goddess they all revere, the primal Earth players. Likewise, the Games Master may well wish to censor
Mother who birthed them all and will one day receive them all which other chapters the players may read, depending on the
into death. She is served directly by the druids, placated and level of background knowledge he wishes them to have on the
sacrificed to more secretively by the witches and simply Land of the Young.
worshipped by every other member of the northern tribes.

The lands of the Earth Goddess tribes are Alba in the north, ----.
Albion in the south and Cambria and Eriu to the west. These
correspond roughly to the modem British Isles while those
lands were still attached to mainland Europe, though the
Tribes of the Earth Goddess lived many thousands of years in
the past.

To the south of the Earth Goddess tribes lie the Tribes of the
Dmne Lords, once the same people as the Earth Goddess folk
but now utterly cowed by the powerful and evil drune
sorcerers who rule their land. The drunes have long been
experimenting with dark magic and, in recent years this has
caused great rifts in time and space to tear through their lands,
bringing Time Monsters and other lethal beasts from the far
past. Drune sorcery has also drained much of the countryside
of the magical Earth Power that flows through it. Earth Power
is a gift from the Goddess that is used for good by the wise
druids of the northern lands but, it has been stolen by the
drunes to help them keep their subject tribes under control.
They sacrifice many of their own people, and slay those who
resist using their powerful lightning magic.

Beyond the lands of the Earth Goddess and Drune Lord


tribes, to the east of Tir Nan Og, lie the cold and gloomy lands
of Midgard, home to the Norsemen (also called the
Berserkers). The Norsemen are as fierce and uncompromis-
ing as their ice-locked homeland and are best known to the
other tribes as raiders and pirates.

Several minor territories also exist on the borderlands between


the Drune Lord tribes and the Earth Goddess tribes. These
include the small enclaves of the titans, the lands of the Fir
Bolg tribe and Lyonesse.
R

3
, A
t

Che Sess&
S a n d s Up
The fame of the Sessair carries all before it. When Tir Nan Og
meets the end of days, it will be the warriors of the Sessair
who are remembered, or at least this is their opinion. These
people consider themselves the strongest, the fiercest and the
most valiant of the four tribes and theirs are the vices and
virtues of Danus people written large. They can be gentle
people, but no tribe is more prone to fighting for fightings
sake and their love of battle is very well known. They are
passionate and compassionate, hot in anger, cold in revenge.
Self-publicists to a man, bashfulness and modesty are not
widely appreciated among these people. They will tell you
they have the biggest hearts in Tir Nan Og, while others claim
they have the biggest mouths. Extreme is the word to sum
up the Sessair, for there is nothing temperate or even vaguely
moderate about them. They are easy to love or hate but living
with them from day to day can be wearing on the nerves,
unless one is brought up to it.

The Sessair claim theirs is the earliest clan culture across all Beginnings
the lands. Certainly, the oldest traditions of weaving tartans Sessair history could not be easier. Apparently, when the
seem to have originated among them, a fashion now to be seen Goddess created the world, she decided she wanted someone
from Albion to the Drune lands. In brightly dyed plaids and to defend it, so she gave birth to the Sessair, the first men to
kilts, with bare arms and necks encrusted with torcs and hair stand upright and be distinguished from the other beasts.
spiked upright with pig fat, the Sessair cut a dash. They are a Then, as an afterthought, she created the other tribes, though
wild and fine-looking folk. Woad tattoos are very popular and these could not compare in comeliness, health or strength to
the Sessair ofAileach in particular like to mix chalk with fat in her firstborn. Close examiners of this theory might wish to
order to whiten their hair, and then have a band of blue woad question what, if the Sessair were the first beings made, the
tattooed around the eyes. Adornment is important to them all, Goddess intended them to defend against. These kinds of
men as well as women, and much time is spent on it. After all, arguments can flummox the Sessair and are best avoided
there is no point winning a thousand battles only to hide in the unless one is prepared to back up theological dispute with axe-
shadows around the opposite sex! blows. They like to keep things simple.

Their name, Sessair has two supposed origins. One is that a


woman called Sesara brought them out of captivity in the land
of Atlantis but most Sessair will scoff at that, saying they were The Sessair have always claimed Northern Eriu and divided it
never brought out of anywhere. Long ago, some would-be into three parts. Ulaid the Mighty in the North East, Aileach
conquerors tried to take them away to be used as slaves but the Bold, covering the West and North West, and Airghialla
they defied them and chased them back across the ice. Their the Fair in the centre and stretching to the South-East. The
utter defiance, they claim, is what gives them their name; capital of Ulaid is Rath Grainne, the capital ofAileach is
Sessair from the ancient word, Seasaim, meaning To Cruachu and the capital ofAirghialla is the capital city and
stand. They have stood against their enemies to hold their pride of the Sessair, Murias.
own since the very dawn of the world and, so their bards say,
they always will.
CDuRias
Where the river Den meets the northern tip of the inland sea,
there is no gentle widening of the waterways, no estuary
--

calmly opening out into the blue. Instead, there are whirling tion of its people to fight and die for it. Without this courage,
rapids and an enormous waterfall which thunders loudly a city can only become a shell of a home, a collection of
enough to be heard for many miles around, foam and mist strangers. This makes for great poetic reasoning but the other
filling the air, rainbows forming in the meeting of sun and tribes do not quite believe it. Most will say the Sessair lack
water. The drop is steep, the currents strong and the rocks the intelligence to understand basic tactics so they make up for
around the rapids are impressively sharp. Here the salmon it with a lot of fierce talk.
travel from the inward sea northward against the current along
the DBn to colder waters. They leap up the waterfall in their The Sessair resolution not to build a wall around the city has
journey and are so plentiful that spring brings many bears to certainly made it a target for enemies, and the city has been
the falls and birds flock to gather their scraps. The bears are rebuilt from the ground upwards on a number of occasions,
hungry and so are their nearest neighbours; for high above the each time the roundhouses getting bigger and grander. It is
falls sit the roundhouses of Murias and, when winter is ended, thought their design is the original prototype for most of the
the young warriors come to the water's edge to try their skill. buildings to be found among the tribes of Danu. When a new
They tie ropes to their spears, creating simple harpoons, and chieftain is chosen, the tribe builds his house where he
see what they can catch. Some of the more adventurous also chooses. A canny chieftain will make sure his home is
try their first attempt at bear-baiting. This seldom ends awesome to look at, traditional in design (to show he still links
happily, for the bears are intent on food whatever its shape. closely to the ancestral spirits of the tribe) and not too remote
More sensible fishermen leave them alone and concentrate on from the clansmen, who demand both majesty and approach-
the fish and birds of many different kinds to be found here, ability from their king. Once his house is built, his kinsmen
taking their catches home to the roundhouses perched on the will rebuild their homes around his own, again with a view to
rocks above. looking most grand.

Murias seems to have sprung from humble beginnings. Once The people of the Sessair would scorn any chieftain who tried
a tiny fishing settlement on the edge of the falls, it now to corral his enclosure. Only one chieftain, Regnal Mac Roige,
sprawls along the west bank of the river, alive with granaries, ever tried this in an attempt to augment his position by creating
weave-and-dye houses, taverns and markets. The city has a sense of aloof royalty. His wall was built from a white blue-
grown in a genial, haphazard way. There are no marked out veined marble, sculpted by masons of great skill. It was
streets as such, simply tracks made by centuries of carts and exceedingly tall and very expensive, and it pleased Regnal, for
cattle. Roundhouses spring up everywhere, usually lit at night it looked every bit as impressive as the royal wall of Gorias.
by torches of straw and tar shoved into ground sconces to be At last, he thought, Murias would have the looming grandeur
found outside the doors. Come nightfall, clansmen eat and to be found in the other cities.
drink together, friends meet, get drunk and fight, and some-
thing is always going on. The Sessair do not hide in their The morning after it was completed, Regnal woke to see the
homes, but love to go out and meet each other, even if it is entire top of the wall adorned with six inches of thick, fresh
only to argue. They are busy people. Even when they relax, pig dung. The dung was scraped off but the smell had seeped
they are doing something. down into the newly-laid mortar, the white marble was stained
in a manner quite repulsive and Regnal's wall had to be
dismantled. The King was furious, but as Regnal's fool
OeFenses and U]AKS pointed out to him, anyone who could cover the top of a wall
Murias is one of the very few settlements, perhaps the only with fresh pig dung had a lot of pigs and too much magic. As
city, to have no defending wall, ditch or ramparts. This can the city has its fair share of swine-herds and magicians,
seem astonishing to other tribes (and other settlements) for detecting the culprit was impossible. Regnal's reign was never
Murias has had many attackers to fend off, between Drunes regarded as a glorious chapter in Sessair history.
from the south, Fomori from the north and other tribes from
everywhere! The city is well defended at the river's edge, for
the current is too fast and furious to make landing easy and Che Building OF A
many rocks wait below the pull of the rapids but, between the
city and its foes, only the plains of Airghialla stand, so vast Roundhouse
that an army can be seen approaching days before attack. The Insulting walls aside, the building of any roundhouse calls for
rationalisation behind the lack of defences appears to be the
Sessair determination to defend their own with no more than
much help from friends and neighbours. Wooden poles are
thrust into the ground in a circular perimeter, to form the frame 1
blood, strength and courage. They reason that, if Murias can of the house. Between the poles the walls will be built of
only stand by hiding behind a wall, the city deserves to fall whatever material comes to hand - wood, mud or stone. These
and, if the Sessair trust to defences too much, they will grow will be pasted together with a mortar of earth and other
complacent and lose their taste for attack, the very taste which ingredients. A great collar of wood will be placed on the
makes enemies run from them. No retreat, no surrender and, circular wall to provide scaffolding for the roof poles, which
if the city is burned to the ground, the tribe will take back are then set into the wall top and slanted inwards, meeting at
every ell of land and start again. Murias is a city of the heart the top.
and cannot be defended by fortifications but by the determina-

1
Reeds are then thatched thickly between them, sometimes to
I
the extent of covering the house wall and almost reaching the Che king
ground. Some roundhouses have holes at the top of the roof King Grudnew is the current leader of the Sessair. He is a
in order to let smoke out, but this is not always necessary, rather stony-faced fellow, not especially renowned as a warrior
depending on the reeds used. Looser thatching allows smoke but a good politician and now a persuasive King. He tends to
to escape through the eaves of the building, heavier keeps only show any pleasure at the sight of Niamh, the young
warmth in and rain out. It all depends on what the builder woman he plans to wed. Niamh is kept hidden from all other
wants and, of course, the skill of the thatcher. This done, the men, in a heavily guarded roundhouse built on the edge of the
walls and doors are painted with intricate designs in dazzling River DBn, so no-one can steal her from Grudnew. He has
colours, sometimes knotwork and spirals, sometimes depic- proved himself a capable ruler, if occasionally lacking in that
tions of birds, beasts and gods. Most roundhouses have one fierce and vivacious warrior spirit for which the Sessair are so
room though sometimes an upper floor is built. Hides and famed.
fabrics are often used to cordon off more private areas. More
usually though each roundhouse is either a single room with a King Grudnew
function, such as a kitchen or a greeting hall, or is the home to Male Human Noble Warrior 8:
one family. The notable exception is the kings palace, which Medium-sized humanoid (H 510, W 210 lbs.)
is inevitably a huge building with many rooms. HD XdlO; hp 44; h i t -1 (Dex); Spd 30 ft.; AC 13 (-1 Dex, +2
shield, +2 Door of Battle); Attacks +12/+7 melee or +7/+3
Once the roundhouse is built, it is traditional for the person ranged (ld8+2 ranged, gae bolga, or ld8+4 melee, named iron
whose house has been built to thank all helpers in the work by sword ) SA Tribe (Sessair); Magic Attack Bonus +3; SV Fort
holding a great banquet for them. As everybody loves food +6, Ref: +1, Will +2; Str 14, Dex 9, Con 10, Int 14, Wis 1 I ,
and drink, they are seldom short of volunteers! Murias is full Cha 15; Enech 13.
of these houses, some opulent, others simple, but most with
colourfully-decorated walls, both outside and in. The effect is Skills and Feats: Bluff +l5, Diplomacy +15, Intimidate
perhaps better appreciated from a sky-ship than the ground, as +15*, Listen +11, Perform +13, Sense Motive +3, Exotic
the thundering spray flies upwards from the falls where one Weapon Proficiency (gae bolga), Exotic Weapon Proficiency
can see the houses dotted like jewels along the riverside, (tathlum), Door of Battle, Quick Draw, Improved Critical
surrounded by woods and the plains of Arghialla sweeping (sword), Weapon Focus (sword), Weapon Specialisation
beyond the ancient and homely city, towards the west. (sword), Skill Focus (Intimidate), Leadership, Power Attack,
Cleave

Possessions: Masterwork iron sword, named Ribsplitter; gae


bolga; masterwork iron short-sword; large wooden shield;
gold neck-torc
L A

able interest for chieftains of the Sessair. To feed this increas-


ingly numerous tribe without destroying too much of the
wilderness and angering the Mother is a priority, particularly
when one considers famine is an ever-present possibility. The
martial possibilities of raising dead warriors for battle escapes
no-one. The old tales say the Goddess gave it to the earliest
kings of the tribe but it was stolen. Who stole it and where it
is now is a matter of considerable interest, for the Sessair are
determined to get it back.

If the cauldron is ever found, it possesses the following


properties:

t Will not cook the food of a coward. Any character


with an Enech of less than 10 will not be able to activate any
Che CauldRon OF of the properties of the cauldron.
Major Artefact
+ Stores Earth Power: The cauldron has a Base EP of 0,
Legends say the Sessair have been given a great gift by the but a Maximum EP of 27. Its EP reverts to 0 EP as usual, at 1
Goddess, a cauldron of vast magical power. It has three EP per hour, if it ever has more than 0 EP. That is, it will not
principal properties; the first is to feed any and all who come hold EP for long, although in the battle situations when a great
before it. The second is to bring back to life the bodies of deal of EP is required it is usually easy enough to keep it
dead warriors placed within it. The third is that it provides a topped up with the blood of prisoners. The cauldrons EP can
way to the Otherworld, and thus to the Goddess, though the only be used to power its special properties, as listed here - it
warning is clear; to enter the cauldron is to enter the primordial may not be tapped in any way by another creature.
waters of the great womb. The self meets many monsters
there and reward is by no means guaranteed. The cauldron t Cauldron of Plenty: So long as a character of Enech
can, Goddess willing, bring the dead to life. It will, without 10+ demands it, the cauldron will produce as much food as is
fail, bring the living to face the mysteries of death and what required to feed any who come before it. This is tasty, too, a
lies beyond. rich, thick sauce filled with perfectly tender meat. Any who
eat it will feel refreshed and happy, with a +1 morale bonus to
The cauldrons practical possibilities alone provoke consider- all attack rolls, saving throws, skill checks etc. for the next
hour. They are also bound together to some degree any ~

WHO ST-ABB&D HIS F L SH


N OOT-A P/C& OF M E A T
FOR M O N G A N - A X E H E A D
7?f FlNGFRS..
p.
8

character who attacks another who shared a repast from the with enormous fangs and an almost complete lack of mtelli-
cauldron with him will lose 1 Enech for so doing. Providing gence in his eyes Every time he is struck in combat it seems
food costs no EP. he must be near death, for his diseased flesh seems to buckle
and splatter, but it joins up again as fast as he is wounded
t Cauldron of Rebirth: Any dead character placed in the
cauldron will arise as a half-dead, to fight on behalf of the Avagddu is revered as a god by some but he is more com-
Sessair. If the dead character had an Enech of 20 or higher, or monly manipulated or avoided than actually worshipped. He
at least one major geas or major weird, he is instead hlly is always hungry and will eat virtually anything but prefers
restored to life and healed of all damage, though he gains a flesh above all - either decaying or fresh. Women tend to find
further major geas or major weird in the process. Bringing a him especially easy to manipulate - the Games Master should
character back as a half-dead costs 1 EP, while raising a consider awarding a +1 to +4 circumstance modifier to
character fully from the dead costs 10 EP. Charisma-based skill checks made by women, where Avagddu
is the target and the woman has shown him any kindness or
t Cauldron of Inspiration: This is the gateway to the hendliness.
Otherworld, whether to commune with the Goddess directly
or to summon forth foul demons. Any attempt to commune
with the Goddess this way is inevitably difficult and danger-
Cornbar
ous, and very much in the hands of the Games Master. The Spread Disease (Su): If Avagddu has extended contact with
gateway is two-way El creatures could erupt from the
~
another creature (melee is not usually long enough), typically
cauldron at any time, particularly if it is low on Earth Power. for a day or so, the creature must make a Fortitude saving roll
(DC 25) or become infected with a random disease.
t Home of Avagddu: The diseased son of the Goddess,
Avagddu resides deep within the Cauldron. Any character
with at least 10 Enech and 14 or more ranks of Summoning
skill may attempt to call up Avagddu, at a cost of 9 EP and a
Summoning skill check (DC 30). Success indicates Avagddu
climbs out of the cauldron but he is not controlled or domi-
nated in any way by the summoner - he will need to be cajoled
or persuaded and may even attack the summoner if he dislikes
what he hears. It is also possible for Avagddu to simply leave
the cauldron of his own accord, particularly if the cauldron is
low on Earth Power itself and has not recently been fed with
blood.

Avagddu
Large Outsider (El)
Hit Dice: 10d8+50 (95 hp)
Initiative: +9 (+4 Improved Initiative, +5 Dex)
Speed: 40ft.
AC: 24 (+lo natural, +5 Dex, -1 size)
Attacks: 2 fists +20 plus one bite +18
Damage: Fist ld8+10, Bite 2d6+10
Face/Reach: 5 ft.by 5 ft./lO ft.
Special Attacks: Spread Disease, Improved Grab, Swallow
Whole
Special Qualities: El subtype, Damage Resistance
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 30, Dex 20, Con 20, Int 3, Wis 3, Cha 1
Skills: Hide +17, Listen +7, Move Silently +18, Spot +7,
Search +2
Feats: Multiattack, Improved Initiative, Weapon Focus (bite)
Climate/Terrain: Any
Organization: Solitary (unique)
Advancement: None

Avagddu, as mentioned in the S l h e RPG, is the son of the


Earth Goddess, the vile personification of disease, decay and
stupidity. He is a massively built no-necked ugly brawler,
Improved Grab (Ex): If Avagddu hits with a fist or bite Smaller settlements without an infinite supply of battle-crazed
attack, he deals normal damage and attempts to start a grapple warriors are more prosaic about defensive walls, which tend to
as a free action without provoking an attack of opportunity. follow the most traditional pattern, a low wall of stone topped
No initial touch attack is required. Improved grab works only with a wooden palisade. Also to be seen on Airghiallas plains
against opponents of Medium-size or smaller. Avagddu has are herds of wild horses. These are hard to tame but, once
the option to conduct the grapple normally, or simply use the broken, can be sold for considerable sums to Rath Grainne for
part of its body he used in the improved grab to hold the riding and to Murias for chariot work.
opponent. If he chooses to do the latter, he suffers a -20
penalty to grapple checks and can use his remaining attacks As might be expected in a land so level, chariots are extremely
against other opponents. A successful hold does not deal any popular across Airghialla, and those wishing to live by their
additional damage but, each successful grapple check Avagddu skill with these vehicles come to this territory to train. Chariot
makes during successive rounds automatically deals the racing is a much-loved sport both inside and outside of
damage listed for the attack that established the hold. When Murias. There are annual tourneys in which many bars of iron
Avagddu gets a hold after an improved grab attack, he pulls and much silver jewellery can be won. A good charioteer can
the opponent into his space. This act does not provoke attacks make a fine living, though his skills make him among the first
of opportunity. Avagddu is not considered grappled while he to be conscripted when war arises.
holds the opponent, so he still threatens adjacent squares and
retains his Dexterity bonus. He can even move (possibly There are many small farming communities here, for the soil is
carrying away the opponent), provided he can drag the very fertile. Cattle and pigs feed well on these pastures and,
opponents weight. where they are found, raiders follow. Prosperous Airghialla is
Swallow Whole (Ex): Avagddu can swallow opponents he swiftly becoming the breadbasket for all of Northern Eriu, for
holds (see Improved Grab, above). If he makes a second neither of the other two territories produce enough food for
successful grapple check after a grab, he swallows his prey. their people. It is hardly surprising then, that bards and druids
The opponent must not be larger than Large sized. The return to a theme old to the ears of the Sessair but welcome
swallowed creature takes 2d6+5 points of crushing damage none the less; the Legend of the Cauldron of Plenty.
per round plus 8 points of acid damage from Avagddus
gizzard. A swallowed creature can cut its way out by using
claws or a Small or Tiny slashing weapon to deal 25 points of
damage to the gizzard (AC 19) although, as ever, Avagddus According to the Sessair, the Great Cairn is the most sacred
Damage Resistance applies. Once the creature exits, muscular place in all of Eriu. Here, the druids say, the Goddess began
action closes the hole; another swallowed opponent must again her work of creation, giving birth to gods, land and men. The
cut its own way out. The monsters gizzard can hold one benign presence of this place is thought to be the reason for
Large, two Medium-size, four Small, eight Tiny, 16 Diminu- Airghiallas beauty and fertility yet no-one knows exactly what
tive, or 32 Fine or smaller opponents. the mounds original function was. To the unknowing eye, it
El Subtype (Su): Creatures with an El subtype gain a +2 to is an unusually shaped hillock, with a huge caim of stones on
all Will saves. They can fight on as normal even when below its flat top, in which lies a very ancient burial chamber. Many
zero hit points so long as they make a Fortitude saving throw wonder if some great hero or avatar of the Gods is buried
each round (DC = 15 + damage taken after being reduced to deeper down but none probe further. Those who see with the
zero hit points). Failure indicates they are unconscious and heart are probably nearer the truth than anyone else. At the
dying as usual. If killed, they are simply returned to their Great Cairn, the power of the Mother of the Earth is to be
own El world, rather than destroyed. If attacked on their home found in peaceful abundance but this power is not a thing to be
El world, they suffer +2d6 damage from iron weapons of any taken, as though it could be wrenched out of the earth like
kind. iron. Here, the Mother listens and gives as she sees fit. To
Damage Resistance (Su): Avagddu has Damage Resistance attempt magic in such a place would be at best, impolite, and at
20/artefact weapons. worst, deadly. For that reason spell craft is never carried out
here and any chieftain who attempted to explore the mound for
its secrets would soon know death at the hands of his own
kinsmen. The only rituals appropriate to this place are the
rights of passage every member of the tribe must face. This is
The great plains of Arghialla are not quite as flat as bards a place to present newborn babies to the view of Goddess and
would have one believe, for hill ranges can be seen rising to God, a place of marriage, (though woe to the one who breaks
the north and west, while forests grow deep and unmapped to the vow made here) and a place of initiation for the Red
the south and east. Still, from the viewpoint of Murias, Branch Warriors (see The Red Branch). Finally, this is the
Airghialla lies spread before the eyes like an endless sea of place where, after seven years, tribal chieftains are ritually
long grass, making its way to the blue horizon. On a clear sacrificed at the end of their reign. There are many holy places
day, it is said, the sky comes down and kisses the earth and, throughout the lands of the four tribes, but the Great Caim is,
when night comes, the stars look close enough for an arrow to perhaps, the most universally respected of them all.
hit.
P

1
L I
P - -

It may be the power seeping through the land from the Great kingdom The tale says that after much mirth at the ladys
Cairn is what makes Airghialla so lovely, giving an impression presumption, Malachi swung an iron club towards Grainne,
of peace seldom to be found elsewhere. Still, it is not a widely who jumped over it and thrust her fingers so far up the kings
populated land. At night, the wind keens so mournfully as to nose as to feel his brain squirming at her touch Swift was he
inspire tales of the banshee, the wailing spirits who predict to concede her prowess, and swift was she to demand her
death and sorrow. The great plains can seem desolate to those prize, all the land she could see before her It was she who
less interested in nature than in people. Such folk will return built the settlement, on a high hill since called Torr Grainne,
to Murias, or make their way northward, to Ulaidh and and she who instigated the law that this place would be the
Eahmain Grainne. home and the responsibility of Erian war-witches Rath
Grainne is strictly matriarchal and only war-witches are
present at the choosing of a new chieftain All Sessair women,
indeed, most women of the four tribes, are strong hearted and
The north east territory of Northern Eriu is a wild and heathery hardy, as ready to fight as their menfolk, but the women of
country where most settlements are on hilltops. The people Rath Grainne spend much of their lives training in the arts of
here regard themselves as tougher and smarter than the other war and make formidable foes on the battlefield
Sessair. Larger than life in everything, the warriors of Ulaidh
keep their tempers in fine fettle by fighting among themselves Rath Grainne is a proud settlement, looking upon Murias in
when theres no-one else to hit. Like Murias, Ulaidh has the same way a young warrior looks upon his ageing father;
suffered greatly from Fomori and Drune incursions and, when respectful, full of ideas and determined to take over. They
these cease, the Sessair here pick fights with the Finians, reason Murias is too old and too used to prosperity to
almost as a matter of course. The Finians will generally understand the constant battles of the northern territory, while
respond with the kind of behaviour the Sessair appreciate; they in Rath Grainne, blood runs hot and wits run fast. Famed for
grab the nearest axes and hurtle over the border for a less than the resourcefulness of its inhabitants, Rath Grainne lays claim
friendly visit. to two universally-approved innovations: mail amour and the
concept of fostering.
There is more to these confrontations than mere belligerence.
A healthy if grudging respect exists between the Sessair and
the Finians, as both tribes know well the challenges of
lnnovacions: mail ARmouR
continually battling the nightmare creatures of Tory Island and Behind every great idea there is a story. Bards tell us it was a
Lochlann but respect will not change the harsh facts of tribal warrior woman, Caoilte, who received a near-fatal wound
existence. Continuous attacks from these enemies, together from a Fomori blade and found herself unable to fight any
with blighting weather out ofthe ice floes create substantial longer. Her temper was rendered so unpleasant by her
food shortages in Ulaidh, and cattle raiding can often be the enforced retirement that when the hero Conal Mac Fin came to
only way of ensuring a settlements survival. Airghialla can console her by offering to wed her, she roared at him and
help but, as neither Ulaidh nor Aileach can feed their growing struck him with great anger. Conal had brought her a beautifid
populations, Airghialla stands in danger of being over-farmed ring as a token of his faith, a ring she was on the verge of
and the chieftains of Murias have made the decision to cut throwing out of the house, along with her unwelcome suitor,
back no more wilderness, for fear of offending the Goddess. when an idea occurred to her. She invited Conal back in and
Raiding is an important and honourable task to undertake for he warily accepted. Caoilte told him that rather than one ring of
ones community and much kudos can be gained by bringing immense worth, she would rather have a simple plain ring
food back to the tribe. The Finians understand this; indeed, brought to her every time he visited. In this way, she said, she
they are very adept raiders themselves for exactly the same would know he was sincere in his desire for her company,
reasons. rather than offering her marriage out of pity.

Conal agreed to do this, and so great was his pleasure in


speaking with her, she soon had many rings. She sewed these
rings together onto a garment of leather designed to cover the
This settlement is named after the very famous war-witch,
neck, shoulders and chest, and the result was an impressive
Grainne (Gron-ya). She it was who challenged Malachi,
piece of armour. This, she then gave to Conal as her dowry
despot of Ulaidh, to battle for rulership of the north east

- -. -.... . .. ____
Arget Roth mail shirt 1000 stts +4 +4 -1 4EP 30 ft 20 Ib
Hcavy A m o u r
Arget Roth mail amour 1400 sCts +6 +2 -5 -6 EP 20 ft 40 Ib
gift when she asked for his hand in marriage, as is the tradition war-witches stay at Rath Grainne and the greatest fools go to
in Rath Grainne. Conals immediate words of reply are Aileach.
unrecorded, but it is known that after a period of some
confusion he accepted both the lady and her gift. Warriors of Rath Grainne
Many of the warriors of Rath Grainne have slightly different
Caoiltes invention was a great improvement on studded hides bonuses and penalties to ordinary Sessair, reflecting their
but, after many experiments, she took it a stage further. She vicious fighting style and willingness to take advantage ofthe
worked out a method of splitting metal rings, interlocking excellent armour their region is famed for. A tribal or noble
them and re-sealing them to create whole coats of armour, and wamor from Rath Grainne may be treated as an ordinary
travelled to Gorias in Albion to meet the famous wonder Sessair, or use the new bonuses and penalties below, as the
smith, Weland. He was impressed with her design and created player wishes, but he must choosc one or the other.
the prototype, which, it must be said, has never been improved
upon. They began a venture called Arget Roth (Silver Noble Warriors: New regional tribe
Wheel) which now, long after the founders deaths, has twin Rafh Grainne Se.wuzr: Warriors from the Rath Grainne region
branches in Rath Grainne and Gorias dedicated to making this
of Eriu have evolved their own fighting techniques, slightly
magnificent armour. Much high-quality mail is made by different from those of most Sessair. At 1 level, the noble
impersonators of Caoiltes design and Welands methods but
wamor gains two bonus exotic weapon proficiencies, one in
the mail armour ofArget Roth is still considered the very best.
throwing blade and one in gae bolga. However, he is not
Output is slow, painstaking and prohibitively expensive to all
proficient with the shield, relying instead on the high quality of
but the grandest of chieftains.
Rath Grainne-made armour to protect him. He also has a -2
morale penalty to all attack rolls when not wearing at least
Innovations: FosteRing medium armour.
The whole notion of fostering began long ago, when the war-
witches of Rath Grainne found themselves in a dispute with Tribal Warriors: New regional tribal fighting style
the chieftains of Murias. The king of Murias at that time was Rath Grainne Sessair: The Rath Grainne Sessair are noted for
Rath Mac Greir, who had no desire to pit Sessair against their vicious unarmed strikes, taking advantage of any
fellow Sessair in battle, so he organised the kidnapping of perceived weakness on the part of an opponent. At 1 level,
several of the children belonging to Rath Grainnes war-leader, the Rath Grainne Sessair tribal warrior may make an attack of
Concha Red Scar. By the time Conchas chariot had thundered opportunity with an unarmed strike whenever an opponent
across the country with her clan at her heels, baying for all-out makes an attack roll which misses him. At S* level, he gains a
war with Murias, the hostages and the kings children were + I bonus to damage inflicted during this special attack of
such close friends none could separate them. Rath Grainnes opportunity; at 1 Oth level, he gains a + I to his attack roll with
war-leader could only be placated by being allowed to return it; at 15 level, the damage bonus rises to +2; and at 20level
such hospitality and so the kings children went to live in her the attack roll bonus rises to +2. As ever, he may only make
city for a while. one attack of opportunity against a particular opponent each
round, even if he also has the Combat Rcflexes feat. In
Since then, fostering has been the norm for rich and poor alike addition, these warriors have almost as much training for
and, though the custom has spread throughout Tir Nan Og, it stamina and endurance as do other Sessair tribal warriors,
is definitely still most popular among the Sessair. The idea is giving them a +1 circumstance bonus to all Fortitude saving
to ensure that children grow up with as much experience of throws at 1 level, rising to +2 at 5 level, t 3 at 1 O* level, ~4
different ways of life as possible, even, in exceptional cases, at 15 level and +5 at 20 level. This bonus to Fortitude
with friends and clansmen in other countries. This may be the saving throws is cumulative with any gained from the Great
reason why many young Sessair leave home so early, to find Fortitude feat. The Rdth Grainne Sessair tribal w&or is not
some greater sense of their own independence outside tribal proficient with the shield, relying instead on the high quality of
loyalties. Many join mercenary groups to put into practice the Rath Grainne-made armour to protect him. He also has a -2
skills they learnt as children. The saying goes that the greatest morale penalty to all attack rolls when not wearing at least
male warriors go to the Red Branch at Murias, the greatest medium m o u r .
d\ibch CRuachu
The good news for the citizens of Cruachu is that food is at
The northwest of Eriu is mountainous, beautiful and inhospita- least dependable if scarce. Weasels, polecats, rabbits and
ble. Gentler terrain includes mountains much higher than to be stoats crouch shuddering among the rocks and if it is possible
found anywhere else in Eriu, ominously deep lakes at the foot to eat well without seeing a fresh vegetable from one week to
of every hill and perpetual rain in summer. Winter is bleak and the next, the Sessair of Cruachu manage it. They never touch
bare here, for the wind comes straight down out of the frozen seaweed or shellfish though the waters provide plenty of both.
lands and snow lasts well into spring. The only beasts that Were all things as they should be, Cruachu would be rich in
fare well are predators such as dire wolves (see sidebar) and fish, blubber and whale oil for lamps but, as it is, Cruachu
sabre-tooths, bears of astonishing size and monstrous turns towards the sea with repugnance and an eternal readiness
creatures far-strayed from the lands of Lochlann. Local fauna for war. This is the closest of the Sessair settlements to Tory
less inclined to eat travellers include huge and shaggy cattle, Isle and Lochlann, the homes of the Fomorian demons, and
heavily built and long horned, ubiquitous sheep, and great the sea which should supply the Sessair with all their wants is
horses bred for strength and stamina as well as speed. inhabited by a type of mutation common among the Fomori;
Attempted crops include barley and lentils, heather and oats, aquatic monsters colloquially called 'sea-devils' who are
and a kind of wheat grown specifically to make an amber- willing and able to attack fishing vessels. Not only do these
coloured alcohol which bums like smooth fire in the belly. creatures worship the Cyth, they also pollute the waters with
This drink, 'Uisce', is perhaps Aileach's only export. Every- filth from their own settlements. Sometimes the Sessair do go
thing else is needed just where it is. Raids here can occur fishing but always with an eye for possible trouble. The sight
from family to family and often it is the strongest sword that of a lone currach casting nets, so common everywhere else in
settles the argument. Raiders caught at a disadvantage by the Tir Nan Og, would be considered unusual and downright
farmers will not wait long for judgement here, or even death in foolish here.
a wicker man. Food is too scarce for its theft to go unpun-
ished and death swiftly follows discovery of guilt. In the Cruachu is a front-line settlement and sustains itself in the
worst of times, the raider may even meet the fate of the cattle knowledge that most full-scale attempts at invasion from the
he hoped to steal. Airghialla aids with foodstuffs as best it can Fomorians would go straight through them. The whole
but life is very harsh here - no-where more so than on the settlement has been built on a war footing. This is a fortress
white coast, where stands the place they call the Last City: the city, built against the steep side of a mountain, facing out over
settlement of Cruachu. the sea. No poetry about lack of walls is heard here. The

J
F

walls, and indeed the houses, are made of thick stone, and
mud thatched. Roundhouses here do not have roof holes, c h e Red lbRanch
warmth being at a premium, and the houses are not painted in This elite band of warriors is renowned for the bravery of its
the bright colours usual to the Sessair, though woodcarvings men, their sheer ferocity in battle being a legend across all of
and runes of protection are seen over every doorway. Furs Tir Nan Og. Other tribes have their own equivalent but none
cover the walls and floors of every building and fires are made are so famous. This may be because the Red Branch genu-
from peat gathered in the great bogs ofAileach. Travellers can inely are the most psychopathic warriors in all the world, or
only reach the city by a narrow and heavily-guarded road over because being Sessair, they never stop talking about how
the mountain passes, or by cloud currachs. Patrols are amazing they are. Certainly no-one can doubt the sheer power
frequent. As well as locals determined not to be chased out of of these fighters, first in the front line of every battle and every
their homes, Cruachu is a city where many warriors come to war. Their reputation stems not only from their savagery but
prove themselves, or atone for some wrong previously done, from their skill with many kinds of weapon. Combat training
by preparing to lay down their lives for the tribe. The is continual and goes beyond the mastery of sword, axe and
atmosphere of the place has a camaraderie and generosity spear. The greatest weapon available to the Red Branch is the
surprising even for the Sessair. What the little these folk have, power of the earth itself - the power of the warp-spasm, for
they will share. Perhaps it is small wonder that some of the most are capable of warping at least occasionally.
greatest fighters come here to understand war and what the
tribe is fighting for, before they prepare to join the most The transformation into warp-spasm is horrible to see, eye-
prestigious band of warriors in the land, The Red Branch balls popping out of sockets and muscles bursting out of skin,
indeed, without the hero-hamess, most warped warriors
would simply let the energy consume and destroy their bodies.
To prevent this from happening, warriors of the Red Branch
are given a hero harness. This harness is made up of With so much power and prestige behind it, it is easy to see
enchanted leather, which conducts the warp-spasm energy why membership of the Red Branch is a coveted and esteemed
across the body in much the same way ley lines channel earth honour. Joining it, however, is no easy task. A warrior must
energy across the landscape. Indeed, the Red Branch are have proven himself before he is invited to train with them.
thought to possess a hidden knowledge of weapons fueled Should he then be deemed worthy, he will have to go through a
directly by the ley energies channelled through the bodies and gruelling initiation.
harnesses of warriors. These are called 'ley weapons' and,
though reliable tales are told of their existence in other realms,
they have not been seen in Tir Nan Og.
16
I--

Che rnims
0
ne of the great Tribes of the Earth Goddess, the As a people, Finians tend to be distrusting of outsiders that
Finians occupy the Northlands from Alba down to have questions about their technologies, and are not eager to
Northern Albion. Despite harsh winters and brutal share or trade them. The need for self-sufficiency has also
sieges, they have learned to survive in these hostile lands. created a demand for skilled labourers, and while the capital
While over the centuries they have acquired a reputation for city still boasts a sizable army, the Finians have a higher
being exceedingly dour, they are fatalistically sworn to hold percentage of traders and craftsmen than any of the other
their place under these insurmountable odds, stoically defying tribes. While the other tribes view their diversification of
war, starvation and disease. Both proud and stubborn, Finians labour as a weakness, the Finians consider it to be a great
do not budge when their beliefs and customs arc attacked and strength, especially in times of crisis when they need to fend
they have a long history, with many tales and songs about men off sieges that would otherwise cripple the tribe or trap them
who meet gnsly fates from attempting to defy tradition. behind their citys walls for entire seasons. During these
times, Finians are heavily pressed by starvation and disease,
The soul of the tribe is Finias, its capital city. Thousands of so the need for full grain silos and better medicines has
centuries old, the city developed around the base of three huge become crucial to their survival.
towers that were a gift from the Sea God given to the earliest
settlers of the land. Finias is still occupied by the descendants
of the first settlers, now a tenacious tribe known as the
Finians.
Cerzrzicorzies
The northern territories of the Finians border dangerously
The Finian tribe is made up of thousands of family clans, each close to both Midgard and Lochlann so, when the heavy
of which maintains long histories they can trace back to snows finally cease late in the spring, the tribes warriors must
common ancestry. Clans group together for support. In the ceaselessly contend with assaults by Fomorians and
wilder territories, clans tend their own lands and do their best berserkers while the remaining members scramble to grow and
to fend off marauders. Clans residing in more civilised gather enough crops to survive the next winter. Their brethren
settlements arc often granted their own sections of town, for along the southern border do not have it any easier and must
which they are expected to take responsibility. Most Finian defend their territory year round from the staggered onslaughts
surnames arc the clan name Mac Conon, or Mac Inna, for
~
of their sister tribes the Fir Domain and the Sessair.
example, literally meaning son of.. . , but here used figura-
tively to denote the remote ancestor. This should not be In the borderlands, moors, and highlands clans establish small
confused with the Sessair practice, again using Mac to mean settlements that are often spaced miles apart. Clan members
son of, but here used literally to give the son his fathers live in large round huts called crofts. The lower walls of the
forename as a surname. croft arc built from the red sand stone that is common to the
lands, then builders pack sod against the outer walls for extra
Each clan is typically made up of a dozen or more kin (see the insulation. The upper support of the croft is a framework of
Slaine RPG, Chapter 7 for more information about kin). wood beams that taper to a single spire in the centre of the
These kin operate much as in any other tribe, with responsibil- room, upon which is secured a heavy thatched roof. Beneath
ity for paying one anothers debts and prosecuting bloodfeud, the huts arc dug underground crawl spaces used as storage
but the clan is in effect a further social unit between kin and rooms, which the Finians need to hold supplies for the long
tribe in size. The clan tends to leave kin business well enough winters. For food, the clans hunt stag and hairy one, fish for
alone, except in the most dire cases - for example, a kin salmon, raise sheep, and harvest small crops of tubers and
feuding against a much more powerful enemy will typically be grains, which they store for the winter months. They also use
given assistance by the clan and, if a kin ever has so many of hides and bones to make clothing and tools.
its members slain that the remaining kin cannot avenge the
dead, the clan will go to war on their behalf.
Che Southem BoRdedAnds
Fanatically independent, the Finians have often been forced to The southern borders of the Finian territory push into the
rely on ingenuity for survival; this has helped them become lowlands of Northern Albion, forming a vast and largely
more technologically advanced than most of the other tribes. unoccupied wilderness. The lowland hills spill their steep
Specifically, these advances have occurred in fields such as arches of soggy grass down into broad, sweeping valleys
medicine, architecture and agriculture, all ofwhich arc directly stained wine-dark from the heather and grooved with cold
affected by their hard lives and war-beleaguered lands. white babbling streams. Overhead, crows toss against the
clouds like coal-black flakes of ash, throwing themselves
headlong into the strong sea winds that eat their way inland.

b
On the northern horizon, pale blue highland peaks smear and blue peaks dissolve into nothingness, devoured by the sky and
dissolve into an even bluer sky. the great sheets of ice beyond. From the eastern cliffs, one can
view the ocean miles below as it stretches out towards
At sunset, the sky blushes a bloody crimson that seems to fold Midgard and to the west beyond the mountains lie Lochlann
back the sea wind and slowly drapes a dusky veil of mist over and Tory Island.
the low grassy glens lined with willows and birch. At dawn,
the mist ebbs back into the heather-covered moors, devoured In the northern highlands, settlements are seasonal and mostly
slowly by the morning sunlight as it splinters through the consist of military outposts geared towards defence. In the
twisted wild trees. colder months, residents often migrate into the southern and
eastern highlands, either staying with relatives or signing on to
Miles from humanity, Northern Albion is a no-man's land, military posts in the capital.
lonely and empty. Yet, there is an unnerving stillness, as if the
land itself is watching. The air is thick and moist with fog and
rain here is frequent. A fair amount of the lowlands is moist Sourhem bighbnds
and boggy and, where the earth has dried, sharp rocks jut The southern highlands are slightly more habitable than the icy
crookedly from the soil like hag's teeth. Over the years, the northlands. Down the adjoining hillsides, rushing streams
Finians have bound the war-torn borderlands with great foam over moss-grown stone and tumble into smooth shallow
serpentine coils of breast-high
cobbled walls braced against sod
steps as crude fortifications to
help them defend against attacks
from the Tribe of the Growling
Shields and the Sessair. - 1 , \

E h e NoRzheRn
bighbnds
The northem borders of the
Finian territory are fngid and
hostile. Across the horizon,
sharp mountainous crags
conspiratorially shoulder one
another as if they are trying to cut
off all sight of habitable earth.
I 1
The terrible winds hammer the
rising foggy mists into sheets of '@T
sleet and snow and the air is so Y
cold it feels as if it could shatter a mi&.
man's lungs. Dull yellow clouds
hang low and looming, full of
texture like discarded wool
trimmings. In the winter months,
the banks of snow rise deep as
AND
ocean swells. Icy storms 7W.G SACR
S m N E 0;
continue straight through spring L
DS77NY.

and even in the summer, there are


occasional flurries. During the
warmer months, the grass is thin
and fragile, barely noticeable
against the miles of flinty soil. 1
Everywhere, bare rocks thrust
sharp edges from earth and the
ground is still dotted with
irregular two- to three-inch-deep
patches of snow. Farther north,
the mountains continue until their
pools of peaty-brown water, whose edges are licked by olive slabs of rock from the ocean floor and sculpted them with his
and russet-coloured ferns. The clefts between the hills are hands and breath into three towers, to pay respect to
filled with stunted trees and, at dawn, the silhouettes of their Blodeuwedd, Morrigu and Ceridwen, the different aspects of
branches curve like great antlers, piercing the lemon-coloured the goddess. When the towers were finished, the Tuatha De
sky. Hanging in the distant horizon, ever-present wisps of Danann, the children of Danu, pulled the city up from the
dark-grey clouds creep like thieves across the mountaintops, bottom of the sea using great chains forged by the fiery blood
their edges shadowy and saturated with impending rain. of dragons and tempered in the icy brine of the northem sea.
Although the snows thaw away by mid-spring, the altitude
keeps the temperature from getting hot enough to burn away Hundreds at a time, the Tuatha De Danann came to raise the
the fog. city. They pulled for months, their bare skins chafed raw by
the thick metal links gnawing into their backs and shoulders.
Finians of the southern highlands tend to make permanent Once the children of Danu had pulled the towers from the
settlements and most live there with their clans year round. depths they rolled them far up into the highlands on felled oak
The land is hilly and the rock-filled soil difficult to till. trees pushed by men and herds of oxen. They were erected at
However, there are a few lochs and streams and the fishing is dawn on Beltaine and the people arranged them as if they were
decent all year round. In smaller settlements, dark soil from three fingers making the Sign of Light.
the lowlands is sometimes carted in for planting heartier crops
such as potatoes, wheat and barley. From the stream banks, The walls were then carved with braided runes and enchanted
locals also collect the salmon that wash ashore after they have by witchery to make them impregnable against all enemies.
spawned, to use as fertilizer. The priestesses boiled bones and made a paste to seal the
mortar of the towers. Finally, one hundred oxen were
slaughtered and their blood was spilled down each side of the
CReation OF Finias three towers to bless them and give them strength. For each of
Like her sister cities, Finias was built in the time before the slaughtered oxen, one man and his family were chosen to
legends, during the ancient years which no mortal thoughts remain behind at the towers to keep watch over the northern
can recall. Finias was a gift to the Tuatha De Danann, from lands. These warriors were given title over the towers and
the Sea God Manannan Mac Lir. The God himself chose great surrounding hillocks and were to settle there as the new
protectorates against the fomorians. It is from these one a terrible chant that tore ravenously at the tower walls, greedily
hundred warriors that the present-day Finians descended. stripping them of the ancient sorcery that protected them.
Standing atop the highest battlement of Ceridwens tower,
Upon the rise of the moon, the towers and their inhabitants Queen Arias offered her own still beating heart to the goddess
were dedicated to the Goddess as her shield against those who if she would grant her a way to defeat the fomorians and save
would despoil and drain her lands. This celebration, known as her people.
the Ardai Tuir, is still held by the Finians in mid-spring.
Drawing upon the Queens hry, Ceridwen transformed Arias
As the years passed, the tribe grew, settling into the nearby the Flame-White into a terrible and murderous weapon, a sun
hummocks and down into the pastures of the lower hills. The spear whose thirst for blood was so insatiable that its blade
pastures, thick with clover, made excellent grazing grounds for must forever be kept in a cauldron of poppies in order to
highland cattle native to the surrounding lands. The cattle sedate it. The sun spear threw itself screaming from the
were plentiful and an average-size highland bull stood six feet towers ramparts and plummeted into King Gmmoachs throat,
at the shoulder. At first, the Finians hunted the huge shaggy slicing through his corpulent fleshy hide like a maggot moves
beasts for meat and hides but, over the years learned to through dung. In a second motion, the spear lifted the
domesticate them. While the beasts were stubborn, they were fomorians skewered corpse from the ground and flew back
not nearly as tenacious and obstinate as the Finians who prized towards the tower where it sunk its blade deep into the sea-
the creatures for their thick woolly coats, which were used to stone wall, crucifying Grumoach before his troops as his
make warm winter hides and for the long curled horns of the ichors drizzled slowly out of his carcass onto the crackling
bulls that they carved into various tools and items such as conflagration beneath.
spoons, sewing needles and jewellery.
After the siege of Grumoach, the Finians built a great wall
It was during the rule of Queen Arias the Flame-White, when around the three towers called Mur Na Laochra, which
the citys towers were almost tom from the ground and meant WarriorsWall. Still dwarfed by the staggering stature
sundered across the lands by a massive army of fomorians of the towers, the wall stood twenty feet high, forming a
under the leadership of King Grumoach. The Fomorian king protective circle around them. The wall was built from stones
drove his hordes of grotesque sea devils up to the very base of and wood bonded together by a concrete mortar mixed from
the three towers, slaughtering and laying waste to the sur- boiled bones, blood and lime. The Finians placed a gate in the
rounding lands, leaving them withered, barren and lifeless. wall in front of each of the towers. Each gate was made from
Those Finians lucky enough to enter into the great towers broad ash timbers shod with iron plates and they bound them
were spared their lives, only to watch the fiendish armies to the walls with stout iron hinges. Long spikes were
below roast the flesh of their kinsmen over their own burning pounded into both sides of the doors so warriors could mount
homes, gnawing them down to marrowless bone. When the the brain-balls of their enemies on the gates as a grisly but
evening came, King Gmmoach had his armies build huge uncontested representation of their status.
pyres around the base of each of the towers, demanding the
fire be bright enough to bake everyone within the walls. Then Within the confines of Mur Na Laochra, the tribesmen built
the fomorian king gave orders that the blood of every child his hundreds of small round crofts for their growing families and
devils could find be spilled upon his weirdstone and he began thus Finias began to expand into a full-fledged city. At first,
the Finians were strictly warriors and hunters with a few The city relies on the icy river as a pure source of water and
injured and old among them who would watch over cattle or the citizens sometimes collect ice chunks to fill the great
gather wild grains that grew in the meadows. The city and its reservoir they have dug within the city walls. To the north-
population increased and with its expansion came the need for west, behind the river, the mountains rise in terrible leering
supplemental food sources. Citizens became less reliant on shapes covered with snow and scarred ravines on which
large animals for sources of food due to the impracticality of nothing grows. Towering spires of rock splintering into the
keeping cattle inside the safety of the walls during sieges. sky, they change with the light from blue, to grey, to silver.
Instead, more tribesmen turned to jobs such as farming and
raising small animals such as chickens, sheep, pigs and goats. A few miles south east of the city is a short rise of hummocks
Citizens began to favour smaller domesticated animals over the once used as burial grounds. The hummocks surround a
larger highland cattle as sources of meat and wool because sizable loch called Loch Na Taibhsi which means Lake of
they were easier to pull inside Mur Na Laochra during enemy Ghosts. The loch is unfathomably deep and its smooth
attacks. Smaller domesticated animals proved a more reliable surface glistens as if it were poured from melted glass.
source of milk, meat, eggs and leather. They were also easier Knotted fringes of bright saffron weed cling to the smooth
to lead up and down the long road to the lower pastures. stones along the waters edge. Before each winter, the Finians
gather the weeds and spread them across the turnip fields to
In addition to making fair grazing lands, the moist black soil of help fertilize and replenish the soil. On the slopes of the
the lower pastures was also excellent for planting cabbages hummocks, the Finians have planted hundreds of mountain
and turnips, which the tribe readily used to supplement their ash to protect them should the spirits of the dead become
diet of salt pork, capons and goats milk. The Finians learned restless. During summers end, the loch catches the reflection
to storc vast stashes of turnips, barley, oats and wheat inside of rowanberries, red as blood, and becomes a glaring sheet of
the towers for times when they were threatened with siege and crimson.
starvation. In time, the city grew so self sufficient that it could
remain under siege for months and still survive the winter. To the south, a long road twists erratically through the sloping
There are more than a few tales of Finians waiting within their glens and into the lower valley. Once it reaches the pastures
city for the winters to starve would-be conquerors and then beneath, the road breaks off into a hundred smaller footpaths
rushing out of the walls to attack upon first snowfall. that quickly disappear into the wild woods and moors that
shadow the lowlands. Standing near the edge of the south
road, one can trace sun and shadow as it races over deep
gullies, deer forest, lochs and moors. Along the road towards
the lower pastures, ruins of old crofts sleep, sprays of briar
Ci-cy OF Finias. and fraoch chiselling through the crumbling stonework.
Finias is located in the eastern highlands several miles above Usually situated a few hundred feet back from the twisting
Albas seacoast. It is a grim location indeed. Sodden fog path, the ruins rest as grim reminders of what happens to those
clouds seeping up from the lowlands entwine with gnashing who fail to shelter themselves behind the citys walls when
frigid gales that come howling down from the ice sheets and invading hordes attack.
northern highlands. This causes the highlands surrounding
Finias to be blanketed by thick banks of heavy fog and an In the lower valleys, the rich black soil is covered with verdant
almost constant drizzle. As if by its own longing, the city blankets of red clover, moss and tall grasses such as wheat
seems to draw the rain to it and there is a common belief that it and barley. The abundant rains have helped keep the sur-
only pours so much on Finias because the stones in the tower rounding pastures moderately green and, when the Finians are
walls yearn to return to the sea. Colloquially, Finians refer to not suffering from fomorian attacks, the pastures are com-
their exceptional rains as the dram of spirits and oftcn regard monly used as grazing grounds for sheep, goats, pigs and
it as an excuse for their glumness. cattle.

The city itself sits on the natural foundation of a huge flat rock During the summer, many of the lower fields blossom with
hillside flanked by clusters of wild blue hills that slope clover and poppies that the Finians harvest to make especially
upwards forming steep precipices streaked with bright lines of hard liquors that make warriors crazy. However, it is the
tumbling salmon streams. Due north of the city, a crevasse poppy leaves that the Finians are most interested in, as they
known as thc Sea-Devils Jaws drops thousands of feet into contain the powerful opiates used to sedate the citys once
the eastern sea. Looking down from the lip of the ledge, the greatest treasure, the blazing Spear of Light.
tops of the clouds look like small white hills and the gulls
cries and sound of crashing waves creep hauntingly up the Another plant common to the region is heather or, as the
cliff face. Farther below along the rocky seacoast, wind- Finians call it, fraoch. Fraoch is a low growing plant with
whipped waves dash against crags and spires that claw forth wild tangles of slender branches covered with tiny needle-like
from the water like sculpted monsters. Flowing down from leaves. When it is in bloom, its tiny bell-shaped, blood-purple
the western highlands, a wide river spills into the Sea-Devils blossoms grow in long clusters called spikes. The Finians
Jaws. Late in the summer it carries huge chunks of ice down mostly gather dried fraoch for kindling, though a select few
from the mountains and sends them crashing thunderously also use it to make a beer, heather ale. The recipe for this is a
21
A

13

closely-guarded secret, passed down from father to son in a thousands of battles that, were they carved of weirdstones, the
few of the kins of the Mac Becht clan, for the ale is said to be amount of blood spilled upon them would be enough to lift all
the most pleasant brew in all of Tir Nan Og. As might be Tir Nan Og from the sea.
expected, little or none of it ever leaves Finias, let alone Alba.
Down through the centuries, the tower walls have had
Wood is not plentiful and is generally reserved for building or hundreds of carvers etch their work into the hard stone.
making weapons, tools and furniture. In the warmer months Thickly carved Celtic braids, glyphs, wards and ogham letters
peat moss and dung are fashioned into bricks that can be cover the walls. Everything from commissioned bas-reliefs
burned as fuel and are used both for heating and cooking. The meant to honour fallen heroes to family crests to small token
majority of available trees are durmast oak, yew, holly, hazel, carvings and signatures can be found running the full height of
ash, spruce and pine. the towers. Because of the constant rains and fogs, the towers
have a greenish-blue tint from large patches of lichen and
moss that have attached themselves to the deep mortar lines.
Although the walls are slippery from the moss and weather,
Finias is a huge and imposing fortress city built around the the numerous carvings make decent hand holds for climbing
base of three symmetrical towers, whose hulking stone walls (Climb, DC 18) and it is a popular but sometimes fatal pastime
are made from slabs of rock cut from the ocean floor. The for tribesmen to attempt to scale as far as they can up the walls
towers climb upwards to an approximate height of 260 ft. and and then carve in their initials.
the walls range in thickness from 10 to 20 ft. At ground level,
the each tower is 200 ft. by 200 ft. in area. Over the centuries The city is surrounded and protected by a massive and
the three towers of Finias have borne witness to so many gruesomely decorated wall called Mhr Na Laochra. The near
impregnable wall is 50ft. thick and made from chaotically
heaped piles of stone, logs and bodies of slain foes cemented
together with limewater and boiled bones. Atop the walls
battlements, the Finians have mounted great iron crucifixes
where they chain captured enemies so they might feed the
crows and bleed out onto the fortification to help harden the
walls. The lower exterior walls are heavily scarred from axes
and hurled stones, which the Finian builders have attempted to
repair by filling them with concrete made from fomorian
innards. There are three gates in the wall that lead into the city,
the south gate, the west gate and the northeast gate. Each of
these gates leads to the surrounding roads used by the citizens Among the tribes, the Finians have most developed the art of
to travel to different parts of their territories. metallurgy. Originally, iron was predominantly used to make
tools and weapons. Ploughs and scythe blades were com-
Most of the citys citizens live in single-storey thatched-roof monly fabricated farm tools, while swords, daggers and metal
crofts made from wood and stone. Clans build their houses tips for spears and javelins were popular among the warriors.
side by side, sometimes lining entire streets with crofts of a Occasionally, smiths produced larger items such as helmets,
single clan. Streets are usually named after the families that shields and armour but their use was generally disdained as
live on them. Each clan also owns a communal cooking house being cowardly among the elite fighters of the tribe. Over the
where food is stored, animals are slaughtered and meals are years, the reality of life under siege has begun to sway the
prepared. When the weather gets warmer or there is a special opinions of many warriors. Therefore, despite the traditional
festival, the food is prepared outside. In the city, the bulk of belief that metal armour is only worn by gutless cowards, it is
the citizens diets consist of bread, cheese and stews made gaining popularity among Finian noble warriors. Tribal
from cabbages and turnips supplemented with meat when it is warriors with little training are typically outfitted with nothing
more abundant. Capon, mutton and goat are popular meats, more than sturdy helms and wooden shields, while they arm
because smaller animals are easier to graze within the limited themselves with spears or short swords for close-quarter
space behind the city walls. Goat-hide and wool are also used fighting.
for making clothing. Great highland cows are also raised, but
they are more difficult to maintain in large numbers. Wealthier Finias is also noted for its bards and storytellers, responsible
noble clans sometimes raise highland cows for meat, but for bearing the citys long history. They often accompany their
commoners generally only use them for milk and dung fuel. tales with music played on goatskin bodhran drums, harps,
In the colder months of winter, owners of larger homes and trumpets.
sometimes bring their cows inside so their excess body heat
will help keep the huts warm. Finians also collect dried cow
dung to use for fuel for heating and cooking.
Inside the CorueRs
Throughout the towers, cold, checked-pattern marble floors
Although a favourite item on the plate, meat has been a wholly are set in deep greens and pale greys. The walls are mostly
unreliable food source for the tribe. The large highland cows made from mortared blocks of granite, reinforced with burly
cannot be raised inside the city walls and other small grazing durmast oak or iron-hard yew timbers. Huge beams sus-
animals such as goats, pigs and sheep, quickly run out of food pended between the block walls and 20 ft.tall marble columns
and starve if they are forced to remain behind the city walls for bear the tremendous weight of the thick stone ceilings that rest
extended periods of time. Instead, the Finians have become above them. Throughout the towers, hundreds of broad flat
more of an agrarian society, planting sturdier vegetation such stairways climb over and through elaborately twisted arches
as kale, cabbage and turnips. On many of the great towers flanked by stout stone pillars twisted with white mineral veins.
upper balconies, the tribe keeps huge gardens, which they use
to supplement the tribes other food sources in times of In the upper areas of the towers, most of the walls have been
emergency. These gardens are under the care of an elite guard plastered smooth to keep the cold air from creeping through
known as rationers. The penalties for attempting to bribe a the cracks. A good portion of the plastered walls also have
rationer (or for rationers accepting bribes) in times of famine detailed trim or are painted with rough angular shapes in
are incredibly brutal, because anyone who would do so is repeating patterns of interlocking triangles and twisted circular
considered to be depriving the tribe of food. If convicted of knots.
such a crime, the offender must provide the entire tribe with
food, which means either that he will be roasted and eaten or From the shoulder-high stone ramparts atop the towers, one
his blood will be spilt in the gardens to help them grow. can only see as far as the fog will permit. Above the ramparts,
the Finians have built thick wooden battlements from which
they hurl spears down upon their enemies like the Goddess
hurls the rains in the spring.
23

The Finians are currently ruled by King Gann, an irascible Languages: Gann cannot read.
middle-aged Celt left slightly dim-witted from a thump in the
head from the great club of a bull-headed fomorian. Possessions: Breast Plate, Spear

Still, he has a reputation as a skilled warrior and his fellow


tribesmen do their best to encourage him to lose his temper in Skatha
order to keep their king in the best possible fighting condition. Skatha is a small isolated region in northern Alba named after
He is quite popular among his people for he is viciously a formidable warrior-woman that presides over the most
enthusiastic about keeping them free and independent. Gann infamous military academy of all Tir Nan Og. Though it is
is frequently counselled by his younger brother Genann who, located in the within Finian borders, it remains entirely
much to the disappointment of his fellow tribesmen, is prone independent.
to fits of logic and reason. He is ever present at council
meetings regarding foreign diplomacy and, unlike his brother, Scathach will train anyone who is able to reach the fortress but
can read. Genann, for all his flaws, is still a typical Finian and all who train here must pay her fee. This will vary from
remains fiercely loyal to both his brother and his tribe. student to student and almost never consists of money. The
student is more likely to be told to slay one of the warrior-
King Gann womans enemies, or acquire a particular weapon for her, or
find some rare herbs that Cullogh needs to assist in forging
Male Human Noble Warrior 15: Medium-sized humanoid
magical spears. Once the initial fee is paid - and it will always
(H 58, W 160 lbs.), HD 15d10+60; hp 142; Init +4 (Dex);
be a serious challenge for the student - Scathach will train him
Spd 30 ft.; AC 17 (+2 Dex*, +5 breast plate); Attacks +20/
for the rest of his life, if he so wishes.
+15/+10 melee or+19/+14/+9 ranged (ld8+4 ranged or ld8+5
melee, spear ); SA Tribe (Finian); Magic Attack Bonus +3;
SV Fort +13, Ref: +9, Will +7; Str 20, Dex 18, Con 18, Int
13, Wis 15, Cha 13; Enech 22.
Training at the academy comprises a series of rigorous tests.
Those who survive become some of the most feared and
deadly warriors in the world. Students learn such martial feats
1
as the salmon leap and are taught the mastery ofher most
Skills and Feats: Climb +11, Intimidate +11, Jump +13,
infamously deadly weapon, the gae bolga. Warriors trained
Listen +7, Ride +12, Search +4, Spot +7, Swim +lo; Dodge,
from a young age at Scathach are considered noble warriors
Far Shot, Monster Slayer, Improved Critical (spear), Im-
and get the usual Tribe benefits on returning to their home
proved Bull Rush, Improved Disarm, Iron Will, Mobility,
tribe to complete their training. Scathach is also willing to
Point Blank Shot, Precise Shot, Power Attack, Run, Shot on
train tribal warriors or indeed anyone else who can make it
the Run, Spear Catching, Weapon Specialization (spear)
there alive. For more experienced warriors of any sort, she
can teach her academy fighting style see below.
-

Ban-righinn Scathach
Female Human, Noble Warrior 20: Medium-sized human-
oid (H 511, W 158 Ibs.), HD 20d10+50; hp 173; Init +4
(Dex); Spd 30 ft.; AC 17 (+2 Dex*, +5 breast plate); Attacks
+27/+22/+17/+12 melee or +29/+24/+19/+14 ranged (ld8+8
melee or 1 d8+6 ranged, enchanted gae bolga); SA Tribe
(Finian: +4 to saves vs. environmental hazards); Magic Attack
Bonus +4; SV Fort +15, Ref: +11, Will +7; Str 16, Dex 20,
Con 16, Int 15, Wis 15, Cha 17

Skills and Feats: Climb +13, Divination + I 6, Intimidate +23,


Jump +8, Listen +7, Perform +6, Ride +IO, Spot +12, Swim
+lo, Wilderness Lore +12; Dodge, Improved Critical (gae
bolga), Far Shot, Weapon Focus (gae bolga), Piles of Car- Spearrach Carden Fighting Style
casses, Improved Disarm, Exotic Weapon Proficiency (gae Literally meaning a thicket of spears, Spearrach Carden is
bolga), Mobility, Point Blank Shot, Precise Shot, Power Scathachs name for the academy fighting style she teaches.
Attack, Ritual Sacrifice, Run, Spear Foot, Salmon Leap,
Salmon Leap Attack, Sundered Heads, Shot on the Run, Spear
Catching, Sorcerers Bane, Weapon Specialization (gae bolga) Style Restrictions
Required Weapon: Gae bolga
Possessions: Breast plate, enchanted gae bdgu (Scathachs Required Armour: Light, medium, or none
gae bolga has been enchanted to grant her, and only her, a +3
enhancement bonus to both her attack and damage rolls. In Prerequisites
addition, anyone one besides Scathach who attempts to wield Base Attack Bonus: +5 or higher
the weapon must first make a Will save (DC 20) or the Equipment: Gae bolga
weapon suffers a -1 0 enhancement penalty to both attack and Feats: Exotic Weapon Proficiency (gae bolga), Weapon Focus
damage rolls. Furthermore, if the attempting wielder is a man, (gae bolga), Improved Critical (gae bolga), Point Blank Shot
he must also make a successful Fortitude save (DC 13) or be
slain instantly.)
Initiate
Scathach is an imposing woman to look upon. She is tall and Bitter Wounds
athletically muscular with raven black hair and pale skin. Her Warriors studying the Spearrach Carden fighting style leam
eyes seem to glow like embers and a fine scar that runs the extraordinarily precise control of their gae bolga, twisting the
length her right cheek. She wears leather armour, a bronze barbs to make their opponents wound bigger without getting
breast plate and a golden throat torc. At no time is she ever the weapon stuck in the wound.
encountered without her gae bolga. A fierce warrior, she does
not teach quarter or mercy and her judgement is swift and Benefit: Any time you do a melee hit with your gae bolga
terrible. which inflicts 4 or more damage (including Strength bonuses
and other modifiers), rather than having the gae bolga stick in
the wound you may at your option choose to twist the weapon
out ofthe wound as a free action. This inflicts a further ld4
damage.

The Spearrach Carden Fighting Style


Level of
Ability Title Bonus Training Time
1 Initiate Bitter Wounds 1 month
2 Shadow Spcar Scuthas Strike 2 months
3 Fearsome Spear Warriors Salute 4 months
1 Implacable Spear Light 01 Foresight 6 months
5 Spears upon Spears One Against An Army 1 year
LOOK WARPEU L I K E

IYEY WERE TAUGHT p3


THROW P ~ ~ ~ H L U, M ,
A CONCRETE BALL MADE
FROM THE BRAINSOF
DEAD ENEMIEBMIXEV

LEAPING THEIR OWN


HEIGHT ,THE CHARIOT
FEAr - R U N N I N G ALONG

Shadow Spear and penalties last for 3 rounds + your Charisma modifier
(minimum 1 round).
Scathach's Strike
Scathach literally means 'of the shadows', at least in one
interpretation. She teaches her students how to inflict Implacable Spear
maximum damage from a position of hiding, wielding the gat Light of Foresight
bolga. Scathach's gift of prophecy grants her most highly trained
Prerequisites: Hide 4 ranks or higher, base attack bonus +8 students incredible accuracy.
or higher. Prerequisites: Divination 8 ranks or higher, base attack
Benefit: Any attack you make with the gae bolga in a surpriqp bonus +14 or higher.
round inflicts +2d6 damage. This damage bonus is not Benefit: As a full-round action and at a cost of 1 EP, you may
affected by doubling from critical hits or other sources and acquire a +20 insight bonus on your next attack with the gae
does not affect creatures that are immune to critical hits. bolga, which must be made the following round.

Fearsome Spear Spears upon Spears


Warrior's Salute One Against An Army
Another interpretation of the name Scathach is 'the feared The very best of Scathach's students seem to be able to turn
one'. This salute renders your followers fearless and your one gae bolga into the forest of spears that give this style its
enemies fearful. name, taking on an entire army.
Prerequisites: Intimidate 6 ranks or higher, Leadership, base Prerequisites: Sundered Heads, Piles of Carcasses, Mobility,
attack bonus +11 or higher. base attack bonus +17 or higher.
Benefit: As a full-round action and at the cost of 4 EP, you Benefit: As a full-round action, you may move at any speed
may raise your gae bolga above your head in a warrior's up to your full running speed either through or around an
salute. This grants all your followers and cohort a +1 morale opposing force. You make one attack at your full attack bonus
bonus to all attack rolls, damage rolls and saving throws. Any against each opponent you come within 10 ft. of during the
of your enemies within 30 ft. must make Will saving throws round, instead of making your normal attacks.
(DC set by your magic attack roll) or suffer a -1 penalty to all
attack rolls, damage rolls and saving throws. These bonuses
as the Plain of Ill Luck. It takes travellers three full days to
cross the plain on foot, during which time they are plagued
with dark rain clouds that seemingly follow them. Three times
per day without fail, a raven swoops overhead of any travel-
lers attempting to traverse the plain. The raven is an omen
and, immediately following his appearance, all travellers must
make a Will save (DC 12) or they are stricken with ill-luck.
Choose one or more of the following circumstances to
determine the ill-luck
1. The characters food or water supply is mysteriously
exhausted.
2. The character suddenly trips (no save) and breaks a piece of
equipment.
3. The characters beast of burden (or the character) becomes
ill and needs a days rest.
4. The character gets huge blisters that hamper his movement
by -loft and Reflex saves by -2. They can be treated effec-
tively with a Heal skill check (DC 15). The blisters go away
as soon as he exits the plain.
5 . The character gets an irritant in his eye causing him to apply
a -2 circumstance modifier to all attack and initiative rolls, and
to all Spot and Search checks. The irritation goes away as
soon as he exits the plain.
6. The character loses his sense of direction, and firmly
believes he is travelling in the exact opposite direction of
whichever way he intends travelling.

Encircling the plain is a dense forest called the Blackwood,


which hides the castle from normal sight. The woods are
home to hundreds of aggressively hostile beasts. It takes a full
day to travel through the Blackwood on foot, during which
time travellers can expect to encounter an antagonistic attack
from a forest creature (a bear, a boar, or some other ravenous
beast) about once per hour.

DunScathach is built upon a massive rock with precipitous


sides. Seven ramparts encircle the castle and its iron palisades
drop into a deep pit full of thousands of magically-created
snakes and beaked toads. A small trail winding up to the
castle leads to a partly natural causeway, which forms a bridge
h-&drhach over a gully in the stone. Beyond the bridge is the single
entrance to DunScathach. Falling into the moat does 2d6 hit
The academy itself is located in a fortress deep within the points of damage, but the magical beasts that live with in it
warrior-queens domains called DunScathach. As legend has
devour all living creatures at the rate of 2d20 hp per round.
it, DunScathach was fashioned by a witch who used her
While the magical creatures in the moat can be attacked, their
potent chants to shape earth to her will. For one full night, she numbers are overwhelming and as soon as one is destroyed,
sang her incantations and slowly the castle grew up from the
another appears.
rock, tower and turrets crowned. By the time morning dew
fell on the following day, DunScathach was finished.
DunScathach can only be reached by crossing a single
causeway, which is known as the Bridge of Leaps. The
SuRRounding Lands causeway is enchanted and, unless its command word is first
spoken, the bridge buckles and throws off any creatures that
For the most part, the lands surrounding the academy are fail to cross it in two strides. In order to cross the bridge, a
typical of northern Alba. The highland is bordered by character must make (at most) two successive Jump skill
mountains swathed in mists and dimpled with lochs. As one checks to span its distance. The bridge is 30 ft. long. Should
draws nearer to DunScathach, the terrain shifts, becoming a character fail his first Jump check, he can make a Reflex save
more difficult to travel upon, as if it were infused by witchery. (DC 20) to attempt to land back where he came from but,
This region comprises two challenging but distinct territories. should a character fail the second Jump check, he is pitched
The fortress rests in the centre of a large empty pasture known into the moat. Anv character who fails the save is also pitched

-- ,-
w
into the moat Creatures attempting to cross the bridge by the centre of the catacombs is a 2%. radius pool of boiling
running or walking must make a successful Reflex save (DC sulphur. Scathach holds wrestling matches and other physical I
20) or they too are pitched into the moat A successful save competitions on a wooden plank she suspends over the
indicates the creature is hurled backwards and lands uncer- sulphur pool and its scalding bums are so painful that those
emoniously from whence he came who fall in often beg to be slain out of mercy.

Beneath the castle is a massive cavern of twisted catacombs Direct exposure to the sulphur (such as falling in the pit)
more than a thousand years old. The caverns cover almost causes 2d6 hit points of heat damage per round. Additionally,
three square miles. The caverns are lit by enchanted iron the character must make a Fortitude save with a DC that
torches that magically ignite whenever a warm-blooded increases each round of exposure (DC 1 O+ cumulative
creature, small size or larger passes within 30ft. of them. damage suffered) or become scarred from the horrible bums.
Removing a torch from the wall requires a Strength check (DC Failure causes the character to suffer 1 point of permanent
20) but, once the torch is removed, it loses its powers and Charisma damages per round of exposure.
ceases to function. Scathach uses the caverns to train her
students in the arts of close-quarter fighting, blind-fighting and Treating wounds caused by direct exposure to the sulphur
stealth. requires a Heal skill check (DC 15 + the number of rounds the
victim was exposed). Successful treatment reduces the
The caverns are warm (approximately 75" f.) and the thick, Charisma loss one-half.
moist air taints everything with a clinging sulphuric scent. In

i i

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T
here is a shine, a polish to the Fir Domain, unlike the heroes always. Their approach is seldom personal and,
wild ways of the other tribes. Some claim the tribal though warp spasm is not unknown among them, most prefer
name translates as The Lordly Men, or The Sons of to keep their heads. War-like and ferocious, the war leaders of
Chieftains, meaning the descendants of the Kings of Atlantis. the Fir Domain prefer practical victories to glorious defeats.
Others say that when Atlantis fell under the dominion of the Tales of valiant last stands do not impress them at all; they like
Cyth, many humans were forced to work the mines for their to win! Theirs is an ability to fight not only bravely but with
masters, and the name Fir Domain comes from the old Celtic great strategy. Now and then the Fir Domain lose battles. It is
phrase Fir Doim-nigim, meaning; The men who deepened seldom, very seldom, that they lose wars.
the earth.

Whatever their origins, the Fir Domain have a reputation for


civility and sophistication. Their wisdom is not only in
counsel. The Sessair may enter battle counting on strength, the Southern Albion is the home of the Fir Domain, and the city of
Falians depending upon their dark magics and the Finians on Gorias is their capital. Thus has it been since the Doom of
their ability to endure, but the Fir Domain fight using that most Atlantis brought their forefathers to this most lush and green
unlikely of Celtic weapons; a plan. of kingdoms. Ironically for such a beautiful country, the Fir
Domain have organised it into somewhat prosaically named
regions:
Che G i b e OF she The Heartlands: The central territory ofAlbion, a green
rolling country of endless woods and tilled fields, containing
the settlement of Oxford, Durrington Seminary and the great
forest of Broceliande (Brochelliande).
Many have judged the refined, almost urbane, attitudes of the
The Northern March: Great grey cliffs overhang the moors
Fir Domain as a sign of softness. Nothing could be further
and dales on this, the desolate border with the Finians. Main
from the truth. The Fir Domain are known as the Tribe of the
settlements on the Northern March include Yboras to the
Growling Shields because of their terrifying war cry. When
North East and Uskafell to the North West.
the tribes warriors approach battle, each of them snarls or
The Eastern March: Where Albion meets the Midgard
growls into the metal bowls of their shields and, as the roar
border in the East, the land turns to fenland. Even as the trees
swells by echo to fill the air, the Fir Domain walk with deadly
grow they begin to rot in the waterlogged soil and many
deliberation towards their enemies. They never charge,
careless travellers have been known to lose their lives in the
regarding it as a sign of cracking nerves. They would say such
deep marshes. The city of Wroxeter stands here, first line of
a weakness is only to be expected among the other clans but
defence against the marauding berserkers. At the western edge
can never be forgiven among themselves.
of the March, close to the Heartlands, lies the great city of
Gorias, the Fir Domain capital.
The shield of a warrior of the Fir Domain is his most prized
Belerion (Belerion): The utmost south and south west of
possession. When adulthood is reached, he will be given his
Albion, where ancient burial mounds lie undisturbed and the
own shield by the greatest warrior in his family. When the
sky itself reflects the extraordinary the Temple of Glastonbury.
druids bless him, they will smear his blood on the shield so
that it sings his song with pride. When he weds, his bride
will be the one who arms him with it for war. When he kills,
the blood of his foes will be poured upon it to feed its battle-
Che Roads OF ACbion
hungry spirit. And when he dies, it is upon his own shield The Kingdom of the Fir Domain is divided in a unique way,
that he will be brought home. Great is the sadness if a shield due to an invention of their predecessors in Albion, the race of
is destroyed but this is nothing compared with the shame of a giants known as the Titans. When the Fir Domain first came
warrior who has lost his shield to a stronger foe. Under these to Albion, they discovered four great causeways traversing the
circumstances, the warrior can return to the tribe only when he land. Simple in themselves, these roads were wide routes of
has regained both honour and vengeance. Nothing else will grassless earth, marked out by heaped piles of small stones,
recover his status among the Fir Domain. called cairns. Although all of Tir Nan Og is covered by long
straight roads, known as the old straight tracks, the roads of
Personal honour apart, most Fir Domain do not think of Albion are the widest and oldest. They make movement to
fighting in emotional terms. Heroes they can be, but practical and from settlements considerably easier and some regard
them as proof of the race of giants once had the powers of
invention and engineering. The druids claim that by the time The Ermawn called also the Wyrmweay: The Ermawn
the Fir Domain found the roads, they had fallen into disrepair, crosses from Uskafell on the west side of the Northern March,
long neglected by a people whose minds were sunk to the through Yboras, to Wroxeter in the southern part of the
level of beasts. It was the Fir Domain who cleared the old Eastern March. It is called the wyrmweay, because of the old
walkways and now use them but it was the Titans who named tradition that great earth lizards and even occasionally dragons
them, in a language with meanings forgotten long ago. have been seen along its route. Towards Wroxeter, it passes
through the perilous wilderness of Fiain Creatrach, on the
The Fossweay: The oldest of the roads, the Fossweay border of the titan lands.
reaches from Yboras on the east side of the Northern March,
to Oxford in the west of the Heartlands. The Fossweay dips in The Watlan also called the Scarpath: This causeway
and out through parts of Broceliande the Great Wood. Here, begins in Gorias and goes on beyond Wroxeter ending,
the trees grow thick on either side of the causeway, local originally, on the Midgard border. The Watlan earned its
settlements fearing to anger the spirits of the wood by clearing nickname The Scarpath because there were so many
them. As a result, certain parts of the Fossweay are famous as incursions along this road from Midgard, towards Gorias, that
bandit territory and, in the depths of the woods, stranger dwellers here jokingly identified themselves by the many scars
creatures are thought to lurk. sustained over years of continuing warfare with the Norse-
men. The Scarpaths usefulness is offset by the way it has
The Ilkneld, called also the Westweay: The Westweay provided berserker armies with an easy route to the capital, so
crosses from Gorias down to Belerion in the southwest. It, where the causeway meets the March it has been deliberately
too, crosses the outskirts of the Great Forest. Called the replanted and flooded into the fens.
Westweay for the simple reason that, of all the roads, this one
goes furthest west, it is the nearest of the great roads to
fen clans comes from the power of black beer in their bellies,
others suggest their readiness to die in battle comes from a
Taverns cannot be called a great part of life among the Tribes desperate desire never to touch the stuff again Roadside
of Danu, for most eat and drink in their own homes, or the taverns often brew their own ale with great pride but, in order
homes of their friends and kinsmen. Taverns first sprang up to taste many different varieties of alcohol, there is nowhere
in Albion in response to the growth in use of the four roads. better to go than the capital ofAlbion itself, Gorias
These brought traffic to and from the great settlements and,
though a wanderer in the wilds inevitably expects to spend
some nights under the stars, it is not surprising many mer- C;ORiAS
chants will pay well to sleep in a protected place, with food,
drink and stabling. So the inns of Albion have flourished on
the roads and, later, in the bigger settlements. Taverns are not
Beginnings
difficult to distinguish, they stand within a compound of Of the four great cities of the Children of Danu, Gorias in the
outbuildings and barns and are large - oval rather than round Heartland of the Fir Domain is considered to be the most
shaped houses, usually built of mud and thatch, with a magnificent and the Fir Domain are rightly proud of it. Gorias
hanging sign over the front entrance. The sign will have a is built on a huge stepped hill, all the more incredible for being
picture on it to identify the inn and give it a name. The most man-made.
primitive inns are simple buildings with straw and furs on the
floor and a fire in the centre on which food can be cooked, the Albion was a prize hard won by the ancestors of the Fir
smoke rising through a hole in the ceiling. Drink is generally Domain. Fleeing from Atlantis, they came to a land so green
brought in from an outbuilding where barrels are kept. The and rich they had to make it their own and, for that, the local
guests will sleep here, protected by the landlords clansmen, or tribes had to be conquered. This was not easy. Albion was
even warriors bartering a nights protection for supper and the land of the Titans. Long and bitter were the wars fought
supplies. between the giants and the newcomers, and in the beginning it
did not go well for the Fir Domain. They had left Atlantis
In cities such as Gorias and Yboras, the taverns are much with little metal. Their new land was wealthy in wood which,
more sophisticated, the kitchens and barrels at the back, a large though it gave them shelter and fuel, could not help them win
eating area at the front complete with tables and benches, and their war; staves and clubs were of little use against the Titans.
individual rooms for guests according to what they are So, the Fir Domain made alliances with a people far below the
prepared to pay. The arts of brewing and distilling are very notice of the giants. The dwarves of Albion have never been
popular across Albion. Areas have their specialities; the meads greatly regarded, but their presence in Albion is very old and,

I
and ciders of Oxford are well known, and the hop-fields of the in return for peace and prosperity, they agreed to help the new
Eastern March are responsible for many types of ale, including invaders in the search for metal. The dwarves and the Fir
one muddy looking beverage called Black Beer. Traditionally Domain had at least something in common. Both were
concocted to wash away the taste of bog-eel, Black Beer has a familiar with the knowledge of mining.
reputation for potency. Some say the renowned ferocity of the

SP .
IF-
m --=-m F

I:

As part of their peace pact, the dwarves ceded the caverns of enough to stand secure, it was also honeycombed with caves.
Gorias to the Fir Domain, glittering with a thousand different These were at least as warm as roundhouses and, which could
gems and ores. Some say the astounding generosity of the be hollowed out to the size of mansions, though this remains
dwarves was persuaded out of them, at the points of many an option only for the very rich. Thus, the Fir Domain live in
swords. Certainly, Gorias was an astonishing gift, if gift it the stepped walls of the city looking out over the plains below.
was. The Fir Domain and dwarves quarried the land vigor- Doors and light holes are adorned with wooden, or more
ously, metal was forced out of the earth at an astonishing rate popularly, metal carvings and spear points, shops announce
and hammers began to rise and fall in the forges, creating their wares with prettily painted hanging signs, essential for a
swords, helms, breastplates and even the metal bowls found population without literacy. The effect when the sun shines is
on the famous growling shields. Armed with metal and with dazzling, and on a moonlit night, Gorias threatens to out-
numbers, the humans quickly gained the advantage, for the twinkle the stars themselves.
Titans were never a plentiful people. Unlike humans, they did
not breed quickly; when one fell, there were few to replace There are two great walls in Gorias, both thick stone, strongly
him. Druids claim that even then the intellect of the Titans was gated and guarded by a high concentration of warriors. One
crumbling and, when the Titans began to first lose ground and wall stands around the top tier, where the king and his kin live,
then retreat, their fate was sealed, their doom inevitable. guarded by those warriors who have proven themselves,
gained suitable status, and live with their families close to the
royal enclosure. The other is around the very bottom of the
hill. There are four gates, one on each side of the ground wall.
Gorias may have started life as an underground mining The warriors here guard against invasion from outside and are
settlement, but this would not do for the bold and the brave also expected to guard the main lower wall, its gates and
among the Fir Domain, especially not once the Titans had environs, check those coming into and out of the city and carry
ceased to be a major threat. Gorias was to be a city of out somewhat arbitrary policing of the other tiers. Food and
grandeur, a testimony to the greatness of its people. So, once access to the mines can be gained at this level, so a siege on
again, they dug deep, adding to the already extensive caverns. Gorias could prove successful very quickly if the enemy won
The stone and earth quarried upwards was used as scaffolding control of the first tier.
to structure an enormous artificial hill with wide stepped sides.
Water from deep beneath the earth was sucked up through The tiers of Gorias are divided into seven. Below ground are
huge pipes to create clear fountains for every tier. The druids the caverns and the now greatly depleted Gorian mines. These
oversaw the creation of a great chalk road winding round the do not count as a tier.
hill to connect each step and reach both top and bottom, calling
it, The Serpent. This path was created partly to make travel The mining community of Gorias lives on its first tier, 1
up and down the hill easy, and partly to flatter and appease the alongside its small community of dwarves and livestock
Earth Goddess for the Fir Domains voracious appetite in keepers, who let their beasts loose on the plains around the
digging up her treasures. city. The other important occupiers of this tier are those
warriors who wish to live in groups of fighters rather than
Over and through these huge steps of rock was laid clay and among their family members. They form an army in instant
turf. The Fir Domain discovered there was no need to build readiness when the need arises.
roundhouses for, while the structure of the hill was strong

I
:4Y
On the second tier, the citys forges and smithies are grouped Artisans and ordinary traders tend also to share these first four
together. Here, iron, silver and gold are extracted from rock, tiers. On the higher three live those who have money, magic,
and metal alloys are created. Though the primary work here is learning or esteem. Generally, the higher up the hill a Gorian
smelting, most of the blacksmiths on the second tier can create lives, the more status they have, though this is by no means
cheap workaday tools and weapons upon their anvils. Should always the case. The chieftain and his clan, his advisors,
a more elegant or specialised weapon be needed, second tier hangers on and the great heroes of the city are usually the only
blacksmiths can provide one with the smelted metal to take up ones welcome on the top tier, which is also the only part of the
to the third or fourth tier. city with free-standing roundhouses and mead halls, inevitably
of great magnificence.
On the third tier, armourers and smiths make items such as
weapons, shields and helmets, many specialising in cold-
forging. On the fourth, gem-cutters and wonder-smiths
fashion necklaces, rings, torcs and other things of great beauty.
Che people Che king
Gorias is a flourishing city. The Fir Domain have found ample King Osdann is a corpulent but physically-powerful man, with
resources for creating weapons, armour, clothing and all a perpetual expression of brooding malice. He is said to be
manner of practical engineering, enhancing the quality of life invulnerable to all injury, with his wounds closing up as soon
for the city folk, building trade links beyond Gorias and, of as he receives them. This is the result of a spell laid upon him
course, making the Fir Domain look most impressive! nearly twenty years ago by his grandmother, who wished to
keep him safe when he, as a young fit warrior, went off to
As among all the tribes, adornment is very important to the Fir fight the fomorians. The wording of the spell was as follows,
Domain. Across Tir Nan Og, tattoos are used to commemo- 'Until you see my face again, no spear or other weapon, no
rate feats and status, totem beasts and magical symbols. pitfall or other hazard, no curse or other spell, no wild cat or
Among the Fir Domain, tattoos, while still worn with pride, other beast may kill you.' On hearing the charm spoken, he
are a secondary status symbol to the wearing ofjewellery. drew his sword and cut off his grandmother's head at once,
Gorian breastplates and torcs, earrings and head-dresses are ordering two of his followers to take the head far away into
easy to recognise for their designs are complex and beautiful Broceliande and bury it. Ever-cautious, Osdann even slew
as well as remarkably expensive. those two when they rejoined him later in the war with the
fomor. He acquitted himself extremely well in that war, his
The growth of Gorias in size and power delights its clansfolk, natural strength and battle prowess working well with his
who consider themselves the first and finest of Danu's tribes. newfound invulnerability. On his return he slew the King and
The people sparkle with jewels, the fortress walls glitter with any who opposed him, forcing the tribal council and druids to
spear points. Truly, Gorias is the glory of the Fir Domain and, name him King. Since then he has ruled as tyrannically as
perhaps, its weakness also. Some claim that in plundering the might be expected for a usurper, refusing to go into the earth at
earth for metals and cutting down the woods to make room for the end of his reign and conquering a great deal of territory
an ever-growing city, the Fir Domain inherit from Atlantis old from the other tribes.
and corrupt memories. Perhaps they forget their past and their
Goddess, a mistake they will make to their cost. King Osdann
c
Male Human Noble Warrior 12: Medium-sized humanoid
Whether that is true or not, there is one very practical problem (H 6', W 320 Ibs.), HD 12d10+12; hp 78; Init +6 (+2 Dex,
i'
I
arising from the expansion of the city. Farmers are few among +4 Improved Initiative); Spd 30 ft.; AC 9 (-1 Dex); Attacks 2
the Fir Domain, for there seems little point in milking cows +18/+13/+8 melee or +14/+9/+4 ranged (2d8+8, great-axe, or
k

when glory is to be won on the battlefield, or guarding the city ld6+4, javelin); SA Tribe (Fir Domain); Magic Attack Bonus
that shines. Here lies the reason for the Fir Domain's love of +3; SV Fort +9, Ref +6, Will +5; Str 19, Dex 15, Con 12, Int
warring with the other tribes of the Earth Goddess. They 15, Wis 12, Cha 7; Enech 9.
could buy cattle and grain but other tribes, seeing their need,
charge extortionate prices so, rather than pay, the Fir Domain Skills and Feats: Bluff +12, Intimidate +15*, Listen +15,
will saddle up and raid. It is a good excuse but nobody Move Silently +9, Ride +7, Sense Motive +16; Exotic
believes it. The truth is the Fir Domain fight better than they Weapon Proficiency (great-axe), Improved Critical (great-axe),
farm. They raid because they can, because they always have, Weapon Focus (great-axe), Weapon Specialisation (great-axe),
and because they enjoy it. Skill Focus (Intimidate), Leadership, Power Attack, Cleave,

r
Great Cleave, Sundered Heads, Piles of Carcasses, Improved
Initiative, Improved Bull Rush.
The place where the oxen could cross the ford was the first,
Possessions: Masterwork iron great-axe, named Orc-jaw; and is still the most popular, market settlement for traders in
three masterwork javelins; masterwork iron dagger; gold neck- livestock and grain. The roundhouses here are made from a
torc; gold arm jewellery. curious umber clay. Reeds are popular for roof thatching and
floor strewing, to perfume the house and keep away insects.
Knowledge of herbs and potions is common in Oxford and
many more people here read Ogham than is usual. Oxford has
No man can claim to know Albion if he does not know the orchards, bee farms and, of more interest to the average
Heartlands. Here, at the centre ofAlbion, the land becomes a adventurer, fine brewers. The settlement has long outgrown
patchwork of hills and fields, forests and rivers. Its sense of its early stockades and, in an attempt not to offend the power
harmony has often been illusory. Defensive measures have of the sacred groves, a wall of stone rather than wood has
always been part of village life, whether it be from other tribes, been built around the town. It is well needed, for the woods
or other clans with grudges. Every settlement proclaims its give easy cover for foes. Even gentle Oxford has been
patron deity with a giant chalk figure cut into the turf nearby. attacked in its time, and even these calm walls have born the
Some villages have Lug the God of Light, his sword in hand, heads of defeated enemies on sharpened stakes as warning.
towering over the dales in chalk outline. Others have dragons
carved into their hills as protective forces. The most common
figure to be seen is that of a great white horse, favoured
symbol among the Fir Domain, of the Goddess as giver of
peace and plenty. che u o o d s
Across the Heartlands well-tended orchards and ancient
Heartland settlements follow a very traditional lay-out. woods grow side by side and it is said that a squirrel can pass
Roundhouses of mud and thatch are surrounded by a wooden from Ursafel to Oxford without touching the ground. Here
stockade which, in turn is surrounded by a deep ditch. Getting stands the oldest of the forests of Tir Nan Og, Broceliande the
out often entails the use of an easily drawn up wooden Mighty. Broceliande exemplifies the riddle ofAlbion; it is old,
platform. The ditch is mainly for defensive purposes and, can it seems friendly, it has supplied fuel, food and shelter to many
be particularly useful against raiders on horseback who, on of the tribesfolk. Conversely, it has never been properly
leaping the ditch, are particularly vulnerable to axe or spear mapped, hides many fearful creatures in its depths and is
attacks from beneath. Such attacks are often effective, if thought to exact unpleasant vengeance upon those who misuse
suicidal. its generosity. Some druids enter the woods to learn of its
power, to understand it. Many are never seen again and those

C'
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35
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who do return are inevitably changed beyond recognition. Durrington prefers study to begin early, 'before the child has
Broceliande's reputation has not stopped the Fir Domain from learnt to believe in limits', and most students enrol at an age no
deforesting where they feel they have to but, in an attempt to older than six or seven. Usually the pupils are children whose
appease the sacred trees, an annual celebration of the generos- special talents have already been noticed among their tribes.
ity o f the Forest is held all over Albion. It is called 'The Battle Often chieftains and druids bring their children to Durrington
of The Woods', and consists of fighters taking on the champi- in the hope of discovering hidden abilities in their offspring
onship of individual trees, i.e. the Oak Knight, The Ash- which will help them to become, if not mighty druids, at least
Warrior etc. These battle it out and the winner is crowned the great councillors or bards.
Green King. He is then married to a woman chosen to be the
Goddess' representative, the Flower Queen, and the two are Durrington stands in a very ancient part of Broceliande,
crowned with may-blossoms. They swear to serve the wood among groves of sacred trees. These groves are where lessons
for the rest of the year. Whether or not this pleases the wood take place, though they also occur in the Great Hall, a wood-
is unknown but it is certainly very popular among the Fir built roundhouse of impressive dimensions. The Durrington
Domain. Druids live in the Great Hall. The students sleep in smaller
roundhouses dotted throughout the grounds of the Seminary.
Some even live in tree huts, a recent and surprisingly success-
ful innovation.

'At Durrington we never need to discriminate between About 15 miles to the north of Durrington is Silbury Hill, onr;
pupils. Frankly, they're all horrible.. .' of several great sacred sites in a complex around the small
- Interview with Arch-Druid Oakenlaw settlement of Avebury. The main purpose of these sites is to
act as an enormous reservoir for Earth Power, intended to
Sst aiiiang the t r s s b of Brucclianclc', the Durrington Seminar),. stave off the spread of the Sourlands into the north and act as a
about 50 mil:> >outli \\est o f Oxford. has .in unsquallcd power source for any enormous projects the Archdruids may
reput;ition for taking r;n\ niagicnl talcnt and hanicsmg i t into have in the future. It is also a place of pilgrimage, intended for
cwi<tructi\'s PO\\~ r 'I. lis door> of thc Seminar! ha\ s heen ordinary folk (unlike Glastonbury which tend to attract
open for ccnturic>to \\ould-bc. druitl,. hlany t u \ c'l from all heroes). Many of the people of the Heartlands travel here for
o\'cr thc cmitinsnt t o ~ t u thsrs.d ~ ~thsy antl their familic's the great festivals, particularly Beltaine and Samhain.
gunrantscd 3312 passage. \t.hatc\,c'rthsir trihc. or statu>. The
niain p r e r t q u i d e is extrenwly strong ability. 1)urrington.s The hill itself is a great artificial mound of chalk, originally
,ranilnrdb ;irs high antl sucting. I>ruids \\ha g~iduutc'htre made from vast chalk blocks in a ziggurat-like shape. The
c u n d c r thcmsel\.ss tlic \ ' s n hcst. prohabl!. hcc:iu.w the!, are. gaps between the blocks have been filled in with finer sections
Y
I
of chalk, so the effect is one of a high smooth mound of purt:
white. The chalk blocks would work much like any other Food, u]aceR and OangeR
weirdstones, except that their shape is far more suited to the The Northem March is hauntingly beautiful with its heather-
purposes of the Goddess than the usual square blocks. The strewn moors, its great grey crags and tempestuous storms,
rounded shape is reminiscent of the womanly curves of the but it is very hard land to tame. A solitary hunter who knows
Goddess herself, and has a natural resonance which, combined what he is doing will find better eating here than the farmer
with the enchantments placed on it by Cador the Dodman, can hope for. Sheep and cows fall prey to the many wolf
allows this artificial hill to store immense quantities of Earth packs in the area, barley and kale are almost the only crops to
Power and transmit all of it to Dinas Emrys for the use of the grow in such bleak weather and, should the harvest be good,
Ever-Living Ones. bandits may come and try to take what they can.

The Wyrmweay itself begins at Uskafell and has the reputation


of being a lonely dangerous road where far worse things than
bandits lurk. As its name suggests, there are stories of great
reptiles being seen and, certainly, more Titans can still be
found this far north. It is even said that come winter, in tiny
settlements where the harvest is poor, the old habits of the
Titans have not quite died and that if theres no other meat,
long pig or hornless goat can become the bill of fare.
Travellers should be wary.

UskaFeU
Uskafell in the North West is a mining community of growing
size. Like Gorias, the clansfolk live in the cliff caves directly
above the mines and consider their city impregnable, by dint of
living too far up for their foes to reach. Unlike Gorias, they
Theoretically, Southern Albion might be the extent of Fir do not live on a stepped, well-constructed man-made moun-
Domain territory. In reality, the Tribe of the Growling Shields tain. The people of Uskafell make their homes on the sheer
push as far north as they can get before the Finians stop them. face of the escarpment, an arrangement which, to an outsider,
Many is the Finian who wonders why they bother. Albion is a seems utterly impossible, for there is no obvious route of
far more obviously welcoming land than Alba. However, transport around this vertical community. The clans of
directly south ofAlbas border lies country so vital to the Fir Uskafell, however, delight in knowing their own secret tracks
Domain that their military presence here is second only to their and hoisting their rope bridges across the chasms. Every
defence of Gorias. The looming escarpments have a precious family has its own secret recipe for burning pitch to be poured
gift to offer. It is here that the great settlements of Uskafell down the mountainside in defiance of enemy ladders and siege
and Yboras have grown, for here lie the quarries where raw machines. The sides of the cliff are dark streaked with the
materials are found in the greatest quantity, of increasing remnants of this strange stuff which comprises boiling lead,
interest now the mines of Gorias may be facing exhaustion. sulphur, faeces and other noxious substances. It goes without
saying that Uskafell has an aroma all its own.
food which it promptly sells at very high prices to Gorias and
to Uskafell. Thus, for Uskafell, one way out of their predica-
ment is to sell their stone in Gorias and buy food in Yboras
Sometimes this all seems like too much effort and the clans of
Uskafell come out of their hillsides in force to raid their

On the east side of the Northern March is the earliest settle-


ment of the Fir Domain in Albion, excluding perhaps Glaston-
bury Yboras was once a city of the Titans, who chose this
location well The settlement is fed by a great river and
surrounded by grassy, fertile plains, and the woods here have
been thinned considerably, for in Yboras the houses are of a
very different design to the usual roundhouses Houses are
basically created around a rectangular wooden frame within
which wood slats are latticed. The frame is waterproofed with
black tar, the interwoven walls are plastered with a white
paste, mixing chalk, lime and soil, and the roof is thatched All
in all, the effect is picturesque.

Remains of ancient buildings, enormous by human scale, can


be found all around this city and have perhaps fuelled the
imaginations of the Fir Domain with a sense of competition.
In Yboras, size really does matter As the individual gains
prosperity, rather than add more houses to ones compound,
the house is widened, more and more floors are added to it and
the roofjust gets higher. In many houses, the ground floor
eventually becomes barn and stable for the livestock

Status can be judged by the height of a persons house, the


more storeys the better These people would never dream of
living in caves and scoff at the folk of Uskafell, whom they
11 traditional perceive as a bit of ajoke, stupid troglodytes who
find the hard way to do everything and cannot even feed

The city has good mines, though these are not the mainstay of
the community Canny chieftains ofYboras would rather wait
If Uskafell could be said to have a weakness, it is the settle- until Gorias and Uskafell mutually exhaust their own re-
ments lack of convenient provision Rainwater gathers on the Sources and come needing more ore When the need goes UP,
topmost slopes of the escarpment and much time is spent in so will the price Until then, most metal and stone is traded
collecting it. Food is a real problem and trade is the answer. between members of the community This settlement is one of
Much of Uskafells stone is sent down the Wyrmweay to be the very few to have cobbled streets
sold in Gorias and Wroxeter The stone is not refined at
Uskafell for two reasons Firstly, the skill of forging and To defend the original city, the Titans first built a massive
1
smelting is not well known in that settlement and secondly, ditch, then a spiked wooden wall This basic outline has been
uncut stone may be harder to transport but it is also harder to copied by settlements all over Albion, especially by the Fir
steal and almost impossible to make a quick profit on Raiders ~ O ~ aOfYboras
l n who like to think they have Improved UPon
do better to attack those in possession of already forged metals the original The ditch 1s full of rusted sharpened spikes
and, in any case, are often desperate for food wedged into the earth, and the wall is now a massive edifice of
stone Stone watchtowers dot the city wall and the only way
The journey to Gorias is long and can be dangerous but the in or out is over the huge wooden drawbridge
profit will be much higher than for stone sold i n n o r a s ,
where there is less demand Buying fresh food in Gorias to
transport up north is pointless, as it will not keep The same Che &mxn (naRch
holds with supplies bought in Oxford or Wroxeter, unless it Marsh lights and mist, deep bogs and twisted trees, the fens of
takes the form of livestock and seeds Yboras has plenty of the Eastern March have a gloomy reputation. Settlements are
F--

=re, for few dare make their homes so close to the


Midgard border Norse raiding incursions are common, battles
frequent and bloody Some say there might even be Norse Wroxeter is an unusual city. It stands on a low-lying island
blood among the Fir Domain of the fenlands, because they overlooking the Scarpath, remarkable only for being a little
fight with a cruelty and fearlessness reminiscent of the very higher and less damp than the land around it. Wroxeter is
foes they hate Many bear scars from the unending wars in criss-crossed with tiny brooks and streams, and peppered with
the East, and, while warriors of the Eastern March will fight reed dwellings just like any other Fen settlement. The feature
anyone who challenges them, a special anger is reserved for that makes Wroxeter different is its defences. A traveller from
the Norsemen This is not a land to travel without a well- Gorias would recognise straight away the methods used to
sharpened axe fortify Wroxeter. The land around the edge of the island has
been cut-away and added to the island to give it more height,
The quicksands of the Eastern March are well known as but this cut away land is no mere defensive ditch. It is a huge
dangerous places. These foul smelling bogs can swallow up gap in the land running round the island into which the nearby
hapless foot-travellers with ease. One particularly unpleasant river Cam has been diverted to form a free-flowing moat.
legend relates that those who die in the marshes do not rest. Behind the moat, Wroxeter has its double wall. The external
Their spectral shapes can be seen glowing most eerily at night, wall is the original, made from wood too sodden to catch fire
and anyone foolhardy enough to get in close will hear terrible from the torches of enemies. The inner wall is much newer
whisperings, some begging to be released, others promising and made from stone brought from Gorias, for Wroxeters
treasure, and all trying to induce the listener to come nearer. defences are vital to the Fir Domain. The trouble with stone is
Should the listener take heed of these voices, a false step that it sinks easily beneath the mud of the Eastern March and
inevitably proves their ruin and the marsh-ghosts claim thus, the wall is continually in a state of subsidence. This is a
another victim. It must be pointed out, however, that these cause of some irritation and much mirth to the clansmen of the
claims are not always taken seriously by the sturdy locals. city, who still trust to their old wooden wall and their own
Their explanation is that, when the marsh gas levels rise too ferocity to hold off the Norsemen, now and forever.
high, the marshes often disgorge the bloated bodies of the
dead. Marsh gas causes severe hallucinations, so travellers
seeing corpses floating up through the bubbling mud might
well find themselves talking to them. This gas also ignites
BeleRion
very easily, creating gouts of flame over the surface of the The southernmost land of the Fir Domain is the one where the
bogs. All in all, the sensible way to deal with the marshes is to Druids have wrought their finest work. There are no cities
avoid them and this can be difficult, even with a guide. and few settlements here. From the high plains to the sea the
land seems at peace, sleeping beneath the barrow hills of a
The marshes may be the bane of all wanderers but they are long-lost people. High up on the downs the old burial
also a powerful line of defence in times of war, claiming, mounds of Titan kings and others, long lost, remain undis-
perhaps, as many berserker lives as the Fir Domain do on the turbed. Sea-clans, druids and travellers can be found here but
battlefield. It could be argued the spirits of the bogs, far from only the sea-folk find magic in the sounding ocean. Every-
being enemies, are powerful and loyal defenders of the body else looks upwards at the hills and the sky, for here
Goddess lands. awaits the greatest mystery in all Albion; the Temple of
Glastonbury.
The trees drip with rain, the bogs squelch underfoot, the deep
pools appear full of strangled tree roots. There is little stone
and wood, though plentiful, is inevitably warped from the Che cemple OF c&aszonbuRy -
damp. River passage is sometimes easier than travel by road, The Temple of Glastonbury is the centre of all druidic culture
indeed there exist communities who live upon barges, fishing across Tir Nan Og and, like Durrington, it is independent of
to survive. Most inhabitants of the Eastern March exist in the allegiance to any tribe. Few druids make their homes on the
simple reed huts prevalent in this area for centuries. These huts Temple lands, and these live in the humble huts of the land
are created from a resource which is not only plentiful but keepers and gardeners, helping them tend the temple and then
tough. Reeds are tied tightly together in bundles and then leaving Glastonbury for a while. The powers of earth and
stacked to form walls and, of course, reeds are used to thatch stars meet here with such force that even the strongest
the roofs. These houses hold in heat, keep out damp and, willpower can give way under the strain. Pride is a quicker
though they blow down in the fiercest storms, can be rebuilt killer than a sword in the Temple of the Stars. To stay for a
quickly and cheaply. The Fen clans are almost diametrically season may open ones mind to great understanding. To stay
opposed to the folk ofYboras. Here, the size of one individual longer may open ones mind a little too much.
dwelling has no real meaning, for anyone can build a reed hut
bigger than his neighbours; it will just blow over more Glastonbury sits at a meeting of worlds where different
quickly. Among the Fen clans, how much land you call your realities merge and become one. Here, the power of the stars,
own and the abundance of huts inhabited upon it, together the power of the earth and the powers of the Underworld,
with fishing ground and hop field shows the prosperity and Annwn, (An-oon) conjoin and are made manifest. When
overall success of your clan. seekers come to Glastonbury expecting a great edifice of stone
39
L A

and wood to rise up before them, they are disappointed to find Before this, he must prove himself by journeying through the
a huge panorama of fields and woods. The Temple, they landscapes which reveal themselves to him on his first sight of
surmise, must be smaller than they thought, when in fact it i s Glastonbury, that he may learn their lessons and take their
much bigger than they dream. The temple of Glastonbury is gifts, or fail and go no further.
not a building of pillars and walls. It is a vast landscape of the
stars mapped out on the earth, exactly reflecting the constella- The most well-known landscapes to be seen in the clouds and
tions above. then journeyed through on the land, are those of the Celtic
zodiac. The important fact to remember is that the magical
The ice-crystals within the clouds over Glastonbury mirror the power of each constellation manifests in its twin kingdom
Temples layout on the earth. To find the direction to take, just shaped on the lands of Glastonbury. The energy of the stars is
look up at the clouds. There, the land will be reflected down at drawn down to the earth, changing the land, and sometimes
the gazer. Some areas will seem cloudy or vague but others mutating those who dwell there.
will look like fields, woods and gardens, all bound together in
the outline of gigantic forms to be found among the stars, a
bear for example, or a dog. There are many constellations in Che Cemple OF the bm
the heavens and druids say observers see different ones in the When seen reflected on the clouds, the Temple of the Ram
landscape reflected on the clouds, depending on the quest they looks like a great golden rams head. The constellation of
are bound to fulfil. Aries and the energy of the Star-Ram suffuse this part of the
landscape, which is formed by fields of wheat and corn. Aries
I S the sign of the Warrior and, though the pastures look
Gbss l s h d s OF the &ad peaceful, the monsters to be found here are strong, fast and
The land around Glastonbury was once marsh, until the fierce. In this Temple, the challenge is usually a physical one,
coming of those who created the Temple. Most believe it was to fight or flee. Courage, lust for life and honesty are the
built by the ever-living ones but the scale of the Temple points qualities to be found here, but those who quest must beware of
to another origin. The Titans may not always have the sad falling prey to the darker aspects of the ram; love of destruc-
blundering giants now hunted for fun by the Fir Domain. tion for its own sake, boastfulness and bigotry.
They were once beings of intellect and imagination, and the
Temple is likcly to have becn their creation. The ancestors of
this degenerated race are the dead who wait in Annwn. It was
they who cleaned and shaped the marshes, planned meticulous Minotaurs and bulls with the heads of men are among the
walkways and fields, planted woods and erected stones amid curious creatures to be found here where, rather than crops,
the new shimmering lakes. They sculpted the land to reflect grass and flowers grow high. The reason for the more lush
the constellations, especially the belt of the zodiac, and they vegetation is also the strongest hint indicating passage through
focused all that star energy on the key to the lands magic, the the Temple of the Bull. Cow dung i s everywhere and the
revolving castle, Caer Sidi. stench of it is overpowering. The constellation of Taurus
gives the powers of patience and determination to those who
travel this area, but can also create obstinacy to the point of
CaeR Sidi stupidity.
Named with typical druidic perversity, Caer Sidi, (meaning
Revolving Castle) is neither a castle nor does it revolve. It i s
a huge stone circle at the top of Glastonbury Tor, focusing all
Che Cemple OF &tion the
the magics across Tir Nan Og. At night, beacon flames
outline the zodiac sculpted into the land, the firelight reflects
Giant
the celestial shapes up into the sky and, to the ready mind, as This chalk outline ofAlbion is made up of a patchwork of
the shapes flicker and move across the clouds, earth and sky fields, bridges and walkways with woodlands making up his
and fire do indeed all seem to be revolving, spinning around beard and hair. This is an odd temple, as its constellation is the
the tor. There is power to be gained here but at a great price. sign of Man himself and, as such, the challenges faced here
In the presence of so much magic, the mind is set reeling, and are inevitably man-made ones. Albion is the sign of clever-
a seeker who is not ready will be driven insane almost ness and ingenuity, and this temple shows the way to new
immediately. ideas and learning. Unfortunately, the stars of Albion often
promise more than they deliver. Seekers in this temple must
Thus, the way to Caer Sidi has never been made easy. The beware of losing interest in what they do and refusing to take
seeker must begin by travelling the lands shown to him in the responsibility. Brilliance is the Giants gift, laziness his curse.
clouds, meeting the challenges in each zodiacal land. When he
reaches a point where he can join the labyrinthine path coiling
up the hill, he can then travel to the centre ofthe stone circle to Che cempk OF the Lion
find the conclusion of his quest. Those who quest in order to become chieftains pray that this
temple is revealed to them, for Leo i s the constellation of
c scrubland, the great cats can be found in all shapes and sizes,
mutated into beasts of terrifying strength. The gifts of Leo are
would be easy for a sun-king to grow overconfident having
come this far, but pomposity and self-importance will only
power and mercy. Failure in the use of either denotes a lack of make the Archer laugh. Playing the game and enjoying it is
royal qualities. the key.

Che CempZe OF the maiden E h e Cernple OF the UnicoRn


The constellation of Virgo is much beloved of the tribes of This is a very dangerous temple. Here, the land is harsh and
Danu. This i s the temple of many harvests and full orchards, barren, the hills rise too high, sparsely forested mountains and
for Virgo is the temple of the Goddess herself, as Corn neither water nor food is easy to come by. In this land waits
Maiden, Warrior Queen and Crone, three in one. The Corn the fabled and much-feared unicorn, though unicorns are not
Maiden bears the wheat sheaf in her gentle hands, the Warrior the only danger here. Indeed, in the Temple of the Unicorn,
Queen bears a mighty axe to defend her people, and the Crone danger comes disguised in many attractive shapes. The gift to
has her broomstick and many magics. What happens to the be gained is that of caution.
seeker here depends very much on their true relationship with
the Goddess in all her forms.

OF the
w

Che Cempk OF the phoeni)c Che Cernpk OF Che Fish


This temple cannot be reached except through walking to the The Temple of Pisces is considered the most fearful and the
centre of the labyrinth. There stands a circle of stone portals, most mystic of all the zodiac signs. Very little is known of it,
each door representing a group of stars, whose power throbs save that it contains the very deepest secrets. The treasures of
in the very heart of the rocks themselves. Star energy can pass Annwn are thought to be buried here, though precisely what
through these doors and come to Tir Nan Og, and ancient tales those treasures are, be they gold or silver, peace or knowledge,
suggest that inhabitants of Tir Nan Og could reverse the none can say. All that is known is that this temple exists
process and use the stones to visit other worlds. If this has within the body of a great Fish, like a whale, except that it has
ever been tried, no-one has returned to tell the tale. The temple huge teeth. In this place, death holds sway, and perhaps re-
is hard to describe, even by those who know it well. Here, the birth as well. But that is for the seeker to find for themselvw
Eagle of the Sun takes its flight around the circle and the
stones, filled with the power of the constellations, vibrate, There are many temples still remaining to be explored in the
singing as it passes. The Eagle sinks as the sun rises. When land of Glastonbury, and many mysteries to be understood.
the sun sets, the Phoenix rises. The power of the sun will No two journeys here are ever alike.
never betray the land. Knowing this, it is possible for
darkness to become a thing of beauty rather than fear. The gift
of the Phoenix is to understand the power of the coming
dawn.
42
L A

F
ew things can unite the Sessair, Finians and Fir Domain of the most powerful sorcerers, inspired bards and imaginative
in a unanimous opinion, but the Tribe of the Shadows, torturers. All in all, they are an interesting people.
or Falians, is definitely one of them. 'Crazy', sums up
the general consensus; the Falians are mad, their city is mad The Falians are thought to earn their epithet 'Tribe of the
their country is mad, and any poor devil who has to share land Shadows' from their ancient tradition of painting their bodies
with them is mad. The Falians would love to use this and weapons black, though there is another explanation for
legendary insanity to get off the many hooks their political their name (see First and Final Home). Their strengths are
shenanigans land them in, but it never works that way. The not obvious, for they have neither the military training of the
other tribes have known the Falians too long to be duped. Finians, nor the quantity of weapons of the Fir Domain, nor
They realise the Lords of Shadow are sane enough to know the passion for war of the Sessair. They do, however, count
exactly what they are doing, and mad enough not to care. among their number magnificent rangers, spies and covert
attackers. Not surprisingly their preferred style of fighting is
This is, of course, a hopelessly biased view of the Falians, to ambush by night, a method at which they excel. Falian
who value intelligence as highly as physical strength and warriors can be mighty with sword, axe or spear but most
prowess. Perhaps it is this cerebral quality which makes carry a slim rope or wire line in case they are required for 'up
other tribes suspicious, claiming the Falians are at best addle- close' work. Strangling and garrotting are popular means of
headed and at worst untrustworthy. For their own part, the enemy disposal among the Falians. They are not always the
Falians scorn the other tribes for lack of imagination and most organised of armed forces but, as individual warriors,
intellectual curiosity. Certainly no-one could ever accuse they often possess cunning verging on brilliance, powerful
Falians of these flaws. Falians are generally open to new magic and an infamous capacity for cruelty where enemies are
ideas and are intensely interested in everything, including other concerned.
people's secrets. Politically they are astute, with a unique
understanding of how to manipulate the weaknesses of others
for their own gain. They number among their clansmen some
- --
C h e G i b e OF the
clans could see clearly the God's promise; sourland as barren
and bitter as the heart of a Drune. Indeed, the land bore all the
marks of Drune magic, even down to a henge of stones jutting
out of the earth like ribs from a body. This earth had been
Shbdous corrupted by means of tapping the inherent energy, using the
stones like needles to suck up its fertility. Only the great
The Falians say it was in the shape of a raven that the Goddess
marshes on the edges of the island seemed immune. Enragea,
in her aspect as Morrigu, Death Queen, taught them how to
paint their bodies, how to relish the stealth of night-battle, how the wanderers came ashore and destroyed the circle utterly,
to cast spells, how to brew poisons and how to enjoy the final shattering the stones by lighting fires beneath them. The
death rattle in the throats of their foes. If this is true, she has strongest warriors poured their blood on the earth and their
got a lot to answer for! She did not, however, give them clansmen followed, ploughing the ground so the precious gore
Falias. That land they took, courtesy of the power of the Sun might refresh it. Then the new home was consecrated to the
Goddess and Gods. It took little time for the people to
God, Lugh.
discover that the land, once benighted by the presence of the
Long ago, the Falians say, they set sail from a cursed place, corrupting henge, was good fertile earth, and the new clan
called by some Atlantis. In that land, demonic tormentors of took their name from this earth, 'Fo Ail' meaning 'Under
human beings ruled, and the forefathers of the Falians were Stone.'
determined to be free of these oppressors, the Cyth, as they
were called. In those times, the clansmen followed the way of The Drunes were not pleased by the Falian invasion of the
island. They intended to turn it into a Drune counterpart to the
Lugh, who promised them great victories if only they would
take the freedom they wanted, instead Temple of Glastonbury, though they had already faced terrible
of waiting to be given it. Inspired by
him, they rose up and slaughtered
their oppressors, fighting them all the
way down to the sea, covering
themselves and their weapons with
the blood of their foes. When they
reached the harbour, they found great
ships, all bearing the Triskele, dread
sign of their tormentors. Hands slick
with demonic ichor pulled down the
sails and drowned the symbol in the
blood of the Cyth. Then the Falians
set sail. As the sun rose, the blood
.
caked on their bodies, weapons and
sails dried and grew darker. By
sunset, they were black as ravens,
L MOMENTS LATER., ~~~

flying over the sea in sable ships.

They had, of course, nowhere to go.


They wandered the seas aimlessly,
food and water growing ever more
scarce until a war-witch named
Cruithne had a vision in which Lugh
promised her that her people would
see their home the morning after she
died. She promptly ordered her
clansmen to kill her, in order to huny
the God's generosity along. The first
rays of sunlight touched the corpse of
the mighty war-witch and revealed a
new land on the horizon.

Beginnings
Burnt, rotten and ruinous, the land
before the tribesfolk was less a
kingdom and more a scar on the sea.
Even from the prows of the shlps th
F
44

difficulties in their plans because of the indigenous inhabitants


on the island, a tribe of creatures called Avancs. These Avancs
had proved redoubtable enemies to the Drunes and it might be
thought they would be natural allies for the Falians. This was
never to be the case.
f

Y O U ' R E OUR HEADMAN


NOW, FATHER.
m 4 \.I

The Avancs had not succeeded in attacking the stone circle,


and were pleased with the newcomers for their bravery. The
Falians, however, felt no inclination to be neighbourly. As far
as they were concerned, the Avancs looked threatening and There are no independent Falian settlements outside the city,
could barely speak. There was no convincing the Falians that due to the extreme likelihood of encountering Avancs by night,
such people, 'The Beaver-folk' as the Falians disparagingly beasts by day and Drunes at any time. For those prepared to
called them, should be treated as equals. In any case, all these brave the dangers, Emania is a land rich in food and beauty.
prejudices merely glossed over an underlying agenda. The The land has a palpable connection to the Goddess for those
Avancs may have stopped the Drunes for centuries but the prepared to seek it. Moon shrines and even humble gifts to
Falians had destroyed the corrupting circle. The Falians had Carnun can be found in the clefts of rocks and at the feet of
saved the land and the land should be their reward theirs,
~
trees. Wolf song in all its plaintive beauty is often heard here
and theirs alone. as the full moon rises. The rivers teem with fish, the woods
grow low and thick, birds nest, boars hunt, all in all it is a
plentiful land for those prepared to understand it. Wild crops
include fruit. berries and sea-weed.

The Falians have named the island after themselves and


divided it simply into two areas: Falias the city, and the land
around it, Emania ('Eh-man-ya') meaning 'Land of the The present fortress wall is made of stone, high and very
Moon'. The chieftains of the tribe would like them to be one thick. Within the walls are small chambers; a series of stairs at
and the same entity, and began by creating a great sea wall regular intervals inside the walls give access to the wall-walk,
which promptly sank on the surrounding marshland or was
simply undermined by avancs swimming beneath it. The
where guards patrol at regular intervals. Directly outside stand
the charred remains of wicker men, staked heads decorating
1
chieftains had to rethink, and retrench, on higher ground. The the watchtowers. The walls are black with soot and blood,
City covers the centre of the island and expands northwards and glowing witch-lights hover over the battlements. Some-
towards the high cliffs of Raga and the port. times ships of the Cablach Dubh (see The Port of Falias) fly
over the island and surrounding seas, ostensibly scouting for
sight of enemies, but really in order to put the fear of the gods
into any would-be foes.
46
L A

Because a Falian king may have difficulty commanding


uirhin the city: C h e unquestioning loyalty from his people, the ruler tends to make
efforts in two vital areas. The first is to keep the war going so
Common People that a siege mentality unites the tribe; the second is to maintain
Within the city the strained sense of martial law all but the appearance of being a powerful leader capable of winning
disappears. This is something the warriors are trying to that war. To this end, the royal Falians created the Sun Court
change. Falians have enough savagery in their natures to and Royal Labyrinth.
make efficient raiders and will kill with exuberant cruelty
anybody who threatens their home. Beyond that, Falians do
not respond well to discipline. Farming is haphazard, though 'Che s u n COURC
sometimes remarkably successful, as the Falians are always The Sun Court looks, from the outside, like a massive round
ready to learn and have experimented with many different fort, built of light stone covered with blue and saffron spirals.
kinds of crops to see which ones suit the earth. They never The roof is not thatched, but flat, made of sheer sheets of
farm the same crop on the same land more than two years in a marble with casement windows chiselled out of the rock. The
row and the result is a soil rich in a variety of nutrients. This austerity of its external design cannot prepare the visitor for
is vital to the upkeep of the city, as trade with the other clans of what lies within. The Sun Court is an elegant world of arches,
Danu is very unreliable. To a certain extent, the war with the halls and chambers, totally dissimilar to the intcriors of great
Avancs is useful as it keeps the population down, which in palaces to be found anywhere else in Tir Nan Og. Curious
turn means bad harvests are not necessarily disastrous. designs are carved into the rock, floors are covered with
mosaics and luminous shell-like colours are reflected off the
Falians do not build their houses in neat rows or compounab. walls. The king and his clan live here, where the light strains
They build what they like where they like and, though their through the casement windows to scatter sunbeams into thc
homes are created by traditional methods, many prefer stone palace. The palace is cool and undoubtedly beautiful, if
asymmetrical, angular buildings to round or oval shapes. The a little dark for a place dedicated to the sun.
effect can be startling. Falian houses might be bizarre
examples of individuality but they don't spend much time in
them. Communal street ovens are a much-loved part of Falian
life. Here, one takes one's food to have it prepared on the The Sun Court lies at the centre of the city, and the Royal
open fire pits by professional cooks, who will accept barter Labyrinth lies at the centre of the Sun Court, This edifice is the
(often a share of the supper itself) for their pains. This is a pinnacle of the Falian king's claim to wisdom, without which
popular way to spend an evening, even when the weather is he will never be respected (worse, he may even be derided) by
foul, for these folk love company and are interested in news his sharp-witted clansmen. The Royal Labyrinth is situated
from all across the lands. No easier way of ingratiating below the floors of the Sun Court. It is a huge rectangular
oneself exists among the Falians than to bring food and stories stone maze, filled with strange conundrums and mysterious
to the fire pit. magics of great beauty. Each king is supposed to master it
and, having done so, add something to it. Recent chieftains
u i t h i n the City: PRinces have claimed the war takes up too much oftheir time for them
to pay attention to the labyrinth. When all is said and done,
they claim, gaining the Stone of Destiny is much more proof
and poricics of kingship than solving riddles in a maze. This all seems
As one would expect from a people who number many very sensible, too sensible for Falians and, however long it is
sorcerers, bards and fools, there is no great liking for authority put off, the time always arrives for the chieftain to try the
here. This is not to say Falians are lawless, but thcy do have labyrinth. Of the four Falian Kings prior to Sengann, the
an anarchic streak and deeply enjoy seeing the proud and remains of two were found near the portal of the maze, one
powerful make fools of themselves. Falian bards often never returned and one completed it and returned to his duties,
specialise in satires, Falian politicians are famously duplici- only to be found dead within a week with his own sword
tous, Falian poisoners are among the best in the land and through his heart. Sengann himself mastered it but has never
Falian kings do not rest easy on their thrones. returned to the Labyrinth since then and has not added
anything to it.
In a kingdom where spellcraft is well-known, it is inevitable
that enemies of a chosen chieftain might claim he had used
sorcerous mcans to gain his crown, though they would be
fools indeed to say it to his face. Many of the more expansion- The Port of Falias is of great importance to the city. There are
ist mcmbers of the court cleverly use this as a justification for three kinds of vessel to be found in the harbour, the most in
thc war. They reason that the Stone of Destiny is vital for the evidence being the humble currachs used across all Tir Nan
future of the tribe for, once the Falians possess it, there can Og. These rowing boats are made of treated hide stretched
never again bc doubt about the rightfulness of leadership. Any over a frame of light, often hazel, wood. Usually owned by
chieftain who does not want to pursue the stone is clearly fishermen, they have no sails, needing none as they skim over
trying to hide his unworthiness to be king. the water with ease.

.
47
A
For long voyages, Falian ships tend to follow the efficient beginning to hear voices in his head, the spirits of the many
example of the Midgard vessels, single-sailed longships A hundreds of Avanc he has personally killed calling out to him
Falian longship is very easily identifiable from a Norse one, in his dreams, and, occasionally, in his waking hours too. It is
however, as their sails are basically triangular rather than many years since Sengann has even seen the face of Lug, the
square, and the ships are, traditionally, entirely black from Sun itself overhead, for he finds the voices and the guilt are
stem to stern not quite so painfully insistent if he stays awake through the
night and sleeps in the day. The one obsession that keeps him
Falian warships are a result of adapting the designs of the occasionally coherent is acquiring the Stone of Destiny, so he
vessels in which they escaped from Atlantis. These were can prove once and for all he is a rightful King. To do so, of
enormous and cumbersome galleons, almost useless without course, he must go through the remaining avancs but, so far as
full sails, and often requiring backbreaking rowing from he is concerned, they are all devils anyway.
slaves to get them through the water. Such ships might have
been objects of status to the Cyth but they were ill-suited to the KingSengann
needs of humans. The Falians streamlined the design, Male Human Noble Warrior 16: Medium-sized humanoid
and after much trial and error, created ships capable of (H 59, W 150 lbs.), HD 16d10; hp 88; Init +2 (Dex); Spd
sustained battle at sea. A Falian warship can carry a small 30 ft.; AC 19 (+2 Dex, +4 mail amour, +1 helmet, +2 large
army, including archers, and inevitably has impressive shield); Attacks +24/+19/+14/+9 melee or +16/+16/+11/+6/+1
ramming capacity. At first, skate rudders were added to make ranged (ld8+8, sword, or ld6+6, javelin); SA Tribe (Tribe of
crossing the ice-floes possible, but these were a failure, the Shadows); Magic Attack Bonus +3; SV Fort +9, Ref +6,
because the weight of the galleons always proved too much, Will +5; Str 22, Dex 15, Con 10, Tnt 12, Wis 10, Cha 8; Enech
splitting the rudders and making them crash disastrously 14.
through the frozen seas. An improvement, rendering the skate
rudders unnecessary, was added courtesy of captured Drune Skills and Feats: Bluff +5, Climb +16, Hide +14*, Intimi-
sky ships. These extraordinary vessels were powered by date +9, Jump +11, Listen +16, Move Silently +12, Perform
weirdstones magically enhanced by blood. The Falians soon +9, Spot +5, Swim +11; Improved Critical (sword), Weapon
learned how to use the weirdstones and now their own flying Focus (sword), Weapon Specialisation (sword), Leadership,
ships sail the skies. The Falian navy, comprising longships, Power Attack, Cleave, Great Cleave, Sundered Heads, Piles of
heavy warships and a small number of sky ships, is called the Carcasses, Skill Focus (hide), Humble Shield, Door of Battle,
Cablach Dubh, meaning Black Fleet. Improved Disarm, Point Blank Shot, Precise Shot, Rapid
Shot.
c h e king Possessions: Masterwork iron sword, named Devilsmiter; six
King Sengann is a powerful Sun Hero, a personal servant of masterwork javelins; large wooden shield; masterwork iron
Lug the Sun God. Yet something is wrong; already he is dagger; gold neck-torc.
48
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Beyond the h n d
Not all Falians live on Falias. There are many who find the Airde Mogha is a ring of hills to be found in the central part of
war with the Avancs pointless and, indeed, contrary to the Southern Eriu. It is also, for want of a better word, the capital
wishes of the Goddess. Among so complex and witty a of the Falians in this land. The phrase means Moghas
people, it was inevitable some would remain unconvinced of heights, and is thought to be the original home of the great
the need for an endless war, seeing it as a way of shackling the chieftain himself, as well as the only Falian settlement built on
bodies of one tribe and the minds of another. These knew the hills rather than in the woods. Less a huge settlement and
better than to stay in a land where chieftains face too much more a group of encampments on the hills around a great lake
dissidence to take it lightly; after all, whole families have been (Lighe Dufhrucht meaning The Lake of Wishes) these are
killed for one piece of brittle mockery, one joke too many at very traditional hill top forts, with basic fortifications of
someones expense. So those who dissented too loudly to be ditches and earth walls, surrounding a wooden stockade
safe sailed away to make their homes in Southern Eriu or behind which the Falians live in roundhouses of earth and
Cambria. dung, thatched with reed. Airde Mogha has undergone many
raids from sky ships, but is large and scattered enough to
Between the Drunes, the Fir Domain and the Sessair, the make battle tactics awkward for the Black Fleet. Focus on one
Falians of Southern Eriu and Cambria are never bored. These hill invites a barrage of spells, spears and flaming arrows from
tribes, though very troublesome to the Falians, are nowhere all of them, while attacking more than one hill at a time means
near as problematic as their cousins over the water. The city of dissolving battle formation and limits the fleets combined
Falias still claims fealty from the settlers, and whether or not effectiveness. Whatever petty arguments may occur between
they receive it can be a very moot point. the inhabitants of Airde Mogha, they all help one other in
times of raid. Signalling by means of fire is easy from hilltop
It might be supposed the citys kings would be grateful to be to hilltop, and there is much cordial feeling between the
rid of potential rabble-rousers and, indeed, some are. Others settlements. Each settlement is considered a part ofAirde
have a habit of pursuing errant Falians and either bringing Mogha, but has a more temporary name derived from that of
them back to the fold or trying to exact tribute from them. It its current chieftain. Trade is rare, hunting and farming being
is, after all, a matter of loyalty to the clan. The Falians of the mainstay of existence. Eight of the hills have encamp-
Southern Eriu and Cambria find themselves in something of a ments upon them and the ninth is left aside for the dead.
difficult situation. If they say no to the city, they may invoke
the powers of an army far greater than anything they can Torr Sgath: The ninth hill has been called Torr Sgath,
muster. If they say yes, they effectively lose their independ- (Tower of Dread) since the time of Mogha. This chieftain
ence all over again. Some claim this is the reason why most was never a follower of Lugh. He was a vehement son of the
Falian settlements are small and scattered, found in deep Goddess and worshipped her in her aspect as death bringer,
woodland rather than on the high hills, with one notable Morrigu, Queen of Carrion Crows. When this land was taken
exception (see Airde Mogha). The hills may be more easily from the Sessair, Mogha commanded that all the corpses be
defensible against other tribes, but sky ships have less brought to Torr Sgath, where the bodies were stretched out on
advantage above heavily forested areas. platforms of wood and hide, that the crows might come and
eat. Since then the hill has become not only a huge burial site
but also the greatest shrine to the Morrigu in all Eriu. Here,
the Goddess is worshipped in her darkest aspect, and many
terrible creatures are thought to make the surrounding environs
ERiU] their home. It is considered a very dangerous place to visit.
Whether or not the rationale is true, it is certain that the Falians Sightings of all manner of ghosts abound, and tales are even
of Eriu do not make maps, or create roads between their told of the deurg-dul,blood-drinking corpses which think and
settlements. These, they reason, can only be of use to their prowl and devour the living (see sidebar). It is also the place
foes. Falian rangers and trackers are too good to need them where enemies of the Falians are tortured, staked out and left
and, in any case, the Falians in Eriu are often nomadic, to die. Such prisoners are lucky if the crows finish them off
following the herds of deer and wild cattle across the land and before the more playful of the hills inhabitants approach at
raiding where they can. Their name for Southern Eriu is Leath nightfall.
Mogha, meaning Moghas half, which stems from the Falian
claim that one of their chieftains, a warrior called Mogha,
fought the Sessair to a standstill and forced them to hand over
half of the land to him and his kin. The Sessair strongly deny
this. That there was a battle they will accept, that Mogha was
a great chieftain they will allow, but that he won half of Eriu or
anything like it from the Sessair, they will never concede and
many bloody battles have been fought between the tribes as a
result.
c
The three northern forts are relatively isolated from most of the
Canb;sia rest of Cambria, with mountain ranges to both the south and
west. For this reason what little trade they do is usually with
Like their cousins in Southern Eriu, the Falians who have Eastern Albion, or by cloud curragh with Falias. Northern
settled in Cambria rarely make maps. This is not so much due Cambria in general is as cut offfrom Cambria as
to nomadism, as the Falian settlements here are often perma- either is from Eriu, for the middle of Cambria is criss-crossed
nent and sizable, but rather because of the odd properties of with mountains.
the area which give Cambria the nickname 'the Glamour
Land'. The other factor here is the Falians' relative disinterest
in much of the land. This is one of the few areas of Tir Nan CRAig lchiruaRzh
Og in which relatively independent villages and small tribes
This is a hill fort town of unusual design, since it has only one
can still prosper the Falian settlements dominate the area
wall, and that of solid stone rather than the usual carth rampart
~

F---\ immediately around each one but do not have the resources or
or wall of mixed earth, stone and wood. This is all the Falians
G. inclination to conquer the whole of Cambria. In any event, the
I consider necessary to protect them, since the hillside on the
1
I
'
- Tribe of the Shadows make little attempt to impose their
other three sides of the settlement is so steep, rough and scree-

I
culture even on neighbouring settlements, preferring to simply
strewn as to render a mass attack there impossible. Like
extract a tax from all the produce of the land, in exchange for
Llwyn-Bryn-Dinas, Craig Rhiwarth overlooks one of the
their protection. Their main settlements in the north are the
richest areas for metal mining in Cambria (mostly copper),
three hill forts of Breiddin, Craig Rhiwarth and Llwyn-Bryn-
which is why the Falians settled here. It is also close to the
Dinas. In Southern Cambria, the true Glamour Land, the
River Tanat, allowing for easy transport of the copper to other
Falians occupy the hill-forts of Dinas Mynydd and Cam
areas.
Goeh, along with various smaller forts and walled villages.
For whatever reason, the Falians here have somewhat better
relations with those of Falias than do their counterparts in
Southern Eriu; perhaps due to the persistent legends of the
yn - O i n ~ s
Llm y n - ~ R
About eight miles east of Craig Rhiwarth, at the other end of
Falians' origin being here in Cambria (see The First and
the Tanat Valley, is another Falian settlement, Llwyn-Bryn-
Final Home).
p
51
L A

Dinas. Extensive copper and lead mines can be found around on the western side of the plateau. All around the edges of the
the hill, and the Falians here export both ore and finished metal Gower, within its steep-sloping sides, can be found deep
goods back to Falias and inland to Albion. caves. The Falians of Dinas Mynydd nominally claim the
Gower under their dominion, though they have little interest
in, and less chance of, enforcing their rule. Certainly the only
B~eiddin site truly worth conquering on the moorland, Worms Head
Breiddin is the easternmost of the Falian outposts in Cambria, Farm, is naturally well-defended by its war dragons and is so
and thus the one which bears the brunt of the Fir Domain raids far out into the Gower that an attacking army would likely be
and attacks. Located about twelve miles south east of Llwyn- lost in the Glamour Lands before they could even reach it, let
Bryn-Dinas, it is close enough to the other two northern forts alone take it.
that sieges can be relieved within a few days, allowing the
three forts together to provide an excellent mutual defence. Crumlyn: Ruled with an iron fist by the fish-wifie Kicva,
The Falians of Breiddin give as good as they get when it Crumlyn is a village in fear of almost everything drunes,
~

comes to raiding, and the inhabitants of the Heartlands of dragons, ghosts, El creatures, and even strangers. This fear is
Albion have long learned to dread the dark of the moon, when bred into them through a lifetime of listening to Kicvas
the Tribe of the Shadows are most active. As far as trade superstitious tales, in which otherwise respectably Crumlyn
goes, Breiddins bronze- workers and coppersmiths are very folk foolishly disregard the fish-wifies advice and inevitably
good, and much of the copper produced by the other two die a horrible death. Crumlyns main industry is fishing on
northern forts finds its way here to be crafted into fine nearby Crooked Lake, though it also has a few meagre fields
jewellery or tools. and sparse pastures. Perhaps its most notable feature is the
great carved wooden feeding-post, once used regularly by the
villagers to tie up maidens for the local ice dragons in the hope
oinas m y n y d d of placating them. This is a thick T-shaped piece of wood i
Built in the hope of dominating the red dragon farms of hewn from a single tree, with the ornate bar of the T carved
Southern Cambria, the hill-fort at Dinas Mynydd has not lived with snarling dragons and a large iron ring set just below the
up to its promise. Fiercely independent dragon farmers and T-bar for tying the girls to. Since the end of the ice age and the
the natural hostility (and unnatural sorcery) of the land around beginning of the ice dragons long hibernations, the feeding-
put paid to any such ambitions a long time ago, and raids by post has not seen any use, though Kicva certainly remembers
drunes, Fir Bolg, Fir Domain and titans mean the Falians here the old ways and would be quite willing to get rid of a few
have enough to occupy themselves with already, without any youngsters this way if a dragon ever returned to plague the
great wish to add to their troubles. That said, the Falians did village. The feeding-post is quite capable of bearing the
have some early, local successes, and two dragon farms in the weight of a perching Huge or smaller dragon while the
immediate area are under their protection. creature feeds on the victim below.

Worms Head Farm: Run by Gwyn the Irascible, this is a


cam Goch typical dragon farm, usually having around thirty young
Cam Goch is the Falians largest outpost in Cambria, and by dragons being bred solely for their dragonhoards, along with
far the most agriculturally oriented of the forts. It is a double three adult females as a breeding stock, and a small number of
fort, with a smaller hill fort calledY Gaer Fach being situated male dragons with war dragon training. At present these
lower down the ridge from the main site ofY Gaer Fawr. Y include the stud dragon, Ingaw, a mature adult; the Knucker, a
Gae Fawr is enormous and very impressive, with stone young adult, who is Ingaws first son; and two very young,
ramparts 20 ft. tall and a ditch 15 ft. deep, surrounding more two young and two juvenile dragons. All are only partially
than 30 acres of pasture and farmland. As might be expected, trained, except for Ingaw, one of the young dragons, and one
the two forts together can hold several thousand folk in time of of the juvenile dragons - Gwyn finds the few customers he
war. This has rarely been necessary, as few enemies raid so has for war dragons (no more than around one every three to
far into Cambria. The Falians who settled here brought their four years) are usually so penny-pinching they will not pay for
own farmers and herders, and have cultivated a great deal of a fully trained beast. Ingaw is not for sale unless for an
the surrounding area. If ever an enemy seriously invaded exceptionally good offer, since Gwyn does not consider the
Cambria, this would be where the Tribe of the Shadows Knucker to be quite ready to take on the role of stud dragon.
would make their last stand.
The farm also has several hundred half-wild goats at any one
time, bred as fodder for the dragons. Gwyn is assisted in
1
dragon-farming by his brother Crug of the Brawny Arm and
two middle-aged farm labourers, Cue1 and Benvyn, though he
This plateau of moorland rises up above the surrounding
takes on casual labour when he has a great many wyrmlings
plains, windswept and desolate. There are no Falian settle-
about to mature to the Very Young age category, when they
ments nearby, though the land is occupied the tiny, primitive
~

will be culled and harvested. Gwyns daughter, Nest of the


village of Cmmlyn lies on its edge, between the Black
Speckled Face, is currently undergoing training as a druidess
Mountains and the Silver Forest, and one of the famed dragon
at Durrington. Three goat-herds in Gwyns employ have their
farms of Southern Cambria. Worms Head Farm. can be found
own simple cottages out on
the surrounding moorland.

The Fogou: This artificial


cave is where Gwyn the
Irascible keeps Ingaw, his
stud dragon, guarding the
dragonhoard from all the
dragons of Worms Head
Farm. Gwyn reasons that a
mature war dragon is quite
sufficient to deal with any
would-be thieves. The
Fogou is a deep, dug-out
cave roofed with a thick
layer of turf and walled with
earth and stones. Ingaw is
always kept padlocked (DC
40 to pick the lock) to a long
chain, which prevents him
straying more than 50 ft.
from the Fogou but does not
otherwise impede his
combat capabilities.

The Pit: North of Worms Head Farm, far from road or river
and deep with in the Gower moorland, is a dried-up old well
from a village that was here many hundreds of years ago. At Glamours are a particular kind of magic to be found occa-
the bottom of the well sleeps the Mata, an ice dragon of sionally across Tir Nan Og. Most are spells that change
Mature Adult size. He has slumbered here since the weather sensory perception, enabling casters to feelitouchltastelseei
began to get warmer but he will awaken again if ever the smell things beyond normal limits, to create illusions or to
winter gets cold enough. When he does, he will be a force to make dreams and fantasies seem real.
be reckoned with: he has always reckoned himself master of
the Gower and the presence of other male dragons will not be The Glamour Lands are a powerfd source of illusion/
tolerated. perception based magics and can even provide certain raw
materials for transformation based spells. They are also
The Caves: These have been inhabited for thousands of responsible for difficulty to be met when trying to map out
years and the Cambrians within them are still more backward Southern Cambria, for the Glamour realms are not entirely
than the villagers of Crumlyn, dressing in roughly tanned constant in space and time, save only that the doorways
hides and armed only with flint weaponry. Most are fairly between the worlds are to be found mainly in the Gower.
peaceable, so long as they are left alone but it is said there is at These kingdoms are home to the nature spirits, many of the El
least one family of cannibals and another of malicious witches folk and the beings who slip between realities. Some say the
among them. The matriarch of the witches is Old Moll, Glamour Lands are a mirror of Tir Nan Og, others that these
notorious for her obnoxiousness and willingness to hurl are the lands of dream itself, a part of the world, and apart
curses around willy-nilly, and for her resistance to ordinary from the world. Whatever the case, it is clear that Southern
weapons. The whole witch-family is expert in the little-known Cambria has several areas which link Tir Nan Og with the
spells of shape-shifting, rare in northern Tir Nan Og but Otherworld and the rest of the El Worlds.
occasionally taught mother-to-daughter here in Cambria. Old
Moll regularly wanders into Crumlyn and the surrounding Understanding such a place is, perhaps, impossible but the
farmland, always leaving sickly cattle and soured milk behind best description of the Glamour realms has been handed down
her. by the Falian bard Eildn True Tongue, who found himself
trapped there for seven years:
The caves are of limestone and, although some are natural, all
have been extended and modified, since limestone is so soft Now, $you should wish knowledge of the Glamour Lands
and easy to work with. Many larger caves are artificially but dread the attempt and would glimpse the way before
divided by low dry-stone walls and almost all have sleeping walking the road, here is a beginning. Find a glimmer glass
niches hollowed out of the walls, covered by aurochs hides to such as maidens love to spy themselves in andplace your
provide a little privacy. Likewise, every cave has smaller back to the hills and trees, raising up that glass to your eyes.
niches which are used to store tools, hold lit candles etc. Then look, not at yourself; but at the land you see in the glass.
c--
And it will meet your perception that all seenzs the same as the with caution and respect for, inevitably, their powers are
! land you know well, but is dgerent, like a stranger wearing considerable.
your mothers garb. Without the nzovement of one blade of
grass, without the straying of one beam ofthe sun, everything Inconstant in most things, the Glamour Lands have certain
will have changed. The colours will have deepened before laws which make little sense to the traveller but are considered
your eyes and the lines o f the land will not be as they were, sacred to those who live there. Not all of them are known to
and things once known will be unaccountable to you. the Falians but some are very familiar:

This is but a shadow of what you will see should you enter the On finding a road into the Glamour Lands, do not leave
Glamour Lands, and this is how you will know itfrom any it, come what may.
other place; its beautjv makes the same not the same. Time
passes but does not pass. The place you knew is not the place
you knew: and the beings at home there are direrent to you. 7 Courtesy, wit, and generosity are considered most
Their laws are not your laws, and yet best you keep them well important here.
or stlffer beyond the ken ofmortals. So $you are not
enamoured of such a quest as to walk in the Strange Lands, Ungraciousness and meanness is utterly despised in the
beware of old rathes and barrows where no corpse-goods Glamour Realms.
can be found. Keep your path clear ofuncient woods,
especially those where hawthorn and apple grow for these
thrive at the portals ofthe Glamour Realms. Most especially t The presence of iron is a great deterrent, as many of
avoid the moorland of the Gowier; the wells ofScanaven, the these beings abhor it.
hill of Lunassa and the Lake of Dreams, for these have
powerhi1 dweonzers cast upon them, and you mayj?nd
yourself in a nameless land simply b-v walking and dreaming. 7 The presence of iron is considered a very great insult +n
even the most benign inhabitants.
The ways from the Gower to the Glamour Lands are much
easier to find on the nights of Beltaine and Samhain. Whether
they should be travelled is another question. Certainly those
t The words Thank you are sometimes considered
remiss or gauche.
festivals are busy times for the inhabitants of the strange
realms, who take the opportunity to enter Tir Nan Og and
cause havoc. On Beltane night, they come looking for bards, t A better response is to offer some gift or act, which
brides and babies. On Samhain, they are dark and deadly, of must be at least equal to the gift given.
sinister aspect and intent.
Ones word is ones bond.
The dwellers in the Strange Lands are unlike those to be found
anywhere else. Many are lovely to look upon but some are
peculiar, even ugly, to untrained eyes. All should be treated
55
bl; L A

difficult, since there are few reliable passes and the weather

N
-orthem Cambria is bleak and rocky, with little to
attract any would-be settler. Occasionally it is the sit, atop them is very changeable - especially when you take into
of particularly large and usually pre-arranged battles account the presence of the Cam Teg (see p59), one of whom
between two or more of the Earth Goddess tribes, since it is seems to inhabit every mountain in the area.
close to all four of the tribal lands but there are few permanent
inhabitants. Rising high above the land, as though watching
the destinies of the four great tribes, is Mount Snowdon.
Running north-south for around 100 miles are the Cambrian
Mountains, reaching from the northernmost parts of Cambria Atop Snowdon is Dinas Emrys, the magical fortress of the
right down the country and into the south. Most of these Ever-Living Ones, the most powerful sorcerers of Tir Nan
mountains have magic and legends associated with them, but Og. Most are highly experienced druids, though a few
Dinas Emrys and Cader Idris are the two most famous. The witches and others can also be found here. Three of the most
Cambrian Mountains make travel across much of Cambria respected are Myrddin, Brotor, and Cador the Dodman (see pg
.
36), though there is no grand council or any such organisa-
tion. In practice, the Ever-Living Ones discuss and argue OeFences OF Uinas mRys
among themselves all they like, but Myrddins word stands. Dinas Emrys is first and foremost a fortress - it has stone
walls between 8ft. and loft. thick, and its structure is bolstered
Most of the other inhabitants of Dinas Emrys are Atlanteans, by the magical ley energies that intersect at its site. The walls
including a fair number of representatives of the rmoahal race, are further protected by the seven massive fire towers.
one of the ancestral root-races of humanity. The Fortress
also holds a small number of Myrddins students, who learn
High Magic from him, and several folk who have become lost Cime G a v e l
from their own times and effectively trapped here. Dinas Emrys is known as the Eternal Fortress because, in
some respects, it has always been atop Snowdon and always
will be. It stretches backwards and forwards across time to
Finding h a s emRys infinity, though the Ever-Living Ones would point out that
You may attempt to find Dinas Emrys by travelling to concepts such as past and future are meaningless to those who
Snowdon with the intent to do so. You must spend 1 EP and can truly see reality as it is. Time, after all, is a great spiral, a
make a Divination check (DC 30), with the following cosmic cycle through which it is possible to wander in an
modifiers: extremely non-linear way. Here at Dinas Emrys this is clearly
+6 if you are a druid of lothlevel or higher demonstrated under Myrddins direction, it is possible to
~

+6 if you are a bard of level or higher travel to any time period, and he often looks out for promising
+2 if you are a witch of 14thlevel or higher heroes to fulfil particular roles in history for him. He can pay
+2 if you are any other character class and of 16level 01 extremely well, too, often in magical items or even artefacts.
higher The most common missions seem to be fighting against
+1 for each deity you have made special sacrifices to this year Cythron agents in one or other of the many battles humans
+4 for each major geas or major weird you have seem so fond of.
+4 if your Enech is 15 or higher
+2 if you have ever met Myrddin, Brotor or Cador before The Atlanteans who make up the bulk of the population of the
+4 if you have spent the previous night on Cader Idris Eternal Fortress are no longer able to travel in time without
dying horribly in the process -they would age instantly if they

I
were to use the Time Lake, the vast underground lake beneath
Dinas Emrys, through which Myrddin can send his minions to
any time he chooses, past or future. The Time Lake is filled
with the yolk from many hundreds of Time Worm eggs that
6

Myrddin conjures here. The


whole Time Lake cavern is
kept extremely cold, to ensure
that none of the time worm
eggs hatch. See page 79 for
more on Time Worms.

Full rules for time travel and


the use of the Time Lake will
be given in the forthcoming
I\ I
ut.

sourcebook Dinas Emiys ~

the Eternal Forti-ess. In the


meantime, the Games Master
may assume that so long as
Myrddin is not seriously
distracted (attacked by time
worms, shot at by dart-
dragon-wielding Skull-
Swords etc) he can send
characters to any time period
and place desired, with
enormous precision, and bring
them back again too. This
will not, of course, apply to
t r
rmoahals, other Atlanteans, or
long-term (50+ years)
residents of Dinas Emrys,
who will not survive such a
journey.
Rmoahals t Medium-size: As medium-size creatures, rmoahals get
no special penalties or bonuses for their size.
The rmoahals are one of the root-races of men, said to have
built the very first stone circles in Tir Nan Og many thousands
of years ago. Their druids wear great ceremonial cloaks of t Rmoahal base speed is 30 feet.
birdskins and feathers, and even the warriors often sport
gaudy feathers in their hair. They left the everyday world of
Tir Nan Og behind and came to Dinas Emrys to assist and
t +2 racial bonus on Animal Empathy, Handle Animal
protect Myrddin in his age-long task of defending humanity and Ride checks applied to dragons of all kinds. Rmoahals
from the Cythrons. have a natural affinity for taming and riding dragons and were
the first folk to train war dragons.
Personality: Rmoahals are direct and forthright and, though
wise and intuitive, tend to be quick to anger. Even their druids 7 +1 racial bonus on all Intimidate checks. Rmoahals are
are often quite prepared to get into fist-fights with one another. large, fierce and threatening. Their stubbornness is also
legendary, allowing them to wear a victim down through sheer
Physical Description: Rmoahals look like tall, savage- bloody-mindedness.
looking humans but have glossy blue-black skin. The males
have sharp tusks and protruding lower jaws, enhancing their
barbarous appearance. Rmoahal males stand around 6 ft. 6 in. 7 Base Earth Power: 7. Some of the most famous druids
to 7ft. 6 in. tall, weighing some 250 Ib to 300 Ib, while the and witches of all time have been rmoahals.
females are usually 6 ft. to 7 ft. tall and weigh about 200 Ib to
250 Ib. Both sexes tend to be very strongly muscled.
t Atlantean Subtype: The surviving Atlanteans have had
Relations: Rmoahals consider themselves to be superior to to drink the fluids from Time Worm eggs for many thousands
all other races and, unless a non-rmoahal proves himself of years. So long as they keep doing this, the fluids render
extremely worthy he will be at best scorned and at worst them immune to the effects of normal aging - they are
attacked. effectively immortal unless killed. However, they are highly
vulnerable to Time Bolt attacks by time worms (see the time
Male Names: Mogrooth, Fergus, Doirb, Cumma, Muach, worm description on page 79) and suffer a -8 racial penalty to
Buan all saving throws related to the effects of magical manipulation
of time. In addition, they must drink the contents of at least
Female Names: Tlachtga, Eeshnacht, Carthu, Cacht, Tulach one time worm egg every season or they age very rapidly and
die within Id4 minutes, crumbling to dust.
Rmoahal Racial Traits
All rmoahal share the following racial traits: Minor Geas: Every rmoahal begins the game with a
minor geas (see the Slbine RPG rulebook).
t +2 Strength, -2 Dexterity, +2 Wisdom, -2 Charisma:
Rmoahals are strong and have a great deal of willpower, but
are not enormously agile. Their pride verges on arrogance and
makes it difficult for them to get on with others.
59
-- L A

The Encennach CadeR 1 d R k


This magical bird-winged headdress is particularly useful to This is a smaller mountain about twenty miles to the south of
rmoahals. Any rmoahal who wears it can fly at a speed of 30 Snowdon. This was once the place of power of Idris, a titan
fl. and a manoeuvrability of clumsy, at will, at a cost of a merc chieftain of long ago. He placed weirdstones around the
1 EP per hour. If he has a better means of flying, such as a summit in a circular formation which gave the mountain its
levitate spell or a war dragon to ride, that means of flying has a name (literally The Seat of ldris), though the stones are long
bonus of +20 ft. to its speed and an improvement to its gone - one legend has it that Myrddin took them away to build
manoeuvrability by one category (e.g. from poor to average) the foundations of Dinas Emrys on the next mountain, another
for no EP cost. A non-rmoahal character can still wear an that the stones grew legs one day and walked down the
encennach but pays 2 EP per hour to fly, or 1 EP per hour to mountain and into the Inland Sea, and a third that the Fir Bolg
enhance another means o f flying such as a riding dragon or or Fir Domain took them as a symbol of their conquest of the
levitare spell. Encennachs may be created by any rmoahal Titans.
character who can make masterwork items with Craft (rmoahal
feathercrafting) and cast the levitate spell, at a cost of 2000 sets Climbing Cader Idris and spending a night at the summit is
and 500 xp. said to be one of the methods of drawing the attention of the
Ever-Living Ones to you, so you may gain entry into Dinas

I
Emrys Doing so is risky, however, the old magic of ldris enhancement bonus to your next Perform skill check, for it is
lingers here and this is not an entirely safe place to sleep said that those who can resist the curse of the mountain will be
Anyone spending the night here must make a Will saving gifted with poetic insights In addition, it provides some
throw (DC 20) Failure means you are afflicted by a curse of benefit when attempting to attract the attention of the Ever-
either insanity or blindness (elther one can be removed by a Living Ones
sign ofcleansing spell as usual) Success gives you a +2
r-

G
aesatae, meaning 'Spearmen', is the name commonly
given to the bands of Goddess-worshipping elite
mercenaries who wander Tir Nan Og, particularly the
Earth Goddess tribal lands. Fighting naked, in honour of their
Goddess, the Gaesatae are recognised as superior to the typical The Gaesatae are sufficiently well-organised that they have
mercenary group, both for their prowess in battle and for their their own elites, much as the Tribes of the Earth Goddess.
religious fervour. Even more so than other warriors, it is The Gaesatae warrior prestige class is used for such elite
crucial for the Gaesatae that they absolutely never show any fighters, and most warriors who join the Gaesatae soon add a
fear they demonstrate this by charging naked at their foes,
~ level or two of this class.
even against overwhelming odds, feeling that they need
nothing but their weaponry to defeat any number of enemies. Class Skills and Attributes
The Gaesatae warrior's class skills (and the key ability for
C;aesa;cae ORganisacion each skill) are Climb (Str), Craft (any) (Int), Intimidate (Cha)
Jump (Str), Perform (Cha), Ride (Dex) and Swim (Str).
Most Gaesatae bands are fairly small, with perhaps 20 to 80
warriors. These are some of the most deadly mercenaries Skill Points at each level: 2 + Int modifier
around however - around 25% of each group will be tribal
warriors or noble warriors of around 4'h-6'hlevel, with 50% Hit Die: d12
having 6 to 7 levels in tribal warrior or noble warrior and an
additional 1 to 3 levels in Gaesatae warrior, and the remaining
25% being of higher level still. As might be imagined, their
Requirements
sheer experience makes the Gaesatae a serious force to be Base Attack Bonus: +6 or higher
reckoned with on the battlefield, capable of taking on, and Spell: Skyclad blessing
defeating, far larger forces. For this reason they are very Skill: 5 or more ranks in Perform
much in demand among both the Earth Goddess tribes and Race: Must be human or warped one
others. Feats: Battle Cry, Power Attack, Iron Will, Weapon Focus
(any spear, javelin or gae bolga)
Each band will have a war leader but the members of the Enech: 4 or higher
warband tend to be even more keenly egalitarian than most of Special: Must be accepted into a band of Gaesatae
the northern tribes and will not stand for a tyrannical or
overbearing leader. All loot or pay is shared equally, and the Class Features
position of warleader carries with it far more responsibility All of the following are class features of the Gaesatae warrior
and danger than it does benefits. prestige class:

Gaesatae bands tend to get on well with other Gaesatae bandb, Weapon and Armour Proficiency: The Gaesatae warrior is
recognising a kinship and shared honour, even if on opposite proficient with all simple and martial weapons. The Gaesatae
sides in a battle. This does not prevent them from attempting warrior gains no proficiency with any armour or shields ~

to defeat and even kill other bands, although it does mean they although some of the ordinary Gaesatae members use helmets
will show mercy to the fallen, prevent the torture or other or shields, the Gaesatae warrior gains honour by fighting
mistreatment of captured prisoners and often indulge in naked. The following special abilities of the Gaesatae warrior
honour-fights, even on the battlefield if the opportunity arises. may not be used if he wears or carries anything other than
jewellery and up to three weapons: Skyclad Bonus, War
A tribe looking to embark on some serious conquests could do Trumpet, Battle Madness. Note that amour check penalties
a lot worse than employ several bands of Gaesatae together, as for medium or heavy armour apply to the skills Balance,
they are quite happy to work co-operatively, if with a certain Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket
rivalry. Gaesatae do not like to work with most non-Gaesatae and Tumble. Also, Swim checks suffer a -1 penalty for every
mercenary bands, regarding them as lacking in honour, though 5 lbs of amour and equipment carried.
they are quite willing to fight alongside the warriors from the
tribe employing them. Fearless: All Gaesatae warriors add their class level as a
resistance bonus to any Will saves against effects that would
cause them to run away or suffer morale penalties of any sort.
F --

This is cumulative with the bonus from the Iron Will feat. In level or higher is affected by a successful Taunt attack during a
addition, anyone attempting to use the Intimidate skill against a battle (as defined by the Games Master - probably anything
Gaesatae warrior must add the Gaesatae's class level to the with more than 60 or so participants in total), rather than
DC. This is a supernatural ability. become maddened as usual, he goes into a special battle-mad
state. He has a -2 circumstance penalty to all attack rolls but a
Skyclad Bonus: At 2'Id level the Gaesatae warrior gains a +1 +2 circumstance bonus to all damage rolls for as long as he
dodge bonus to Amour Class. The bonus rises to +2 at 4"' would usually have been muddened. A battle-mad character
level, +3 at 6'" level, t 4 at 8"' level and +5 at 10"' level. This is does not suffer the usual penalties for being maddened. This
a supernatural ability and it stacks with any bonus gained from is an extraordinary ability.
the s@clud blessing spell.
Dying Curse: A Gaesatae warrior of 9"' level or higher is
Spear Mastery: From 3rdlevel the Gaesatae warrior gains a particularly feared - even if you kill him, he can still hurt you.
+1 circumstance bonus to damage whenever using a spear, He gains the ability to cast a free greater curse spell at the
javelin or gae bolga, either in melee or as a thrown weapon. moment of his death, targeting any character within 30 ft, even
This is cumulative with any bonus gained from the Weapon if he does not know the spell or have enough Earth Power to
Specialisation feat. if applicable. This is an extraordinary cast it. This is a supernatural ability.

Table 1: The Gaesatae Warrior


Base Magic Fort Ref Will
Level AttackBonus Attack Save Save Save Special
1 -1 -0 72 -0 0
1 Fcarle>s

3 +3 +o +3 +1 +1 Spear Mastery

5 +5

+1 +5 +2 +2 Battle Madness

9 +9 +1 +h +3 +J Dying Curse

**--.- -- -L
5 . -
F
63

M
uch of the terrain here is very like Northem Tir Nan food, in which case they are more likely to be invited to join
Og, with a great deal of forest covering the land, the feast, rather than end up as part of it.
some plains and farmland, and several large
mountain ranges surrounded by smaller hills. Much, too, has The following tribes are some of the more prominent of those
recently turned to sourland - in many areas the drunes have found in the drune lands, though there are many dozens more.
been accelerating their plans for Ragnarok, making previously Each tribes usual area of abode is given, but the Games
benevolent weirdstones drain huge quantities of Earth Power Master should bear in mind that, in these troubled times,
from the lands. Again, like the lands of the Earth Goddess members of the tribes are often found far from home, either
Tribes, the drune lands are fairly sparsely populated, with a serving in drune armies or as refugees. In addition, each tribe
great deal of wilderness. has its own tribal warrior fighting style -there are no noble
warriors in these tribes, since the only professional fighters in
southern Tir Nan Og are the skull-swords.

There are more tribes in the lands of the Drune Lords than Che CaRnu
there are in the northern lands, but they are smaller and more
The Tribe of the Camu is located near the site of Camac. They
isolated than the tribes of the Earth Goddess. Rulership by the
are great hunters, skilled with spears and slingshot. The boys
Drunes has ensured peace between the individual tribes,
of this tribe openly aspire to joining the skull-swords when
leaving more time for tending crops and livestock, hunting and
they reach maturity, or form squads of light infantry when the
crafting, be it weaponsmithing or pottery, as the villages are
drunes wish to raise an army. They are very much in support
not spending time constantly warring with one another.
of Dmne rule and take part in the great celebrations to Camun
that are held at Camac.
These small tribes do not have tribal kings as such, and there
is certainly no High King, as the Drunes do not tolerate such
The head of the largest Camu village, Camac itself, is a man
competition to their leadership. Each village has its own
called Molok. He has been leader here for 20 years, holding
headman, who holds the responsibility to ensure plentiful
his position through force of personality and a long sharp
harvest, resolve local disputes and generally keep the tribe
spear. He maintains good relations with the Drunes at Camac,
together. The headman, or headwoman, will usually be chosen
and his hunters are given licence to hunt what game they will
from among the elders of the tribe, either by acclamation or
in the surrounding area, provided that young men of the
vote. As the tribes do not have their own noble warriors, the
village are regularly provided for training with the skull-
appointment of the headman has to be by consensus, as he has
swords.
no means to enforce his position. The leader may be replaced
at any time by another, if the tribe feels that he or she is not
See the Camac section on page 65 for more information about
doing a good enough job. the village and its great weirdstone alignments. The Camu
tribal fighting style can be found in the Slaine RPG, in the
The tribes are small, usually limited to a small area containing
Bestiary chapter.
two or three villages or towns. The lands of the Drune Lords
used to be fertile and game plentiful but, recently, the Earth
Power has been drained to such an extent, by the Drunes and
their weirdstones, that it is difficult to feed a lot of people off
Che Nemenites
The Nemenites live in and around a large village called
the increasingly infertile land. There has been mass starvation
Nemere, on the banks of the Lor river, two days journey to
and the population of the villages has been shrinking, through
the west of Drunemeton. The people of this tribe subsist
death and migration to the larger conurbations.
mostly on fish caught in the river and by cultivating the well-
irrigated farmland in the vicinity of their village. They tolerate
Travellers are treated with suspicion and hostility among the
the drunes and appease them by supplying them with surplus
southern tribes, unless they turn up with great quantities of

I
. A
6--

produce. In return the drunes teach them sorcery - they have She is unusual amongst the Paressi in that her visions are
set up a small hut as a school in Nemere and every Nemenite invariably accurate
learns a few spells from a young age. This is also to the
drunes advantage, of course, since they are able to take the See the Lucotetia section on page 84 for more information on
best of their students to Drunerneton to become fully-fledged the Paressis great city.
drunes or witches.

The head man of Nemere is Han, a slightly-built, middle-aged che b e e


man, respected for his ability to drive a good bargain. His The Dree are noticeably smaller than other peoples of the
eldest daughter, Prin, is a drune priestess at Drunemeton. Drune lands. They live in the far east of the country, near the
Massif Centrale which divides the lands of the Drune Lords
Nemenite Tribal Fighting Style from the unexplored lands of the East, if indeed there is
The Nemenite tribal warriors are somewhat more cerebral than anything there at all.
most, using a combination of blades and spells to defeat their
enemies. The tribe have always had an aptitude for sorcery, The Dree are hunters and are devoted in their worship of
which is very much enhanced by their magical education at thc Camun. They paint their bodies with vegetable dyes and wear
hands of the drunes. Nemenite tribal warriors do not gain mostly furs and skins. A portion of every kill is left in a cleft
either Climb or Ride as class skills, having had less time as in a rock for the Lord of the Hunt. Being so far away from the
children to learn such enjoyable skills. Instead, they gain centre of the Drunes operations, the Camun they worship is a
Sorcery as a class skill. At I level a Nemenite tribal warrior god of laughter, music and dancing. They are the only tribe in
gains a +I racial bonus to his magic attack bonus; at 5Ih level the southlands who adhere to the old practice of sacrificing the
this rises to +2, at level to +3, at 15* level to +4 and at tribal leader at the end of his seven-year reign.
20* level to +5. They also have rather less time for weapons
training - a Nemenite is proficient with all simple weapons Their current leader is called Lavan, a virile and fit young
and with hand-axe, short-sword, war-spear and two weapons hunter chosen as much for his sheer exuberance and prowess
chosen from battle-axe, sword, war club, sling or javelin. with the bow than for any wisdom or other leadership
qualities.

The Paressi are mad. Their city, Lucotetia, is located on an


island in the middle of the mighty river Sam in the North West
of the Dmnes lands. Being in the middle of prime farmland,
it is the centre of the grain trade route, with grain being
shipped up and down the river in the days before the sky
chariots. Grain, especially rye, was stored in the vaults of
Lucotetia but, as the methods of storage were primitive at best,
the grain often got wet, went mouldy and became infected with
ergot. Generations of eating mouldy rye has caused the
Paressi to suffer perpetual hallucinations. As a people, they
are pathologically superstitious and paranoid.

The current head of the city of Lucotetia is a woman called


Pash. She suffers from prophetic visions and is a soothsayer.
The second problem lies in the difficulty of directing such a
CaRnac mass of energy in a coherent manner. Recently, those Drune
Lords who have offered to act as conduits for the power and
The village of Camac, once an unimportant farming village to attempted to draw upon it have been disintegrated completely
the north of the lands of the Drune Lords, has now become the by the livid earth-fires which poured through them. There is
closest settlement to the drunes most ambitious and homfying not much point in amassing power if there is no way of
project drawing upon it without burning out the user. Work is
therefore scheduled to begin on a single gigantic weirdstone
To the north of the village, amid a region of sourland so which is to act as a focus and regulator for the power provided
leeched of life that the earth is like brown ash, lie row upon by the stone rows. It is expected that as well as enabling a
row of megaliths. There are more than five thousand stones in single Drune Lord to draw upon the total power available at
the Camac alignments, drawing Earth Power from the land Carnac without immolating himself, the great weirdstone will
and containing it in a vast, dangerously unstable reservoir. itself be able to hold and maintain a given spell and feed it with
the power of the region. For example, it will be possible for a
The great alignments serve as the central power battery for the control weather spell to be cast through the weirdstone in
drunes network of dolmens which stretches across the order to subject a region hundreds of miles away to a continu-
southern regions of Tir Nan Nog. These dolmens, while able ous violent storm. The great weirdstone is to be named the
to draw power from the Earth in their own right, are also fed Watcher.
with energy from Camac as and when required, ensuring the
rule and power of the drunes goes undisputed.
Ehe EhRee Fields
As well as being their power source, Camac is the Drune
The three areas of aligned weirdstones are named Menec,
Lords doomsday weapon. With such a monstrous amount of
Maryo and Lescan. They lie to the north of the village of
Earth Power at their disposal, they imagine they will be able to
Camac. Each field consists of row after row of standing
crush their enemies altogether and bring about the promised
stones lined up like soldiers awaiting the call to advance.
Ragnarok. Energies in such concentration, they believe,
would be able to move mountains and melt glaciers. It is
The stones in the Menec field, initially quite short and stubby,
generally agreed among the Drunes that it was just such a
become larger and larger from east to west, ending in the semi-
titanic use of Earth Power which brought about the earthquake
circular Cromlech, a testimony to the exponential increase in
in which Atlantis sank. A similar drowning is envisioned for
Earth Power which was beginning to erupt from the field and
the hated tribes of Danu to the north. Such is the ultimate
the measures taken to contain it. The field is one mile long and
vision of Slough Feg the Lord Weird, whose genius led to the
three hundred feet wide, containing more than two thousand
creation of the first of the Carnac fields more than a thousand
weirdstones. The fields of Maryo and Lescan each hold
years ago. Indeed, Feg would go further, and sink all of Tir
around 1,500 stones.
Nan Og beneath the waves, but only the highest-ranking
sloughs know this - so far as ordinary drunes are aware,
The fields of Camac are a daunting sight. Any follower of
Camac will simply bring about the demise of their old
Danu who was to encounter them could hardly dream of a
enemies, not their own people too.
greater blasphemy against the Earth Goddess than this. Stone
upon stone leeches power from the ground, power that makes
Although the forces generated and held by the Carnac
the air seem thick and humid between the stones and generates
alignments are staggering, the drunes are having considerable
a constant low whining noise like a swarm of insects. By
difficulty in employing them for anything other than powering
night, a lurid glow shimmers in the sky above the stone fields
the dolmen network. The first problem is the feedback of
like a sickly-coloured version of the Northern Lights. The
earth energies which the site is producing. The more energy is
whole area is completely out of balance and reeks of excess
drawn from the earth, the more stones need to be added to the and greed for power, perhaps a chill prediction of a future time
alignments in order to control and contain it and prevent
in which the constructions of men will lie in rigid patterns on
overload. If the resultant balance of forces is less than
an exhausted, exploited earth.
absolutely perfect and stable, feedback will eventually build up
once again. For this reason, the stone fields are continually
being added to.
Not every menhir (standing stone) in the three great align-
Slough Feg, having taxed his legendary genius to find a way
ments is actually a weirdstone. Early experiments were made
to overcome this problem, has given instructions for
with arrays of weirdstones but it was soon discovered that
cromlechs (semi-circular arrangements of stones) to be built
multiple weirdstones in one region caused too much distur-
on the ends of the stone rows, imagining that the circular
bance in ordinary reality and were simply unusable. Stones
formation will contain the energies more efficiently and boost
would split, explode or begin to howl and froth with blood,
the overall output of the site. Though they will not be ready
Drune Lords would find their skeletons warping like old
for a year or two, these booster stones will eventually prove
completely successful. (In the timeline of the Slaine stories, wood and whole regions would vanish overnight leaving
nothing but tarns of stinking liquid in their stead. Determined
this occurs relatively early on, in the t story.)
F

to master the problem of overcoming the limitations of sacred, second only to the Lord Weird himself Their role is
individual weirdstones, Slough Feg himself struck upon the solely to oversee the development of the Camac power-grid
idea of constructing aligned fields in which every tenth stone and research new ways in which the energies may be em-
was ordinary granite and the others were weirdstones. Using ployed Menec is under the authority of Slough Maug, Maryo
the ordinary stones as magical counterweights proved to be under Slough Broc and Lascan under Slough Lob It is
the solution. It was now possible to build a complex which possible for the Trinity of Camac to access the power of the
would link hundreds of weirdstones without the risk of a alignments when working in concert within the cromlechs,
magical meltdown. which used to be a regular occurrence but the power load is
now too strong for even the three Drune Lords to use safely
It is impossible to tell which menhir is a weirdstone simply by for longer than a few moments
looking, though characters who are accustomed to tapping
weirdstones will be able to feel the Earth Power in them and To compensate for this, the Trinity has had a small dolmen
so identify them. The whole site is dedicated to the use of all built for private use over to the east of Carnac and has laid
drunes of slough rank. An attempt to tap any of the down a much smaller field of stones, known locally as little
weirdstones which are built into the alignments will result in a Menec. This geomantic substation is where the Trinity
disastrous feedback surge in which all of the meddlers performs most of its rituals. It is much more stable than the
remaining Earth Power (if any) will be sucked into the stones lopsided, sizzling array at Camac.
and 3d6 damage sustained. A Will save at DC 20 must then
be made to detach oneself from the stone. Failure means that The three Sloughs are very different in temperament. Slough
the character is stuck to the stone and will continue to take 3d6 Maug is more than a little insane and often giggles in a high,
damage for each round in which he fails to extricate himself. girlish voice. Something of an alchemist, his hermitage is
thick with smoke through which can be seen vats of liquid
simmering slowly over dung fires. He is famous for his
macabre sense of humour and is viewed with some disdain by
Each of these fields is under the supervision of a particular other Sloughs because of this. In particular, they disapprove of
Drune Lord of Slough rank. The three together are called the the private puppet shows he stages in which he uses the
Trinity of Carnac and are viewed by the drunes as especially preserved bodies of enemy warriors as his actors. He is held
in high esteem by the Lord Weird.
Slough Broc is the most withdrawn and obscure of the three. discussion, or snap his rancid fingers and demand ink and
He is the most detached from the material realm, which means parchment to record some new insight. His favoured activity
his physical body is even more badly deteriorated than is usual is the exploration of far-off realms of the spirit. To indulge in
for a Slough. He often stops talking in the middle of a this he will drink narcotic brews and retire to his observatory
sentence and has to be reminded of what he was saying. for days on end, wandering- outside the body and holding
conversations uman powers.
L* - --

Slough Lob is loud and brutal. He oversees the worship of at the drune power base as sheer suicide. The stones generate
Carnun at Carnac and is particularly fond of the blood-harvest such a vast amount of magical disturbance and clamour that
at Samhain. Any excuse to feed the private dolmen of the beasts are drawn here from miles around, driven into a fury
Trinity with fresh blood is acceptable to him. and wanting to smash the source of the howling in their
minds. It is not uncommon for time monsters, hairy ones and
The three Sloughs are each served by a private retinue of two wodewoses to come roaring over the hills towards Carnac and
dozen second-year skull-sword recruits from Er-Grah (see have to be slaughtered by the patrols.
below). These unfortunates are not only expected to cook and
clean for their masters but to fetch any desired component of
their magical rituals, no matter how distasteful or hazardous its
acquisition might be.
Academy
Just to the north of the village of Carnac is the fortified
Che ObseRvacoRy OF Slough encampment of Er-Grah where the regions division of skull-
swords is accomodated. Slough Lob often resides here when
BROC he is not tending to his stones at Lascan. The structure is
Twenty feet up in the branches of an ancient and unhealthy- completely built from wood, the produce of a forest which
looking oak tree just to the north of the dolmen of the Trinity stood in this region before the stones of Carnac drained all the
is a round wooden structure with a conical roof, so rotten- goodness from the earth. A double wall surrounds the place
looking it seems to be a tumour nestled in the veins of the and turrets stand at the comers armed with ballistas to defend
wood. A rope ladder hangs from a circular hole in the against aerial attack.
structures base, the only way in or out. This is the retreat
which Slough Broc calls his observatory. He comes here to As well as being a barracks, Er-Grah is a training camp.
observe and record the movements of the stars and to go on Selected young men from the tribe of the Carnu and the other
his herbally induced out-of-body journeys in search of yet tribes of the drune lands are brought here when they are of age
deeper secrets. Close at hand in this foul cell is the instrument and put through the punishing training regime of the skull-
which Slough Broc uses to study the stars and which also swords. The Carnu are particularly proud of their status as
forms another component in Carnacs defence system, the first in line to join the skull-swords and any young man who
copper bowl called the Eye of Broc. When filled with fresh does not aspire to do so is considered a coward. The only
blood (no other kind will do) and fed with 3 EP it functions as exceptions are those with sorcerous potential, who are
a scrying device for an hour. This works as per the scrying expected to be druids or witches, and those better suited to
flames spell from the Sluine RPG but with the added ability to hunting, who will join the drune armies as skirmishers and
focus on a location as well as a creature. Slough Broc often light infantry in time of war anyway.
uses it to keep watch on the three stone fields.
It takes three gruelling years to turn a fourteen-year old boy
into a whetted killing machine. Approximately a quarter of the
population OF the R e g i o n candidates die from the viciousness of the training and have
The village of Carnac is the home of the Carnu tribe (see pagc their bodies slung out of the compound to be buried without
63) who are headed by Molok. Despite the ravaging of the honour. Boys from the Carnu tribe are twice as likely to
land which has been caused by the Carnac alignments, the survive as other candidates, since they have grown up amid
tribe is strongly supportive of drune rule and has come to the deprivation and hunger of sourland and are used to having
accept the drune philosophy that life is mostly suffering to be tough to stay alive.
anyway and death a welcome release. It is not unknown for
sacrificial victims to come forth willingly from the tribe of the A boy arriving at the Academy is put through his first
Carnu, especially if the volunteer knows they are not likely to initiation upon arrival. The custom is for the boy to strike his
amount to much as a warrior or hunter. It is a great honour to mother (or a stand-in if she is not with him) and turn away
be sacrificed to Carnun or to Crom Cruach. from her, entering the stronghold without looking back. This
not only symbolises the boys separation from his parents but
Since the alignments at Carnac are so important strategically to is a symbolic cursing of the religion of Danu, the worship of a
the drunes, there is a constant guard on the region. Border Goddess. Everything which motherhood stands for is
patrols of skull-swords, numbering twenty men at the least deliberately devalued.
and commanded by a Drune Lord, make a daily round of the
area. On every side of the stone fields, tall wooden watchtow- The training of recruits is overseen by the skull-sword captain,
ers house sentries who are ready to raise the alarm if strangers Torghem, and his cohorts His methods are uncompromising
approach. It would be extraordinarily difficult to approach the and harsh yet he sees them as a true kindness, not without
site unseen. some justification From the first, new recruits are made to
sleep on low wooden pallets underneath which are spread
The site is occasionally troubled by invaders, though they arL layers of dung, rotting waste and other writhing maggoty filth
very rarely members of enemy tribes, who would see a strike They are not told why and must simply endure it as best they
L
can. As time passes, they become steadily accustomed to the skull-sword dies, his sword is broken by the captain of his
stench and are no longer nauseated. Only when they are troop or by his next of kin. Some veterans have come to
brought for the first time into the presence of a Slough do they believe that their souls inhabit their swords more truly than
understand Torghems kindness for what it is. They have they do their bodies and a sword unbroken at death traps the
become largely inured to the Sloughs mystic auras, the spirit, who will then haunt and accuse the living until the
stench of putrefaction which surrounds them. Though breath sword is found and shattered with the appropriate rite.
masks are still a necessity, the skull-swords have learnt to live
with the worst of the stink. Female members of the Carnu tribe who show great promise
are more likely to travel to Cor Eolis to become war-witches
Boys in their first year are not allowed metal weapons and than they are to join the skull-swords, which is a predomi-
must practice with wooden mock-ups. In their second year, nantly male institution.
they use metal weapons held in the academy stores. Not until
their final initiation is passed do they receive a weapon of their
own. This is done in the course of the initiation itself, a c h e B~och
ceremony whose details are kept strictly secret from all About 150 ft. south of the academy at Er-Grah, between it and
outsiders. Even the drune overlords allow their skull-sword the village, is a small prison broch. This is only two storeys
lackeys their privacy in this one matter. The ritual takes place high, with the entrance being up a ladder onto the first floor
in caverns which were hollowed out years ago in the hill under and the prisoners kept below in the windowless ground floor.
the encampment. This holy place is never opened to outsiders. The rare few criminals from the village are imprisoned here,
along with the rarer-still interlopers or adventurers who come
To survive ones final year and be issued with ones own to Carnac in the hopes of sabotaging or attacking it. There is
sword is the first real reward a skull-sword recruit enjoys. no permanent jailor in residence, since the prison is not always
Although the blades are not magical, each of them is unique occupied. Rather, a group of skull-swords will be assigned as
and personalised to the bearer in some way, usually by bearing jailors whenever prisoners are captured, with the number of
his symbol or family name. For a skull-sword soldier to guards dependent on the number and apparent power of the
neglect his sword, or worse, to lose it or have it stolen, is seen prisoners. Unlike most brochs, there is no need for a complex
as a gross insult to the whole force and will be punished by a accounting system here to determine whether the prisoners still
whipping at the very least. Blood-eagles are not unusual for owe fines; anyone incarcerated here will soon be permitted to
those who insult their swords. A sword broken in battle, pay their debt to society by being sacrificed to Carnun in a
however, is a different case and the soldier is expected to wicker man or on a weirdstone altar.
ritually mourn for it, living off water and bitter herbs for
several days, until he may receive a replacement. When a
P-

7
P - -

height. Maeon is prepared to attempt this. He seems to be


confident but the Trinity of Camac have their doubts.
In the nearby region of Athbach, work will eventually
commence on the construction of the biggest weirdstone in the The first phase of construction involves the hewing out of the
world at this time. This is intended to be the final component titanic block of stone which will become the Great Weirdstone.
of the Camac matrix, rendering the whole store of power This is done in the quarry of Brailac, seventy miles to the
safely usable and enabling its direction with apocalyptic south. A fleet of a dozen Drune skyships will then be sent to
results. As such it is a critical component of the Drunes plans lift it carefully from its bed and transport it to its destination.
for Ragnarok and a top-level military secret. Unless the The Great Weirdstone will then be carved into shape in situ
weirdstone is properly completed and proves functional, the and, when ready, will be hauled into a standing position by
Great Flood will never come about. hundreds of villagers from Carnac. The ritual to activate it will
then take place at Samhain amid great celebration. There will
It is up to the Games Master to decide how far along the be plenty of libations of blood to douse the stone, taken from
project is at the start of the campaign. However, working by slaughtered animals, captured enemies and executed criminals.
the timeline ofthe original Slaine comics, the project is
completed shortly before the Horned God storyline. The If the Games Master wishes, the campaign can begin with the
Great Weirdstone will be designed and sited by Maeon the Great Weirdstone already in place and activated. When the
Architect, a sometime ally of the Drune Lords with dark skin Trinity decide to use it, one of their number climbs up a ladder
and golden eyes. He claims descent from Atlantis on one side to the top and begins the tapping process. That Slough can
and from a pre-human race of serpent people on the other. then draw upon effectively limitless Earth Power for
Whatever the truth of these stories may be, he is undoubtedly spellcasting purposes, though he cannot use more than thirty
B an expert in the art of weirdstone crafting. Although the
brilliant yet mad Slough Feg has proved how multiple
points in any one round. Alternatively, he may cast one spell
into the weirdstone and leave it running, drawing upon all the
weirdstones may be linked in a great array and it is Earth Power in Carnac to sustain it. The rules for weirdstone
acknowleged that a colossal weirdstone is technically spells on Page 75 of the Slaine RPG apply here. Unlike
possible, nobody has yet pushed the boundaries of weirdstone ordinary weirdstones, the Great Weirdstone can be reset and
crafting to create a single stone greater than thirty feet in imbued with a new spell.
71
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Every week a Drune skyship arrives to take a select hunting


Apoc~cyp-cicSpeU FFeczs party of eleven tribesmen to the forest of Brocelwin, which
Since the Great-Weirdstone is the drunes chief weapon by functions as a Camu game reserve. Places on this hunting
which they seek to bring about Ragnarok, its full powers are team are limited and there are often bloody confrontations
really outside the scope of ordinary spellcasting. It is left to when the time comes for the teams members to be selected. It
the Games Master to decide what the Drunes can achieve with is Molok who has the final say.
it. In the original Slaine stories, it was the focused power of
the stones at Carnac which melted the glaciers to the north and The skyship departs Camac several hours before dawn and
caused the Great Flood to rage inland across Tir Nan Og, makes a four-hour journey to the forest. There the favoured
leaving the Tribes of the Earth Goddess all but destroyed. Yet eleven spend the day shooting and spearing game for the tribe.
a flood is only one possible application of such power. It The days hunt ends with a solemn ritual of thanks to Camun,
would be equally within the powers of the Great Weirdstone to following which the days kills are laden on to the skyship and
send plagues of insects or wild beasts to destroy inland ferried back to Camac at nightfall.
settlements, or to cause typhoon winds to tear whole villages
away. The Great Weirdstone is the ultimate weapon of terror. In order to supplement the Camus rather rigorous diet of meat
without much else, the Drunes have arranged for wagonloads
of fruit and vegetable produce from other settlements to be
Life in the village OF CaRnac brought into Carnac on festival days. This always helps the
Camac is not as gloomy as one might expect, despite being celebrations along.
sited on the biggest tract of sourland this side of Tir Nan Og.
The village is more stoic than melancholy. The Camu tribe
who live there have learned to put up with just about anything
which life can throw at them. Their devotion to their Homed The feast days most important at Carnac are Beltane and
God, Camun, undoubtedly has a lot to do with this. Although Samhain. Each of these sees the Drunes and the Camu,
the Drunes have twisted the original religion of Camun so that together with any other allied tribespeople who have come to
life is seen as a vale of tears rather than a thing to celebrate, the worship, gathering at the stone fields to honour their Gods
nature of the Homed God still shines through, particularly the with loud celebration and many sacrifices. These are times of
humorous attitude which He takes towards death. Being a feasting and drunkenness even in the leanest of times and go
God of the Hunt, Camun shows his followers death is a on for three days. Nonetheless, these are not the carefree
necessary and inescapable part of life. All of a mans strug- festivals of the Earth Goddess. Death, not pleasure, is their
gling against adversity amounts to no more than the doubling theme.
and redoubling of a hunted animal which tries in vain to evade
its pursuers. The best it can hope for is to lead the hunter a The formal ritual celebrations mostly take place at the stone
merry chase and thus earn the hunters respect; indeed, the best field of Menec and are led by the tittering Slough Maug.
that is to be hoped for when facing a far stronger opponent is There is always a wicker man at Samhain, one of the largest in
to make a good show and keep some dignity. The Gods being the land, second only to that at Drunemeton. As is the practice
as fickle as they are, one may even win through by guile, throughout Drune lands, it is filled with criminals, livestock
cunning and a good measure of humour. Thus, though the and captured enemies as well as anyone who has chosen to he
Carnu are very pessimistic in their view of life, their hunters sacrificed of their own free will.
philosophy means they are humorous about it and do not live
in fear of death or pain. Grim jokes are common among them. Camac also has its own peculiar sacrificial rite, sacred to
Camun and not practiced outside of the region. It is called
Most of the villagers who have not gone to Er-Grah to become The Running of the Stags and involves a set of sacrificial
warriors are hunters or beast-tenders. The stones have drained victims, willing or unwilling, held at the Cromlech end of the
all the goodness from the earth and crops will no longer grow. stone rows of Menec. Their hands are bound behind their
As a result, agriculture has been almost completely abandoned. backs so they can only run. Skull-sword warriors stand along
A few villagers are swineherds, keeping a herd of pigs which the outside of the rows to prevent anyone trying to escape. At
are fed on slops and such fodder as can be found. Hunting is a signal from Slough Maug, the victims are set free to run as
the most popular of the professions by far. Hunting parties fast as they can down the rows. Slough Maug then releases
will often leave Camac for days on end, travelling to forests the hounds, specially trained and savage beasts who will chase
on the borders of the sourland where game may still be found the victims down and tear their throats out if they catch them,
in abundance and returning only when there is enough to feed splashing the stones with blood and filling them with even
the village. Tribal loyalty is extremely strong among the more power. If a potential victim reaches the far end of the
Camu. Nobody sets out to feed his own mouth alone. stone rows - a distance of about a mile - he will be set free.
Camun, after all, is God of the Hunt and if it is His pleasure to
Mindful of their own part in causing the hardship which spare a sacrifices life, then so be it. In practice this has never
Camac faces, and recogmsing the unparalleled loyalty of the actually happened yet but the rule is there nonetheless.
Camu tribe, the Drunes have made special arrangements with
the villagers to ensure their beloved hunts are still possible.
3 not gone unscathed from the corrupt earth

and twisted, as if blasted by lightning. Branches twist around


ancient corpses of humans and animals, as if the very plants
are grasping at them and strangling the life out of them
Carvings of hideous masks have been made in the trunks of
the trees Gibbets and fetishes dangle from branches
Unfriendly eyes seem to watch the traveller from the under-

Runemeton
Dmnemeton is one of the largest sacred groves in the Drune
Lord lands, nestled deep within the forest of Dardun in the
centre of the Drune Lords' lands. It is protected by eight
forest fortresses positioned around the grove, each filled with
skull-swords. As well as defending Drunemeton, these
fortresses hold most of the Drune Lords' apprentice drunes,
witches and war-witches. Drunemeton is Slough Feg's main
college of sorcery and he can often be found here training a
particularly promising group of pupils or supervising the
burning of a great Wicker Man on festival nights. This sacred
grove is particularly sacred to Crom Cruach, although of
course Carnun is also worshipped here. C h e FoResc FoRmesses
There are eight fortresses guarding the sacred grove at the
Che FoRest OF bzdun heart of the forest. Each fortress performs a specific function
in addition to guarding Drunemeton itself.
The forest of Dardun covers a roughly 40 by 40 mile swathe
of the centre of the country. Drunemeton nestles in the very
heart of the wood; a day's hard walking from the outskirts. COREolis
Rough tracks and trails lead in all directions but may be Cor Eolis serves as the main training camp for the Badb, the
overgrown in places, and often follow tortuous routes arounc, war-witches of the Drunes. This fortress consists of 12
bogs, hillocks, ditches and huge ancient trees.
73
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thatched huts, two long stone buildings with thatched roofs,


and assorted outbuildings, surrounded by a 20 ft. high wall. A
small wooden gate is set into the wall and this is kept locked
and barred from the inside. The wall is wide enough for two
men to walk abreast and is constantly patrolled by skull-
swords.

A three-storey building stands close to the wall. This is the


Reclusium, the place where the witches live is seclusion from
the soldiers who guard the place. Here they study and
meditate, and prepare themselves at festival-time for their parts
in the rituals, robing and painting their bodies with intricate
designs. The witches at Drunemeton are excellent warriors.
They are taught to fight along with their lessons in sorcery,
and are as efficient with a spear as with a cauldron. Men are
forbidden from entering the Reclusium, except at the request CORh e s t o n
of the witches, and instant justice will be meted out if one is The fortress of Cor Breston is the place where female novices
caught trespassing. are removed to be trained to the Priestesshood. Although there
is the usual number of skull-swords on guard here, the young
Also within the compound of Cor Eolis is a shorter stockade women are also guarded by Badb who are there to instruct and
of wood, around 40 yards in diameter and 4 ft. tall. This is the protect them from influences from the outside world.
bullring, in which the Badb's instructors test their
students' mettle by having them leap over charging
bulls.

There are 50 skull-swords on duty here and 25 Ai


+.;
women in permanent residence.

Cor Havas is the main training camp at Drunemton for


skull-swords. Boys come here at the age of 12 or 13
years, brought either voluntarily, or conscripted from
the southern tribes. Boys from Cor Savren who show
no talent for the priesthood often come here to train
for the military instead. The boys train for a year and
a day, and are then seconded to units stationed either
in other fortresses around Drunemeton, or sent to the
garrison at Gabala.

The conditions are harsh here, with the young soldiers


living and sleeping in wattle and daub huts and
training every day in the centre of the fortress, under
the instruction of three skull-sword captains and a
company of 40 men.

There are approximately 150 cadets in training here


every year, although it is expected fewer than this
number will pass out, as wastage due to accidents
during training is common. Conscripted boys caught
trying to run away are executed by sacrifice to Crom.
Within the high wall of Cor Breston are six stone roundhouses
with thatched roofs and a low stone barrack for the soldiers. CORSavRen
The buildings are arranged around a central clearing and a Cor Savren is the largest of the fortresses surrounding the
large firepit, where the girls are taught ceremonial dances and grove. This is where all the children chosen or stolen to join
also how to fight. the priesthood are trained. About 150 children, ranging in age
from 7 to 13, live within the walls of the fortress. Here they
This fortress is slightly larger than Cor Eolis, housing 45 are taught the oral traditions of the Drunes, learning basic
young priestesses, 70 guards and four instructors. magical techniques and herbalism. Boys stay here until their
twelfth or thirteenth birthday, depending how well they
advance. Girls stay until their first menses, at which time they
are removed to Cor Breston to be instructed in the womens
This fortress is a small skull-sword garrison only. Here, a mysteries.
company of 60 men under a Captain and a drill sergeant keep
guard. Posses of six to ten men are routinely sent out to patrol Cor Savren is the largest of the fortresses, with four large
this sector of the forest. stone dwellings, an open-sided roundhouse and 20 wattle and
daube huts contained within the secure wall. The occupants
are guarded by 70 skull-swords and there is a faculty of eight
CORCDusten drunes and five witches to instruct and care for the children.
Here any youngster from Cor Savren with a gift for natural
magic is brought to be instructed in the ways of Witchcraft and The ArchDrune in residence at Cor Savren is a man called
Summoning. Boys and girls equally are taught here, by an Luga.
ancient yet imposing witch named Chorys White-Eyes, on
account of her eyes being completely obliterated by cataracts.

Witches are taught by rote, the traditions of witchery being Cor Nilar is where the young men are instructed in the deeper
entirely oral. Among the young apprentices at Drunemeton, traditions of Drune Lore and the male mysteries by the ancient
the witches are considered the dunces, as they are not taught and terrible Slough Harg. Part of the initiation of the young
reading and scribing, but the witches often make up for this by priests is to overcome their revulsion of the mystic aura of
demonstrating their literacy skills by carving their initials in the the Slough.
arm of a tormentor with a sacrificial knife.
It is a cold place, with two long stone buildings and a barrack
At any time there will typically be 35 witch pupils, 50 skull- house. Fifty students, six Drune priests and 50 skull-swords
swords and a dozen instructors here. are based here. Slough Harg himself dwells in a tree-house in
a large oak which grows just outside the gate of the fortress.

Here young men and women, who show more of an aptitude


Khe GRove
for wordsmithing than magic, come to learn the more compli- At the centre of the forest is the Sacred Grove itself. A
cated lays and epics of Drune history, the intricacies of the law, clearing 100 yards across, this is the centre of the Drunes,
and how to craft satires and epic poems of their own. Drune worship of Camun and Crom-Cruach. Sacred dances are held
literature has a tendency towards grimness and misery, and here at Beltane, involving the use of many mind-altering herbs
satires are mostly composed to cause as much embarrassment and potions followed by wild licentiousness in the woods, and
as possible. They are also taught to read and write the Ogham great feasts at Midwinter, when the forbidden meat of Time
script, and many go on to act as advisors and scribes to tribal Monsters is roasted over giant bonfires. An enormous amount
heads and drunes. of Earth Power is generated by the sacrifice of a Time
Monster, which is why it is forbidden for any save a Drune to
It is smaller than average, and has two stone longhouses and a do so. The greatest festival held at this Grove is that of
roundhouse containing a fire pit, around which many a long Samhain, when the giant Wicker Man is erected, filled with
night is spent reciting lays and discussing the finer points of criminals and anyone unfortunate enough to have fallen foul of
the law. the Drunes near the time, then set alight as a sacrifice to Crom.

The skull-swords stationed here are as well-versed in word- The Grove is surrounded by a swamp, which is filled with the
play as they are with sword-play, most of them having been bodies of the half-dead, bodies of those who have died, but for
here for many years and have picked up the skills through reasons of the Drunes sorcery cannot completely die. They
exposure season after season. lurk in swamps and underground, until awoken by sorcerouq
means to fight for the sorcerer who raised them.
There are 50 soldiers, 25 students and 3 ancient Drune
instructors in residence here.
I;-
- -- -
Situated as it is less than a days' joumey from the edge of the
Forest of Dardun, the inhabitants of the village of Nemere are
--"1
who have not trained for the priesthood have little to do with
Gods and religion, preferring to rely on good traditional
farming methods for a good harvest, rather than any hi-jinks in
the forest, although they will still happily use any spells they
heavily influenced by the seminary at Drunemeton. Years of may have picked up to boost their farming abilities. They keep
dealing with the intellectual instructors of Drunemeton have the seminary supplied with food for the general upkeep of the
taught the Nemenite tribesfolk a respect for brains above colleges and may join in the occasional feast at Midwinter but,
brawn. It is through careful observation of the flow of the on the whole tend to have as little to do with the drunes as
River Lor that they have learned and catalogued the best possible.
fishing spots. Farming is operated along almost scientific
lines, with soil samples being analysed monthly and salts and Travellers will be met with gruff and grudging hospitality but
fertilisers being added to precise amounts. Most of the will not be made too welcome and will be encouraged on their
population can read and write Ogham script. Children as way as quickly as possible. They will most probably be
young as four and five are educated in local groups by young brought before the headman, Han Silvertongue, so-called
priests and bards from the seminary. It is from these small because of his ability to bargain hazelnuts from squirrels at the
schools that the brightest are picked to be trained to the beginning of winter. He will try to sell the travellers some-
priesthood. As the young men from Camac consider it a great thing they have no particular use for, such as a drift-net to
honour to train as a skull-sword at Er-Grah, so the youth of catch large quantities of fish when they are headed towards a
the Nemenites aspire to be accepted for teaching at Cor desert, then spend hours telling them all about his eldest
Savren. daughter, Prin, who trained to be a priestess at Cor Breston,
and now serves at the Grove.
Those who are not chosen for further education continue their
lives managing the land and discoursing among themselves on
the reasons for, and managing of, the deterioration in the Che Cave OF Beascs
quality of the farmland hereabouts. Most of the Nemenites The Cave of Beasts is the main Temple and stronghold of the
Lord Weird Slough Feg. It is situated in the Southernmost
reaches of the Drunes Lords' territories,
high in the foothills of what is now the
Pyrenean Mountains, which will not be
flooded when Ragnarok comes Human
sacrifices to Camun, in his Earthly
manifestation as the Lord Weird are
brought here by troops of skull-swords
Once every six years, each village in the
Drune Lands is required to send one
third of all the healthy children, chosen
by lot, to this main Temple of Camun.
Most are sacrificed to Slough Feg's
nefarious ends, or even eaten but,
'
I \ occasionally, a particularly brighttoorbe
inquisitive child may be chosen
taught by Feg himself to become a
Drune or a Badb

Che skull-SrUoRd

hi-
The Cave is accessible via a track that
follows the path of the River Gar, which
flows down from the mountains
1
walk into the foothills, the path veers
away from the river to the East, and is a

ey in a fraction of the
I --
The entrance to the Cave seems to be nothing more than a hole cave cut by water seeking its way out of the mountainside but,
in the ground, guarded by a garrison of skull-swords, who over the centuries, has been elaborated into a maze of rooms
defend the Cave and deal with the sacrificial children as they and tunnels protecting the central cave It can be viewed that if
arrive. The outpost consists of a dozen or so wattle and daub the Cave of Beasts itself is the womb of the Earth Goddess,
huts, which serve as barracks for the 60 experienced skull- then the Labyrinth leading to it is the birth canal The faithful
swords garrisoned here. on the ceremonial journey into the Cave of Beasts were going
back to the womb
The huts are arranged in a semi-circle on the south side of the
main track up in to the mountains. Each hut is roughly 20 feet After they arrive, the sacrificial children and their guides are
in diameter, with a thatched roof and a hide flap covering the lowered down 60 feet into the Labyrinth via a block and tackle
doorway. There are no windows. One of the huts is set aside and a wicker gondola. At the bottom of the winch, the pit
to imprison the sacrificial children before they are taken to opens up into a slimy maze of tunnels, beginning with the
Feg, both to fatten them up and because the Lord Weird stalactite-covered entrance gallery. A natural stone bridge
prefers to drain only three at a time. A well has been dug on arches over a seemingly bottomless chasm which splits the
the outskirts of the outpost, ten paces to the south, and latrine entrance gallery from the maze itself. Across this bridge,
pits are dug downwind of whichever wind is blowing at the narrow tunnels barely high enough for a human to crawl
time. through lead for many hundreds of yards. Only a select few
of the skull-swords know the way through the Labyrinth to
Although it is considered a great honour to be assigned a tour the Cave.
of duty at the Cave, most of the soldiers stationed here are
bored and under-fed. Travellers never venture this far into the The first opening on the left on entering the Labyrinth is a
hills and the only visitors, such as high-ranking Drunes and store-room where torches are stored and pumping equipment
Priestesses, come either via magical means, by the use of a in case of flooding.
./lying spell or sky chariot, or with their own personal body-
guards or battle-smiters. A few members of the garrison are The first on the right is a treasury, where offerings of gold and
relieved whenever a party of sacrifices are brought, changing precious jewels made to the Lord Weird over the millennia that
places with the sacrifices escort, so that once here a soldier he has been worshipped here are kept until needed. Most of it
typically finds himself stuck here for one to six years. has been here for so long that no-one, least of all Feg himself,
can remember exactly what it contains. Much if it has been
offered in exchange for the human sacrifices taken from
wealthy tribes or families. The rewards are always received
The first obstacle that must be negotiated before entering the but the victims seldom released.
Cave of Beasts itself is the Labyrinth. This began as a narrow
Further into the Labyrinth, rock-falls have caused tunnels to monds, emeralds, sapphires, opals, agate, amethyst, precious
cave in and new ones have had to be excavated, causing more and semiprecious stones of every tone and hue found in the
dead-ends to be created and unexpected pits and craters to earth. To attempt to chip even one stone out of the wall will
appear in the floor. start a cave-in which will bring half the roof crashing down.
Prospective thieves must make sure they are fleet of foot and
Down the second turning on the right instead, travellers have also that they run in the right direction, otherwise they may
to be sure to tread only on the upraised stepping stones set into find themselves running headlong into the Cave of Ghosts.
the floor, as the floor of this passage is made of quicksand.

At the end of this passage, travellers must crawl on their


bellies over an undulating rock flo
2 ft high Care must be taken to not nudge any of the
protruding stones in the walls, as noxious gases will be
released which will cause extreme discomfort to the eyes and
noses of the travellers, and make crossing the following
Crystal Cavern much less spectacular

The Crystal Cave is not as large or imposing as the Cave of


Beasts, but it is a marvel to behold, if one does not have
streaming eyes and can refrain
from constant sneezing One
hundred and twenty yards across 7-
and 20 ft high, the walls are
encrusted with crystals, dia-

1
c

Even the hardiest of skull-swords dreads having to drag death and rebirth, the human manifestation of the Horned God,
bodies out of the Cave of Ghosts. Whether what haunts this the King of the Tribe, who is married to the Goddess at his
narrow cleft in the rock are the spirits of those slaughtered by coronation, participates in this rite by allowing himself to be
Feg to prolong his unnatural life, or whether they are the by- ritually sacrificed at the end of his seven-year rule, and his
product of the Lord Weirds evil sorceries, no-one really cares blood scattered over the field to ensure a plentiful harvest, as
to find out. Any authorised visitors to the Cave of Ghosts will the Kings of the Northern Tribes still do. However, 20,000
be given a special Ogham talisman (Slough Feg has half-a- years ago, Slough Feg refused to be slaughtered at the end of
dozen or so, and the commander of the garrison on the surface his reign, and has been living in the Cave of Beasts, using his
has four) which prevents the hunt-spectres from coming powers of evil sorcery to keep himself alive, completely
within 5 ft. of the bearer, but this does not stop them trying. insane, ever since. The Cave of Beasts was once a place of
transformation and of rebirth but now is a place of murderoiiq
People who find themselves in the Cave of Ghosts will be sacrifice and decay.
aware of spectral forms lurking in the upper comers of the
cave. Without warning, the creatures will strike, swooping Slough Feg continues to hollow out new passageways into his
down on their victims with piercing cries, raking heads and labyrinth and to paint pictures evoking memories of his youth
faces with razor-sharp claws. An unholy chill will pervade the and his lost vigour, when he cavorted with young witches. He
injured party and they will be overcome by hallucinations. keeps himself young through the sacrifice of the children who
Victims usually die of heart-attacks brought on by fear, or are brought to him by the skull-swords, and by eating the
hypothermia. See the Hunt Spectres entry on p77. yolks of the Time-Worms eggs.

Che cave OF kasts The Lord Weird Slough Feg


Male Slough Druid 20: medium-sized monstrous humanoid;
On reaching the central cathedral cave itself, the observer can HP 190; Init +1 (Dex); Spd 30ft, AC 12 (+1 Dex, +1 natural);
find himself overwhelmed by the scale o f the natural architec- Attacks +12/+7 melee (ld6 iron sickle); Magic attack bonus
ture. Columns of calcium deposits support the high ceilings. + 18; EP 15 (maximum EP 105); SA mystic aura, spells; SQ
A stream cuts its way though a meandering channel in the slough immunities, flesh casting, disintegration, know Ogham,
floor, disappearing into a tunnel at the far end. Sulphurous
fumes emanate from funnels standing in groups of four or five
in places around the chamber. The floor is littered with bones,
some in recognisable human skeletons. The most striking
feature, however, from which the cavern takes its name, are
the paintings on the walls of hundreds of beasts - mammoth,
leaping bulls, stags, woolly ponies and bison. Many spears
are depicted flying towards these beasts.

Spirals and coils appear among the animals and birds, a


common feature being the three-armed triskele pattern, (see
sidebar).

Standing out among all these animals is a painting two-and-a-


half feet high of a being that is half human and half animal. Iy
is the only illuminated painting in the whole cave. This is
I-
believed to be a depiction of the Homed God, Camun, as
Master of the Hunt, the first consort of the Earth Goddess.
The souls of animals slaughtered in the Hunt were escorted
back to the womb of the Earth Goddess Danu by Camun, to
be reborn once more. thus uarticiuatinn in the Cosmic Cvcle o f
-
F Y
IF- 79
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salmon of knowledge, the head aflame, druids egg, SV Fort +20*, Innuendo + I 2, Intimidate +30*, Knowledge (religion)
+9, Ref +7, Will +15; Str 14, Dex 13, Con 16, Int 20, Wis 16, +30*, Knowledge (weirdstones) +30*, Knowledge (as-
Cha 19 tronomy) +30*, Perform +30*, Profession (hunter) +13,
Sense Motive +8, Sorcery +24; Slough Skin, Blood Eagle,
Skills and Feats: Bless +23, Bluff +14, Concentration +3 1*, Craft Masterwork (stonemasonry), Improved Corn Dolly,
Craft (painting) +29, Craft (weirdstones) +25, Divination Craft Wicker Man, htual Sacrifice, Sorcerers Boon x3, Tap
Table 2: Rapid Time Worm Growth

1 15 +5 (ld6) Medium ( 5 ft. Fort +4, Ref +5, Str 15, Dex 14,
by 5 ft./5 ft.) Will +5 Con 12

3 5 (32) 14 +7 (ld8) Large ( 5 ft. Fort +6, Ref +5, Str 17, Dex 13,
by 10 ft./5 ft.) Will +6 Con 14

5 15 +11 (ld10) Large(5ft. Fort+8,Ref+6, Str 19,Dex 12,


bv 10 ft.h ft., Will +7 Con 16

7 9 (76) 14 +13 (2d6) Huge (10 ft. Fort +lo, Ref+& Str 21, Dex 11, Lightning Reflexes
by 20 ft./lO ft.) Will +8 Con 18

9 11 (99) 15 +I6 (2d8) Huge (10 ft. Fort +12, Ref+9, Str 23, Dex 10,
by 20 ft./lO ft.) Will +9 Con 20

Dolmen, Tap Weirdstone, Craft Masterwork (paintings).


*includes Salmon of Knowledge bonus, racial bonus, or other
bonus
Gabala is a major conurbation by the standards of the time.
Spells Known: cloak of blackness, controljlames, control Once an important centre of culture and craftsmanship, years
water; control wind, control weathet; deluge, flying, gust qf of despoliation by the Drune Lords has corrupted the country-
wind, levitate, lightning, wear skin, astronomy - long-term side to such an extent that it is next to impossible for the
prediction, astronomy medium-term prediction, astronomy -
~
populace to eke out a living off the land, so they have migrated
short-teiw prediction, bull feast, divination by entrails, to Gabala in their thousands to try their luck in the city.
scrying flames, protective ciide, cure injuv, c h a m against Finding a way to make an honest living even here is so hard
contusions, imprisonment circle, shoggey curse, ally of the that many resort to thievery and murder. The streets of Gabala
horned lord, army of the horned lord, Crom Cruach s are not a safe place for the unwary traveller.
revenge, a murder of crows, lesser ill-luck, ill-luck, greater ill-
luck. sout; create half-dead, betraying hand, blood to poison, Gabala is built on a hill in a series of three concentric circles
transfer spell centring on the main plaza where the Grand Temple stands.
The buildings on the perimeter of the plaza are occupied
Fegs sorcery has created folds in time, which has caused mostly by the military and by the occasional tavern. The
Time Monsters to appear in the southlands, and also enables second circle houses merchants and others who, for whatever
Time Worms to move through the lands, unseen by humans. reason, have achieved a place of status and wealth within the
Wormholes exist in the Cave, through which the Time Worms society. All others live in the outer ring and are left to shift for
emerge and lay the eggs on which Feg can feed to keep themselves. Steeply sloping streets and stepped alleyways run
himself young. between the rings of the city, connecting the cobbled roads that
run around it.
No-one but Feg knows the passageways on the far side of the
cave. Anyone entering there by non-magical means will The town of Gabala was once a thriving centre of trade,
wander forever, unutterably lost, until death or Feg catches mostly in the business of weapons, primarily spears. Boats
them. sailed up and down the River Gar, carrying wood and iron
into the city and good quality spears out. Those of the
Hidden down one of these secret passages lies the Slime Pool populace who have a decent standard of living are either
where Feg lies to regenerate. The Pool is filled with the slime retired weaponsmiths and their families, or smiths working to
of Time Worms and the yolks of their eggs. See the Slough supply the many skull-sword battalions garrisoned in Gabala.
template in the Slaine RPG main rulebook for more informa-
tion on Slough regeneration. The Pool is visited by a small A market is held once a week in the plaza outside the temple
flock of cranes, which rise when Feg is about to emerge. where folk buy and sell bony livestock and any meagre
possessions they may have left in order to make some money
Pockets are picked, stolen property is fenced, passers-by are
81
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knifed, all under the watchful gazes of the patrols of skull- hewn out of a single block, and again carved with spiral and
swords, who are there more to invoke an atmosphere of terror triskele patterns. The altar is stained brown, from the blood of
than to keep the peace. Anyone actually caught committing a the many thousands of sacrifices, animal and human, that have
crime is more likely to find themselves sacrificed on an altar to met their bloody ends here at the hands of the drune priests.
Crom than in a prison. Even begging is considered a crime in Runnels have been carved into the floor to allow blood to
the Lands of the Drune Lords. The Drunes are more con- drain away cleanly.
cerned with keeping the populace afraid of them than in
maintaining any state of law and order. Behind the altar is another single door which leads into the
back corridor where there are more rooms around the outer
wall, leading back round to the front of the building. These
c h e Cemple are designated private quarters for the priests officiating in the
This was once the main hall of the tribal king in the days temple, although it is not unusual to find many of them might
before Slough Feg. Under the corrupt regime of the Lord have taken more opulent rooms in the town.
Weird and his Drunes it has become a temple to Carnun and
Crom Cruach. Immediately opposite the back door of the temple is a rough
staircase leading down into the cellars. Here the smell of fear
Entry is gained through a pair of large heavy oaken doors is all-pervasive, as this is where animals and prisoners are kept
hinged in iron, well-guarded by skull-swords. Once through awaiting sacrifice. The cells are arranged in a circle around the
the doors, a long corridor panelled in stone and lit with torches landing at the foot of the staircase, with heavy doors with iron
leads down to the main hall. Spiral patterns and friezes of hinges and a small grating for ventilation about the size of a
bison and mammoth are carved into the stone panels. The mans head. The stairs are the only way in or out.
three-armed triskele motif is a common occurrence in the i
design. Off this corridor to the left and right are rooms used
as guardrooms for the skull-swords on duty, store-rooms for
ritual equipment, robing rooms for the priests and a library full The skull-sword garrison makes up the majority of the first
of bark scrolls written in Ogham. circle outside the main temple. Units of soldiers parade
around the plaza and stand guard outside the temple. The
The corridor leads to the main hall itself, which is the heart of buildings around the edge of the plaza which were once
the building. More double doors open onto this circular room, dwellings of the ruling families and wealthy merchants have
which stands twenty feet high at its highest point. The ceiling been co-opted as offices where the skull-sword generals
is made from oak beams radiating out from a central boss attempt to keep track of where all their soldiers are at any time,
supported by a stone pillar from the floor. Other stone pillars given that any Slough or Drune can conscript an outfit of
support the ceiling at intervals around the room. All the pillars skull-swords to do their bidding on a whim.
are carved in the same manner as the panelling in the corridor.
Towards the back of the room stands a large stone altar
roughly six feet by four, and standing three feet high. It is
F--

admittance to civilians is allowed only between dawn and


Che Second CiRck dusk. The gates can be opened after dark but only if the
The buildings on the second ring can be considered grand by Drunes require it.
local standards. Here the more wealthy of the populace hold
residence, alongside the priests from the temple who prefer
more comfortable surroundings than are offered. Che Shanty town
Without the south and west walls of Gabala, a shanty town of
hovels built from tree branches and mud has sprung up, as
more and more people have converged on the city in a bid to
The buildings here are not nearly as well maintained as those seek refuge from the increasingly inhospitable surrounding
in the centre. They tend to be smaller than the others, as they lands. Starving and filthy men women and children sit in
are intended for the artisans and tradesfolk of the city. Now, apathetic misery outside ramshackle mud-huts, staring with
of course, the artisans and other traders are mostly out of dead eyes at any passers-by. From time to time, bands of
work, or are paid a pittance for their craft by the Drunes and skull-swords clear out these hovels, either sending the
consider themselves lucky to still have a head on their occupants back to their home-villages or, especially near
shoulders and blood coursing through their veins. Samhain, herding them into the centre ofthe city to the great
doors of the temple, never to be seen again.
Although built of stone, the houses are damp and the thatched
roofs rotten and patchy. In those houses that still have
wooden front doors, those doors are kept locked and barred.
Other buildings have hide flaps covering the entrance. There A sludge-filled and foul-smelling river trickles past the
is little to steal from any of these houses anyway. outskirts of Gabala to the north, flowing slowly westwards
towards the sea. Into this river, boats carrying the waste
products of the entire population of Gabala are lowered from a
hatch halfway up the north wall. The dung is transferred to
The streets and alleys in between the first two rings of the city various docks around 80 to 120 miles further downriver and
are relatively airy, well-lit, regularly patrolled by skull-swords spread out around the surrounding farmland. Of course, the
and free from rubbish. On the outer ring, however, they inhabitants of Gabala rarely see the crops their wastes fertilise
become narrower and darker Pickpockets, cutthroats, murk- ~ most such foods are co-opted to feed the drunes and their
lurkers, beggars and prostitutes frequent the darker corners, skull-sword armies.
and the cobbles run with sewage.

Taverns proliferate in Gabala, as many have discovered that a


Behind the outer ring of the city runs the city wall. It is sure-fire way of making a living is to sell homebrewed liquor
constructed of wooden planking and large stones banked up to folk who have little to do but drown their misery in alcohol.
on the inside with mud. Heavy gates are set into the wall at Most taverns are private homes that have been opened up for
the four points of the compass, each guarded on either side by the sale of drink and the occasional bowl of thin stew.
a turret containing a guardhouse. Each guardhouse consists of
a two-storey tower and a rampart. The ramparts of each of the
guardhouses are connected by a walkway which circumnavi-
gates the city. The ground floor of each guardhouse is the Drusillas tavern is located on the third circle from the centre.
guardroom and armoury, and the second floor is sleeping Only the most desperate of people come here to drown their
quarters. There are always eight men in each guardhouse, four sorrows in cheap hooch. Drusilla herself is a middle-aged
on duty and four resting. The gates are always kept shut and heavy-set woman who brooks little nonsense from her

t
83
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customers She keeps a stone axe under her serving table and
is quite capable of using it Her tavern is the downstairs room
of her two-storey stone house There are three tables, plus her
the h o c h
serving table, with benches and seating for 18 people. She has days ride to the no*h stands a broth Broths
a small yard out at the back with a cooking fire over which a are cylindrical towers dotted all across the southlands,
large cauldron of stew is usually simmering It is advisable constructed originally as lookout or defensive posts. This one,
not to enquire too closely on the ingredients she uses in her like most now there is no longer any infighting between the
stews. The liquor sold here consists of homebrewed ale, tribes, is currently being used as a prison Prisons are unique
which is thin and sour, and a violent and fiery spirit that is to the southlands, as among the Tribes of the Earth Goddess
notorious for turning the unwary drinker blind, mad, or both. crimes are dealt with immediately, by reparation or expulsion
Strangely enough, people rarely suffer from food poisoning at In the southlands~the perpetrator Of a crime likely to be
Drusillas, but this may be due to the fact that the intensity of locked up either in a broch, if they are lucky, or the cells of a
the spirit is enough to counteract the ill effects of the stew Drune temple if they are unlucky If he is lucky enough to be
Upstairs at Drusillas are two rooms each containing four held in a broch, their family can bribe the jailer to secure their
rough-hewn wooden bedsteads with straw mattresses and release, or the prisoner will end up on his back on an altar, or
sackcloth blankets These are available for rent, with or locked up in a wicker man and burnt as a sacrifice to Crom.
without the company of Dmsillas two teenage daughters,
Marietta and Sorcha The broch near Gabala is four storeys high, three above
ground and one below. The levels above the surface consist of
cells arranged around the edge of the tower, accessible via
Lands ? h e m
Fands tavern is owned by her father,
Bertram It is a purpose-built drinking SCENB THE JAILER
hall opening directly on to the main SHOWED LIS ROUNP,..
plaza, cleaner and airier than
Drusillas. Inside there are five stone-
walled drinking booths set into the
walls, in each of which a party of up
to six people might have a conversa-
tion without being overheard by other
drinkers nearby In the sixth alcove
lies the cooking fire, with a large
cook-pot suspended over it by a chain
from the ceiling Again, do not inquire
to closely of its contents. The odd d
Time Monsters heart has been known
to find its way into it from time to
time, and good meat and produce are 1
scarce in these parts, but on the whole 1
the fare is better than at Drusillas
The clientele here are mostly fighting
men and occasional travellers. Fights
break out often, and many an unfortu-
nate victim has found himself ejected
into the street by one of Fands many
self-proclaimed suitorsibodyguards.
,

stairways and balconies encircling the inner wall. There are 2 1 rye, stored in the city vaults, leading to widespread hallucino-
cells on each level, each having a small slit in the wall by way genic ergotism, and the totally inbred insanity ofthe entire
of a window. These cells are normally reserved for those population.
prisoners considered rich enough to afford to be able to bribe
the jailer, or whose families may be able to post bail eventu- The architecture is as mad as the populace. Unfinished logs
ally, and who are therefore worth keeping alive. have been used to clad the outsides of the buildings, with
hot-holes and twigs still visible to scare and snag the unwary
The centre of the ground floor is where the jailer himself has passer-by. Streets meander with no pattern to the lay-out. The
to live and sleep, if he sleeps on the premises at all. The builders seem to have constructed a building wherever they
current jailer, Scenb, is a black-bearded, heavily scarred fellow wanted it, or wherever it fitted. The whole of the island is
in middle age. He is assisted by his slave Nudd, a half-titan covered in these chaotic structures.
(see page 87).
At the centre of the town stands the headwoman's dwelling. It
Beneath the floor of the broch is a single large cellar dungeon, is a single-storey building, built on stilts from rough-cut logs
ventilated by four grills set into the stone floor and accessible placed upright to create a clover-leaf shaped pattern, with three
by one trapdoor. Into this oubliette are thrown the poorest and circular rooms leading off a central hallway. Each room is
most desperate of criminals for whom any hope of rescue is roofed separately with thatch. The room on the left of the
long gone. Occasionally food and water may be dropped entrance is her private dwelling. The room straight ahead is
down, if the jailer remembers, but otherwise the occupants are the hall where she receives petitions from the people of the
c left to shift for themselves. town and holds meetings with the Council of Elders and keeps
the town's stores of grain. The third room is a temple to
Carnun, where Pash, in her guise as Soothsayer, makes
sacrifices, usually animals or poultry, and prophesises.

Lucotetia is the second largest city in the Land of the Drune Similar buildings are connected to this one by narrow wooden
Lords. It sits on a large island in the middle of the Sam River, walkways, and rather ramshackle staircases. The overall effect
connected to the mainland on either side by two wooden is twisted, dark and spooky. The people of Lucotetia hustle
bridges. The buildings are constructed of wood, and are along with their heads down, not looking at the masks carved
raised on stilts to allow for the annual flooding of the river. It with gaping mouths on the walls of their city buildings.
is this annual flood which causes damage to the grain, mostly
85
L A

Unlike Cabala, there is a more or less equal standard of living


throughout the population. There are no main streets or back
alleys. It is impossible to map the streets as there appear to be
no intersections. It is as if Lucotetia has been built along one Even amid the dmne heartlands, sourland can now be found.
single meandering street, turning around and going back on The erection of miles and miles of standing stones across the
itself for miles and miles on rickety stilts. countryside, and the leeching of Earth Power through these
stones, has rendered vast tracts of once fertile land barren and
There are no inns or drinking houses in the city. It is very rare poisonous. In places, the ground is foul-smelling and boggy,
that travellers will be invited to stay within the town itself, but and people are forced to go about on stilts. Crops fail to grow,
will be encouraged to camp outside. It will take a great deal of animals do not thnve, farming is unsustainable and people
persuasion to win the trust of a Paressi tribesman enough to be starve in their thousands. Whole villages have been wiped out
invited into his home. Business is conducted on doorsteps, or by starvation and migration to larger settlements, where they
in the main hall of the headwoman's house, and always in swell the ranks of the beggars and thieves.
front of at least two witnesses, both to assuage the in-bred
paranoia and to assure all parties the whole deal was not just a The drune sourlands should be treated much as the tracts of
figment of someone's imagination. It is very hard not to be sourland on the border between the Tribes of the Dmne Lords
affected by the local atmosphere that the world is not always and Tribes of the Earth Coddesss (see the Borderlands chapter
what it appears to be, and travellers will never quite shake off for more information) except that these sourlands have been
that nagging feeling they are being watched after a prolonged formed relatively recently. This means for the most part that
stay among the Paressi. the dmne sourlands are not quite so hostile, having had less
time to fill up with weird and nameless beasts. In addition,
There is a small garrison of skull-swords stationed here, no these lands are more likely to still have villages occupied by
more than 150 soldiers in a fortress on the east bank of the humans. In practice, though, even the drunes make little
Sar. The people here are quite literally afraid of their own distinction between sourlands that used to be part of their own
shadows. country, and the border sourlands - all of it is ripe to be
dominated if there are any living things left there and, if not it
is suitable, only to be drained still further.

4
T he lands that lie between the Tuatha de Danann
and the Drunes are predominantly occupied by
two of the worlds oldest civilisations, the Titans and
the Fir Bolg. The Fir Bolg are hated enemies of the Titans,
having fought them repeatedly until the first battle of Mag
which can be found intermittently strewn across the titan
lands.

The titan lands are split into two territories. In the north, the
bulk ofthe titan lands lie east ofAlbion, muscled between the
Tuireadh, which was a resounding defeat for the Titans, northern borders of the Fir Domain and a long breadth of
forcing them out of much of Southern Albion. The Fir Bolg in mountains known as the Screaming Crags. They consist of a
turn were defeated and driven out of Eriu and Albion by the vast and foggy rolling plain that bears miles of ruins once
Fir Domain in the second battle of Mag Tuireadh. Presently, populated by their inhabitants ancient and powerhl ancestors.
the descendants of both these people live in small and isolated They also include a small strip of thick woods bordering on
regions on the outskirts of civilisation. The Fir Domain went the western part of this region known as the Dark Wilds, and a
on to force the decaying civilisation of the Titans almost hilly region called the Fiomhalach Lairig. To the south, the
entirely out ofAlbion, sacking their cities and slaying their titan territory is wedged between Lyonesse and the Fir Bolg,
children. The Fir Domain and Fir Bolg have had a chequered just above the Drunelands along the Agrona Aeron, a great
history since the second battle of Mag Tuireadh, sometimes river named for the Goddess of strife and slaughter.
allying and intermarrying for long years, sometimes warring,
but both despise the remaining Titans.

The remainder of the border territory is made up of wastelands It is impossible to describe the titans or their lands without
and wilds, which are largely uninhabited. To the south are the briefly discussing their origins.
sourlands, a vast expanse of dying forests, rotting swamps
and lifeless deserts all of which were tom and warped by At the height oftheir civilisation, the titans built a tremen-
energy-draining drune magic. Finally, there is the western dously massive kingdom from which they ruled over all Tir
coast, where the sacred beast forests and fiery mountains of Nan Og. They made huge advances in architecture, technology
Lyonesse can be found. Collectively, these fringe territories and magic. Both wise and intelligent, their people learned to
are known as the Borderlands manipulate the lands to do their bidding but in the end it
ultimately served to make them lazy. The easier the ancient
titans made their lives, the less there was for them to occupy
their time with. They became bored with things as they were,
bored by the ability to achieve anything they desired, and their
It is a simple fact that the titans are a dying race. Of the
boredom corrupted them. Their pastimes shifted from
ancient and mighty civilization, little is left standing and few of
provision to perversion and hedonism, and finally into sloth
the titans can remember the time when their ancestors thrived.
and lethargy. Near the end of the fall of their civilisation, the
With the fall of their civilisation, the titans became displaced
titans began to divide among themselves, tearing the remaining
and settled in several different regions of Tir Nan Og.
lands apart with civil war. While most of these legends have
Presently, tales of the titans are use to frighten children, while
been lost to time, there are a few passages known to the minds
the tales of their ancestors are used to inspire them. While the
of men.
ancient titans were a mighty and brilliant race, their descend-
ants are nothing more than brutish lazy giants and most of
During the civil wars, the titans once grand city became a
them are greedy, selfish and dumb as dirt. In groups, they
gruelling and brutal war zone. The most powerful titans
have little structure and their social order is based only on
formed tribes, most of which have been forgotten. One of the
physical strength. Mentally incapable of farming or raising
most powerful of these tribes called themselves the Joten. The
domesticated animals, they have reverted to a society of
Joten were under the leadership of a towering warlock called
hunters and gatherers. Titans have voracious appetites and
Thrym, who could summon and wield blizzards against his
will eat anything. Although it is not a typical part of their diets,
foes. He drew his power from a group of 12 magical stones
they are not above eating human flesh. Occasionally, they raid
which when arranged in the proper sequence, could siphon
human settlements but pick easy targets, especial small villages
magic from the earth. After the civil war, the Joten took the
that have already suffered at the hands of other oppressors.
twelve stones and migrated north across huge glaciers to
Once great artisans, the titans now live in caves and other
Midgard. According to legend, his tribes were further scattered
naturally formed shelters. The only contemporary structures
after the coming of the Tribes of Voden.
credited to Titan design are called feasting grounds and
consist of nothing more than huge mounds of cracked bones,
Another powerful tribe was known as the Gaulen They
followed the command of a thunderous warrior called Idris.
His tribe also had mystical stones that drew power from the
earth. After the civil war, ldris and his
and headed west into the land now known as Cambria. Idris
was said to have arranged the stones in a circular formation
and would sit upon them like a throne in order to draw his
power The mountain on which he placed the cromlech
became known as Cader Idris (see the Dinas Emrys chapter
for more information on Cader Idris) At one time, many
thousands of years ago, Idris and the Gaulen were
allied with the sorcerer who later became the Lord
Weird Slough Feg

Aside from the Joten and the Gaulen, only one


other tribe is remembered from the titan histories
Years after the civil war, a small tribe
of titans called the Fear Liath More
suddenly migrated from the ancient
lands and went north towards the
Screaming Crags However, there is
no mention of what became of them
or if they had any significant powers or
intelligence
pices of white stone that dip all the way to the river Iving, (a
long and violent torrent that flows out of the northern ocean
Cicm CeRRizoRies and never freezes over) The Screaming Crags are inhabitable
In addition to year-round blizzards, at least half-a-dozen of the
mountains are still semi-active volcanoes A single trail
rumoured to traverse the Screaming Crags, called Caigeann
Khe ScReaming CRABS Nan Thrym, is named for the leader of the titan tribe whose
The Screaming Crags are a broad range of volcanically formed People migrated to after the
mountains that curve across the north and western borders of
the northern titan lands They form a sturdy backbone against Along the lower ridgehne of the Screaming Crags, the
Midgard, sweeping against the eastern lands in steep preci- mountains slip down into a series of deep ravines and
bottomless lochs. The ridge line is just low enough to attract This thick stretch of forest is called Fiain Creatrach and it
some of the heaviest rainfall in all Tir Nan Og. During the extends from the Ancient Lands into the Fir Domain.
autumn season the rains are relentless, which helps keep the
surrounding lochs brimming with fresh water and large brown Along the eastern edge of the Fiain Creatrach, fogs, mists and
trout. In ancient times, the great titans used these lochs as overcast skies are frequent, particularly as one nears the ruins
I reservoirs and built extensive aqueducts to carry water down of the Ancient Lands.
from the hills to their city. While many of these aqueducts
have been destroyed over the years, a few still remain standing The Fiain Creatrach is heavily forested with oak and beech,
and continue to function as they were intended. and its grounds creep with the course green spines and
fragrant golden flowers of gorse bushes that dangle with black
pods. Closer to the fogs edge where the soil becomes moist,
one can find numerous varieties of wildflowers. The woods
of the Fiain Creatrach are also home to many large beasts such
as boars, bears and saber-tooth which, in turn hunt smaller
The low rolling hills that form the Fiomhalach Lairig sit just game such as deer and other woodland animals.
high enough above the fog of the Ancient Lands to get a
smattering of midday sun and a view of the realms to the The titans that live in the Fiain Creatrach are as savage as any
south. The hillsides are green with long lush grasses and members of their race get. They worship physical strength
sugar beet crowns, attracting a wide variety of small to and frequently hold death matches among themselves to
medium sized herbivores such as hares, badgers, squirrels and establish their social order and resolve conflicts within the
deer. Starlings and thrushes dart about in stunted thickets and tribe. They have adopted a somewhat Celtic attitude towards
tangles of wild barley. A fair amount of beech and hickory combat and prefer to fight and hunt naked and bare-fisted.
trees also grow in the hills rich soil, as well as a few ever- They fight dirty and do not hesitate to pull hair, bite and eye-
greens, such as pine and spruce. gouge opponents. Strict carnivores, they hunt constantly and
are known to slay beasts for entertainment. If they need other
The titans that now reside in this hilly region are excessively supplies, these titans sometimes form raiding parties to strike
lazy. The surrounding hills are speckled with large limestone against the smaller Celtic settlements along their western
caves naturally formed by excessive erosion. The limestone border but, for the most, they are in need of very little.
caves have proved to make convenient shelters and, over the
years, the local titans have regressed into primitive, cave- The Fiain Creatrach has no natural shelters such as caves or
dwelling hunter-gatherers. This lifestyle has forced them to earthen outcroppings, so the titans of this region sleep in the
live in small semi-nomadic clans wandering from cave to cave open, propped against trees. They have no sophisticated tools
in pursuit of seasonal food sources. Since tribes compete for beyond rocks and logs. They have lost the secret of making
food, water and other resources, when two different clans fire and do not use it for cooking or warmth. Instead, they eat
confront each other, the result is often bloody. Nevertheless, their kills raw and wear heavy hides and furs in cold weather.
since they are not excessively particular about their diets, food In fact, the titans of the Fiain Creatrach use little and leave less
sources are plentiful enough. Titans collect hard hickory nuts, behind, making it difficult for those unfamiliar with their
edible grains and sugar beets. They are capable of hunting behaviour to know whether they have recently passed through
small game and can kill a stag at 40 ft. with a hurled log or surrounding territories. It is these titans whose brain-balls are
large rock. Along the overgrown paths that run parallel to most valued by the warriors of the Tribe of the Growling
some of the aqueducts, their ancestors planted and cultivated Shields.
various types of fruit trees including cherry, apple and plum.
Tribes often settle near aqueducts during the early fall in order
to collect ripe fruit. When food becomes scarce, they gather C h e h c i e n z Lands
half-rotten salmon after the spawning season or follow the
hunting wolf packs in order to chase crows away from their
discarded carcasses of their kills. Shepherds and travellers in
these hills are usually warned to avoid the titans, as they have
also been known to eat humans. It should also be noted that, The titan territories east ofAlbion cover a large expanse of
if the opportunity presents itself, these titans have no qualms fog-laden fens and moorlands. Mostly flat, the legends say
about eating one of their own kind. they were pummelled smooth by the tremendous fists and feet
of the giants that lived there. During centuries past, when they
ruled all Albion, these once mighty creatures levelled and
cleared thousands of acres of land and erected a huge and
wondrous city.
uirds)
The western edge of the Ancient Lands ebbs from its fog- Now buried beneath deep blankets of grey fog, the city lies as
laden fens into the thick and knotted forests of lower Albion. miles upon miles of shattered ruins. The crests of its crum-
bling spires and walls peek above the fog banks like tiny
islands of bleak, uninhabited s.-..J. Above, the sun hangs in ..,
the Titans centuries earlier. The remaining flor; .educed to
the sky as a dull muddy-yellow orb and one can stare directly tangles of ivy and briar thickets, wet sod and thick beds of
into it through the heavy clouds without blinking one's eyes. moss. Only a few of the most resilient species of evergreens
To this day, almost no titans live in the ruins of their ancient have been persistent about returning and these too are banded
city and many are afraid of them, believing them to be haunted with moss and strangled with creepers. The only large trees
by the angry spirits of their ancestors. left untouched throughout the ages are the tremendous willows
that stand watching over the ruins like solemn guardians,
Ironically, the great aqueducts that once fed the city have now dipping their branches into the fog.
drowned it, consequently turning its soil into soft bogs from
years of neglect. Since the water from the northern lochs is no Towards the outskirts, bordering against the lands of the Earth
longer consumed when it reaches the city, it simply spills over, Goddess tribes, the ruins have been decimated by repeated
flooding the streets and saturating the ground. Most of the conflicts, sieges and rage. Anything left standing consists
Ancient Lands have been transformed into thick mire that is mostly of deep foundations, surrounded by roofless broken
slowly swallowing the ruins, leisurely pulling them back into walls. While barely enough to shelter a titan, they are quite
the earth's womb. In areas where the great curved aqueducts adequate for other forms of life, offering perfect refuge to
have finally crumbled, water floods in creating tiny ponds and small animals that live near the ruins. Over the years, those
bogs in the shadows beneath their giant granite arches. Much structures with solid stone floors have filled with rainwater,
of the ground inside the perimeter of the ruins is cobbled with creating little stagnant pools. These pools attract many species
tremendous flagstones, still laid in perfect interlocking of small animals, especially newts and frogs. Sometimes the
patterns. While still muddy, the immense blocks allow enough pools become so thick with algae that fallen leaves can collect
stability to support large creatures attempting to walk through over the top, completely disguising them and creating natural
the cities. traps.

As one enters the Ancient Lands, one observes little vegetation Towards the centre of the ruins, the buildings are less battered
other than moss, peat, vines, ferns and lichen. Occasionally, and, although most of their woodwork has rotted into peat,
there are few tall trees standing but most of the larger species most of the larger stone buildings are still intact. While
of hardwood, such as oak, yew and hazel, were clear-cut by outward appearances would brand the ancient city as a

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desolate wasteland, it is a far more inhabited than one might The Sewers
imagine. The outer ruins are commonly used as hiding spots Beneath the city are extensive sewers that were built to drain
by refugees and tribal outcasts, while thc inner parts of the city off sewage to the south. Small crawl-ways to the titans, the
are frequented by goblins and other creatures of the El worlds. sewers passages are just tall enough for an average-size man
It is also the natural territory of large dog-like creatures called to stand in. Once pungent as Slough lords, the foulness of the
cusith. Once domesticated by the ancient titans, they are now sewers has faded. Even so, there are still dry mounds of
feral, having reverted into grizzled and foul tempered beasts. hardened offal and silt that have collected in the sides of the
pipes.
ARchitectuRe OF the Ancient The sewers were built to empty into the river Lhejit-Creoth, a
Lands tributary of the River Iving which flows just south of the
Ancient lands, located in the Fir Domain. The sewers large
That any of the titans ruins still stand is testament to the masonry drainage pipes empty out of a cliff face over the river
incredible building skills of their ancestors. Each piece of rock through a series of cave-like orifices. Thankfully, only a
is hand-cut and perfectly fitted together with the next, without handful of small tribes know of the existence of these
the need for mortar. The absolute symmetry of the flagstones openings and only the druids know of their true nature. Most
and structures from one end of the ruins to the next is locals have written thein off as bear caves and, indeed, large
remarkable. Titan architecture has several common features black bears of the region have grown partial to settling in
and recurring structures. them. Were the drune lords full aware of the sewers, they
would make an efficient way to sneak hundreds of troops into
Buildings lower Albion, especially the half-dead who are not discriminat-
Almost all of the ancient titans structures were built from ing about their surroundings or Slough whose mystical odours
materials native to the surrounding lands. Thick slabs of are far more repugnant. Of course, some of the sewer tunnels
granite and red sandstone were most commonly used to build are at least partially blocked with silt and ancient faeces, but
floors, columns and walls, while whole trees were used as there are a few which have enough space above the sewage
beams. Wood was also the most common material used in channels to allow medium-sized creatures to walk upright.
roofing because it was easily reparable and roofs could be
removed if additional floors needed to be added to a building. The Inner City
With the exception of the six ziggurats in the centre of the city, The following are specific locations within the northern titan
most of the structures were kept relatively low to the ground lands.
and few are over four storeys. Even so, a four-story building
could easily stand 100 ft. tall to accommodate for the titans The Ziggurats: In the very centre of the ancient lands stand
tremendous statures. the most impressive of the titans structures, the ziggurats.
These gargantuan pyramid-shaped towers stand over 200ft.
Within the ruins, many artefacts have been discovered that above the city, overlooking the entire lands. Six in all, they
provide clues about how the ancient titans lived. Explorers form a protective circle around a massive fortress-like palace
have recovered everything from huge saddles to gigantic iron once occupied by titan kings.
ploughs, evidence suggesting the titans farmed and most likely
raised and rode mammoths. On top of the ziggurats, the titans built special enclosures
called towers of silence where they took their dead to let
Aqueducts birds pick the bones clean. The ancient titans believed earth
The ancient titan aqueducts still carry hundreds of gallons of and fire were sacred elements and should not be desecrated by
water down from the lochs high in the Screaming Crags into using them to bury or burn corpses. During the age of
the ruins and their overflow has helped create many of the degradation, Titans used the towers of silence for more vile
areas extensive bogs and fens. The oldest aqueducts are purposes, such as torturing others or even themselves.
nothing more than sluggishly flowing earth-dug channels that This practice ceased entirely once the titans began experiment-
were excavated to carry water to thc city only when the titans ing with cannibalism and the dead were often cooked and
desired. These are still thc most functional of all the aque- eaten. Especially popular were corpses of great warriors and
ducts, as they have simply become rivers. The larger aque- kings.
ducts were built from bored-out granite blocks and sealed with
mortar made from limestone and volcanic dust. However, few The Palace Complex: The palace complex is constructed of
of these aqueducts still stand and, over the years, war, theft, huge sandstone blocks and consists of a group of adjoining
and erosion have all contributed to their destruction. At the buildings connected by a series of halls, columns and court-
height of their civilisation, the titans had more than 50 yards. Unlike most of the other buildings, all the ceilings of
aqueducts that carried more than 200 million gallons of water a the complex are made of stone. In the centre of the complex,
day down to the city from mountain lochs. the titan leaders held court in an enormous chamber known as
the Hall of One Hundred Columns. This circular room is 280
ft. in diameter, its massive domed ceiling supported by 60 feet
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high columns of solid granite. Large rectangular halls Rumours aside, both the upper and lower levels of the mines
extended from the interior of the fortress-palace, which acted are occupied. In the upper mines, a small settlement of titan
as receiving rooms. Huge fire pits were dug in the centre of dwarves (see p92) struggles to survive in secrecy. A dwin-
each of the rooms, possibly to burn offerings. dling race forgotten by time, they endure by subsistence
farming and by brewing magical beers that grant them
The Great Amphitheatre: In the later years of their civilisa- longevity. The titan dwarves are the children of Danus son,
tion, when the titans began to slip slowly into perversion and Goibniu, and the protectors of his ancient secrets. Titan
depravity, they built a gigantic circular open-air amphitheatre dwarves still associate with superior titans (see above).
centrally located in their city. Just under 800ft in diameter, the
structure was four storeys tall and could seat about 35,000 The mines depths are now plagued with hundreds of vulgar
spectators. A 20ft high wall separated spectators from the fairy creatures called Coblynau (see p93). The coblynau took
amphitheatre floor. Built from red sandstone blocks, the up residence in the ancient shafts log after the titans fled their
exterior was intricately carved with braided designs and rune lands. These tiny pests are foul smelling and chaotically
writings in their ancient and forgotten language. Inside, the fickle. While the coblynau sometimes offer to help visitors,
walls are carved into rows of long marble benches ascending they are most likely to torment them by giving false directions
in a steep 60-degree rise to the full height of the amphitheatre, and causing accidents for no other purpose than their own
encircling the structures perimeters. Beneath the floors, titans amusement.
built passageways for animals, slaves and storage. In many
areas, the floors have crumbled, exposing these corridors.
Che magic OF the h c i e n t
At first, the colossal structure was used for political meetings
and theatrical performances but, as time passed it came to be Citans
used as an arena for wild beast fights and, eventually, bloody The magic of the ancient titans was based on earth power, the
gladiatorial combat where they wagered large sums of money innate magical property in all things. Although it is in many
on death matches between slaves of lesser races. The main ways similar to the magic of the druids, titan magic predates
entrance was wide and tall enough to let in entire mammoth- druidic lore and perhaps, may even be its predecessor.
pulled wagons and on either side of the main entrance, stood
two 3Sft. tall towering statues of the Titans twin gods. There Titans were also the first beings to create weirdstones, the
were also more than 60 lesser entrances to prevent brawls huge standing stones that pull magic from the earth in such
among the thousands of spectators who would other push quantity they can strip the lands of all life. The ancient titans
their way into the amphitheatre on days when important were cautious with weirdstones and the well-educated
matches were held. creatures took tremendous care when using them, so as not to
drain the lands. After the first migration and the civil war, all
of the titan weirdstones were either stolen or broken.
SupeRioR Citans
Near the centre of the ruins live the last direct descendants of Minor Artefacts
the ancient rulers of Tir Nan Og, the superior titans. Hidden During the height of their civilisation, the titans created many
keepers of knowledge, the superior titans are few and ancient. potent magical items that could be activated using earth power.
They use magic to keep themselves alive and are resolved to While the knowledge for creating these items has been lost, a
keeping their ancient knowledge safe until the former glory of few of them still lie hidden, buried deep within the ruins of the
the golden age of titans is restored. The total number of living Ancient Lands.
superior titans is probably less than one hundred.
Titans Torc: These tremendous torcs were once worn by
Superior titans are also on good terms with the titan dwarves Titan nobility and used to denote the stature of their most elitc
that live in the eastern mines (see below). warriors. They are highly prized items by those who under-
stand their true nature. The metals in Titans Torcs were
They have no contact with the outside world whatsoever and enchanted to allow the giants to focus their Earth Power. If
do their best to avoid discovery. properly re -wrought, a titans torc can be hammered and
reshaped in to a magical weapon capable of channelling its
as;ceRn CDines wielders earth power, converting it to damage when an
opponent is struck. The most common tales of such weapons
Buried on the outskirts of the city are deep and ancient mines infer the torc was simply straightened into a mace or iron club,
connected to thick veins brimming with substantial reserves of though some have even been successfully hammered into axe-
iron ore. These mines run thousands of miles into the earth heads and sword blades. In order to rework a torc, the
and are still somewhat functional. However, their vast and character must have the Craft Masterwork feat. Reworking a
perilous depths have a fearsome reputation for being filled torc requires 1 full day after which, the forger must make a
with all sorts of monstrosities and no human has set foot in successful Craft (weapon making) check (DC 25), or the torc
them for several decades. become useless. Each time the weapon strikes an opponent,

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all of the wielders EP is lost, and the damage on that hit Wind Force EP to Summon or Still
increases by the number of EP lost. Of course, this is an Light 1
inefficient use of EP but, for a warrior with no knowledge of Moderate 3
sorcery, it can be useful. Strong 5
Severe 8
Ring of Howling Gales: Owned only by the most powerful Windstom 2
titans, these rings are so huge they can only be worn as Hurricane 18
armbands. When worn, the possessor may use his Earth Tornado 74
Power to either activate or still winds. The strength of the gale
is directly proportioned by the amount of EP the wielder
chooses to expend.
Tablets of Faergh: These ten huge stone tablets, 15 ft. tall character must make a successful Intelligence check (DC20).
and inscribed with Ogham letters, contain a long and terrible If the character succeeds, he has properly learned and may use
chant. When properly recited, they can crack the walls of the crumble walls spell. Of course, he will still need to raise
almost any structure. In order to recall the chants, one must his Sorcery by one rank as usual.
first study the tablets for one full week after which the

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game The southern titans are primitive hunters and use crude
traps to catch game They dig great spiked pits and cover them
with hides and leaves. However, they often forget where they

Lands have built their own traps and many lay forgotten, waiting for
careless travellers to stumble into them
Separated from the northern titan lands by hundreds of miles,
the southern territories are an anomaly. Though it is unknown
when the titans first arrived in these parts of the world, their Titan Pit Trap (20A. x 20 fi. x 20ft.); no attack roll necessary
presence here predates any human settlements. These titans (2d6). +10 melee (2d4 spikes for ld4+2 damage per success-
tend to be loners and have little in the way of social structure. ful hit); Reflex DC 20 avoids; Search DC 20; Disable Device
Most live by themselves or in small nuclear families and only
rarely interact with others of their kind. Southern titans are
commonly believed to be the descendants of the Gaulen, the
titan tribe led south by Idris. FiR bokj
The Fir Bolg control a small region of rocky forest situated
The southern titan lands occupy the territory just west of
just to the east of their distant kinsman in the Fir Domain. The
Lyonesse and just east of the Fir Bolg. Hundreds of miles
soil of their lands is excessively hard and stony, making it
away from the northern ice sheets, these lands are well
almost impossible to farm except on a small scale with limited
protected from cold winds. This allows warm breezes from
crops. Farming, however, has never been of one of the Fir
the south and from the western ocean to keep the climate mild.
Bolg's great interests. A fiercely warlike tribe, they delight
Most of the surrounding lands are flat, slightly wooded, plains
only in conquest and slaughter, vengefully dedicating their
perhaps similar to how the ancient lands might have looked at
violence to ancient gods.
one time.
There is no mistaking the Fir Bolg lands. Cruelly carved by
The broad wooded plains make excellent natural grazing
hundreds of years of barbarism dedicated to the great maggot
grounds for mammoth, boar and other monstrously huge
Crom-Cruach, the lands have been tom, defiled and desecrated

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in his tribute The Fir Bolgs also worship Carnun, Lord of the
Beasts and honour him by practicing the rites of the murder-
ous wild hunt, the outcome of which is the ritual slaughter of Living ScuZpcuRes
the prey On of the most gruesome practices of Fir Bolg worship is
their living sculptures. The sculptures are built out of living
Surrounding the perimeter of their lands, the Fir Bold have prisoners that are to be sacrificed as a mass crucifixion. The
dug a colossal trench whose depth is the height of two men prisoners are bound together in groups, disfigured and
and whose width is four times that (1 6ft. x 24ft.). The trench covered with honey or seed to attract wild animals and crows.
is lined with long wooden stakes, sharpened and haphazardly These offerings are said to please both of their gods and are
jabbing skywards. Down the sides of the trench, the Fir Bolg left standing until the only traces of the once living sculpture
pour buckets of lime mortar in order to secure the stakes and are cracked bones.
prevent the earthen banks from eroding inwards. Along the
bottom of the trench collects a festering sewage formed from
the putrefied corpses of slain foes, which Fir Bolg warriors Oun-BARc
throw there to breed maggots as tribute to the Lord of the The largest of the Fir Bolg settlements, Dun-Barc is little more
Mound. When the trenches become full, the tribe holds a than a fortified town. Its central structure i s a large round
burning ceremony, igniting the fatty carcasses into a raging fire temple made of mud and dedicated to Crom-Cruach. Fir Bolg
that encircles their lands. Sometimes warriors throw them- have no central government other than their priests. Surround-
selves upon these fires, giving their souls to Crom-Cruach as ing the temple are dozens of small hovels. The dwellings are
tribute. chaotically scattered and there are no streets. Garbage i s not
disposed of but simply left to compost and decay in the open,
The Fir Bolg also import half-dead from the drune merchants another tribute to the great maggot; as a result the town always
that collect them in the sourlands. They freely loose these smells foul. Dun-Barc is well protected and in addition to the
atrocities as patrol units in remote areas along their borders, large 12ft tall wooden barricade that surrounds it, the territo-
allowing them to indiscriminatingly attack any living creatures ries just beyond the fortress walls are filled with deadly traps.
they encounter.
I

CaRnun
To worship Carnun, the Fir Bolg practise Wild Hunts. The
tribe breeds special dogs for this purpose, bleaching their fur
white and casting glamours on them to make them ferocious.
The hunts are lead by a Shelgeyr, a tribal shaman responsible
for breeding and training the dogs (treat as wolves). They are
highly valued and well respected by their tribe members.
Shelgeyr also make magical pastes from sacred roots and
powerful ones can sometimes even take the form of large
dogs. When a sacred hunt begins, the Shelgeyr blow silent
horns that make the dogs howl, then the pack tears through
small villages and towns on the outskirts of the neighbouring
lands, killing and devouring everything in their path.

Shelgeyr are the elite shamans of the Fir Bolg people. They
are responsible for leading the Wild Hunts that pay tribute to
Carnun. More than skilled animal handlers, trackers and
hunters, they learn to become one with the hunt, travelling
with it in primal form.

Class Skills and Attributes


The Shelgeyrs class skills (and key ability for each one) are
rests on a 6ft. high platform, so Climb (Str), Craft (Int), Concentration (Con), Curse (none),
it is more visible. While tribe Handle Animal (Cha), Intimidate (Cha), lntuit Direction (Wis),
claims the statue is solid gold, Jump (Str), Listen (Wis), Move Silently (Dex), Perform
p qu it is actually hollow. Still, the (Cha), Profession (herbalist) (Wis), Ride (Dex), Spot (Wis),
Swim (Str), Sorcery (none), Wilderness Lore (Wis).
T/ gold used in the statues
L construction is more than an
inch in thickness. Tiny Skill Points at each level: 4+ Int modifier.
perforations throughout the statue allow it to appear as if it is
devouring blood offerings that are poured upon it. Surround- Hit Die: d8
ing the base of the platform are twelve smaller stone idols that
represent unknown dark gods dwelling in the El Worlds. Requirements
Skills: Handle Animal 10 Ranks, Wilderness Lore 5 Ranks,
At Samhain, the Fir Bolg sacrifice one third of their children to Sorcery 5 ranks
the maggot in hopes that he will grant the tribe strength and Spells: Must know at least three Nature Magic or Summoning
prosperity in the coming year. The Fir Bolg also practise and spells
encourage ritual suicide and it is not uncommon for older tribe Feats: Track
members to sacrifice themselves on the idol. Additionally, Special: Must be a Fir Bolg
those who would be the tribes greatest warriors sometimes
die on the idol as well while attempting a dangerous ceremony
known as The Sacrament of Blood. As part of the ceremony,
Class Features
the warrior brutally cuts himself and feeds Crom, by painting All of the following are class features of the Shelgeyr.
the entire idol with his own blood.
Weapon and Armour Proficiency: A Shelgeyr is proficient
with all simple weapons and all non-ranged martial weapons,
and light armour. They disdain the use of ranged weapons,

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Table 3: The Shelgyr

1 +1 +O +2 +O +O Huntsman

4 +4 +1 +4 +I +1 Blood Scent (+4)


5 +5 +2 +4 +1 +1 Canine Strike (free attack)
6 +6 +2 +5 +2 +5 Blood Scent(+@
7 +7 +3 +5 +2 +5 Canine Strike (no penalties)
8 +8 +3 +6 +2 +6 Canine Form
9 +9 +4 +6 +3 +6 Canine Form (leader)
10 +10 +4 +7 +3 +7 Canine Form(1arge)
shields and heavy armour, and prefer to fight close quarter. hit points, base attack modifier, number of attacks (including
Note that armour check penalties for wearing medium or the free bite attack) and ability scores but uses the canines
heavy armour apply to the skills Balance, Climb, Escape Speed, AC and Damage. The Shelgeyr is unable to communi-
Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. cate in this form and can only follow the wild pack. The
In addition, Swim checks suffer a -1 penalty for every 5 Ibs of effects of the transformation end once the hunt is finished. At
armour and equipment carried. 9th level, the Shelgeyr can project his true identity to the other
dogs while in his canine form. If he chooses to take his canine
Huntsman (Su): At 1st level a Shelgeyr is able to initiate a form during the hunt, he becomes the pack leader and can
Wild Hunt. For the duration of the hunt, he can control a communicate freely with the other dogs, commanding them to
number of dogs equal to (Handle Animal ranks + Charisma follow specific instructions. At lothlevel the Shelgyrs dog
modifier). Also, for the duration of the hunt, he may travel form is far larger than usual, a great demonic-looking mastiff
tirelessly at the same speed as the dogs and direct their travel with black fur and red eyes. When in dog form he is classed
using simple commands. A Shelgeyr can only perform a hunt as a Large creature (-1 to attack rolls and AC) but gains +4to
once per month per class level. A hunt only lasts from dusk Strength and +4 Constitution, and does ld8 base bite damage.
until dawn and, after it is over, every creature that participated
in it is fatigued (-2 to Strength, -2 to Dexterity, cannot charge
or run) until it rests for at least two full days.

Canine Aura (Su): At 2nd level, the Shelgeyr begins to give Along the western coast lies the territory known as Lyonesse,
off an aura that causes dogs to perceive him as a fellow canine. a highly volcanic and tumultuously shifting land of alien rock
The character receives a +4 enhancement bonus to all Handle formations and soaring pine forests. From the forest floor,
Animal skill check when dealing with dogs but likewise one feels dwarfed by both the trees and the huge spires of
suffers a -4 enhancement penalty when dealing with cats. black basalt. Billowing clouds fill the broad gaps between the
lands basalt towers, trailing off into the distance for miles
Canine Strike (Su): At 3rd level, the Shelgeyrs head and jaw until they disappear into the huge mountains in the northlands.
transform into wild, canine features when he is participating in Long ago, the great titans of the tribe of Idris tried to tame
a hunt. During melee, the transformed character can make a Lyonesse but, even with the aid of Slough Fegs potent
bite attack at his base attack score that does ld6 damage plus sorceries, they failed and the ravaging fires of Mor-Alltach
his Strength bonus. This attack does not provoke an attack of beat them back.
opportunity. When the Shelgyr reaches Shlevel, he may make
a free bite attack once per round whenever he performs the full Since Lyonesse sits directly north of one of the Drunes largest
attack action. The free bite attack is made at his highest base dolmens, on clear days its blue skies are often flecked with the
attack bonus, but it and all his other attacks this round suffer a colourful sails of cloud curraghs taking cargo to the
-2 circumstance penalty. At 7 level he may make the free bite northlands. Despite the danger of flying over the active
attack without incurring any penalties to it or other attacks. volcanoes of the region, the basalt mountains make easy
landmarks for navigators, as does the billowing smoke of
1
Blood Scent (Su): Once a Shelgeyr reaches 4th level, he Mor-Alltach, which can sometimes be seen hundreds of mile.
gains a +4circumstance to track any victim whose blood he away.
has shed, by the smell of their wounds. This ability only
functions during a hunt. The bonus rises to +8 at 6thlevel.

Canine Form (Sp): When the Shelgeyr reaches 8th level, Throughout Lyonesse are mountainous-sized volcanic rock
during any hunt he can opt to take the form of a medium-sizea formations that consist of towering masses of angular basalt
Fir Bolg hunting dog. While in dog form he retains his own
P - -

contain thousands of these natural pillars. Mostly hexagonal


in shape, the staggered columns climb upwards, creating a
twisted stair-like formation. The tops ofbasalt pillars end
abruptly in small flat plateaus, the largest covering no more
than 8ft. areas with most having less than a 2ft. diameter. Ash
and dirt collects on these small flat rises, allowing shaggy beds
of moss, clover and wildflowers to grow. The plateaus are
favourite grazing spots of the mountain goats native to the
region. These goats are often spotted by travellers in cloud
curraghs, grazing hundreds of feet above the forests on tiny
ledges.

In a glen, near the base of Mor-Alltach, stand over two


hundred large, eerie formations of hardened ash. These
formations are shaped roughly like large humanoids and, if
banged upon, they sound hollow (Listen DC 12). They stand
in poses as if they were fleeing away from the fire mountain.
The formations have a hardness of 20 and 15 hp each. If they
are split open, the inside reveals a perfectly detailed mould of a
titan whose facial expressions are wrought with fear and
agonizing pain.

Nearby (and also encased in petrified ash) are the two halves
of a cracked Weirdstone covered with ogham signs that
associate it with Slough Feg (Search DC 19). Indeed the
ancient Slough Lord was present during the eruption and used
the last of the magic stored in the Weirdstone to escape the
disaster. The eruption was caused by Feg and the titans as part
of an ill-fated attempt to harness the power of the fire moun-
tain. After the disaster, the titans refused to associate with the
Feg.

Lyonesse is also infamous for its vast pine forests, which have
grown to tremendous sizes because of the regions mild
winters and heavy rainfall. Some of the regions loftiest pines
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Hidden deep within the pine forests of Lyonesse on the edge


of the sourlands is a small, yet growing enclave of anti-drune
priests and tribespeople from the southlands. The enclave is
about 100-strong at the moment but, with every passing
season, more rebels and other dissatisfied folk are drawn here
and made welcome. They are not necessarily pro-Earth
Goddess, they are simply anti-drune, and particularly anti-
Ragnarok, although they are willing to at least tolerate Earth
Goddess worship.

The de facto leader of Er-Neharl is a high-ranking drune, Fra


Mablas, who is opposed to the abuse of Earth Power for such
destructive ends. Five years ago, he requisitioned a band of
half a dozen skull-swords and set off on a mission of an
unspecified nature to the north. He deliberately set out to lose
himself and his bodyguards in the impenetrable forest of
Lyonesse, where he set to work building a small fortress, with
a palisade of sharpened pine logs and a few log huts. He was
careful to build the fortress so it looked much like part of the
forest from above trees still grow amid it, and the palisade
~

are almost as tall at the mountainous basalt columns and many


too is interspersed with trees. Since the early days, his
of them climb over 1OOft. Thick layers of volcanic ash help to compound has had to increase in size, although he has
replenish the soil, allowing the tall pines to flourish. The encouraged splinter groups to spread out and build settlements
forest grows right up to the edge of the huge basalt forma-
of their own, so as not to attract too much attention from the
tions. However, the trees closer to the volcanic columns are
air, should any passing sky-chariots be searching for the rebel
shorter, because they are occasional burnt down when a
volcanic flare-up occurs. Every
decade or so, the land suffers from ?'E{ -7-z
~ ~

terrible forest fires. These fires cut


great swathes through the forest that
eventually fill with younger pines.
They make easy trails to follow, but
inevitably lead to the volcanic
formation from which the fire that
formed them initiated.

Largely uninhabited, the forest is a


safe haven for hundreds of beasts
ranging from large predators such as
bears and wolves, to smaller
creatures such as squirrels, rabbits,
and various rodents. There are also a
fair number of trout-rivers and small
hidden glens filled with wildflowers
and sacred mushrooms. The forest's
physical isolation and intimacy,
combined with elemental beauty,
make this place very close to the
Earth Goddess and Horned God on a
spiritual level, and it is not uncom-
mon for heroes wishing to attempt
the path of the Homed God to travel
here in the hope of communing with
Camun and Danu.
base. There are now four smaller compounds within a five- the huge stone formations known as dolmens. Indeed the
mile radius of Er-Neharl. Wood for palisades and huts is closer one travels towards the dolmen, the more wilted and
gathered from fallen trees or by very carefully limited felling, warped the lands become. The effect of the drunes' life-
usually of individual young trees some distance away from the sucking magic upon the lands has been haphazard and chaotic.
settlements. In some regions, it has caused the soil to putrefy and dissolve
into rotting marshes, and in other localities it has caused the
The rebels live quite well in the comparatively lush forests of lands to become dry and cracked as deserts. The territory
Lyonesse. They continue to worship Carnun, but the nature of between these two regions is a mess of solid pathways of
their worship is much more akin to followers of the Lord of parched desert earth that snake through patches of quicksand
the Hunt, rejoicing in death as part of the cycle of life, rather and wide saturated mires of rotting vegetation. Finally, there
than as a means to end suffering on Earth. are the soured forests whose trees curve in large lifeless
twists, stripped smooth of both leaf and bark, gnawed clean by
the monstrous beasts that reside within them. However, no
C h e Lgonesse Codsthe matter where one travels in the sourlands, hungry crows hover
The west coast of Lyonesse consists of rocky seashore braced in flocks like storm clouds, descending to feed on dying
by up against steep cliffs and billows of solidified lava flows. creatures as soon as they drop.
The climb down from the cliffs to the shoreline is difficult.
The natural pathways through the rocks are narrow and their Civilisation is scarce in the sourlands. While these lands once
mossy surfaces are extremely wet and slippery (typical Climb thrived with dozens of small tribes, most of the stronger ones
DC: 12). have already migrated north to seek untainted land or to
relocate with kin. Those who have stayed behind have mostly
At the foot of the basaltic cliffs along the seacoast, the shores done so because they are too weakened from starvation to
are stony and grey. Along the shoreline swoop wagtails and travel. Closer to the Tribes of the Drune Lords, what tribes
gulls and the hundreds of crags along the coast create a natural and villages are left tend to be at least nominally under drune
haven for other sea birds such as petrels, osprey, cormorants control - that is, a group of skull-swords and a slough may
and razorbills. The undisturbed coastline is also a good source ride through every so often to slay a few villagers and carry
of rare plants such as sea spleenwort, frog orchid and hare's off a few others for sacrifice, in a demonstration of their
foot trefoil, making it a favourite spot for witches and druids power. Most of those left on the sourlands are almost
to gather new herbs. apathetic about this, since they sourland leeches away their
own motivations and emotions along with the goodness of the
The cliff's breadth is marked by bands of dark rocks, which land.
cut down its face and jut out to sea. It is in this region that the
precious rock formations known as 'titan's eyes' are found.
Titan's eyes are large oval sockets of reddish iron ore that
surround boulders of basalt. The ore is prized for making In areas where the powers of the earth have been completely
scared weapons while the boulders are valued for making desiccated, plants wither, crumbling into dry husks. Those
weirdstones and dolmen. However, one cannot just take these relying on crops often starve. Along the west coast, the saline
items without leaving some sort of sacrifice or tribute to the spittle from the ocean winds pulling across the lands limns the
Goddess and any who try are sure to suffer the wraith of her countryside with a fine coating of salt. Once the dolmen have
seas, forest beasts and flaming mountains. drained all the earth power from the plants and water of the
land, little remains to protect the soil. The top layer of earth
becomes sun-roasted into a thin layer of fine sand, while
underneath the earth dries and splits. The rains do not help, as
the land is too hard to absorb water and the rain simply erodes
Anywhere the powers of the Earth have been befouled by the it more, with the run-off creating flash floods that tear south
draining sorcery of the drune lords, sourlands are formed. into the dmne lands or collect in the sour swamps. The
The predominant method the drunes use to drain the land are
weather is also erratic: during the day the temperature can get tolling of funeral bells. As it stands, there are fewer than 10
scalding hot but by night it reduces to an icy chill. settlements in the dry sours. They consist mainly of small
villages of farmers and shepherds, each ruled by a village
The dry sours are a lonely and desolate place, the pervasive headman. The village of Gavra is an example of a typical
silence only occasionally interrupted by the slow rhythmic village of this region.

PLANES -WERE
KEPT. .

1
P

10

I 7 .

Air4sN0USE,
S L A I N E ! HE
DOESN'T KNOW
YOU ANYMORE.
VESERVED BETTERTHAN
THIS ONCE THEY WERE
PROUD WARRIORS ,

forts, very few people choose to remain in the soured swamps


and most encounters will be with refugees fleeing the lands on
In the soured swamps, where the very soil moulders into their ways north. Those that have chosen to remain behind are
pestilent lifeless morass, the mire is so deep that men must use forced to rely on trade for survival. Since they cannot afford
stilts just to cross it. The once long marsh grasses have to be discriminating, they will even trade with drunes when
degenerated into bristling straw-like clumps suspended in the necessary. Common goods include grain, chickens, ale,
mucky earth. Some of the last solid ground, they at least offer pottery, tools and tack and harness.
travellers firm footing from the layers of decaying mud. The
rest of grounds are constantly saturated with befouled water
The Half-Dead
that devours footprints and sickens any that try to drink from
One of the most atrocious results of the sourlands is its effect
it. Few animals and birds remain in the soured swamps, these
on the deceased. The dead cannot die in the sourlands, they
consist mostly of crows, which feed on small leeches and the
too become perverted by the Drune's magic and their spirits
deadly mudsnappers, hungry beasts that latch onto their prey
become trapped between planes. These monstrosities are
and drag it deep into the surrounding mire.
known as the half-dead whose decomposing corpses rise with
demonic hunger and fury, mindlessly attacking all that is living
In the sour swamps, solid land is scarce and large circular mud
(see bestiary in the Slaine RPG).
forts are the only common structures. Mud-forts are built
around deep wells and aside from water, have very little in the
way of resources. These shelters are nothing more than a Drune Merchants
single circular 1Oft. high wall made from mud and clay. The Within the breadth of the sourlands, drune merchants are
wall encompasses a 15Oft. diameter. A moat-like trench is dug becoming more of common site.
around the wall. The mud forts only have a single entrance,
which can be accessed only by a large retractable wooden They travel through the mire on huge bogsleds pulled by hairy
ramp that spans the trench. Other than residents of the mud ones or other great beasts. Bogsleds are built like rafts with
icr- 103
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two huge logs bound beneath them to act as runners and help Climate/Terrain: Any (usually sourlands)
displace the weight of their cargo. On top of the rafts are Organization: Solitary or coven (1 2 horned hags)
stacked half a dozen 6ftx 6ft. cages along with piles of chains Advancement: By character class
and rope. Drune merchants bring their cages to the soured
wastes to capture half-dead which they sell to northerners as Horned hags appear much like ugly, aged human women,
battle-fodder. except for their spiralling horns. Each hag has between one
and twelve horns. The number of horns seems to make no
difference to a horned hags capabilities although, for some
reason, they are most commonly encountered in groups of
The warped forests of the sourlands are nothing more than twelve, with each member of the group having a different
vast heavily wooded bogs. They cover sporadic patches of number of horns.
sourland between the soured swamps and the dry sours. Most
of trees are lifeless, dolmen-drained and chewed raw by the Homed hags are fairly scarce outside the sourlands but can
great native beasts still struggling to survive. The drunes have occasionally be found in Eriu, Albion and elsewhere. They
declared all beasts that live in the soured forests to be forbid- will not remain far from human habitation and, although their
den flesh and anyone caught eating one of them is immediately origin is in the sourlands, they will avoid the completely
put to the sword. deserted areas, following refugees or living on the very edge
of the sourlands, where they can prey on nearby villages.

Combat
The sourlands, though infertile for almost any other purpose, Homed hags prefer to avoid melee combat, dominating their
seem to act as breeding grounds for the most horrendous victims and gradually draining the life out of them.
creatures. In most cases this appearance is deceptive - the
nameless creatures of the sourlands do not, in general, come El Subtype (Su): Creatures with an El subtype gain a +2 to
from Tir Nan Og at all, but from one of the El Worlds or from all Will saves. They can fight on as normal even when below
the distant past or future, drawn here by the foul sorcery of the zero hit points so long as they make a Fortitude saving throw
Drunes. The Games Master is very much encouraged to each round (DC = 15 + damage taken after being reduced to
create his own strange sourlands monsters to ensure his zero hit points). Failure indicates they are unconscious and
players do not get too complacent. A trip to the sourlands dying as usual. If killed, they are simply returned to their
should always create an atmosphere of brooding horror, with a own El world, rather than destroyed. If attacked on their home
great deal of uncertainty as to what will be encountered. Dark, El world, they suffer +2d6 damage from iron weapons of any
otherworldly creatures that cause you to fear for your very kind.
soul are generally preferable to mere combat-fodder, though
the latter has its place to - there are certainly plenty of Dominating Gaze (Su): A homed hag who meets the eye of
relatively mundane beasts in the sourlands. any humanoid may attempt to dominate it. This works like a
spell with the range cvil eye (see the Earth Power chapter,
As well as the creatures listed below and your own creations, Sldine RPG). The target must make a Will saving throw (DC
consider using half-dead, time monsters, and the occasional 13) or be dominated by the homed hag. The hag can control
goblin, ghoul or shadowy devourer. the humanoids actions. The hag establishes a telepathic link
with the subjects mind. If a common language is shared, the
Horned Hag hag can generally force the subject to perform as the hag
Medium-Size Outsider (El) desires, within the limits of his abilities. If no common
Hit Dice: 3d8+3 (1 6 hp) language is shared, the hag can communicate only basic
Initiative: +3 (Dex) commands, such as Come here, Go there, Fight and
Speed: 30 ft. Stand still. The hag knows what the subject is experiencing
AC: 19 (+3 Dex, +6 natural) but the hag does not receive direct sensory input from him.
Attacks: 2 claws +6 melee, butt +1 melee Subjects resist this control and those forced to take actions
Damage: Claw ld4+3, butt ld6+3 against their nature receive a new saving throw with a bonus
FacelReach: 5 ft. by 5 ft. 15 ft. of + 1 to +4, depending on the type of action required.
Special Attacks: Gaze attacks, slumbering household, coven, Obviously self-destructive orders are not carried out. Once
bloody spinning control is established, the range at which it can be exercised is
Special Qualities: Darkvision 90 ft., sourlands adaptation unlimited, as long as the hag and the subject are on the same
Saves: Fort +2, Ref +4, Will +4 plane. The hag need not see the subject to control it. Protec-
Abilities: Str 17, Dex 16, Con 12, Int 10, Wis 13, Cha 14 tive circle or a similar spell can prevent the hag from exercis-
Skills: Craft or Knowledge (any one) +4, Hide +3, Listen ing control or using the telepathic link while the subject is so
+6*, Spot +6*, Sorcery +7 warded, but it does not prevent the establishment of domina-
Feats: Alertness tion or dispel it. Only one subject may be dominated at a time.
Earth Power: 9 (8 Base EP, +1 Wis) This is a spell-like ability that does not cost any EP and may
1
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Frightful Gaze (Su): A homed hag who meets the eye of any Warped by the sourlands, mudsnappers live in the deep mire
creature may attempt to terrify it. This works like a spell with of the soured swamps and attack by snapping their jaws
the range evil eye (see the Earth Power chapter, Slaine RPG). around prey and pulling it into the mud.
The target must make a Will saving throw (DC = 13) or be
paralysed with terror for 3d6 melee rounds. Paralysed Mud snappers are similar in appearance to normal snapping
creatures are helpless. This is a spell-like ability that does not turtles except they are slightly larger and have wider heads.
cost any EP and may be performed at any time. The other distinguishing feature is that their eyes are located
on fronts of their heads, instead of the sides.
Slumbering Household (Su): A horned hag who has been
invited into a building by a creature with the authority to do so Combat
(such as the householder, or a guard), even if that invitation
Locking Jaw (Ex): If a mud snapper makes a successful
was made under duress or magical control, can attempt to put
attack, it can lock its powerful jaws on the opponent. The
all the other creatures in the building into an enchanted sleep.
creature can continue to damage each subsequent round
Each creature in the building, other than homed hags and
without making an attack. However, once a mud snapper
anyone they have dominated or terrified, must make a Will
locks onto an opponent, the animal looses its Dexterity bonus
saving throw (DC 13) or fall into a deep sleep. No creature
to AC and provokes attacks of opportunity from any oppo-
with 5 or more HD is affected. Sleeping creatures are
nents in adjoining areas. The locked jaw attack can be broken
helpless. Slapping or wounding awakens affected creatures
by a single blow that does more than 6 hp of damage or by
but normal noise does not. Awakening a creature is a standard
beating the mud snapper in an opposed Strength check by
action (an application of the aid another action). Slumbering
more than 10.
Household does not target unconscious creatures, constructs
or undead creatures. This is a spell-like ability which can be
Drown (Ex): If a mud snapper can successfully make a
performed once per day. Note: extra hit points are irrelevant
locking jaw attack when it is in mire over 3ft. deep, it can
for determining how many HD a creature has.
attempt to pull its opponent beneath the mud and drown him.
At the beginning of a round following a successful Locking
Bloody Spinning (Su): A homed hag always carries a
Jaw attack, the snapper and the opponent make opposing
spinning-wheel. If she sets it up and begins spinning, she
Strength checks to determine the outcome of the Drown attack.
may cause 1d4 temporary Constitution damage per hour to one
If the opponent wins, he is able to maintain his balance but still
sleeping or dominated creature anywhere within the same
takes normal damage for that round. Conversely, if the mud
building. This is how horned hags draw their nourishment,
snapper wins, it pulls its prey beneath the mud and it begins to
and doing so allows her to regain a like quantity of lost hit
drown it. The drowning victim can hold its breath for a
points.
number of rounds equal to twice its Constitution score.
Following this duration, the creature must make a Constitution
Coven (Su): If a coven of 12 horned hags, one with each
check (DC 10) to continue holding its breath. The DC of the
number of horns from 1 to 12, is in a group within 20 ft. of
check increases by +I each round thereafter that the creature
one another, all the saving throw DCs for their special abilities
attempts to hold its breath. Should the creature fail this check
are raised by +2 (usually to 15).
it begins to drown. In the first round following the failed
check, the creature becomes unconscious, in the second it
Sourlands Adaptation (Ex): Horned hags do not suffer an
drops to -1 hp, and in the third round it dies.
EP drain while in sourlands.
Skills: Mud snappers receive a +10 racial bonus to Hide and
Mud Snapper Move Silently checks when encountered in swampy or murky
Small Beast (aquatic) water.
Hit Dice: ld10+3 (9 hp)
Initiative: +2 (Dex+2) Serpent Demon
Speed: 1Oft, swim 20ft
Large Outsider (El)
AC: 20 (+2 Dex, +2 Size, +6 Natural)
Hit Dice: Sd8 (23 hp)
Attacks: Bite +5 melee
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Damage: Bite ld6+4
Speed: 20 ft., climb 20 ft.
FacelReach: Sft. by Sft. / 5ft.
AC: 17 (-1 size, +4 Dex, +4 natural)
Special Attacks: Locking Jaw, Drown, Blindfight.
Attacks: Bite + I 1 melee, or spit venom +9 ranged ( 5 ft.
Saves: Fort +3, Ref + 2, Will + 2
range increment)
Abilities: Str 19, Dex 14, Con 16, Int 2, Wis 14, Cha 2
Damage: Bite ld8+6, spit venom ld6 +blindness
Skills: Hide +8*, Listen +2, Move Silently +2*, Spot +2
Facemeach: S ft. by 10 ft. 15 ft.
Climate/Terrain: Swamps (sourlands)
Special Attacks: Improved grab, constrict ld6+6, dominat-
Organization: Solitary
ing gaze, soul drain, spit venom, possess host
Special Qualities: Darkvision 90 ft., sourlands adaptation
Saves: Fort +4, Ref +8, Will +7
r- 105
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Abilities: Str 23, Dex 19, Con 11, Int 12, Wis 13, Cha 18 Id6 subdual damage per night without food - this cannet
Skills: Bluff+lO, Disguise +17*, Hide +14*, Listen +6, begin to recover until food is found.
Move Silently +12*, Spot +6, Sense Motive +5, Sorcery +5
Feats: Improved Initiative In addition, serpent demons are always on the look out for
Earth Power: 9 (8 Base EP, + I Wis) strong, high-Earth Power victims to possess. A possessed
ClimatelTerrain: Any (usually sourlands) form is not generally as physically powerful as the original
Organization: Solitary serpent demon, but can be more useful when attempting to
Advancement: By character class pass unnoticed or influence human affairs.

Serpent demons in their natural form appear like large, brightly Combat
coloured snakes, with markings in red, green, blue, orange,
Serpent demons attempt to iminobilise their foes first of all.
black and white. Their heads are a pale green, with wide,
They prefer to attack lone travellers, in which case a simple
intelligent eyes, large fangs, and incongruous tufts of black
application of their dominating gaze power will usually be
hair.
enough to make a victim quiescent, so they can simply drain
his soul. If forced into contact with a group, they will
Serpent demons feed on the very souls of their victims,
typically bite and constrict one foe, dominate another, and spit
sending them to the world of Hel, from which the serpent
venom at a third once the first is being constricted.
demons themselves originate. A serpent demon must feed on
at least one victim per night or begin rapidly to starve, taking

I
c c -

Possess Host (Su): The serpent demon may possess a


I El Subtype (Su): Creatures with an El subtype gain a +2 to
all Will saves. They can fight on as normal even when below
humanoid creatures body, mind and even its soul. The
creature must be helpless or dominated. The serpent demon
zero hit points so long as they make a Fortitude saving throw takes a full-round action to make the possession attempt. TI--
each round (DC = 15 + damage taken after being reduced to creature has a Will saving throw (DC 16) to resist the
zero hit points). Failure indicates they are unconscious and possession. A successful saving throw will prevent posses-
dying as usual. If killed, they are simply returned to their sion, as well as ending the effects of the dominating gaze if the
own El world, rather than destroyed. If attacked on their home creature was previously dominated. A failed saving throw
El world, they suffer +2d6 damage from iron weapons of any indicates that the serpent demons body fades away to foul-
kind. smelling dust and slime, but the serpent demons spirit inhabits
the creature. The serpent demon may change forms at will
Improved Crab (Ex): If the serpent demon hits with a bite between the creature and its own natural form, as a full-round
attack, it deals normal damage and attempts to start a grapple action. While in the form of the creature, it retains its own
as a free action without provoking an attack of opportunity. Intelligence, Wisdom and Charisma, base attack bonus, magic
No initial touch attack is required. Improved grab works only attack bonus and hit points, but gains the Strength, Dexterity,
against of medium-size or smaller. A successful hold deals Constitution and other physical attributes of the victim. The
constriction damage (see below). When a creature gets a hold serpent demons new Earth Power is the average of its own
after an improved grab attack, it pulls the opponent into its previous Earth Power and the creatures - this new Earth
space. This act does not provoke attacks of opportunity. The Power becomes the serpent demons EP permanently, or at
creature is not considered grappled while it holds the oppo- least until it next possesses a new creature. Once a victim is
nent, so it still threatens adjacent squares and retains its possessed, there is no way to help him - his soul and mind are
Dexterity bonus. It can even move (possibly carrying away consumed the instant the serpent demon enters his body.
the opponent), provided it can drag the opponents weight.
Sourlands Adaptation (Ex): Serpent demons do not s u f h
Constrict (Ex): A serpent demon deals 1 d6+6 points of an EP drain while in sourlands.
damage with a successful grapple check against Medium-size
or smaller creatures. Soul Drain (Su): A helpless victim may be drained by the
serpent demon. The victim may have been dominated by the
Dominating Gaze (Su): A serpent demon who meets the eye serpent demon, or may have been asleep or otherwise helpless.
of any humanoid may attempt to dominate it. This works like Every hour of draining, the victim suffers 1d6 temporary
a spell with the range evil eye (see the Earth Power chapter, damage to every ability, as well as losing ld6 hit points and
Sluine RPG). The target must make a Will saving throw (DC 1 d6 Earth Power. The serpent demon gains all the Earth
16) or be dominated by the serpent demon. The serpent Power the victim loses in this way. A victim reduced to -10 hp
demon can control the humanoids actions. The serpent by soul drain remains alive for 3d6 minutes in agonising
demon establishes a telepathic link with the subjects mind. If torment, their body a drained, skeletal husk, but still able to
a common language is shared, the serpent demon can generally perceive every pain and even talk and stagger feebly.
force the subject to perform as the serpent demon desires,
within the limits of his abilities. If no common language is Spit Venom (Ex): In desperation, a serpent demon can spit
shared, the serpent demon can communicate only basic venom at another creatures face. This requires a ranged attack
commands, such as Come here, Go there, Fight and roll. A success indicates the creature suffers 1d6 damage and
Stand still. The serpent demon knows what the subject is becomes blinded for 2d4 rounds. The creature may attempt a
experiencing, but the serpent demon does not receive direct Reflex saving throw (DC 16), with success indicating he
sensory input from him. Subjects resist this control, and those suffers only half damage and is not blinded.
forced to take actions against their nature receive a new saving
throw with a bonus of +1 to +4, depending on the type of Skills: +4 racial bonus to all Disguise checks and +2 racial
action required. Obviously self-destructive orders are not bonus to all Move Silently and Hide checks.
carried out. Once control is established, the range at which it
can be exercised is unlimited, as long as the serpent demon
and the subject are on the same plane. The serpent demon
need not see the subject to control it. Protective circle or a
similar spell can prevent the serpent demon from exercising
control or using the telepathic link while the subject is so
warded, but it does not prevent the establishment of domina-
tion or dispel it. Only one subject may be dominated at a time.
This is a spell-like ability that does not cost any EP and may
be performed at any time.
07
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U
edged between icy seas, towering mountains larger religious festivals held in the Midlands often serve as
and the domains of the Earth Goddess tribes political forums as well. Locally, tribe members attend a
sits Midgard, the land of the Norse tribes that are monthly Althing where all legal matters and disputes are
the children of Voden. Midgard is a land of long black settled by the votes of landholders. For currency, the Norse-
winters, ice-laden mountains and swift cold waters. The men use a small lumps of silver called 'orers', which weigh
country's scenery varies from the unpopulated, treeless one-quarter ounce each. Two orers are equivalent to one sCt,
Jotenheim Mountains that form a twisted spine along eastern although there is no particular 'exchange rate', since any trade
border, to frigid seas that thrust against the jagged northern that goes on between Midgard and the rest of Tir Nan Og is
coastline and its helplessly small rocky islands. Just south of by barter.
the coast are huge cliffs that rise into vast glacial plateaus and
west of the mountains, the land slopes gently eastward, Overall, the culture of the Norse tribes is most defined by the
slipping down into the great fjord that becomes the River climate of the region. Midgard's short growing season and
Iving. Midgard's largest settlements rest along the eastern long winters have forced its people to be extremely industrious
banks of this wide and sometimes wild river, which never in the summer. They are tenaciously hard workers but also
freezes over. Finally, in the far south rest broad sweeping depend on slavery and plunder to help supplement what they
plains of fertile farmlands, created by thick moraine pulled cannot produce themselves. Both of these practices have
down into the lowlands by melted glaciers. become important parts of their culture because they are crucial
for survival during the lengthy winters. Climate also plays an
important role in how the lands are settled, especially because
the high altitudes and extreme temperatures of northern
The population of Midgard is dominated by the seven tribes of highlands make them uninhabitable during the long, dark
Voden that have settled throughout the region. They live in winters. The most populated areas of Midgard are the furthest
small communities governed by local warlord chieftains called south along the eastern banks of the River Iving. These lands
Jarls. The Norse tribes have no centralized government though are capable of supporting larger harvests of wheat and other

IN T H E SECOriD SHIP W E R E HENGIST W E S T R O N G BUT


STINGY, R A L F R A Z O R A X E A N D H O G N l THE NOT-NORMAL

a
crops, and are good for grazing cattle. Other materials such as they can catch, including foxes and ravens. Meat is usually
timber and iron are also more plentiful in the south. In the roasted on a spit or baked in a deep pit covered with hot stones
colder regions, fishing and hunting predominate, because the but it is also boiled in iron cauldrons. Typical vegetables are
lack of good grazing land limits the peoples ability to provide onions, cabbages, carrots and peas. Wheat and barley is also
many other sources of meat. In the northernmost territories, harvested and baking bread is a common practice. Farther
especially along the coasts, the Norsemen hunt caribou, seals south, fruit such as apples and plums are grown. Common
and walrus, which they export to the south as fur and ivory in drinks include milk, home-brewed beer and strong honey-
exchange for timber, wheat, and iron. mead. Food and soups are eaten from wooden bowls and beer
and mead is drunk from cattle horns. For long journeys in
skyblades or ships, Norsemen pack dried fruits, bread,
Uleapons cheeses, smoked meats and other foods that do not require
Among the tribes of Voden, the spear is the most common cooking.
weapon because it is cheap to make and easy to use. When
attacking, in large groups, the tribesmen generally throw all
their spears first and then enter into combat with close quarter
weapons. It is also common for tribesmen to carry long Like the Tuatha De Danann, Earth Power also provides the
knives or hand-axes, which they use as both tools and tribes of Midgard with the ability to produce magical effects.
weapons. Single bladed axes are also common among the The Norsemen consider Earth Power to be a gift from the
common soldiery. More rare are double-bladed great axes or gods that can only be learned through study and sacrifice.
iron swords, both of which are strictly noble warriors Every Norsemen is born with Earth Power in them, which can
weapons. For protection, Norsemen favour small round be tapped by any who learn its secrets. However, only few
wooden shields covered in ox hide. Armour is less common, men and women have the patience for intense levels of study.
generally limited to hide, leather and simple iron helms. Only
rarely will Norsemen be encountered wearing more expensive, The magic of Midgard people is gendered into two schools of
heavier annour such as mail shirts, and usually only if they are study, the male school Asatru and the female school Seidhr.
noble warriors. In general, Asatru is practiced by the warrior-priests of Voden,
while Seidhr is practiced by witches. Nonetheless, gendered
magic is not gender exclusive, and Voden himself is said to
have tom out his own eye to learn the secrets of womens
The people of Midgard commonly live in wood-framed magic. Other practitioners of magic such as Runewriters and
structures called longhouses, which are built from timber ana Skalds use limited forms of both Asatru and Seidhr.
insulated with clay. In the northern regions, the exterior walls
of the homes are packed with stone and turf to help insulate
them. Longhouses only have three rooms, a small cold room Shyblades and Longships
used to store food and other perishables, a central common Skyblades are extremely important to the Norsemen of
room heated by a large stone fireplace, and a shed or stable. Midgard because they are the peoples predominant form of
The common room is the only heated part of the longhouse, transportation. Since most of Midgards habitable regions are
and it is used for cooking, eating and sleeping. Residents of landlocked, skyblades are a far more common sight here than

I
the longhouse have little privacy, especially if it is shared by seagoing longships, which inevitably are found only in the
several families and their slaves. more northern regions or on rivers. Seagoing longships are
most commonly used for whaling or fishing and river trade.
For plundering, skyblades are preferred, for a variety of
Food reasons, and so they are the most common vessel sighted
The Norsemen prepare and eat a variety of food. In the north, outside Midgard itself. If you are using ship rules from the
favourite foods include seaweed, fish (especially eels) and Mongoose publication, Seas of Blood, use the longship
oyster, brought up the mouth of the Iving. In the south, cattle, statistics on p54.
sheep, goats, pigs and chickens are all common sources of
t1 meat. However, during bad winters they will eat anything

I I
THEY WERE HOWLING H O R R BLY,
CUTTING A T THEMSEL4E5,
A h D BITING rHElRSHlELOS !
the long dark winters, thick sheets of ice form between the
small icebergs that speckle the northern seas. In the early
spring, the ice sheets are still strong enough to use as bridges

mid zj&lid Even in summer, when the region warms and the ice bridges
melt, many of the bergs remain as close as 20ft. apart.
Altogether, Midgard has ten distinctly different regions. Travellers often set up temporary plank-and-rope bridges to
span these gaps, or leave pull-lines stretched across the
channels, which can be used to guide small barges to the
islands.
Eversun consists of a small cluster of islands far north of the
mainland. During the late spring and early summer months,
the sun never sets. However, during the rest of the year, it is a
realm of total darkness and cold. Eversun has few year-round
inhabitants and the select few who choose to remain through
the winters are rumoured to have troll blood running through The region of Drontheim sits high above all of the other
their veins. These people are known as the Jenuak and they Norselands except for the Jotenheim Mountains, on which it
survive on ice fishing in the winter and small game hunting in borders. The majority of Drontheim consists of a single
the summer. The only other notable settlement is the high massive glacial plateau that covers a bedrock layer of almost
temple ofVoden, which is forbidden to all but the most solid granite. Ice and snow cover the rest of the region year
powerful of his Asatru Warrior-Priests. round and only the western and southern-most edges of the
plateau thaw enough during the summer to allow tribesmen to
Eversun can be reached by boat, but the brutally stormy seas access them.
make it difficult to maintain even small ports. The ocean is
turbulent and violent currents sweep through the iceberg The high altitude of the plateau makes exceptional launching
channels forming dangerous whirlpools, which are powerful zones for skyblades. Several sky ports have been built along
enough to sink ships. The erratic winds also make the islands the lip of the plateau, the largest of which (called Aerie Frikka)
difficult to reach by skyblade, and there are few safe areas for docks over twenty ships. During the warmer months, the
them to land, once they arrive. The most common way to Norsemen pilot the ships into the rest of Tir Nan Og to
access the Islands of Eversun is by iceberg hopping. During plunder defenceless settlements and the wealthy cloud

!E-
111
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curraghs of the Drunes. Skyblades are much smaller than the


Dmne ships and are powered by runestones, which are found
in the Gotlund region. With the coming of the first snows, the
skyblades are dry-docked in huge warehouses until spring
thaw. For the rest of the cold season, the helmsmen and crews
retire to the lowlands or along the coast, where they reside
with their families for the winter feasts.

The widespread central forest plain of the Midlands is the


heart of Midgard. The brisk Midland climate is quite habitable
and attracts a good many year round settlers. In fact, it is most t - -+s

heavily populated during the winter, when the berserkers come


down from Drontheim after the summer plundering season
has ended. Great forests of beech, pine, and spruce trees
cover most of the Midlands. This makes logging an important
trade in the Midlands and their lands supply wood to most of
the other territories of Midgard. Logs are floated down from
the Midlands by streams where they are collected in Vanaheim
to be shipped off for sale up and down the Iving. The
remainder of the region is a collection of broken tarns filled by
streams of glacial run-off from the plateau, tree-covered
ridges, and small hills.

The Midlands are predominantly inhabited by the Svear tribe.


They are characterized by their quick tempers, which have
often earned them tribal nicknames such as burners or fire-
bloods. To increase their infamy, the Svear have become

1
studied pyromaniacs and incorporate brutal tactics such as fire
throwing and branding into their combat styles. Their witches
and other spell-casters practise pyromancy, the art of divina- Vanaheim consists mostly of the middle and lower valleys of
tion by fire. the Iving River. The eastern the verge of the lowlands is broad
rolling hills, which ease down into several wide fertile valleys
suitable for farming. Most of the settlements of the lowlands
are built along the eastern coast of the River Iving, facing the
Screaming Spires that separate the Norseman from the tribes
of Celts. Vanaheim has long been a heavily populated region
and, because of its ports, has become Midgards leading centre
of industry and trade.

The primary occupants ofvanaheim are the Vani (for a


description of the Vani fighting style, see Slaine d20). They
live in a series of coastal villages that stretch from Dune plains
The Midlands are extremely important to the Norsemen down to the Dry Sea Flats. Longhouses are built right up to
because of their central location. The most sacred groves of all the rivers edge, from which extend long docks that creep into
Midgard are located at Vodens temple at Upsulla. At Upsulla, its depths. Most travel is done by boat and, during the warmer
the tribes all gather to celebrate the BBlakt (Burning Ceremo- months, the people spend a good deal of time fishing and
nies) at different times throughout the year. Larger festivals trading up and down the Iving.
sometime run the course of several weeks and tribesmen and
their families often travel for months to participate in them. Fyrkat: Fyrkat is the largest fortress in Vanaheim. Built on a
These festivals also provide the Norsemen with the perfect flat rocky surface at an inlet off the River Iving, it is sur-
opportunity to trade goods, tools and slaves, or to find new rounded by swampy marshes that make it difficult to attack by
spouses. They also serve as a forum for exchanging ideas and foot. It has an excellent view of the surrounding lands. From
discussing political agendas. the ramparts, ships are easily spotted coming from both up and
down the river.
113
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- 1

The basic structure of Fyrkat is much


like the rest of Midgard's
fortresses. It is made up of
sixteen identically sized, 25ft. x
80ft., longhouses surrounded
by a massive earthen and wood
rampart about 1Oft. high and
375 ft. in diameter. Wooden
gates located at the four
cardinal points allow entry into
the fortress. Within the
ramparts, the longhouses are
arranged in groups of four
around a small central plot of
land. Additional guardhouses
are also placed strategically
inside the walls near each of
the four gates. The total
number of occupants within the
fortress is around 300 people
and the additional settlers of
surrounding region total
around 5,000.

Oune plains
The region known as the Dune Plains comprises a long stretch Fishing is extremely important to the people of the Dune
of white sand and stone beach that extends along the north Plains. In addition to providing the Ese with most of their
western borders of Midgard. The Dune Plains mark the sandy food supply, salted and dried fish is their major export. Most
coastal regions of the great fjord that eventually becomes the of the Ese who live in rural areas fish for a living and during
River Iving. This region is inhabited by the Ese, a tribe of the warm seasons they can spend weeks away from home
simple fishermen who live in small isolated settlements. fishing in the Fjord for cod, sand lances, sprat and whiting.

Although inhabited year-round, the Dune Plains is a cold The Dune Plains are also the location of the largest coven of
region. Snow and ice make many of the roads impassable Seidhr witches, who prize the region's white sands for their
during much of the year. Fortunately, neither the fjord nor the divinations.
River Iving ever freezes over and, for this reason, the people
of the Dune Plains rely heavily on boats for travel.
EstCund
To avoid running aground, the people mostly use small boats. Estlund is a region of rocky hills and thick granite cliffs. Just
which can easily be carried or pulled out of the water when south of Gotlund, it is acts as a safeguard between the Dry
necessary. They build their homes just off from the shore to Flats and Jotenheim and is still largely inhabited by the
avoid flooding, often keeping their boats tied to posts outside Kvedulf tribe, whose ancestors liberated the region years
their front doors. They limit their homes to wooden rectangu- before. Kvedulf keep fortified military outposts and actively
lar frame houses with thatched roofs, making them easier to hunt giants along the lower foothills of Jotenheim. This land
heat during the winter.
r--
1
OUZ FELLOII
PASSENGERS
W E R E PANIC-
STRICKEk
SOME LEAPT
OVERBOAZDt
RATHER THAN
FALL lNrO THiE
NORSEMEN S
HAhlDS.

has little of its own resources so materials arc often reused. Four gates in the ramparts open at the mrdinal points of the
Homes are made from the salvaged planks of old wooden compass. Cobbled streets divide the interiors into four equal

4 farmhouses and, among the common tribesmen, weapons and


tools have become interchangeable.

In the east, there are several shallow lakes, which were formed
sections and within each section the longhouses are arranged
in square formations.

Surrounding the exterior of the ramparts is a large moat, 5ft.


in small hollows left in the ground by melting ice from the deep by 25ft. wide. There are also many smaller homes built
glaciers. In the warmer months, most of these lakes become on the land surrounding Aggarsborg, which cover almost a 2
oversaturated with run-off from the mountains and much of mile radius. The population within the walls is over 1,000
the ground turns into soft swamplands. The swamps create a people and the surrounding regions boast well over 10,000
fair amount of growth, which attracts a wide variety of residents.
animals, so these marshes make excellent hunting grounds for
the Kvedulf.
Godund
One of the most impressive feature of the region is called the Gotlund was first settled by the titan tribe who called them-
Great Stone Stair, a three-mile climb of ancient steps cut into selves the Joten. They migrated from the west after the fall of
the steep Estlund palisades that climb up to the Gotlund their empire, most likely settling in the region because of its
plateau. The Kvedulf still use these stairs, built by their similarity to their former homeland. The Jotens brought with
ancestors, to travel to Gotlund to mine ore and search for them their great stones. These were similar to the Drunes'
runestones. Near the base of the stairs sits Aggarsborg, the dolmens, and the Jotens used them to drain the lands of life in
region's largest settlement. order to increase their own power. Later, when the tribes of
Voden conquered Midgard, they defeated the Jotens by
Aggarsborg: Aggarsborg is a large fortified town built by the smashing their stones and driving them into the eastern
Kvcdulf as a primary defence against the Jotcn. Its 15ft. high mountains. Across the plateau, hundreds of runestone
circular rampart has a diameter of 750 ft. that surrounds 48, fragments were scattered that now remain the sole traces in
lOOft x 30ft. longhouses. Midgard of the once powerful titans.

fare hunters first and foremost, seeking out both giants as a duty and animals as food.

Tribal Warrior: new tribal fighting style


All Kvedulf tribal warriors gain a + I dodge bonus to AC and a +I circumstance bonus to attack rolls whenever fighting creatures of
Large size or bigger who are of the animal, beast, magical beast, humanoid, monstrous humanoid, or giant type, representing thc
Kvedulfs special training against the giants of Jotenheim and long experience hunting game. In addition, they gain a t l circum-
stance bonus to Wilderness Lore, Spot and Listen skill checks made against such creatures. All these bonuses rise to +2 at 5" level,
+3 at IO" level, +4 at 15'" level, and +5 at 20"' level. However, a Kvedulf may never become proficient with any exotic weapons
until he reaches at least 5" level and until he travels far beyond Estlund, since there are simply not enough resources in the area to
make anything so out-of-the-ordinary.

Noble Warrior: new tribe


Kvedulf noble warriors automatically gain the Improved Unarmed Strike feat for free - they are taught not to rely on weapons which
may be unavailable or not to hand, but rather to emulate the animals they hunt, and fight with their natural weaponry. They do not
gain proficiency with Heavy Amour, however, because there is so little in the way of material resources in Estlund.
115
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and gravel deposited by melting glaciers thousands of years


Gotlund is now a recovering wasteland. Similar to ago. Growth in this region is plentiful and the deep moraine
Drontheim, the majority of the region is a large rocky upland of the soil makes excellent farmland. Typical crops include
plateau. Its poor, stony soil is largely bare and covered with wheat, barley, potatoes, sugar beets and leafy greens. Wheat
hard thick ice. Despite its extensive damage, the life has has become one of the most important farm products of all
slowly seeped back into this region, evidenced by the fresh Midgard and the locals export large amounts to the northern
deposits of soil that have eroded from Jotenheim, flowed regions. The locals also raise many domesticated farm animals
down onto the plateau, and sprouted with new growths of such as cattle, pigs, and sheep so many of their slave-grown
grasses, wildflowers and young beech trees. crops are used for livestock feed. Much of the Dry Sea Flats
is heavily forested, with the settlements clearing farmland from
Ironically, the ancient stone formations that once devoured the forest as necessary. These forests are full of bears and
most of the life-magic from the land may have been what wolves, and many an unwary visitor never makes it as far as
saved it from complete destruction. When the stone forma- anYngling settlement.
tions were shattered and broken apart during the great battle,
the remaining pieces still held energy that continues to slowly Rain falls throughout the year, but is heaviest in late summer.
leak back into the land. The few places where stunted forest Winters are mild and, during a single season, the Dry Sea
growth pushes through the snow are often indicators that there Flats only receive approximately 20 to 30 days of snow, which
might be a runestone nearby. Such stones are greatly valued usually melts quickly. Fog and mist are also common,
by the Norsemen who gather them to power their skyblades. especially around the River Iving.
When the stones are completely drained of power, the
Norsemen can refuel them by spilling sacrificial blood. The people of the Dry Sea Flats are called the Yngling. Most
live in or near to the city of Kaupang, which is loosely ruled
Aside from runestones, Gotlund also has a few rich deposits by Jar1 Harvold Bluetooth. These are big, broad people, well
of iron and silver. The Kvedulf have established a few small used to hard work or hard fighting. They consider themselves
seasonal mining encampments in the region, but none more to be magically related to the bear, and the bear is a highly
than a few miles away from the great stone stairs of Estlund. sacred animal to the Yngling.

kaupang
Located in the southern most region of Midgard, the Dry Sea The largest city in the Dry Sea Flats is Kaupang. The majority
Flats are an almost level stretch of low plains just cast of ofYngling have settled in city and suburbs, which covers an
Ivmg Once a part of the seafloor, the region rose from the area of over 15 acres. Its streets are colourfully painted and
water aftcr the tremendous weight of an ancient glacier was lined with longhouses, workshops, merchant houses, and dry
removed by melting Sandy soils form the plains and the docks. The roofs of most houses are made of red or blue tiles,
underlying bedrock is covered mainly by moraine, the earth or are thatched. Storks, which hunt for small fish in the

I a I
F - -

nearby river, commonly build nests on the rooftops and the seal. During the summer, the North Coast is also frequented
Yngling believe the birds bring them good luck. Most of the by Ese fishing boats that sometimes journey into the Northern
streets are cobbled except for the gravel roads that lead down Ocean in search of larger catches. The Beothuk commonly
to the stone piers. Here ships from the all over Midgard dock live in small portside villages near these inlets, where they can
in order to unload goods including smoked fish, silver, whale safely dock their ships.
blubber and walrus tusks. On the opposite side of the city,
along the outskirts of the town, rest huge tracts of farmland
and burial plots. The total population of Kaupang and its Jo-cenheim
surrounding territory is well over 70,000. The tall mountains known as the Jotenheim are still home to
the descendants of the titans of Thryms tribe, whom the peaks
were named after. The lower slopes that creep into the rocky
plateaus and hills of the western territories are sprinkled with
The long coastline begins near the great fjord at the mouth of copses of birch trees and pines but, as the mountains climb
the River Iving and spreads eastwards, slowly rising until it is upwards, the harsh terrain becomes increasingly sparse. The
eventually stopped by the arctic mountains of Jotenheim. Off top third of each mountain is completely barren and treeless, as
the coastline and far north into the sea lie the icebergs and the climate is too cold to support plant life.
islands of Eversun. Long narrow sea fjords indent into the
rocky shore making the coastline jagged and difficult to The taller mountains range from 6,000 to 8,000 ft. and
navigate. Some of the coastline is protected by rocky reefs hundreds of small glaciers cover the upper slopes of the snow-
called skerries, which shield the inlets from stormy seas. capped range. The heavy snow makes ice avalanches common
These inlets make good natural harbours for whalers to moor and the temperature remains below zero year-round. Precipita-
their ships and unload large catches before heading back out to tion is heavy and the snows are almost constant. In the
sea. northem-most part of the range, the winds howl at gale-force,
straight through the day, only calming down once the sun dips
The regions only permanent settlers are the Beothuk, a tireless down behind Albion and the western skyline.
and resilient tribe of subsistence hunters. In the winter, they
travel inland chasing bear and caribou and, in the warmer While the dominant inhabitants of this region are the Joten,
-
months they use longships to hunt for whales, walrus and some of the mountains are als
the El worlds, and have become inhabited by trolls, goblins
and dwarves.

Joten are treated as normal titans except that they prefer to use
Iron Great Axes and have the Weapon Focus (great-axe) feat.

Troll
Large Giant
Hit Dice: 6d8+27 (54 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 19 (-1 size, -1 Dex, +8 natural, +3 hide)
Attacks: War-club +9 melee; or javelin +3 ranged
Damage: War-club 1dl 0+5 (1 d10+7 if two-handed); or
javelin ld6+5
FacelReach: 5 ft. by 5 ft./lO ft.
Special Qualities: Petrified by daylight, gullibility, meld with
stone, scent, darkvision
Saves: Fort +9, Ref +1, Will +1
Abilities: Str 21, Dex 8, Con 18, Int 6, Wis 8, Cha 5
Skills: Climb +6, Listen +O*, Spot +O*, Wilderness Lore +

,p-g'
Feats: Toughness
THEN CAME THE Climate/Terrain: Temperate or cold mountains and under-
SKYBLADE OF ground
S
DEMENTED.
K U L D THE Organization: Solitary, pair, gang (2-4), or band (5-8)
TO R A M US,' Advancement: By character class

Trolls are large, bulky-looking humanoids. Their skin is stony


grey in colour, often as pale as that of a corpse but occasion-
ally mid-grey or even almost black. The skin texture, too, is
that of rough stone Their faces are particularly ugly, with (unwilling creatures may save vs DC 12 to remain un-
enormously long, stalactite-like noses, deep-set piggy eyes, melded). A troll may come out of the stone as a full-round
and sometimes shaggy, unkempt black hair. action.

Trolls need little food to survive, being able to effectively Throw: A troll which is grappling an opponent who is at
hibernate in stone for long periods of time, drawing all their least one size class smaller may, on a successful grapple check,
I: nourishment from the rock. However, they do very much throw him into the nearest hard surface (usually a rocky wall
enjoy all sorts of food and always emerge from hibernation or floor, in typical troll country). This does 1d6 damage, plus
very hungry. They can eat almost anything but have a distinct the trolls strength bonus, and forces the victim to make a
preference for human flesh, which they prize as a delicacy Fortitude save (DC = 10 + % trolls HD +trolls Strength
above all other foodstuffs. They wake at night, melding back bonus -typically DC 18) or lose his next action. On landing,
to stone before dawn comes. Often they may remain hiber- the victim will be prone.
nated for several weeks before waking for another night. At
least part of each night awake will be spent in hunting. Scent: Identical to the ability described in the Animals
section, Slaine RPG p150.
Trolls are notoriously gullible, and many have been petrified
by a persuasive and distracting victim simply talking to them Skills: Trolls have a +2 racial bonus to all Wilderness Lore
until the first rays of the dawning sun strike them. checks that involve tracking by smell. This rises to +4 if the
target of the tracking is human or warped one. They also gain
Combat a +2 racial bonus to all Listen and Spot checks made in
Trolls favour war-clubs, which they can use either one-handed mountainous or underground environments.
or two-handed. Against multiple opponents, they often wield
the war-club in one hand and attempt to grapple a second
opponent with the other, hurling the grappled foe into the
nearest hard surface.

Petrified by Daylight: A troll exposed to natural daylight


must make a Fortitude save (DC 25) each round
or be turned instantly to stone. A troll petrified in
YOUVE NO RIGHT
this manner can never be returned to life he
~

might as well always have been a troll-shaped


statue.

Gullibility: Trolls are notoriously easy to fool


and distract. All Charisma-based skill checks
(except for Intimidate checks) which target trolls
are made with a +4 circumstance bonus. In
addition, trolls have a -4 racial penalty to Sense
Motive checks.
Meld with Stone: A troll can enter a piece of
I
stone that is at least twice as big as it is. This is a
slow process, and is akin to sleeping for humans.
It takes at least five minutes
to meld with stone. Every c.
five minutes of trying to do MAYBE SO, 8ur
so, the troll may make a
Wisdom check (DC 10) to
successfully vanish into the
stone. Once there, the troll
heals rapidly (regaining 1 hp
per hour). It cannot be

lciA:V
7tE
destroyed without destroy-
ing the entire piece of stone
it has melded with (which is
commonly the size of a FROM A BORING P
mountain). A troll may carry

I
its carrying capacity into the
AbID I4 A D R I C
stone with it, including HISSIN G BLADE
willing or helpless creatures DIE IN MV BED! i f,f/ DIED
f //
6-

Scen~o
nooks
T
his section presents a mixture of scenario hooks that
you can use as they are or easily adapt to fit your own
campaign. Most can be used either with the characters
being hired to do the job, or asked to do it for Enech or as a Steel, the Secrets
favour to a local lord. The nature and strength of the opposi- The armourers of Arget Roth in Gorias hire the party to find
tion the Player Characters will face is left up to the Games an ex-member of Arget Roth who has disappeared. This
Master, so he can tailor it to the strength of the party. trusted blacksmith (an Albion dwarf) knew the secret of
superior smelting, a way to strengthen the mail the company
makes. Arget Roth suspects he has been kidnapped and,
though they are waiting for a ransom demand, will pay
handsomely to have him returned. In fact, the trusted black-
smith has turned renegade and is going to the Midgard border
Shadows to sell the secret of Arget Roth mail to the Berserkers.

Feast of The Dead


Airde Mogha has a problem. Normally, the spirits of the dead
An Ecumenical Matter
on Torr Sgath are kept sated and contented by the corpses of A holy relic dedicated to the Morrigu has been stolen from
the deceased, or the living bodies of prisoners and criminals. Rath Grainne, city of warrior women. Said relic has been
But, thanks to good harvest and hunting and a time of taken by a group of druids who wish to end the Morrigus
comparative peace, there has been a lack of deaths and enemies dominion over death, and give that power to their god of
recently. Now the inhabitants of Torr Sgath are leaving their victory, Lug. The relic is in their temple, now warded against
usual environs and coming up onto the other hills to feed, female intruders, and very heavily guarded. The PCs are
preying on the villagers. The choices are to either go on to approached by one of Rath Grainnes chieftains, and asked to
Torr Sgath and try to kill the creatures, or to find an enemy enter the temple, preferably by stealthy means, and bring back
village and try to take captives to bring to the hill. the relic.

Blood Money
A chieftain of the Falians and a chieftain of the Sessair have
been fostering each others sons for the past seven years. The The Real Ale
Falian chief has recently discovered that the child he has been One early spring, the party are asked to rescue Finn Mac
fostering is in fact a changeling. The human child was stolen Becht and his son Conor, who were carried off during a raid
many years ago. His own son is, of course, in grave danger by Norsemen. The two were taken from their village, Aim, a
should the Sessair chief ever find out, so it is imperative that days travel south of Finias. The Finian villagers put up a stiff
before the children are given back to their respective parents, resistance, and the raiders were driven offwith little chance to
the changeling is removed in a way which makes it impossible gain any plunder save their two captives. Finn and Conor are
to put blame on the Falian chieftain. He hires the party to important to both kin and clan though - Finn is one of the few
break into his own fort, kill a few of his guards, remove the master brewers who knows the recipe for Heather Ale. The
child to land near the drune border, and have it killed with Player Characters must track the Norse raiders down and
drune weapons, so that no-one can be blamed. attempt to rescue their captives.

The Norsemen arrived by skyblade late last summer, but their


vessel crashed when they ran out of Earth Power unexpect-
edly. Their vitki (sorcerer) and many of the crew were killed
A Day at the Races by the crash. The survivors decided to attempt to winter here
At the annual chariot tournament just outside Murias, the party in Alba, struggling desperately to survive the harsh weather
are hired to bodyguard a very successful bookmaker. He has and heal their wounds. Their leader, Njal, is half-Finian, and
new rivals, who are determined to drive him out of business knew of the Mac Bechts small brewery from his childhood
by attacking him directly, stealing his cash so he cannot pay here. Their aim is to travel south through Alba and Albion,
out, or placing large amounts of cash at high odds on outsiders and get back to Midgard on foot before Samhain. First,
and then ensuring they win the races. The PCs are employed though, they plan to torture the secret of Heather Ale out of the
to stop any or all of this from happening. two Mac Bechts and they have them held at the huts they built
last winter. The Player Characters could either use the Track

I
1
L

1 will be convincing a group o f savage and extremely


powerhl adult titans that the party are rescuing the
girl, not kidnapping her or raiding her home Anyone
expecting a reward is probably being overly optimis-
tic.

Big Fight
A small enclave of superior titans needs help driving
off a tribe of ordinaly (that is, stupid) titans who are
attempting to wipe them out for their land and
resources. Befriending superior titans could be
extremely beneficial to the Player Characters - this
could give them access to old titan magic, help
penetrating titan cities, a contact with titan dwarves,
and similar benefits. Of course, such a friendship
must work both ways, and the more the titans do for
the party the more they will expect in return. Plus, o f
course, there is the not-so-small matter of beating off
an entire tribe oftitans. Play this a little like The
Magnificent Seven, with the characters rushing around
setting up defences and training up the physically
powerful but inexperienced superior titan villagers.

C'DidgaRd
Troll Trouble
A particularly evil troll witch has cautured the local
tribal King's six sons, along with the six princesses who are
feat or Divination spells to find them. If they take too long to
betrothed to them. He threatens to eat all twelve of them, one
do so, the Norsemen will likely have tortured Conor to death,
each night, if the King does not provide him with alternative
not getting a word of the recipe out of Finn, who would rather
~

human food each night. The six sons have been melded
he and his son were both dead than give up the secret ale
~

recipe. This could rapidly become a long, drawn-out revenge with the stone of the mountain, while the six princesses are
mission, as the Player Characters pursue the Norse south all made to serve the troll. The King is beside himself - he is
the way to Midgard itself if need be. running out of criminals to give to the troll, and will become
unpopular very quickly if he starts rounding up his ordinary
subjects as troll fodder. He will reward the Player Characters
handsomely if they can rescue the twelve youngsters, but, of
course, the only way to do so is to force or trick the troll into
Little Girl Lost releasing the princes - any attempted rescue of the princesses
will just tempt him to eat the princes.
The Player Characters find a young female titan, barely any
taller than they are, and obviously very frightened, alone and
This is all made far more difficult by the troll having hidden

t
stupid. She begs them for help finding her home village or
his heart outside his body, several miles away on an island in a
tribe. If the party includes Fir Domain characters or others
mountain lake. Of course, he suffers from the usual troll
with a history of disliking the titans, they may argue for
gullibility, so they may manage to trick the secret out of him.
slaying her out-of-hand. If they do decide to let her live and
The heart is contained in an egg inside a duck in a well in an
assist her, the first challenge will be finding her home she
old weirdstone temple on the island. Anyone who holds the
~

has not really got a clue, and attempts to question her will be at
egg will be able to force the troll to do whatever they wish, or
best frustrating and at worse dangerous (if she has a tantrum,
kill him simply be squeezing the egg.
she will lash out at whoever has been annoying her). The
second challenge will be her clumsiness and stupidity she ic
~

still very much 'growing into' her size, and hasn't quite
developed even an adult titan's somewhat shaky sense o f
balance. She will likely tread on toes, accidentally elbow
people, and generally do a lot of unconscious physical comedy
~ if she is ever asked to carry a ladder, you can bet that she
L A

And Lyonessc
Out of the Frying Pan
Prin, daughter of the headman of the Nementites,
has run away from Drunemeton. She has
developed a serious distaste for the more
gruesome goings-on, and is starting to suspect
there is more to Ragnarok than meets the eye.
She has heard of a sanctuary of anti-drune
Camun worshippers on the edges of the
sourlands, and will pay anyone to take her there.
She is also keen for her father not to find out she
has absconded, as she knows the shame will kill
him, especially as the drunes will probably
torture him to find out where she has gone. She
may be found travelling incognito in a village or
on the road, anywhere en route from
Dmnemeton to the sourlands. She suspects that
a slough and a war-party of skull-swords are
pursuing her, and will throw herself on the
party's mercy, begging to be protected and
perhaps escorted north to the sanctuary. Of
course, as she will discover if she gets that far,
the sourlands are even less hospitable than
hostile drunes, and the sanctuary itself is
extraordinarilywell-hidden.
either recently dead, or merely sleeping. The creature is really
The Dead Village a Serpent Demon (see pl05), who came to the village as the
The Games Master may place the village of Heblor anywhere place began to die out. It has been preying on the population
in the sourlands, as desired - probably close to the lands of the of this village for some time, but since all the villagers are now
Drune Lords. This was once in the centre of a thriving dead, and no travellers have passed this way for many weeks,
farming community, but is now a ghost town, the population the creature is now starving and desperate to find a new host.
having either died of starvation or moved away. Heblor used It currently occupies the body of the village's prettiest girl. If
to be surrounded by a palisade, with entry gained by a gate to the Player Characters wake the creature up, it will try to take
the east. The poles of the palisade are falling in and, in places over the first person who sees it in an attempt to move on to
have been removed entirely, presumably to be used as new hunting grounds.
firewood.

The centre of the village is the main hall, a large stone hut 30
feet in diameter, with a thatched roof. The roof is rotting and
falling in due to lack ofmaintenance. The floor is littered with
small animal bones and mouldy straw.. The supporting beams the Cmve OF 'Bemsts
are infested with woodworm. Outside the main hall is a ring
of eight smaller wattle-and-daub huts, all rotting and falling
The Great Cave Robbery
apart. In half of them, emaciated bodies of the dead lie under The wealth contained within the Cave of Beasts is legendary.
ragged blankets. Empty water pitchers lie cracked on the floor. Skull-swords discuss the contents of the Treasury and the
Insects and lizards crawl over the corpses. The stench of splendour of the Crystal Cave over flagons of black beer in the
death is overpowering. To the rear of the main hall is the taverns of Gabala and other settlements. Only a fool would
killing pound, where the farm animals were been slaughtered dare to rob the Caves, but what thief could resist the accumu-
in times of plenty. Skulls of sheep and cattle are piled up in lated treasures of 20,000 years?
comers. Three skeletons identifiable as those of dogs lie in the
centre. Mission Improbable
While the Player Characters are passing near the Cave of
In the dead village, in the hut closest to the south-east comer Beasts, a desperate woman from one of the nearby tribes
of the main hall, lies the body of a beautiful woman, seemingly amroaches them. Just a few hours ago, a skull-sword patrol
* .
F

12

rode into her village and took her eight-year old son away, to
give to Slough Feg at the Cave. She is very poor but offers
her meagre store of gold coins if they can rescue her son. The
skull-swords will have ridden fast to the Cave of Beasts, and
the Player Characters will have no time to plan or wait around
if they hope to catch up before the child is offered up to the
Lord Weird. They will have to rely on strength, surprise and
The Father of the Groom
improvisation - and they will need all they can get of those Arthos, the youngest son of Havlech Moldena, a wealthy
qualities if they are to deal with the skull-swords and possibly merchant in Gabala, has fallen in love with Marietta, eldest
Feg as well. For a slightly easier challenge, the boy may not daughter of the tavern keeper, Drusilla. The merchant is
be one of the first children to be lowered into the cave he
~
seriously opposed to the match and will pay handsomely for
will be in the prison hut instead, along with around a dozen the boy to be dissuaded from pursuing his suit. Drusilla, of
other children chosen for sacrifice. course, is more than happy for the marriage to go ahead and
has put the word out among her underworld contacts that
anyone attempting to interfere must be dealt with somehow ~

Arthos will be watched surreptitiously almost 24 hours a day.


1
A Great Escape
Lucote-cia Characters imprisoned in the Broch near Gabala will likely be
thrown into the cellar dungeon, and forgotten about after all,
The Seer of Lucotetia ~

if they had money for their fines, they would have paid up and
Word has reached the ears of the Player Characters that a seer it is unlikely that they have any friends or relatives to bail them
named Falange in the City of the Mad, Lucotitia, has been out, so far from home. If they are unlucky, they will die very
having disturbing visions of Ragnarok. He gabbles about slowly of hunger and thirst, joining the other decaying bones
devils with black eyes, and a three-legged head controlling the strewn about the place. If they are extremely fortunate, they
world. He claims he has seen the truth about the end of the will discover the secret passage that is activated by pressing
world and also how it can be prevented. If the Player the third rock up from the floor in the south eastern corner of
Characters have heard this, it is highly likely that the drunes the cellar, which opens to reveal a tunnel down which the
have too. The party must find him and get him to the relative prisoners can crawl for several hours, eventually emerging
safety of the Sanctuary in Lyonessc or, better, the druids of beneath a marshy patch of sourland half a mile from the
Glastonbury, Durrington or Dinas Emrys. It is a race against Broch. If they do not drown, or get attacked by half-dead
time to see who finds him first, the Earth Goddess worship- lying rotting in the swamp, they are free. The trap-door in the
pers, or the drunes., . cellar will automatically close again behind them.

Alternatively, at the Games Master's discrction, it could be that


the tunnel is only partially completed. Other residents of the
dungeon have evolved a vile hierarchy, in which thc leaders
r- 123
L A

force newcomers to work on building the tunnel until their Penetrate the Mysteries
strength begins to fade, then kill and eat them It is likely the Drune-sympathetic characters will find much to occupy
Player Characters will be able to overcome this hierarchy but
~

themselves with at the Academy ofEr-Grah The Dmne


do they simply aim to replace it, or urge the prisoners into co- Lords are not entirely happy with the thought of the skull-
operatively finishing- the tunnel3 Even then, of course, there 1s swords having secrets, even Ifthey are a loyal fighting force
still the problem that the tunnel will likely come out in Any person who tried to gain access to the caverns and find
sourland. out the truth about the skull-sword initiation ritual would be
running a tremendous risk but could expect to be rewarded
considerably by the sloughs.

For the Goddess!


Player Characters who are members of the Tribes of the Earth
CARnAC Goddess, or are otherwise opposed to the drunes, may learn of
the project to construct the Great Weirdstone. It would be a
Menhir Carvers and Carriers, heros task indeed to thwart this operation. One would have to
Incorporated penetrate the defences of the most sacred temple of Carnun in
drune lands, not forgetting the nearby presence of Er-Grah and
The drunes are always looking for able mercenaries to assist
its complement of warriors and warriors-in-training, deal with
with the ongoing projects at Camac. Access to the stones
the Camac Trinity and eventually kill, capture, or turn Maeon.
themselves is strictly controlled and the work of guarding the
site is left to the skull-swords but outsiders can often find
The Weirdstone itself may even prove to be vulnerable. Can
work quarrying and transporting new weirdstones. The
such an overcharged magical weapon exist without weak-
drunes fleet of skyships is large but not unlimited and it is
nesses? Certainly not; despite the precautions which the
quite impossible for them to patrol the drune territories and act
Dmnes have taken, there are many ways in which a resource-
as goods transporters at the same time. It is therefore the
ful and extremely brave group of Player Characters might
custom for guarded caravans of stone-movers to do the work.
destroy the Great Weirdstone or sabotage Carnac altogether. If
Such caravans are slow-moving and vulnerable, so it is always
the complicated Samhain ritual to activate the stone were
worth having a group of warriors along to keep predators at
interrupted, the weirdstone would at best be useless and at
bay.
worst might shiver itself to pieces. Maeon himself might be
F-

12
c -

persuaded to switch sides and build a flaw into the weirdstone, sympathetic to any attempt to destroy the Great Weirdstone but
especially if the Player Characters discovered his true motiva- might still oppose it all will depend on whether he thinks it
~

tion in helping the drunes (see The Architect below). A might harm or hinder his own chosen task. A careful and
Warped One in full warp-spasm who had the favour of the extremely diplomatic party from the Earth Goddess tribes
Goddess just might succeed in tipping the weirdstone over, might persuade him to help them but it will not be easy.
slough and all. Certainly, if such a party were captured, he would likely have
little to do with them his loyalty is still largely to the skull-
~

As a historical note, the Games Master might like to remember swords and Carnu, but he considers the drunes to have
that the Great Weirdstone really existed, like Carnac itself. betrayed that loyalty. His philosophy is still very much based
Today, however, it is called the broken menhir and lies in on the stoic acceptance instilled into the skull-swords, too.
pieces, each one weighing many tons. Local legends say that Helping a band of adventurers defeat the drunes is one thing;
the weirdstone fell in an earthquake or a thunderstorm. Who helping them escape their fate if they prove weak enough to be
is to say that some hero of Slaines time did not bring it down, captured is quite another.
releasing a thunderous discharge of Earth Power which was
mistaken for an earthquake by some frightened villager? The Architect
Quite what Maeon hopes to gain from working for the drunes
The Traitor is not known and forms the subject of some speculation
One of Torghems captains at Er-Grah, the veteran soldier amongst the sloughs. The truth of the matter is surprisingly
Guthluk, is finding himself unable to justify the rule of the urbane. Maeon is enamoured of one of Slough Fegs personal
drunes any longer. It may be that the Goddess has been attendants, a Badb called lona, whom he believes (correctly)
interfering with mortal emotions, or it may be a change of was his lover in one of her former lives. Feg has pledged to
heart in Guthluk; he certainly does not know. Following release her from his service once Maeon has completed the
episodes of near-madness in which he has struggled with his Great Weirdstone project. Ever crafty, Feg knows that Ionas
conscience, he now knows that he has to do what he can to loyalty to him far exceeds any attraction she might feel for any
free his people from the curse which he now understands has mortal man and that she does not even remember Maeon. He
befallen them. He is plotting the murder of Slough Lob. With knows that she will return as soon as she is released.
morbid ingenuity, he is planning to bury the body under the
recruits hut, so that the smell will go unnoticed. Then, when How this might affect the Player Characters is of course up to
Slough Feg arrives to investigate the disappearance of one of the Games Master. Certainly Maeon will not reveal his love
his most important officers, Guthluk will attempt to destroy easily, but it could be that a particularly clever party will
him. discover it anyway perhaps a villager overheard Slough Feg
~

talking of the matter with Iona or Maeon. Alternatively, this


Guthluk is essentially a loner, a skull-sword gone rogue, and could be a way to help the Player Characters escape if they are
thus if anything could be as dangerous to the party as any imprisoned in the Broch. A fellow prisoner might have
other skull-sword, if not more so. He would likely be discovered Maeons secret and Slough Fegs plans to betray
him. Then, all the Player

E-
125
L A

Nbsl OCi
T
ir Nan Og is not a vast land, but it is a wild one. to hairy ones), monsters (supernatural or otherworldly
Though the old straight track system connects up the creatures), outsiders (anyone not from the land they are
towns and villages, it is often overgrown or lost encountered in), or natives (such as Fir Domain in Albion, or
entirely, and far darker creatures than humans use the tracks Sessair in northern Eriu). To assist with determining the
sometimes. Predatory animals and worse - watch from the
~ motives of the encountered creatures, a further d20 roll may be
forests at the edges of the road, waiting for any sign of required. This allows for quite sophisticated encounters, and
weakness or for night to fall. Venture off the tracks and into will often lead to entirely new adventures for the Player
the forests, and you leave behind even the veneer of civilisa- Characters.
tion and enter a place of ancient and primal terrors. Adventur-
ers often have good reason to avoid using the old straight If encountered at night, most human groups (except for
tracks. After all, it is very easy to follow a party that is simply Falians) will be encamped and asleep, with around 20% of the
walking down the road - especially if you ask other travellers group set as sentries, but at the Games Masters discretion
for information on the way. they may be on the move for whatever reason - perhaps to do
rituals that can only be performed at night, or because their
mission requires stealth.
Using she encounseR
Lisss ncounceR Lisss
As Games Master, you must use the utmost caution in
Animals
presenting encounters to the Player Characters. Bear in mincl All animal encounters should be referred to the Bestiary
again there is no system in the encounters listed below to chapter of the Slaine RPG rulebook to determine numbers,
ensure that the players party can defeat the creatures encoun- reaction to the party etc. The Games Master should choose an
tered, so you may either need to modify the numbers or simply animal based on the habitat, time of year, time of day, and
expect the Player Characters to occasionally have to negotiate, intended nature of the encounter.
avoid the encounter, or lose. Of course, losing a fight need
not be the end of the game - most encountered groups will Monsters
take captives, in the hope of later ransoming, eating or The encounters are much like animals, except that monster
sacrificing them. encounters should be used with greater care -either only very
occasionally, or as a hint to the Player Characters that they are
Encounters happen at the Games Masters discretion. Ideally approaching Sourland or that something similar is amiss.
you should decide when an encounter is appropriate and,
when it is not - for example, it is not dramatically appropriate Outsiders
to have a random encounter just after the main climax of a
Drune Lords Tribes: either a war party of one slough and
scenario, when the party are on their way home! Alternatively,
3d6 skull-swords on a mysterious mission which may involve
you can roll randomly to determine whether there will be an
the Player Characters (1) or not (2-5); a raiding party, of 2d6
encounter or not. In this case roll d20 once per day of
skull-swords, 3d6 tribal warriors and one drune or witch,
travelling. A roll of 1-16 indicates an encounter that day. The
looking for cattle (6-7) or captives (8-12) to carry off; a group
encounter chance is halved if the party is travelling off-road, or
of 3d10 refugees from the sourlands or drune tribes, including
if it is winter, or if it is night - this is cumulative, so off-road
50% tribal warriors and 50% non-combatants (13-19); or a
on a winters night only a roll of 1 or 2 indicates an encounter.
small invading or attacking army of 5d10+10 skull-swords,
5d10+10 tribal warriors, ld3 sloughs, ld6 other drunes and
If an encounter is indicated, choose what is to be encountered
2d6 witches (20).
-typically this will either be animals (anything from badgers
F

12
6 - -

Earth Goddess Tribes: either a


war party of 2d4 noble warriors
and 2d6 tribal warriors looking for
the Player Characters ( 1 ), on a
diplomatic mission to the capital
city of the land (2-3), escorting a
high-level druid to a sacred site (4-
5), or on a blood-feud or revenge
mission to the northlands (6), the
southlands (7) or elsewhere
(Lochlann, Midgard, Lyonesse etc)
(8); or a raiding party of 3d4 noble
warriors and 3d6 tribal warriors,
looking to carry off cattle or other
goods (9-20).

Fomorians: either a war party of


4d6 fomor with a specific mission
which may involve the Player
Characters (1) or not (2-4); a
raiding party of 6d6 fomor looking
for any kind of food (5-19); or a
small invading or attacking army
of 6d10+20 fomor (20).

Mercenaries: either a band of


Gaesatae made up of 4d10 noble
warriors and 6d10 tribal warriors looking for work (l),off on nearby land (9-lo), or a group of 2d4 merchants and 2d4 tribal
a raid (2-4), camped out in the woods doing a religious warrior guards (11-lS), or a group of Id6 merchants dnd a
celebration (5-6), or a less reputable band of mercenaries made wagon holding lOdlO half-dead (16), or local farmers (17),
up of ld20 noble warriors and 3d20+10 tribal warriors refugees (18), lovers (19) or witches (20)
looking for work (7-lo), off on a raid (11-16), camped out in
the woods drinking their latest profits (17-20) Earth Goddess Tribes: either a war party of 2d4 noble
warriors and 2d6 tribal warriors looking for the Player
Norsemen: either a raiding party of 10d20 tribal warriors and Characters ( l ) , on a diplomatic mission to another land (2),
5dlO noble warriors in skyblades (1-15), or a small raiding escorting a high-level druid to a sacred site (3-4), or on a
party of a single skyblade with 7d10 tribal warriors and 4d4 blood-feud or revenge mission to the northlands (5), the
noble warriors (16-17), or a group of 2d4 merchants and 3d6 southlands (6) or elsewhere (Lochlann, Midgard, Lyonesse
tribal warrior guards (18), or a diplomatic mission of 3d4 etc) (7); or a raiding party of 3d4 noble warriors and 3d6 tribal
noble warriors and 4d6 tribal warriors (19), or a war party of warriors, heading out to a nearby land (8-10); or a group of
ld4 noble warriors and 2d4 tribal warriors on a blood-feud 2d4 merchants and 3d6 tribal warrior guards (11-15); or a
(20). group of 1d6 merchants and a wagon holding 1Od 10 half-dead
(16); or local farmers (17), pilgrims (18), lovers (19) or
Titans: either a raiding party of 5d6 warriors looking to steal witches (20).
from (1-2) or attack (3-7) human lands; hunting party of 3d4
warriors looking for food (8-16); or a religious group of 2d4 Norsemen: either a war party of 2d4 noble warriors and 2d6
warrior guards and Id4 druids or witches, making a pilgrim- tribal warriors looking for the Player Characters (I), escorting
age (17), questing for a lost artefact (18), gathering herbs (19) a high-level priest to a sacred site (2), on a different mission
or off to perform a ritual (20). (3-4), or on a blood-feud or revenge mission to somewhere in
Midgard (5-6) or elsewhere (Lochlann, northlands,
southlands, Lyonesse etc) (7); or a raiding party of 10d20
Natives
tribal warriors and 5d10 noble warriors in skyblades raiding
Drune Lords Tribes: either a war party of 4d4 skull-swords
somewhere in Midgard (S), or elsewhere (9-lo), or a group of
looking for the Player Characters (I), on a diplomatic mission
2d4 inerchants and 3d6 tribal warrior guards (11-lS), or a
to another land (2), escorting a high-level drune to a sacred site
diplomatic mission of 3d4 noble warriors and 4d6 tribal
(3-4), escorting a high-level drune on a special mission (5-6),
warriors (16), or local farmers (17), tishermcn (18), lovers
hunting criminals for the Wicker Man (7) or collecting the
(19) or witches (20)
tribute of children from a nearby town (8); or a raiding party
of 3d4 skull-swords and 3d6 tribal warriors, heading out to a
F
12
h
-- 1

A
Indey. Dire Wolves 12
Dree 64
A Day at the Races 119 Drontheim 1 10
A Great Escape 122 Drune Sourlands 85
Aileach 12 Drunemeton 72
Airde Mogha 48 Dry Sea Flats 115
Airghialla 9 Dun-Barc 95
An Ecumenical Matter 119 Dune Plains 113
Arget Roth Amour 11 DunScathach 26
Avagddu 8 Durrington Seminary
Avancs 44

3
e
Emania 45
Basalt Mountains 97 Estlund 11-
Belerion 38
Big Fight 120 F
Blood Money 119
Falias the Island 45
Breiddin 51
Falias: The City 45
Broceliande 34
Feast of The Dead 119
Broch 69, 83
Fir Bolg 94
C Fomorian Sea-Devils 13
For the Goddess! 123
Cader Idris 59 Forest of Dardun 72
Caer Sidi 39
Cambria 50 G
Cam Goch 51
Gabala 80
Cam Teg 59
Gaesatae Warrior 61
Carnac 65
Glamour Land 53
Camu 63
Glass Islands of the Dead 39
Carnun 96
Gorias 30
Cave of Beasts 75
Gotlund 114
City of Finias 21
Great Weirdstone 70
Coblynau 93
Cor Breston 73
Cor Dratisch 74
b
Cor Dricalor 74 Half-Titans 87
Cor Eolis 72 Heartlands 34
Cor Havas 73 Horned Hag 103
Cor Musten 74 Hunt Spectre 77
Cor Nilar 74
Cor Savren 74
1
Craig Rhiwarth 50
Crom-Cruach 96
Islands of Eversun 11 1
Cruachu 12 1
Crumble Walls 93 Jotenheim 1 16
0 k
Dinas Emrys 55
Kaupang 115
Dinas Mynydd 51
King G a m 23
P --
c
Rllig Osdann 33 Steel, the Secrets 119
King Sengann 47 Sun Court 46
Superior Titans 91
L

Leath Mogha 48
c
Little Girl Lost 120 Temple o f Albion the Giant .
Llwyn-Bryn-Dinas 50 Temple of the Archer 40
Lucotetia 84 Temple o f the Bull 39
Lyonesse 97 Temple of The Fish 41
Temple of the Lion 39
cn Temple o f the Maiden 40
Mail Amour 10 Temple of the Phoenix 41
Menhir Carvers and Carriers, Incorporated 123 Temple of the Ram 39
Midlands 111 Temple of the Serpent 40
Mission Improbable 12 1 Temple of the Unicorn 40
Mud Snapper 104 The Architect 124
Murias 4 The Cauldron of Plenty 7
Myrddin 5'' The Dead Village 121
The Dearg-dul 49
N The Eastern March 37
The Father of the Groom 122
Nemenites 63
The Great Cairn 9
Northern Coast 116
The Great Cave Robbery 121
Northern Highlands 17
The Land Forever 28
Northern March 36
The Real Ale 119
0 The Seer of Lucotetia 122
The Sourlands 100
Out of the Frying Pan 12 1 The Spear of Lug 23
Oxford 34 The Stone of Destiny 47
The Traitor 124
P Time Travel 56
Paressi 64 Time Worm 79
Penetrate the Mysteriea I Titan Dwarf 92
Petrified Titans 98 Titans 86
Pine Forests 98 Troll 117
Troll Trouble 120
R
U
Rath Grainne 10
Red Branch 13 Ulaidh 10
Rmoahals 58 Unicorn 41
Royal Labyrinth 46 Using the Encounter Lists I'

S V
Sanctuary at Er-Neharl 99 Vanaheim 112
Serpent Demon 104
Shelgeyr 96
Silbury Hill 35 Wroxeter 38
Silver Sword of the Moon 34
Skatha 23
Skyblades and Longships 10b
Y
Slough Feg 78 Yboras 37
Southern Borderlands 16
Southern Highlands 17
Southern Titan Lands 94
Spearrach Carden 24
Lucotetia
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To the Cave of Beasts


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MONGOOSE PUBLISHING
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A sourcebook for US $19.95

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