Beruflich Dokumente
Kultur Dokumente
-
Produced under licence from Rebellion A/S. 02002 Rebellion A/S. All Rights Reserved. 2000AD, Slaine and all related
characters and indicia are registered Trademarks or trademarks of Rebellion A/S. Visit www.2000adonline.com for more
information. The exclusive copyright in the artwork and the images it depicts is the property of Rebellion N S . No part
of this book may be reproduced in any form or by any means without prior permission from the publishers.
Visit www.2000adrpg.com for more information
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
PRoduc-cion manage R
Alexander Fennel1
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.
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.
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
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
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.
- -. -.... . .. ____
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.
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
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
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.
-- ,-
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
- --.
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.
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'
L_
35
L A
^____
a
- -
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.
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
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--
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.
OF the
w
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., ~~~
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
.
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
L A
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.
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
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.
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.
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 - -
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
L A
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.
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.
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.
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
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
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--
t
83
L A
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
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
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
a
cr
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
I-
r- 91
L A
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,
4
9
L
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
a
F"-
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
C "
95
L A
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.
a
97
L A
1 +1 +O +2 +O +O Huntsman
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 - -
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
99
L A
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 ,
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
L
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
L A
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 -
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
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
L A
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.
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
In the east, there are several shallow lakes, which were formed
sections and within each section the longhouses are arranged
in square formations.
fare hunters first and foremost, seeking out both giants as a duty and animals as food.
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 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.
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.
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.
I
1
L
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 ~
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.
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
~
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
~
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 - -
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
0
ds: Detailiugthelands
country of the b e L
MONGOOSE PUBLISHING
www.mongoosepublishing.com
www.2OOOadrpg.com
MGP 8002
A sourcebook for US $19.95