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Nicolas Phaneuf Gohier (Order #31317871)

Nicolas Phaneuf Gohier (Order #31317871)


© Pendelhaven Press 2021

First Edition
Published by Pendelhaven 2021
121 Place Bourbonniere
Lachute, Quebec
J8H 3W7 Canada
www.pendelhaven.com

All rights reserved. No part of this publication may be reproduced for resale without the prior written
permission of the copyright holder.

Authors Contributors
James Kerr Darran MacMaghnusa
Matthieu Boone Michelle Franklin
Andrew Valkauskas
Tyler Omichinski
Editor
Erik Growen
Project Manager
James Kerr
Game Design
Andrew Valkauskas
Graphic Design, and Layout James Kerr
James Kerr
Andrew Valkauskas
Beta Testers
Kosta Kokkaliaris, Josh Stomel, Joe Guy, Ken Brown, Justin
Artists Michaud, John Scott, William Paprocki, Gabriel Rossignol,
Yulia Novikova Justin Dilts, William Smith, Adam Boisvert, Gabriel Murray,
Melanie Steinke Chris Stamatelos, Charlotte Preville, Cassandre Paquette,
Sveta Ignatova Jason and Eric Hart
Kevin Nichols

ISBN: 978-1-988051-15-4

ISBN: 978-1-988051-16-1

ISBN: 978-1-988051-17-8

Nicolas Phaneuf Gohier (Order #31317871)


Table of Contents

Introduction 6
Timeline  6
What Has Come to Pass  10

Figures of the Isles 13


Celtic Life  14
Druids  22
Followers of the White God  56
Secret Societies  86
Celtic Isles Locales  99
Bridge Between Worlds  111
Sidhe Courts  116
Divine Forces  120
The Tuatha de Danann  122
The Dark Ones  142

The Rules 152


Glossary of Terms  153
Runic Game System  154
Lifepaths & Characteristics  208
Disir Levels  218
Divine Boards  225

Nicolas Phaneuf Gohier (Order #31317871)


Archetypes 236
Equipment  266

Denizens 272
Beasts  278
Fomorian  281
The Fuathan  287
Goblins  297
Mortals  312
The Seelie Court  313
Solitary Sidhe  323
Wild Sidhe  335

Talents and Powers 342


Active Talents  342
Social Powers  392
Skills  408
Crafting Skills  430
Passive Powers  448

Magic Items 477


Adventure 482
Sea’s Awakening  482

Nicolas Phaneuf Gohier (Order #31317871)


Dedicated to our beloved Kickstarter and Patreon backers!

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Nicolas Phaneuf Gohier (Order #31317871)
Hail Defenders of Eire,

Next year marks the 30th anniversary of Fate of the Norns. Pendelhaven has come a long way since our
first Kickstarter in 2012, publishing over a dozen books and games. 1992 saw the very first manuscript
for the RPG that was to become Fate of the Norns, a year later it was being played by friends and strangers
alike. It was a release cradled with mild trepidation compared to the much more public and commercial
release of the Fate of the Norns: Ragnarok - Core Rulebook in 2013. By many measures, it was a very risky,
challenging and rewarding book.

The last 18 months will indelibly be etched in everyone’s memory for the rest of their lives, and it was dur-
ing this global pandemic that Children of Eriu came together. The team went through many trials and
tribulations, making it perhaps the most difficult project delivery to-date. Now that I pen this foreward,
I can confidently say that the efforts and struggles paid off, the book is complete, and ready to be shared
with the world.

This book is a very large milestone for the Fate of the Norns universe, expending beyond Vikings into a
second branch of mythology – the rich Celtic tradition. My vision has always been to build many histories
and mythologies into the Fate of the Norns universe. To achieve this, the Pendelhaven team will grow to
include people with mastery in the subject matter. This began with the team assembled for the Children
of Eriu. Whilst I set the vision and wrote the new Runic Game System rules, the rest of the content was
designed and assembled by a very smart cohort of writers, co-designers and editors.

Much of this was built up from the lore that we assembled and published in the Celtic Cyclopedia. The
size and scope of that book has enabled us to create a Celtic roadmap of future books and games that will
continue to explore the Celtic kingdoms of Fate of the Norns. The next RPG book in the series, the Green
Man’s Crown, has already begun and will focus on the next kingdoms, whist this book performs a deep
dive into the Celtic Kingdom of Eire. We have so much more coming your way in terms of Celtic novels
and city boxed-sets.

I must thank not only my incredible team, but also the many Kickstarter and Patreon backers who have
supported the efforts in making the Children of Eriu a reality. To you I raise my drink and toast - Sláinte!

Andrew
Valkauskas
President
Pendelhaven

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Introduction
Timeline

N
o legend tells of the origin of the lands of the Celtic World, also known as the Six Kingdoms, the
Poetic Isles, the Isles of Mists, or simply the Isles. Perhaps they emerged from the mist, or were
found, and have always been. As far as the Celts are concerned the lands are an eternal constant,
one that predates all who find them, and that will likely last far beyond any of them.

The Mythological The First Branch


Cycle
• The waves of colonization of the Isles include the arrival
of the Fomorians, then the Nemedians, then the Fir
Bolg, and after a time, the Tuatha de Danann.
Broken into four branches, the mythological cycle tells of • The invasions culminated in the Tuatha facing off
times long past. Most of this is a time of invasion and warfare. against the Fomorians, with the Tuatha victorious and
The Isles have suffered many invasions of new peoples, installing themselves as rulers of the Celtic World.
although there is much dispute over whom came first, and • The Magical Cauldron of the Dagda was lost amidst a
who invaded. Both the Fir Bolg and the Fomorians claim great battle.
to have found Eire empty. What is seen as an invasion one
• Sometime later, the first humans settled the Isles. The
generation can later mean new peoples form, or split apart
Milesians were the people who settled Eire; the others
into new cultures. Some say the Nemedians separated into
the two cultures of the Fir Bolg and the Tuatha de Danann. are unknown.
Some Tuatha old enough to know say one thing, some say • The Tuatha took an increasingly less-active role in the
another. Whatever the case, the Fir Bolg fought the Tuatha, mundane world.
the Tuatha fought the Fomorians, and the Fomorians fought • As the result of an unknown conflict, somehow the
the Fir Bolg, all for a very long time.The Tuatha de Danann human peoples banished the Tuatha underground, or to
were ultimately victorious and drove the Fomorians beneath the Otherworld.
the waves and beyond the horizon, and the Fir Bolg deep
• Myrddin lived in and wandered Cymru.
underground. Of all the Celtic lands, Eire was the seat of this
• Arthur of the Britons ruled and created his Kingdom
conflict.

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of Albion, consisting of parts of Cymru and the south- first into disuse, and then into history. In secluded
Introduction
eastern extent of Britain then died. groves, Druids lingered in their beliefs.
• Seanan, Wandering Under-King, lived in Eire. Figures of
The Red Branch Cycle the Isles
The Second Branch • With the lack of a single, central high king, Eire
• Bran the Blessed’s (King of Britain) sister was given in was wracked by internal conflicts. The Rules
marriage to the King of Eire, resulting in the magical • One of the longest-running conflicts was between
Archetypes
Cauldron of the Dagda returning to Eire after some the Ulaid and the Connachta fighting over magical
conflict. resources including a cow that could feed an army. Denizens
• There was a great and costly war between Cymru and
Eire, with only a few survivors. The Ossianac Cycle Talents &
• Cormac Mac Art created the “Fianna”, a Powers
The Third Branch coalition of clans for the protection of Eire.
• The lands of Eire, Cymru, and others all spent time • Fionn Mac Cumhaill rose to be one of the Adventure
rebuilding and repopulating, though a great level of greatest heroes of the Celts, and led the Fianna
distrust remained between the many Kingdoms. in their glory days.
• Invaders from a vast empire far to the south came in
this time of weakness and seized much of the lands of The Cycle of the Kings
southern Britain, driving the Celts from them. The • Bards wandered the land, building and gathering stories
Scotti and the Picts were driven north. to create a shared history.
• Missionaries of the White God first appeared in the
The Fourth Branch Celtic Lands.
• A powerful magician, Math fab Mathonwy, ruled • Saint Palladium was anointed the first Bishop of Eire.
Gwynedd, in Cymru, and conquered the rest of the
Cymry kingdoms, unifying them, only for them to The Fenian Cycle
be cleaved into many by his children upon his death, • Eire was led by High King Cormac, though he paid
beginning a trend of Celtic kingdoms being divided by taxes to the Fianna for protection. With his death, Eire
succession. broke into chaos again.
• Fionn Mac Cumhaill and the high king of Eire warred,

The Cycles of Man


each commanding Fianna, resulting in brutal battles
with few survivors. Afterwards, the Fianna disbanded.
• Saint Padraig spread the word of the White God
throughout the land of Eire, starting the trend of
The lands of Eire were united for a time under the Tuatha conversion of the Celts.
with the creation of a High Crown, until it fell into the hands • Diarmuird Ua Duibhne lived and adventured.
of humanity. Under humanity’s stewardship the Celtic lands • Oisin came to power in Tir na nOg before his fall. This
splintered but the courts of the Tuatha had already slid includes the life and death of his son Oscar.
into the Otherworld, those realms which lay alongside but • Saint Bede chronicled the lives of many martyrs and
separate from the world of the humans. saints.

The following cycles represent a time closer to the present. In The Ulster Cycle
this time the religion of the White God spread. Generations • King Conchobar mac Nessa ruled Ulaid, and was the
passed under this new religion, with the older faiths falling uncle of Cu Chulainn. The Ulster cycle contains the full

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adventures of Cu Chulainn. Some Celts have sided with the Vikings or with the Saxons.
• Though there was a High King of Eire, the position Others have pushed for the Celts to unify against these
lacked central authority and the land began to splinter. threats, while still more have pointed out that the small
• Medb of Connacht and Cu Roi of Munster ruled their fiefdoms are what has ensured that they survived this long.
respective lands. The Isles of the Celts remain divided.
• Bivaidonas forged an alliance with the Knockers.
The Branch of Brotherhoods
The Current Cycle
• By some measure, the golden age of the Celts.
• The first wave of Vikings invaded. The Isle of Orkney
far to the north of Alba was colonized by Vikings. The
Vikings also took Ath Cliath in northern Eire.
Just as it looked as though the old ways would pass into • Politically, Alba unified under a single banner.
memory, the Celtic Twilight began. When the mists of the • The word of the White God reached Alba and the rest
Twilight came, spirits from legend again began to walk the of the Isles, and most were converted to the faith.
Isles. Along with the protracted darkness and cold came • The somewhat-unified Anglo-Saxons carved out a
the mists, and from them supernatural creatures and other relatively stable kingdom from the former territory of
strange dangers; goblins and fuath and other dangerous Britain.
Sidhe that go bump in the night. The potency of magic
increased from superstition to tangible power. With the asset The Axe Branch
of the supernatural to fight against the end-times, many Celts • The Viking “Ragnarok” began, and its “Fimbulwinter”
have turned back to the old ways, shunning the church of the spread to consume the Isles and become known there
White God. as “The Celtic Twilight”. Strange mists hugged the
ground, and from them came otherworldly monsters.
This final cycle is considered the current state of the Celtic • In desperation, the crowns of the Celtic lands marched
World. Now the lands of the Celt are being fought over by to war against each other.
invaders, and by different religions, and all must contend • Norse invasions increased in frequency, and with an aim
with the dangers of the end-times. The Celts have never been towards colonization rather than raiding, as they fled
an entirely unified people and their fractious nature is now their own “Ragnarok”.
their greatest vulnerability. • Viking presence in the Isles was dominated by a union of
3 Viking kings: Sitric, Gofraid and Ragnall. Sitric ruled
Especially contested are the non-Celtic lands within the in Ath Cliath, Gofraid in Alt-Clut, and Ragnall in Jorvik.
Great Isles. The land east of Cymru, south of Alba, was • Old institutions returned to try and save the Isles, including
once the Celtic Kingdom of Britain. After an invasion by a the Fianna, and the Druids; amongst them the Horned
powerful southern empire during the Third Branch of the Ones and the Bandrui.
Mythological Cycle, it became splintered amongst non- • New traditions rose to meet the challenge of the age,
Celtic peoples and a good site for successful invasions such as the Cu Setana, inspired by the deeds of Cu
by the Angles, the Saxons, the Jutes, and more. The land Chulainn, and the Harbingers, the chosen ones of old
is often now called “Angleland”, but actually represents a pagan gods who have renewed their interest in the
diverse cosmopolitan of non-Celtic nations found within: Celtic World.
the Angles, the Saxons, the Northumbrians, the Jorvik,
the people of Wessex, and more, with borders constantly
shifting. Where once the Celtic culture stretched across
the continent, now they occupy only Six Kingdoms: Eire,
Alba, Cymru, Kernow, Mann, and Breizh.

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What Has
Come to Pass

What has transpired in the world of the Celts and what they now face

T
he Viking “Ragnarok” has spread across For hundreds of years the Six Kingdoms of the Celts—Alba,
the world and the Isles of the Celts have Breizh, Cymru, Eire, Kernow, and Mann, enjoyed a relative
not been spared. Daylight has turned to
state of peace. There was in-fighting amongst clans, but no
an eerie twilight and strange mists weave
and flow around the Isles. Crops fail, large-scale war. The time for heroes had ended. Cu Chulainn
wars begin, kingdoms fall, and warbands was laid to rest many years past. Fionn mac Cumhail, Oscar
rise. The Celts have inherited somebody else’s apocalypse, Deer Friend and all the Fianna were relegated to be part of
and a new age of violence has come. legend, and not of life. The monstrous Fomorians were a

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memory. The spread of the faith of the White God seemed The Vikings, hoping to escape the brutality of their
Introduction
to have ended the Druids, although enough time passed “Fimbulwinter”, have left the Norselands for the
that those who remembered some of the old ways could live west. The Vikings hope to escape the worst of their Figures of
peacefully, at least. Most Celts believed the old gods to be Ragnarok, and while in the Celtic lands the Vikings the Isles
sleeping or gone to the mystical Otherworld, never to return. may find Fimbulwinter not so severe, and the light
above not so consumed. Yet, they also find strange The Rules
Then, the end of the world began. What the Vikings called mists upon the ground and new gods and spirits far
Archetypes
“Ragnarok” spread to the Great Isles, although here it took different from any of their stories.
on a slightly different Character, and the Celts called it Denizens
“Twilight”. The battle for the Celtic World is one of faith as well.
The Druids have come out of hiding after their long Talents &
Daylight dimmed to an eerie twilight with even the stars persecution by the church of the White God. Once Powers
above fading or blinking out. The ground below became more the Druids have taken to the roads telling the
cold as though in winter. It resisted growing plants and was old stories of days before the White God’s influence Adventure
covered in thick otherworldly mists from which monsters and preaching the need to push out the White God
sometimes emerged. Most believed these to be the mists of and a call to embrace the old ways. The Druids who
the Otherworld that hung heavy over the land and the cold were believed in long ago with their religion of blood
sea. The sea level around the Great Isles rose and changed and brutality are rapidly gaining power in the Celtic
the landscape. It buried some coastal villages under a deluge. Twilight. The cold and loss of daylight has driven many Celts
The Six Kingdoms are in turmoil. Warlords rise to overthrow back to the old ways, to blood sacrifices, to ancient gods, and
kings. Powerful lords march against their old enemies. The beings that sleep beneath the seas. Common folk are pre-
Viking invader Sitric Cuaran has slain the last High King of pared to make whatever supernatural alliances are necessary
Eire, brutally dividing that island. The Celts look towards to see themselves through the crisis.
unification to strengthen them, but therein lies opportunity.
Many kings in the Celtic World now claim to be high kings, The invasions upon the Celtic Kingdoms are not all of the
desiring dominion over others. The King of Aileach claims
natural order. Some are supernatural in origin. Monsters
that he should be the one Celts unify behind. So does Aeth-
elstan of Wessex. Even while Wessex is not properly a Celtic from the Otherworlds journey through the mists there to
Kingdom, it is to Wessex that both Cymru and Kernow have emerge in the mundane world and feast or make sport of the
bent the knee under the belief that Aethelstan offers the best weakened humans. Others vie for more temporal power. Be-
chance against the Viking invaders. ings called Norns have come from the Norselands, trying to
pull the Celtic World into the weft and weave of the Nordic
The Vikings have invaded the Isles hoping to find more than myths. Fantastic beings from antiquity called the Fomorians
just goods to pillage and slaves but to also find arable land have risen from the sea once more. They have torn ships from
to settle. They found the Isles divided by countless fiefdoms, the seas, attacking Celts and Vikings alike. Some have even
each vying for dominance, and saw the opportunity to make said that their ancient king has set sail from the Otherworld
a foothold. Mann has since fallen to the Vikings. Norseman threatening to return and seize Eire as his own once again.
have also seized Ath Cliath and other communities on the
coasts of Eire and the northern parts of Alba. In response to the turmoil in the Six Kingdoms the gods
themselves have set sail from the Otherworld for the mun-
There is little peace to be had in such circumstances. Where dane. Amongst the great chaos the Morrigan rides again.
the Norse invaders rule, the poor are oppressed, rebellions Queen Medb has returned from the dead claiming all of Eire
boil, and there is perpetual war. as her dominion. Calling Druids and the dead to her side,
she raises a host to do battle against all who would deny her.

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Even the Tuatha de Danann have returned through the mists,
the powerful beings who formed so much of the Celtic World
in ancient times. The Tuatha loathe the invasion of the foreign
gods and their Vikings; those who claim that they are mere
denizens of “Midgard”. The foreigners fail to understand the
ways of the mists and those who move between them and the
mystical Otherworld. The Tuatha come now to fight for the
Celtic people, or perhaps just to reclaim the land for them-
selves.
In Gwynned, in Cymru, there is talk of a prophecy; the rise
of someone called “Y Mab Daragon” who will to drive
off the invaders and this prophecy is sung amongst the
poor even as their kings make deals amongst each other.
In Kernow, the Kingdom secures itself for the worst yet
to come.
These times have revived the traditions of heroes amongst
the Celts. The long-gone legendary warrior fraternity
of the Fianna have risen again. The Bandrui, Druidess’
in service of the Morrigan, weave their political machi-
nations once more. The Twilight has also created new
kinds of Celtic heroes to face its crisis. A fashion has risen
amongst warriors to emulate the legendary Cu Chulainn.
The Celtic gods themselves have even chosen their own
agents, the “Harbingers”, and bestowed upon them terri-
ble powers. But the Harbingers are unreliable champions,
incurring their god’s wrath as often as their favour.

The Celtic Twilight advances. The Isles of the Celts is a place


made wild and under war. Soldiers, Druids, and missionaries
all pull the Celtic people of the Isles in different directions,
seeking to yoke them to different aims. The ending, or per-
haps merely an ending, marches ever closer. Chieftains and
kings, queens and witches, Druids and missionaries, all
battle for the soul of the Celtic World. The prophecies of
the Norns, of the church of White God, of the Druids, all
are at war. Each tells of the end of the world, all a different
closing to the same story, but which one will win out? In
this time of chaos, ballads and legends can be forged and
lives can be consigned to oblivion. It is the time of heroes
renewed, a time to pick up the sword and fight for faith, hon-
our, and glory. Heroic action can decide the fate of the Celt-
ic World.

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Figures of
the Isles

13

Nicolas Phaneuf Gohier (Order #31317871)


Celtic Life

D
aily life amongst the Celts is, thankfully, not as exciting as tales of high adventure. Life, on a day-to-day
basis, is dominated by a few mundane considerations: the clan or “tuath” to which a Celt belongs, the
rule of law, the observations of religion, and the crude realities of survival such as food, shelter, and the
work to provide such. When there is time to be eked out between hard work, the family, religion, and law,
it is devoted to matters of entertainment brought by festivals and poets.

The Tuath or Clan er tuatha that are considered “sept”; beholden to them in a
wider alliance. Though the minor sept tuath may be consid-
ered separate and independent, it has certain obligations to
The entire system of Celtic life is organized around the “tuath” the larger tuath, typically along the lines of resource sharing
(plural “tuatha”), the clan, and the place of the family and the and protection.
individual within the tuath.
A family can rise or fall in fortune through Brehon law—the
The family and their near relatives and allies make up a tuath. law code generally agreed upon amongst Celts—with lowly
A larger tuath may comprise several related families. Kinship free persons having the chance to rise to the level of nobles.
is not based upon the eldest male of the family but rather on This cannot happen over the course of a mere generation as
larger family units that all draw connections from a single Brehon law dictates that it is only over the course of three
common ancestor. Each family is led by the “ágae fine” (pil- generations of an established change in status that it is rat-
lar of the family) or “cenn fine” (head, literally of the family). ified and recognized. Reflecting this, land cannot be seized
This position is responsible for the debts of the family, the or dispensed with through a single case of law. Land is
care of unmarried women, and for their relations with what- owned collectively by families, rather than individuals, and
ever lord, king, or chieftain the family might be beholden to. the concerns of the family and the concerns of the individu-
Leadership in the tuath is chosen by the descendants, with- al are legally separate.
in three generations, of key figures of its families through Much like the Followers of the White God to the south
voting. They are then awarded a title of king, lord, chief- and the east, the kings and other powerful rules of the
tain, or even captain, depending on the tuath’s relationship strongest tuaths have begun to build courts around
to other tuaths, kingdoms, and so on. themselves. These include foster children, advisors, no-
All of Celtic society is organized about ranks like this with bility from the land, and others who seek to benefit from
the relationships going two ways. As much as a clan chief- proximity to power. Most courts of this kind travel with
tain has some measure of control over those who serve him, their head of state. These travelling courts employ their
there are obligations that go in the opposite direction as own Brithemain—administrators of Brehon law—putting
well. A chieftain is expected to care for those in his service, the entire legal and political system under one roof.
including to care for the weak and wounded. This extends to
safekeeping, food, and even a home if there are problems that
they are facing. In exchange, the members of the clan would
Daily Life
tend to the herds owned by their betters, working the fields, Celts are a diverse peoples, settling a vast area consisting of
and tending to other specific jobs. the Great Isles, as well as the main continent of Midgard.
Some larger or more powerful tuatha have one or more small-

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Languages
There are several different variants of Gaelic found
throughout the Poetic Isles. Breizh, Cymru, Kernow,
and Eire all speak Gaelic exclusively. It is still the primary
language in Mann, and Alba and spoken some in Jorvik. What is a Celt, Anyway?
Though no two Gaelic languages are quite the same, a One of the most contentious issues with the re-
speaker in one can probably understand the gist of another. search and coverage of Celts is the question of what
Dialects vary within each Kingdom. Locals pride themselves qualifies as Celt. It is so ridiculous that academics
in these differences. The Celts are a multilingual people and have suggested, only half jokingly, that they con-
most have some proficiency with a non-Gaelic language. sider anyone who calls themselves a Celt, in fact
a Celt. This sort of recursive definition is a great
Settlements metaphor for the difficulties in determine what is,
Before the coming of the Vikings, Celts rarely went beyond
and is not, a Celt.
their villages. The average person lived and died within a
day’s journey of where they were born. There were no great
cities or townships that their kings and chiefs ruled from. It By the time period covered during this book, it is a
was a rural land and lacked the oversight of a singular ruler. bit easier to determine who the Celts are. The vast
Though the idea of a single King of Eire exists in the tales reaches of the ‘Continental Celts’ have given way
told to children, in effect, there is little that resembles the to the ‘Insular Celts’, divided in modern times (by
kingdoms of Aethelstan or of the Norse. some) into the Gaels (Irish, Scottish and Manx) and
The average Celtic settlement is made up of circular homes the Celtic Britons (Welsh, Cornish, and Bretons).
built around either a hillfort or other defences. These could Even this is contentious and difficult to determine
be either artificial islands on a lake, taking advantage of an for certainty, with people who have far more edu-
already defensible location, or, for the most established of
cation and experience than us locked in vociferous
settlements: the hillfort. Inhabitants retreat into their set-
debates over the matter. To further muddy the wa-
tlement’s defensive positions should raiders or military con-
flicts require it. ters, all of these identities continue to have both
social and political importance to this day.
The hillforts of the Celts are the traditional seats of power,
both for the chieftains and the Druids. Taking advantage of
the very land itself, hillforts are constructed in already de- For our purposes, we have settled into something
fensible locations to maximize their military potential. Hill- that approximately matches the dominant view of
forts are regularly made up of multiple ramparts, ditches and the Middle Ages of the era, which, in turn, is an
walls. With the increased fighting, countless ancient sites are approximate handle on a set of disparate groups
being rebuilt by Druids and other groups as they prepare for with what appears to be a more than passing re-
further conflict. They are almost entirely built of earthworks semblance to each other. There are shared myths,
reinforced with wood rather than from stone.
belief systems, and some basic societal structures
amongst these groups as they grapple with a vari-
Clothing & Jewellery ety of outsiders to the Isles. Though calling them
Nearly all Celts wear a leine (a linen tunic) and brats, a sleeve-
less hooded cloak. These are paired with either a kilt or pants all Celts may not, strictly speaking, be perfectly
for either gender, depending on local weather and other cir- accurate, it serves as a balance with ease of com-
cumstances. prehension, ultimately fulfilling neither to the
The length of a leine is incredibly particular. It is a sign greatest capacity, but at the same time providing a
of poverty to wear one more than a hand’s width above or doorway into a much more complicated world that
below the knee, and also leaves one open to ridicule. In we would otherwise not understand.
some communities, it is uncouth to wear a leine that fails
to cover the buttocks. A belt is then worn over the leine to

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allow the wearer to hike them up if needed for improved
mobility.
Fostering
Fosterage is a long standing practice in the Six Kingdoms,
The brats are made of either wool or animal hide and are of mostly done in wealthy clans to cement the ties between fam-
significant length. It is often wrapped around the wearer ily members in the “fin”—the extended family up to the fifth
multiple times, with the layers providing both a protection degree of kindredship. Fosterage is a highly stratified prac-
against the cold and a modicum of defence against tice that specifies the price, time, type, and long-standing
attackers. Each is fastened with a broach or a pin, often ties between foster parents and biological parents. The price
with more intricate designs for those of a higher status. for a foster child to be trained in a specific way and whatever
Both the wealthy and the impoverished wear similar styles social standing they acquire from the fosterage needs to be
of clothing, though those of greater means have clothes of settled on beforehand. For example, for a child to be trained
more vibrant colours and of a finer make. and fostered for twenty years to become a Druid, would cost
The Celts appreciate jewellery, both for craftsmanship and a fortune for the parents but the ties between master and ap-
aesthetics. Though rings, bracelets, and armbands are all prentice would be set for life as a sacred bond.
prized by the Celts, it is the “torc” that is the most impor- Fosterage also provides a last social net for the foster par-
tant of all. Torcs are a rigid metal circlet that wraps around ents if they become unable to work either by being maimed,
the neck, and they are an exclusively Celtic item of jewellery. sick, or too old and have no one else to take care of them.
Torcs represent the power of the individual who wears or Then it then falls on the foster child to provide food and
gives them out. Powerful figures wear golden torcs around shelter as a family member.
their necks and great kings are known to award torcs in gold
Fosterage is one of the core components of Celtic society, al-
and other metals to key figures. Torcs are awarded to both
lowing the negotiation and the transmission of skills between
men and women and vary in how intricate they are.
ranks of society and to strengthen family ties.
With the coming of the end of the world, torcs are an even
greater symbol of power than before, as only the strong can Marriage
ensure that they retain them. Marriage under Brehon law is different from all other unions
because there is not one, but three, different types of mar-
Currency riage.
There is no currency that is traded between villages,
The first type is the standard Celtic wedding. Marriage
merely barter. The standard for value is the “sét”, equiva-
would be between social equals. Instead of becoming a
lent to half of a milk-cow. Most villages are nearly entirely
man’s property, like in most lands dominated by the White
subsistent or engage in an as needed form of trade with
God, the woman keeps her property and divorce is possible.
their neighbours. This trade is often mediated through
The debate for marriage would be about how much wealth
the heads of their tuath or other officials who reckon
the woman and the man will produce together in their un-
trades as long relationships of much higher value than a
ion and how to divide it between them. It is also possible to
single exchange.
remarry again.

Drink The second type of union is between a man and a concubine.


The Celts are particularly well-known for drinking a great Concubines can be bought and sold, like in Anglo-Saxon
variety of wines and liquor. Now that trade routes are lands, but in the Celtic lands this is done more freely than
limited under the Twilight, the Celts are unable to secure just being the privilege of the powerful. These women are
the stronger drinks that they traditionally enjoy: the wines not recognised by the Followers of the White God as wives
and other alcohols that were largely imported. Many still but are by the Brehon law so the union could be dissolved if
rely upon old stores to demonstrate their wealth and power. ruled so by a Breithmain.

Under these circumstances, the Celts are willing to The third type is a union with an “abductee-wife”. A woman
drink nearly anything. They ferment grains and whatever can be abducted by a man and taken as a spouse. This prac-
they can secure, if only to ensure they are able to fulfill tice is barely tolerated and much frowned upon by wider
the standard qualifications of hospitality. Celtic society, giving close to no rights to this “union” and
probably triggering the wrath of the family of said “wife”.

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Nicolas Phaneuf Gohier (Order #31317871)
Outside of Eire there has been a move away from Brehon
law, most often pushed by the Criostai, the Followers of the
Brehon Law Introduction
White God. In pagan lands they preserve the old ways, but
for most of the Isles a marriage is still a hybrid system of old There is no single formalized code of law across the Figures of
traditions. Six Kingdoms. Nominally, most of the Kingdoms the Isles
follow the Brehon code of law. In Alba, they have
It is generally accepted to have one official church-wed
wedded Brehon law with the Anglo-Saxon law of their The Rules
wife as well as concubines; considered lower in status but
neighbours to the south. On Mann they imported
still fully free to do as they please. These arrangements are
Viking traditions. Other Celtic Kingdoms apply Archetypes
openly made, and often the result of long-planned nego-
their own local variations based on these norms.
tiation between families, ending in long and detailed con-
Denizens
tracts. Typically, the wife and husband do not pool their re- Brehon law forms the principal guidelines of Celtic
sources together, each having their own detailed contracts. society. It organizes folks by ranks of freedom, prop-
Talents &
erty, rights, duties and nobility, and allows rules for
Divorce maintains widespread acceptance; often considered Powers
mobility within ranks. It sets down a series of behav-
shameful but not taboo. Divorces are typically administered
iours and punishments that can be adapted to local
by Brithemain instead of the church, using the Brehon laws Adventure
customs.
on the matter instead of the religious laws that forbid the
practice. Divorce is a careful and long process with detailed
contracts and all manner of contingencies and other claus- Interpretation
es to ensure that the two families would have no ground for Laws under the Brehon code are broadly defined.
open conflict. It can best be understood as a large number of max-
ims and ideas that have to be reconciled by an intermediary,
Death and Burial usually some kind of judge, for the case in question. For
example: “the misdeeds of the guilty should not punish the
The Celts typically use interment as a method to lay their
innocent”. This is purposely vague. These laws are designed
dead to rest. Some of the older types of graves are burial
to be flexible to the case at hand.
mounds and passage graves. Cremation is common in larg-
er cities when there are too many corpses to bury and the The Celtic implementation of Brehon law is therefore differ-
risk of an epidemic is greater. The urns are then properly ent than in other parts of the world, also differs regionally,
buried after cremation. and absolutely differs from judge to judge. At this time the
words of law are still being written down and compiled by
Interned Celtic bodies are surrounded with their worldly
the monasteries from oral traditions. Brehon law is applied
possessions. Sometimes, for the higher classes, including
by word of mouth in most places outside of Eire, and is still
kings, chiefs or leaders of wealthy families, the deceased
being adapted and developed throughout.
will be followed to the grave by their servants and pets
who are sacrificed and buried with them to continue ser-
vice in the afterlife. Expectations
All conflicts between parties are traditionally considered
When a pagan Celt dies a wake is practiced that lasts from private—none can step into the conflicts of another, no mat-
a few days to two weeks, depending on the importance of ter the source or cause. The rulings of law are not a matter
the individual. It is held in the house of the deceased and of public discourse, and those involved are allowed a large
there is drinking, keening, tales of joy and sorrow, wailing degree of anonymity. Even the murder of a loved one falls
and laughter, mourning, poems, joking, and games. The under these rules. This legal fact has been eroding with the
deceased must be honoured by recalling every event of their growth of power of the rulers and nobility, combined with
lives from the most joyful to the most heart-wrenching. the tendency for the Criostai to consider that justice can
The orthodox Followers of the White God do not see only come from their god.
this practice as “proper”, but to the pagans, and those Unlike other lands, capital punishment is highly discour-
who follow the White God but remember their roots, this aged within a single tribe or kingdom. While revenge can be
method of mourning is as sacred as the “seanchais”; the sought against other kingdoms, it is expected that if there is
revered tales of old. a concern between you and your neighbours, it will be solved

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Nicolas Phaneuf Gohier (Order #31317871)
through the customary law. A murderer or other criminal is gious status of the judge has a great impact on how the law is
rarely put to death for their crimes and instead is often re- interpreted and applied.
quired to pay two fines; one for the body of the person they The Criostai are attempting to write down and give a sin-
killed and another for their honour, again paying in goods gle codification to the stories and morality tales that make
valued against a “sét”—the standard measure of barter. These up the bulk of Brehon law. They are pushing for a lesser
are enforced through voluntary systems of sureties creating amount of interpretation by the individual applying the law.
the guarantee of wrongs to be righted, lest multiple tuatha or This results in more power to those who hold the records.
kingdoms go to war over an unaddressed wrong. Much like the Druids before them, who controlled the sto-
ries that make up the law, the clergy seeks to control the
The Power of the Brithemain underpinnings of this great asset. The church of the White
The power of the law is not traditionally considered to come God aims to disempower the remaining wandering Brithe-
from the king or other rulers but from a conceptual frame- main, and secure the role of prime advisers of the courts for
work outside of the mundane world. Kings and chiefs are themselves.
rarely brought in to settle disputes. Instead, the aggrieved go
before private judges who are paid for resolving the conflict. This issue recently came to boiling point when two powerful
This role is traditionally filled by a person called a “Brithem” Celtic kingdoms decided to kick the clergymen out of their
(plural “Brithemain”) who alone holds the position of pow- courts in favour of Brithemain. The two rulers: Donnchad
er and responsibility. This role has existed since the time of Donn the High King, and Muirchertach Ui Neill—one of the
heroes. best military leaders in all Eire, King of Aileach and leader of
the northern Ui Neill—shook the Gaelic nobility with this act.
The Brithemain are sort of wandering judges that are em-

Bards, Fili, Skalds,


powered to make their own legal decisions and oppose oth-
er Brithemain. A Brithem acts as an arbitrator, the voice of
reason, and ultimate authority on law. They are of the same
rank as bards and the clergy. Originally Brithemain were an and other Poets
early sect of Druidism but as Druids have been largely ex-
punged from Celtic society the secular Brithemain have ris- Legends and tales tell of those who were combinations of
en to hold a parallel role administering Brehon law with the bards, Fili, poets, skalds, and even mystical Druids. The
ability to make certain legal decisions based upon a slightly pursuit of one such background does not preclude dabbling
different jurisdiction. in or pursuit of another. However, within Celtic society they
Brithemain hold a hereditary position. This is because of the typically fill different roles.
long years that a student needs to spend to memorize the en- Bards once had a grand role in Celtic society as the recorders
tirety of the laws and then to observe a teacher to learn how and bearers of history. They would provide information to
to properly apply them to real conflicts. both the Brithemain and judiciary Druids to help them make
The current challenge of finding a wandering Brithe- rulings in Brehon law. Known as seers and philosophers,
main has given kings and rulers the opportunity to bards were recognized as a special class of orator with special
seize more power in the decision making process of abilities sometimes ascribed to them, most typically super-
Brehon law. The church of the White God similarly natural qualities derived from the power of their words. They
seeks to assume this role. were considered to command powers outside of the spheres
of influence of the Druids. Many a chieftain has pushed their
Canonical Law bard to help them find food and supplies to shore up dwin-
Brehon law often clashes with the Canonical law exercised dling stockpiles. It was understood that bards had to be paid
and enforced by the church of the White God. For instance, appropriately and on time, lest they use their wit, wiles, and
where the Brehon legal system allows polygamy and is more the magic in their words to compose a satire, or otherwise
focused on the family unit as a group, Canonical law prohib- threaten the rule of the king.
its this practice. The laws of the church are focused on the The primary difference between a bard and a Fili is that
individual rather than the family unit. As a result, the reli- bards typically serve the lords and nobility, whereas a Fili

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Nicolas Phaneuf Gohier (Order #31317871)
usually serves society at large. This difference can be heard tales of old that change at every retelling but the es-
in the stories and lessons they tell. Fili were typically a type sence remains the same. Introduction
of Druid, and so their poems and their lessons usually carry One of these constants has been the four “sacred
the messages of the old ways. Since the Druids were mostly feiseanna”—sacred festivals (“feis” is the singular)— Figures of
driven from the Celtic lands, most Fili in the Isles today do held to mark the seasons, the passing of time, and the Isles
not claim any knowledge of Druidic roots. to appease and feast with the fey folk. Even in areas
A skald is, roughly speaking, the Norse equivalent of a bard. held entirely under the sway of the White God, these The Rules
Even some halls of the Followers of the White God welcome four festivals are still marked in some way, though
often they have been adapted to the works of the Archetypes
these individuals—be they Fili, bard, skald, or other poet—ea-
ger to hear new information and news from other lands and new god. The four feasts are seen as the moments of
Denizens
shores. Even stories filtered through a hostile point of view connection between the realms: Samhain: marking
can be better than nothing. In the cold of the Celtic Twilight, the end of the harvest season, Imbolc: marking the
Talents &
everyone enjoys a good story. Though most skalds, Fili, start of spring, Lá Bealtaine: marking the beginning
of summer, and Lughnasadh: the beginning of the Powers
bards, and other poets are pagan, there are some who serve
the White God. However, to be patronized in this manner is harvest.
Adventure
temporary and involves much travel, which in these times is There are also civil feiseanna practiced in Eire for ad-
especially dangerous. ministrative purposes, the most important amongst
With the howling of the winds and mounting threats of Twi- them being the ancient tradition of the Feis of Tara.
light, many bards, Fili, and other poets have been welcomed
into court life. Far from the days when a bard’s words would Samhain
be so feared as to affect the policy of a kingdom, the group Samhain in the Celtic calendar marks the beginning of the
has collectively been reduced to status symbols for chiefs and “darkest half” of the year. It is the end of the harvest season
kings. To be wealthy enough to support a poet in your court and more importantly the time when the barrier between
to praise your deeds is a sign of power and wealth. men, ancestors, and the Otherworld is the thinnest. Samhain
is the time of “the Sluagh”; when the goddess Morrigan leads
For many poets, a court appointment is an envious post, one her sidhe warriors to hunt for wayward spirits, stray evils, and
that comes with a measure of wealth and security above and sometimes those who got lost where they shouldn’t.
beyond what most could expect in these dark times.
During this feis, common folk dress their children in cos-
While they once served as the keepers of history, lessons, tumes to protect them from wayward sidhe who could want
and stories, bards have been largely changed into servants of to abduct them. Families gather, feast, and take part in rituals
their liege, rewriting old stories to give more glory to those and contests.
in the good graces or fabricating ancestral claims to certain
lands. They have always served as a form of entertainment Samhain is the time when the common folk take stock of
and the spreading of information and news but now they are their resources, livestock and make offerings to their beloved
being pushed to abandon the pursuit of truth and are encour- ancestors, mostly of food, alcohol, songs and stories.
aged to develop narratives and retellings that happen to ben-
efit the current rulership who patrons them. Feis of Tara
Perhaps the most important event in the Gaellic calendar

Festivals, Feisanna,
is the “Feis of Tara”, held for three weeks every third year
on Samhain in Tara, Eire. The Feis of Tara is the time for

and Aenach the coronation of the now disused title of “King of Tara”,
and a symbol of unification under the rule of one true
high king. It is the “Ban-Feis”; the marriage between Tara
Festivals and gatherings are the rare times when clans and herself, the soul of Eire, with the high king thus granting
kingdoms lay down their weapons to get merry and debate him power over all its corners and people. The Feis of Tara
the future of their lands. Celtic culture is one of contradic- ended after the death of the last true High King of Tara,
tions, where the past, present, and future seem to be both Diarmait mac Cerbaill. The title is now more of an hon-
fluid and inflexible at the same time, like the words in the ourific than a reality.

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Nicolas Phaneuf Gohier (Order #31317871)
There is a movement amongst those who have returned to the ture, where the elite review laws, create new ones and com-
old faith to rebuild the city of Tara. They accuse the White pare the successes or failures of the laws put into practice the
God of being silent while the Twilight is destroying Eire and year before.
for letting the Norse invade and enslave them. Many of the
faithful to the White God oppose the rebuilding of Tara out Lughnasadh
of fear. The last battle in Tara between the saints and the Dru- This feis takes place between the summer solstice and the au-
ids destroyed Tara completely. The followers say this place is tumnal equinox. The festival is dedicated to the Tuatha hero
damned and even more so in these cold and dark times. and god, Lugh, and includes athletic contests, feasting, and a
Many upon Eire want to unify the entire Celtic World great deal of matchmaking.
and believe that it should be done so by the efforts of the Aneach of Tailtiu: Held every third Lughnasadh in the city
High King of Eire. The rebuilding of Tara and renewed of Taillteann, which is unique in that it is open to all with
recognition for the Feis of Tara are steps to this end. no restrictions of ranks or status as the law applies to all. In
This is a view not often shared with those in the other Taillteann, the law is read out loud to everyone and all new
five Kingdoms. changes carefully explained. Even under the Viking threats,
the constant battles between Tuatha and the renewed conflicts
Imbolc between the return of paganism and the still somewhat divided
This feis takes place at the end of winter to welcome and and disorganized church, this feis is still happening every third
mark the beginning of the spring, and it is dedicated to year at the start of August.
the goddess Brigid. A Brigid doll is paraded house-to-
house with people giving her food and safety in exchange Surviving Without Blossoms
for acts of blessing or for divination. In places where the These festivals are tied to the times of year, but the land is for-
White God holds sway they replace the ancient Goddess ever marked by darkness and the ground does not warm. No
with Saint Brigit. matter what time of year that it ought to be, the only season
This is also the time for visiting important wells and places the Celts experience is the Twilight.
of water, both giving offerings to them and taking a token of How are they then celebrated? They are when they should
water back to the home in order to bless it. This practice is, be, and with the best of intentions. The Celts who follow the
curiously, followed almost identically between pagans and Druids cling to the familiarity of the feiseanna to keep order
Criostai, with each both taking the water for blessings but in their lives, and—as the church of the White God contin-
disagreeing on the supernatural source of the blessing. ues to lose spiritual ground to the old ways—to curry favour
with powers that may be able to restore the balance of nature.
Lá Bealtaine Those who follow the White God have pushed for a near can-
The festival of bonfires, Lá Bealtaine (byal-tanyeh) marks the cellation of them with many places abandoning the practices
end of the final parts of darkness that can cover the lands. all but entirely.
This is also a time of appeasing the various fey that hold in-
fluence over the lives of the Celts. They leave offerings of
Surviving the
Celtic Twilight
food, milk, and cattle blood at places important to the local
spirits to appease them for the coming months.
It is here that summer is marked; the spirits are led back to
Under the Celtic Twilight the structure of the Isles is chang-
the Otherworld, bringing the world back to light. There are
ing. Things once ordinary are become precious commodi-
also special fires lit, and offerings, as the cattle are sent out to
ties. Torches, dried or smoked food, alcohol, horses, and furs
the pastures for the first time in the new year.
are in higher demand. Exotics items like dyes and perfumes
Assembly of Uisneach: This event takes place every third Lá are losing their value.
Bealtaine on the Hill of Uisneach, a place considered as the
The Celtic World grows more dangerous. It is a good time
navel of Eire in mythology. This civil feis is of a legislative na-

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Nicolas Phaneuf Gohier (Order #31317871)
to be a mercenary, or to be an outlaw, as smaller tuatha lose
their grip on precarious survival and succumb to the dwin- The Problem with Place Names
dling resources and increased warfare of the Twilight. Throughout The Children of Eriu, we have chosen to
Cold fog covers the land and nearly everything is treacher- use the names that are the most cohesive and the easi-
ous. Crossing the bogs ought to be safe but instead of being est to explain. The Poetic Isles are rife with conflicting
frozen solid there remain patches of brackish standing water place names. Sometimes there are separate names for
that threaten to consume any who would fall within them. geographic locations and political units. A kingdom
The waters that lead to the Otherworld have never followed may continue using an ancient name over genera-
the rules of mortals, and will not now. Many a patch of un- tions even as the geographic boundaries change. For
frozen water or even a seemingly comforting spot by a fire instance, since time immemorial the largest kingdom
can serve as a trap for the unwary. Travellers and adventurers
of the Isles has been known as “Britain”, but the ex-
would do well to carry plentiful food, and expect hardship
and unknown dangers. istence of Britain as a kingdom has been sporadic,
even rare. Some of the people who live there are still
the Britons, and the land may be called Britain for want
of a better term, but the political elements, kingdoms,
and alliances at work within it are at the time of 1,000
AD are decidedly non-Celtic, as well as a mishmash of
hundreds of small tribes that have invaded and taken
root. Some of these are very powerful, and all are only
collectively called “Britain” or at times “Angeland” to
distinguish the non-Celtic peoples between Cymru and
Alba.

In The Children of Eriu the locales represent how they


are at this moment in time, with the understanding that
they could change slightly or drastically in a matter of
days. It is worth remembering that, in this era, borders
are porous and lines vague. Small conflicts between
neighbouring villages might result in one taking over
farmland from the other without their actual rulers
being involved. Place names shift and a locale may be
known by either its political or its geographic name,
which may or may not agree. “Eire”, for example, is
both the name of the island and the Kingdom of the
Eire, when it exists. The rule of a High King of the
Eire might not include the entirety of the island, as the
Vikings may have carved out land from the traditional
border, and some Gaelic kings and tuaths may not have
pledged fealty.

If you have any trouble finding the place names used


in The Children of Eriu, please refer to the Appendix
starting on page 497.

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Nicolas Phaneuf Gohier (Order #31317871)
Druids

T
he Druids are a mystic and religious order that follows the ever-changing paths of nature. They are
academics, historians, priests, storytellers, poets, advisors, and soothsayers who mark the passage of
the sun and the phases of the moon. Once they were also judges, political advisors, and in some cases
commanders of armies. However, times have changed since the Druids were the greatest authority in
the Celtic World. They have changed once again in the Celtic Twilight.

Though they are collectively known as the Druids or the “Horned Ones”, they are known by many
other names depending on their duties. Some are even labeled loosely according to their task, such as being a warden of
the woods. Others have more formal, specific titles such as the poet station of Fili, or the law-giver and judge station of
the Breitheam. Wandering, courtless Druids are called the Fíordhraoi. There are many others. Some sects of Druids have
little to do with each other, such as the women called the Bandrui who worship the Morrigan. They too are Druids, but of
a different kind.

A Brief History of As the religion of the White God grew in popularity

the Druids
through the Six Kingdoms it unseated the Druids’ power.
Missionaries, the best amongst them Saint Pádraig, led the
faith to what seemed an absolute victory against the Druids.
The Druids claim that Mann was once their seat of power,
At the height of the war of faith there were even widespread
an island in the middle of the Celtic realm. The Vikings took
cullings of Druids and violent duels. The Druidic society,
it from the Druids quite some time ago, however, starting
which had always been secretive, was driven even further into
a downward trend for the Druids that has only recently
hiding.
changed.
By the time of the coming of the Celtic Twilight, the
Within the Celtic society, the Druids were both apart from
remaining Druids were mostly viewed as doddering old
the traditional lines of power, and in many ways, above it.
fools talking of times gone by. Though individually they
During the seating for discussions of important topics, it
still held sway over isolated parts of Celtic society, the
is said that none could speak before the king, and even he
Druidic order and its organization was largely gone from
could not speak before the Druid. One such legend has it that
the Celtic World. Some of their knowledge is simply gone
even a king is bound by a geas that he is unable to speak until
forever.
his personal Druid asks him, “What is the matter?” At the
height of their control over Celtic society, a Druid could end
It is only now, during the dark days where their portents,
a war with a word or crown a king with a wave of their hand.
augurs, and wisdom is at a premium, that Druids are
The Druids have not held such power however for hundreds
beginning to see their traditional power reassert itself. The
of years. Now only the most devout of chieftains would follow
Twilight has provided an opportunity for the common folk
such a command.
to embrace the old ways, and from that, the Druids have

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Nicolas Phaneuf Gohier (Order #31317871)
returned. Scores of years in hiding were not wasted, instead
they gave the Druids a chance to train a new generation of
fiery followers of the old faith who are ready to fight for the
Duties of a Druid Introduction
The offices in Celtic society once held by Druids were
glory of the Celtic World and to ensure the safety of their many and varied. They were the learned class amongst Figures of
land. Celtic society, known for their wisdom in matters not the Isles

just spiritual, but ranging from the practical application


of laws to herbal remedies. They were even known for The Rules
On Becoming a Druid their knowledge of the supernatural.
Archetypes
In some isolated places the position in a community held by
a Druid is hereditary, but in most cases in the Celtic World The Druids stand apart from Celtic society. They are Denizens
Druids are chosen by older Druids, or by a council of them, expected not to control great wealth or direct power
and then educated. Men, women, rich or poor, could become but instead act as outside advisors. Though their Talents &
Druids if chosen and if they could bear the years of training advice was sought by kings, the Druids themselves
Powers
necessary. The criteria by which Druids are selected is a lived very different lives from the monarchs. Druids
secret known only to the Druids but one likely qualifier is were not accorded great wealth or standing. Adventure
intelligence. Whether they were attached to a specific court or
wandered proselytizing, Druids were given only the
The backbone of all Druidic education is the flawless barest of support by Celtic communities. They were
memorization of their large canon of oral narratives. The not to go hungry, but they also were not to hold great
stories they memorize must convey the ancestral guidance wealth lest they forget their higher responsibilities.
of law, gods, and history. It may not be apparent to the
listener but any given story a Druid tells contains these three In many ways, it was the Druids who bound the Celtic
elements: a history of events, the guiding principles for law, lands together. Despite their differences, all of the Six
and the proper worship of the gods, all nestled within. Kingdoms of the Celts had Druids, and they all served
a similar purpose and had similar understandings and
There are no written records that contain this wisdom, conceptions of the world around them. Even the Cymry
instead, the wisdom is taught in secret schools. Though these kings of Powys and Gwynnead spoke highly of them as
were once in halls that were aligned with the rising and setting wise individuals with good counsel. At the height of
of the sun on the solstices, ensuring that the sun would pass their power they were able to make decisions that bound
directly overhead on that day, they have long been forced into every aspect of Celtic society, able to stop entire wars
secret places such as into groves of trees and hidden caves. and conf licts with a word if they augured that it was
not proper. They could direct any member of society to
Druidic belief is based upon generations of wisdom and undertake any task they deemed was necessary for the
tradition creating a weight through the momentum of greater well being, including making them the only group
history. Their knowledge is a mix of mathematics, insights that could intervene to countermand a legal decision.
into the workings of the world, and understandings of human
nature passed down through stories that each student must The Druids were responsible for religious ceremonies
memorize. amongst the Celtic people, including the execution of
the Quarter Days, so known for coming four times a
In many ways, to become a Druid is to commit to continuous year. During these days the rules of ordinary behaviour
learning. They are constantly honing their practices and and the laws are different. These are days of powerful
learning from each other. Often, they will even teach others magic, when the Otherworld is closer and great work
that show promise within a subset of their knowledge, even if can be done. It is also during these days that, within
the student never intends to become a Druid. Many a chief, Celtic society, normal oaths of marriage or otherwise,
king, or hero has been given this kind of education, preparing are suspended. The Druids were expected to govern the
them to better face the Celtic World. resulting chaos.

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Nicolas Phaneuf Gohier (Order #31317871)
Nicolas Phaneuf Gohier (Order #31317871)
Since their return to prominence, the Druids have Such macabre practices are not the case amongst
assumed all these duties again: as teachers, judges, all kinds of Druids. Since being driven nearly to Introduction
poets, and even as supernatural envoys. However, as an extinction by the church of the White God, the
order, their central focus has been on two more practical Druids, in an effort to revive their faith have, at Figures of
matters. The first is for the old ways to reclaim spiritual least publically, adopted a gentler approach. Many the Isles
territory from the church of the White God. The second Druidic spells can be accomplished by achieving
is a vast but secretive military campaign. The Druids aim a metaphor for the actual thing. In the absence of The Rules
to lead the Celtic people back to the glory and power of available human skulls, for example, a Druid may
the old ways, spiritually and physically. carefully carve a turnip in its likeness complete with Archetypes
teeth made of stone inlaid into the mouth. Most

Magic
often, this is not as powerful as the human-made Denizens
alternative but it is still an option regularly used by
a thrifty Druid, careful not to upset a community Talents &
The magic of the Druids is based on two things: the patterns where denizens are divided between the old ways Powers
of the world and the importance of the flesh. The former is an and the ways of the Criostai.
introspective and gentle practice; the latter is anything but. Adventure
There was a time when most Celts would gladly
Druids plan their actions sometimes generations in advance have given their lives to the needs of the Druids as
by reading portents in the stars, in the rising and the setting a sacrifice with the understanding that it was for a
of the sun, and in the change of seasons. They build their greater cause. Those days generally passed with the
temples to align with specific days of the year. To be a Druid coming of the White God but they may be on the rise again
is to have a deep and robust knowledge of the geography of with the necessity of the Twilight.
Celtic lands and of the heavens above.

To be a Druid also means knowledge of the bloody and


brutal. Some rituals require grotesque acts. Amongst these
The Druids and Tir na nOg
It was the Druids who started the war for Tir na nOg, a
rites are the drinking of blood, claiming that it gives the conflict that reaches across the entirety of the Six Kingdoms,
Druid in question both the power and wisdom of whom but is focused mostly on the Kingdom of Eire.
they are drinking from. More extreme magic rituals include
building defensive ghost fences made of human skulls or
The coming of the Twilight and foreign invaders has made
sewing human heads to the bodies of animals.
the situation of the Celtic people a desperate one. This
benefited the Druids in that the rising panic of a pagan
The most important offerings to the Druid’s gods are that apocalypse gave credence to the old ways. However, it also
of blood, viscera, and death. Only the unwise or ill-fated gave the Druids the great responsibility to rectify the current
stumble into a Druidic grove during a ritual and there see crisis. The Druids have turned to their mystical teachings
altars heaped with human entrails, limbs hanging from the and to the Otherworld for an answer.
trees, and running waters flowing thick with blood.
The famed land of Tir na nOg has long been the promised
There is also the wicker man. A rarity, it is amongst the land for Druids and Celts as part of their religious
highest honours that can be paid to the gods of the Druids. tradition. Even the Criostai speak of the place and its
They build a gargantuan figure out of wood, weaving legendary powers of youth.
together sticks and twigs to create a lattice in the shape of
the human form. It is then filled with living bodies, both
What the Druids plot to do is somehow move the island of
human and animal, before being set ablaze while they dance
Eire closer to the Otherworld, for it to overlap, or perhaps
in the glow of the flames and suffering. The wailing echoes
replace, the land of Tir na nOg. Outsiders are uncertain
and reverberates across the surrounding hills.
whether this means to move the island of Eire itself, or
whether it is to move some part of the Otherworld closer to

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Nicolas Phaneuf Gohier (Order #31317871)
Eire. Whether Eire replaces Tir na nOg, or what exactly this a result, a religion known as Creideamh Sí has been around
plan will mean for the Celtic Kingdoms, is unknown. Tir na for centuries. Druids have been at the core of this faith and
nOg is a promised land; will that mean the physical death of have refined the rites and rituals, however with the coming
all Gaels? Or is all this merely the misinterpretation of the of the White God, the faith has lost many members. Many
laymen and the true plan is to open the gateways between Creideamh Sí have converted to Criostai, leaving many
Eire and Otherworld and to pour forth a great army that has Druids without followers. The coming of the Twilight has
been training since times immemorial to fight for the Six exacerbated the relations between the remaining Creideamh
Kingdoms? Sí and the ever-growing Criostai.

No matter the end result, all sects of Druids since their


return are focused on this plan that drives them towards this
common purpose. Countless hours, and lives, were spent
scrying the future, reading the stars, and consulting with the
Tuatha of the Otherworld in order to determine this course.

Battles rage across the old sacred sites for the Druids to
wrest control of them from the Followers of the White
God. So many sites have been seized and transformed into
monasteries and churches devoted to the White God that
many in the Druidic community claim that their aims must
have been discovered and the church of the White God is
directly seeking to frustrate their plans. Whether this is true
or not is nearly impossible to say.

Only when the Druids gain control of the sacred sites


can they complete their magic. Most important amongst
these are the Royal Sites of Eire. When the great fires
are lit at the Royal Sites, similar will be lit at countless
other sacred locations. Offerings will be given to their
ancient gods. The ritual will be performed. It is possible
that this is actually the great project of those ancient
gods, one that they have long been working towards.

The Fey
Creideamh Sí, the fey faith of Eire is chaperoned by the
Druids. They have a special connection to the land and the
Otherworld, establishing a special relationship with the
Fey. The term “Fey” covers a diverse range of supernatural
beings, from Faeries belonging to various courts, to the
Fuathan, Golbins and the Wild Sidhe among many others. It
is perhaps with the Wild Sidhe that the Druids form a more
symbiotic bond and mutual understanding.

The Sidhe can be both benevolent and destructive but


performing proper veneration rituals and practices can
ensure that mortal humans benefit from their blessings. As

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Nicolas Phaneuf Gohier (Order #31317871)
Nicolas Phaneuf Gohier (Order #31317871)
Airgid Caróg (Ayr-gij Ca-roug)
The Silver Raven, Crow-Mother
Tara, Eire
Airgid is not like the other leaders of the Hand of Dana. The
woman now known as the Silver Raven was born during the
first Viking invasion. Even though she was a little girl at the
time she could always see what others could not. Fey were
her friends during her childhood before becoming her allies
as an adult.
Airgid’s childhood came to a brutal end when the Norsemen
raided her village, killing or enslaving everyone. The Fair
Folk she befriended led her away to safety, to their “moth-
er”, the one who would protect and adopt her: the Morrigan.
Airgid trained in Tir na nOg and, over time, she shed her old
name. The once terrified little girl became the first daughter
of the Morrigan of this Age: Airgid Caróg, the Silver Raven,
Crow-Mother
Now Airgid has silver hair, blood-red eyes, and pale skin. She
wears a white-feathered cloak and carries a shillelagh, which
she uses as both a walking stick and a weapon if needed.
She was the first to come back through the Veil; being alive
was enough to give her an easier time to travel back. When she
returned she saw a land divided and weak. The Vikings were
back in force and the petty disputes between the clans enraged
her.
Airgid started her work with the womenfolk of Eire. The
first she contacted was the Queen of Tara, Gormflaith in-
gen Flann Sinna, a shrewd and powerful woman. She was a
prime target because she already had key traits for survival:
she had carried out assassinations, plotted, manipulated, was
widowed multiple times, and never took a knee for anyone,
not even the church. Then Airgid started to create what she
called “her murder of crows” by recruiting Bandrui into the
Morrigan’s service. Even common women could fly as high
as any queen under the Morrigan’s care.
Now when the Silver Raven appears she is a sign of terror
amongst the Northmen. A sign that a coven of Bandrui will
arrive shortly to bring curses and the dead back to haunt
them to their own deaths.

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Nicolas Phaneuf Gohier (Order #31317871)
King Arthur (Are-thur) return, he could take his place as the once and future king
of the Britons. The Druids say that he was sent off to Avalon
in Otherworld, a place where he is able to sleep until he is
The Once and Future King, Deceased? reincarnated into the world. By contrast, the Criostai say that
he has gone to treat with their spiritual powers to prepare for
Unknown some upcoming war.
Sung oft by Taliesin, King Arthur was a contemporary of the
man turned god. Born of Uther and Igraine through the aid
of Myrddin, much of Arthur’s youth is hidden in mystery. By
the height of his rule as king, Arthur had fought and defeat-
ed boars, witches, dragons, dog-headed beasts, giants, and
much more. To this day, none know if he remained commit-
ted to the ancient gods of his people, or if he turned to the
White God.
At his height he had more than 200 men at his command,
each of them a great hero. He was fond of regaling his ene-
mies with the many great deeds of himself and his men, often
terrifying his foes so much they would not face him. Arthur’s
court is said to have reached across much of Britain, even
claiming the Breizhiz as falling under his rule.
In one of his adventures, Arthur traveled to the Other-
world land of Annwn for plunder and to free his kinsmen
who had been taken captive. While there, he met with
many powers greater than himself, both otherworldly and
mundane. He returned without the expected loot but was
able to save his kinsmen. Little else is known about what
he learned there.
The legends of Arthur are many, and it is hard to sort fact
from fiction. The Followers of the White God claim that Ar-
thur met with one of their bishops and was humbled before
the might of their god, an act that caused him to revoke his
old allegiances and swear himself to the newcomers to the
shores. Others, especially Druids from Cymru, claim that he
would never turn against his people by forswearing the an-
cient beliefs.
Many believe that, similar to Taliesin, Arthur rose above
his humble human origins to become something greater. It
would explain the hundreds of adventures and sightings that
still take place across the lands of the Isles. These sightings
have continued after his death on the battlefield against his
nephew, Medraut, who had seized the throne while Arthur
was campaigning.
After giving the crown to another, Arthur’s closest compatri-
ots whisked him from the battlefield claiming that they knew
of a place where he could recover from his apparently fatal
wounds, though it could take hundreds of years. Should he

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Nicolas Phaneuf Gohier (Order #31317871)
Bé Binn inion Urchadh Bé Binn is a beautiful woman with long blonde hair, pulled
back from her face and without a hint of white or grey. She cov-
 (Bey Bin In-on Ur-khah) ers her features and body with armour, reworked to fit her. She
wields both a longspear, one taller than she is by more than a
Warrior-Princess of the Uí Briúin Seóla foot and a half, and a longsword that she took from a slain Vi-
king. Bé Binn wears the torc of royalty, and has a fur lined cape
Munster, Eire to keep her warm on the battlefield.
It wasn’t always so. Originally, Bé Binn trained to become an
arbiter of the law, a Breitheamh, as much to help her kin gain
more respect and influence as to help herself not die of bore-
dom. Then, the King of Aileach had invited both manfolk and
womenfolk to join his Fianna, with the aim to create a mas-
sive Celtic army to defeat their enemies once, and hopefully,
forever.
Bé Binn was shaken by this invitation. The monks of the
White God had always insisted that a good woman’s highest
aspiration should be being a good and productive mother to
the exclusion of all else. She already received criticism from
the robed clergymen for her choice to fill a legal role in her
tuath. She was mocked when she tried to settle legal disputes.
The same clergy tried to undermine her efforts to share food,
arguing the clergy as a higher order in life deserved more than
the farmers.
Then, when Bé Binn looked at the names of the support-
ers of the letter from the King of Aileach, she saw power-
ful names, including Donnchad Donn, the current high
king, and the Queen of Tara. She suspected that most of
the more raiding-warring aficionados amongst the nobility
would answer this call for action. So, leaving her clerical life
as a Brithem behind, Bé Binn donned armour and became
a Fiann.
Her first raid was on the the Viking-occupied Ath Cliath,
which she thought might provide enough provisions to
present her support to the King of Aileach in a fashionable
manner. Bé Binn led her clansmen in raid after raid, usually
successful, and she has started to hoard more resources over
time. She has not, as of yet, presented her support for the
King of Aileach, and is becoming something of a rogue pow-
er amongst the Isles.
Her people already liked her for her role as a voice of reason
but now they love her for her conquests, addressing her as
a true Queen of Old. They compare her to Mebd and other
rulers of their glorious past. Bé Binn was initially humbled
by this praise but with each passing victory she believes more
in her own power.

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Nicolas Phaneuf Gohier (Order #31317871)
Bivaidonas (Be-vi-donas) from training in the ways of both the Fir Bolgs and Knockers.
Bivaidonas came back to the normal world in front of the
gates of the Grianan of Aileach, with a black iron cart filled
Fir Bolg Inheritor with his tools and works, demanding that the King of Aile-
Aileach, Eire ach, Muirchertach Ui Neill, should meet him as his art de-
served. The decision was quick and he became the favoured
blacksmith of the king, crafting the equipment for his Skin
Bivaidonas was born into a clan of miners and blacksmiths. Cloaks and for the leaders of the Fiana.
Some say that his bloodline goes as far back as the Fir Bolg
kingdoms. His father’s pride was their black iron tools, cast- Then Bivaidonas built a shop-inn in Aileach with a direct
ing basin and anvil; heirlooms as old as their holdings. Bivai- pathway to the Knocker kingdoms. After the founding of
donas’ upbringing ensured that he was tall, square bodied, Amhlaidh it also became a pathway to Nidavellir, the realm
and heavily muscled from his hard work. Even after leaving of the Dvergars.
the mines, his long dirty blonde hair and beard were perpet-
ually wild and streaked as though permanently stained with
rock dust.
When the Celtic Twilight came, mining settlements that did
not produce as much food, and imported to complete their
stocks, suffered the hardest. Their reserves emptied faster
than the others. After a while even the Knockers stopped tell-
ing when one of the community died. The toll was too steep
even for them to acknowledge. They would have destroyed
the floors by knocking that much.
Seeing the cold and hungry face of the end times, Bivaidonas
traded in his tools for a powerful and heavy axe. When the
persistent darkness and the unnatural fog rolled in, the com-
munity life of Bivaidonas’ mining settlement was besieged by
bandits as well as raided by Vikings and the warped and starv-
ing monsters that would wander in from the woods. A bran-
dished axe proved more worthwhile than a smithing hammer.
Then one day, the denizens of the village found food in front
of their doors; milk, butter, black bread, and other things.
They realized that the Knockers were giving back their of-
ferings, and were trying to save them. The supernatural aid
would not end there, however.
When next the Vikings raided, they met with a great surprise.
The Knockers took up arms against them, killing them in an
instant. The remaining villagers, including Bivaidonas’ parents,
after a short reunion with the old Knockers, were sent with the
rest to Aileach using passages between realms as a shortcut.
Then Bivaidonas was trained as the Knocker’s mortal ambas-
sador in the Otherworld for a “normal year” (as time there
does not flow at the same rate that of the mundane world).
The supernatural blood of his Fir Bolg heritage awakened.
His skin turned grey, his eyes took the colour of copper, and
he developed his talent for shaping and knowing the deep na-
ture of stones and metals. These talents further developed

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Nicolas Phaneuf Gohier (Order #31317871)
Creassa inion
Urchadh(Cree-sha In-on Ur-khah)
Queen of Connacht
Connacht, Eire
The Queen of Connacht is in a difficult position. Starvation is
gnawing at her kingdom. It is rare for starvation amongst people
to reach its royalty, but such is the case in the court of Connacht.
The king has grown depressed, withdrawn and increasingly inef-
fective in his reign, leaving Creassa with the duties of rulership.
Struggling with the problems of Connacht has kept its queen
working late into each night. Whispers are spreading of how tired
she looks and how thin she herself has become, nearly to the point
of emaciation.
The royal children also starve. Every time Creassa looks down at
her children they seem thinner and weaker. Lies of future food are
growing less effective, and in the dark hours of night Creassa turns
to thoughts of bloody mercy. On one of these sleepless nights, she
was awoken by the voice of a woman coming from the room of her
children.
Creassa ran through the hallways of her castle fearing the worst.
When she kicked open the door, sword in hand, she found a re-
markable sight. Before her, Creassa’s children were eating pastries
in the presence of an unknown woman cloaked in raven feathers.
The mysterious Bandrui bowed and delivered a missive to the
Queen of Connacht with a plate of apple slices as an important
message to the aims. The message requested her support for the
King of Aileach to unify Eire and bring back the prosperity they
once knew.
Creassa knew there was but one way to end the shameful parody
that had become of Connacht. She would serve the King of Aile-
ach.
Creassa barged in her husband’s room and ordered him to make
preparations for the trip to Aileach. He asked why and she an-
swered, her eyes swollen with tears and a warm smile spread
across her face: “For Connacht, my love. ”The king’s eyes opened
wide, he jumped out of his bed and ran outside his room barking
orders. Newborn hope spread through the fortress like wildfire.
Watching the situation unfurl, Creassa tugged the letter near her
heart and whispered at the Bandruí: “Thank you”. The mysteri-
ous black caped Bandrui bowed once more and said, her voice
vibrating, her determination echoing in the room: “For Tara”.

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Nicolas Phaneuf Gohier (Order #31317871)
Cú Roí mac Dáire omens until he found the horseman. Disguised as but a
simple Druid he asked for his hospitality. The young king,
 (Koo-ree mac Daw-reh) named Muirchertach Ui Neill, invited the Druid into his hall
and they spent the night debating how to unite the clans and
how bad things were across the lands. Finally as the night was
Hound of the Battlefield ending and mutual trust was gained, Cú Roí revealed to him
Varied locations in Eire his true nature and set out the next day to convince as
many Druids as he could to serve his new king.
More a being made of mysteries than facts, Cú Roí mac
Dáire is the Druid-King of the ancient kingdom of Mun-
ster during the time of the great hero Cu Chulainn, the
hero who ended Cú Roí’s mortal life. Then Cú Roí was
reborn as a sidhe and his perspective changed. The fool-
ishness and pridefulness that dominated his living life
vanished.
As a Sidhe, Cú Roí mac Dáire can take many forms but
as a human he appears as a middle-aged man with a long
brownish-blonde braided beard adorned with talismans.
His empty eye-sockets are filled with two green polished
beryl stones that glow. He wields a staff made of elder
wood, engraved with fish scales ending in a salmon head
with a black iron spearhead between its open jaws. Cú
Roí’s blue robes are rimmed with a red border, embroi-
dered with ogham runes and covered in large fish scales.
He wears a large torc adorned in scenes of rituals ending
in two salmon heads.
After crossing the mists on the orders of the Tuatha de
Danann to save their motherland, Cú Roí found Eire more
divided than ever. The people were fighting in the cold for
scraps even selling their lives to the northern invaders out
of desperation. Cú Roí had to fight back his tears at the
sight of his people. At Bru Na Boinne he opened a per-
manent door to the Otherworld and let loose the Green
Hunter—a servant of the Goddess Eriu sent to make sure
she is not forgotten, to steer the Druids in Eriu’s plans,
and cleanse the enemies of the gods.
Cú Roí finds no joy in this duty because his actions have cost
the lives of more Gaels, but he had to help unite the children
of Eriu. It was his last chance to save it all through the might
of the gods.
Then Cú Roí entered a deep trance to perceive what was
yet to come and received a vision from the point of view
of a tall, long-haired, man on a horse covered in mail and
lamellar armour. The horsemen felt a presence behind his
eyes and with a powerful spirit managed to oust Cú Roí
from his vision.
His interest piqued, Cú Roí travelled following signs and

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Nicolas Phaneuf Gohier (Order #31317871)
Diarmuid Ua Duibhne
 (Der-mot U Duv-nye)
The Beautiful, Deceased
In the hall of Aonghas
Diarmuid is said to be the most beautiful man who has ever
existed. He had deep blue eyes, smooth skin, flowing silky
locks, and a heart-melting smile. Diarmuid was elegant in all
attires. Alas, this attention all but ensured his own vanity, so
he kept a closely cropped helmet to ensure that his face was
not hidden. However, he was not all beauty; he was also per-
haps the greatest warrior of his time.
Son of Donn and the lover of the intended wife of Fionn mac
Chumail, he was fostered by Aonghas Og who taught him
how to fight. Aonghas gave Diarmuid two swords named
“Great Fury” and “Little Fury”. Diarmuid also had two
spears that caused lasting grievous wounds beyond the depth
of their strike. These arms, coupled with Aenghus’ training,
made Diarmuid Ua Duibhne one of the most powerful war-
riors in existence. To ensure his honour, Diarmuid fought
with weaker weapons than these during battles as to not give
him too much of an advantage, which he considered uncouth.
Popular folklore claims that in one battle he single-handedly
killed 3,400 enemies.
Diarmuid’s greatest challenges were often in overcoming
what were his greatest strengths. In one legend, a woman
came into his lodge after a hunting expedition. She was
drenched, filthy, and mistreated. She demanded a bed and
blanket from each of the Fianna, but only Diarmuid took pity
on her and gave her his bed. For this she transformed into a
beauty and gave him a great house overlooking the sea. He,
in turn, asked her to live with him. The mysterious Bandrui
agreed, so long as he never mentioned how she looked when
they first met.
Later, when he went hunting, Diarmuird tasked her to watch
his favorite dog and the puppies it had just birthed. Sever-
al of Diarmuid’s friends came to visit during this time and
each asked for one of the pups. She gave them up, one by
one. Once Diarmuird learned of this he became enraged and
asked her why she would do this when he had overlooked her
ugliness when they first met. He said this three times, and on
the third time both she and his home disappeared.
Diarmuird would go on to realize that he had caused his own
downfall and quested long to win her back. He was forced to

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Nicolas Phaneuf Gohier (Order #31317871)
overcome great trials for his ungratefulness, a regular theme
Fionn mac
Cumhail (Finn mac Cool)
in his life. Introduction
Ultimately, Diarmuird would die during just such an attempt
to undo his own ungrateful actions. It occured during a boar Figures of
the Isles
hunt with Fionn that they had undertaken to smooth a trans- Deimne, Deceased
gression of Diarmuird’s. In his arrogance Diarmuird had left
behind his better weapons taking only weaker ones. He un- Lost The Rules
derestimated the boar’s strength and the mighty boar gored
One of the first heroes of Gaelic myth, Fionn Cum- Archetypes
him. Fionn, still sore from their disagreement, tarried in his
hail is a benevolant, though often foolish and de-
aid and Diarmuird died as a result of his wounds.
structive, giant of a man. His visage is handsome Denizens
Aonghas took Diarmuird’s body back with him to his home with white and lustrous hair and his eyes are of the
where he holds both the body and the spirit of his son there palest blue. In war he wielded a large circular shield Talents &
to be his counsel in times of great duress. made entirely of metal and a spear with a gargantuan Powers
toothed head.
Fionn mac Cumhail’s father was, allegedly, the fa- Adventure
mous Cumhall of the Fianna, and his mother was
Muirne, the daughter of a Druid. Fionn’s birth was
contentious as many believed that she came to Cum-
hall’s home already pregnant. Hoping to spare him
from the gossip and scandal, Fionn’s mother left him in the
care of a man named Bodhmall, and an unknown fighting
woman, who together brought him up in secret while train-
ing him in the ways of war and hunting. Fionn was born with
the name “Deimne”, and was renamed when his hair turned
prematurely white.
While he was young, Fionn learned from many different peo-
ple. Living incognito, he would serve many of the surround-
ing kings until each in turn recognized him as Cumhal’s son.
Upon this revelation the kings would refuse further service
and Fionn would move on to another.
When he learned all he could from kings, Fionn turned
to Druids. He met a Druid near the river Boyne and stud-
ied under him. Part of his studies was to cook the salmon
of knowledge that the Druid had caught. While doing so,
Fionn burned his thumb and from sucking the juices from his
thumb he gained the wisdom of the salmon. Seeing this, the
teacher gave him the rest of the salmon as well. With these
skills and knowledge, Fionn then knew how to gain revenge
against those who had so long wronged him and had so long
kept him on the fringes of Celtic society.
Now in adulthood, and armed with the salmon’s wisdom,
Fionn knew how to gain the support of the Fianna, his fa-
ther’s warrior fraternity. The Fianna had been troubled for
the last twenty-three years by a fire-breathing Sidhe named
Aillen who came every Samhain and sung the Fianna into a
deep magical sleep. While they slumbered the Sidhe would

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Nicolas Phaneuf Gohier (Order #31317871)
burn down the palace and leave the Fianna to rebuild it year
after year.
By this point, Fionn already had his famous spear that was
always red-hot. To keep himself awake during Aillen’s song
Fionn repeatedly touched the hot spear to his own forehead
to stay awake. So, when the Sidhe attempted to burn the cas-
tle down, Fionn killed him. After this, Fionn’s heritage was
recognized by the Fianna, and he was made one of them.
Once Fionn had the power of his position as leader of the
Fianna, he demanded compensation for the murder of his
father. (By tradition, Celtic leaders are not authoritarian;
as leader of the Fianna, Fion could not simply take what he
wanted.) Fortunately, Tadg, a member of the Fianna, of-
fered the hill of Allen as compensation and Fionn accepted.
Fionn met his wife, Sadhbh, when out hunting. She was
transformed against her will into the form of a deer, cursed
by a Druid named Fear Doirich whom she refused to mar-
ry. Fionn’s hounds recognized her as a human rather than
a deer and they brought her home. Sadhbh transformed
back into a woman upon stepping foot on Fionn’s ground as
the curse had marked the hill of Allen as the only place she
could return to the form of human.
They married and Sadhbh was soon pregnant. While Fionn
was off hunting, Fear Doirich came and cursed her again,
returning her to the form of a deer. Sadly, Sadhbh was never
seen again. Fionn searched the woods and found Oisen, her
son, in the form of a deer and the boy transformed into a
young man before Fionn’s eyes. He would go on to become
a great member of the Fianna.
There is much mystery surrounding Fionn’s death and
some say that he has not died at all. Instead, some have sug-
gested that he lays in a cave, sleeping, preparing for the day
that Eire has the direst of need. At this point, he will rise
again and protect his land. Regardless, he has never been
seen in the Otherworld, in the lands of the dead, nor has his
body ever been found.

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Nicolas Phaneuf Gohier (Order #31317871)
Gofraid (Go-fray-ed)
Sea King of the Vikings
Alt Clut, Strathclyde
Gofraid is the leader of the main raiding fleet of the Vikings
and enforcer of Viking rule throughout the Great Isles, an ev-
er-moving menace to those who decide to attack or challenge
his kin. Gofraid is a brutal fighter and he is most often seen
at the head of his ships, his hair windswept and pulled back
from his face. Unlike most, he seems to be all but immune to
the cold.
Gofraid has a blood feud with Muirchertach Ui Neill, King of
Aileach, each thwarting the other’s goals. Gofraid has killed
Muirchertach’s father and Muirchertach has killed Gofraid’s
son. When one achieves victory, the other does his damn-
dest to claim a greater one. Some whisper the Norns have
conspired to keep these two men at each other’s throats so
the balance of power remains even before the final battle of
Ragnarok.
Gofraid feels he knows, deep in his soul, what kind of man the
King of Aileach is. Gofraid sees the devotion of Muirchert-
ach’s followers and sees the old powers of the land growing
back like briar trying to strangle and bleed the Viking invad-
ers to death. The sea is churning with malformed giants that
smash Gofraid’s drakkars. His dominion is weakening every
day as more of this strange magic awakens, its heart bloated
by hatred and bloodlust.
Gofraid presses his kinsman Sitric to keep the pressure on
the Gaels where and when he can. Gofraid refuses to accept
the idea that a true High King may rise against them with all
the might of the Gaelic kingdoms united in one force. Sitric,
alas, stays too much at Ath Cliath to even acknowledge the
threat. To Gofraid’s mind the time to play politics is already
far gone.
What worries Gofraid most are the omens that reach him
from Godis that speak of a great serpent made up of blood,
treasures, and corpses, slowly coming back to its senses—a
god of these Éireannaigh that will destroy all, Vikings and
Celts alike.

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Nicolas Phaneuf Gohier (Order #31317871)
Gormflaith ingen
Flann Sinna
(Gor-um-leh In-ghen Flawn Shee-nah)
Queen of Tara, previously Queen
of Leinster and Munster
Aileach, Eire
Queen Gormflaith is feared and respected for more than
one reason. Her brother Donnchadh Donn mac Flainn is
the high king; her son Muirchertach Ui Neill is the King of
Aileach and her agents are all over the Celtic World. Every-
body respects her because nobody knows how many of her
blades hide in the shadows or how many secrets she actually
knows.
Gormflaith ingen Flann Sinna has black hair and a strict
looking face with harsh lines in it and an aquiline nose. Often
she will wear a shawl of raven feathers atop a black or dark
grey tunic, as befitting a Bandrui. Gormflaith has plenty of
warriors behind her, prepared to protect her back.
Queen Gormflaith’s brother taught her one thing: to stay in
power one must abandon honour. Blood has to be sacrificed
to achieve what she wants and what she wants is to protect
her son at any measure. If she has to slay hundreds to allow
Muirchertach to fulfill his destiny then she will.
The recent changes and the return of the Druids in the form
of the secret society, Amergin’s Challenge, has changed the
political landscape. Now she plans to learn the secrets of magic
to keep control. Gormflaith moves to adapt, to safeguard the
legacy of her blood, and to express her rage. By what impu-
dence do these damned Northmen and their idiotic gods chal-
lenge the children of Tara? Gormflaith will re-order the Fid-
chell board of warfare on the Isles following her own schemes
and plans. As a Bandrui, the Morrigan has shown her the path
ahead. The Celtic Twilight will be cast away by her people,
erased by tides of seawater, blood and steel.
Queen Gormflaith will play her part in the feast hosted by her
son. It’s time to meet and plan ahead with her shadows and give
them the tools to guide the future.

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Nicolas Phaneuf Gohier (Order #31317871)
Kian Gwenc’hlan
 (Kee-an Gwen-sh-lann)
Herald of the Serpent
Crom’s Rock and elsewhere in Eire
Though he is also a tall and imposing figure that towers above
most, the most unsettling thing about Kian Gwenc’hlan is
his lack of eyes. Tears of blood permanently weep from the
gouged out wounds in his face. Kian’s canines are long fangs,
and his nails are claws, and his body is nearly wraith thin.
Sources as to his origins and aims are vague at best. One of
the few consistencies is that it is said he died in prison, a vic-
tim of the White God’s conquest. He was tortured and had
his eyes gouged out because he refused to convert to the for-
eign faith. It is said that when Kian died, his last words were
to utter the famed Prophecy of Gwenc’hlan.
Instead of passing to the Otherworld, Kian was summoned
to Crom Cruach in Eire. Kian’s soul was kept in this dark
reality, where he confessed to the Dark Crooked One his
hatred for the White God. Crom accepted him as a servant
and admitted to him how his sacred places were defiled, de-
stroyed and violated by the Criostai. Fueled by rage, pain and
despair, Kian agreed to be Crom Cruach’s agent in the mun-
dane world. Crom Cruach gave him a double-edged sword
for his mission; one edge for his revenge, the other for divine
justice.
What Kian did not understand was that he would be brought
back to the mundane world, not reborn. Crom, and his ac-
complice Donn, agreed to empower Kian but neither of them
hold the power of life. One rules blood and the other death.
Kian thus became a champion for one and a puppet for the
other. He has the twin goals to spread the “Red Thirst” and
to undermine those who oppose the Celtic gods, as well as to
fight and kill the champions of both the White God and the
Norse Gods.

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Nicolas Phaneuf Gohier (Order #31317871)
Llawfrodedd Fargogg
 (Clau-fro-deth Far-gogg)
Arthur’s Fiann, Deceased
Otherworld
Llawfrodedd Fargogg was a bald man, always showing off his
bare head and neglecting any helmet or head covering, and
with a beard reaching to his navel. He was often seen astride
a gargantuan charger of a horse.
One of the great warriors of Arthur’s court, Llawfrodedd
Fargogg was the bearer of the knife of Llawfrodedd, one of
the Thirteen Treasures of the isle of Britain. He was a great
warrior known for his skill in battle, especially on horseback.
After the death of Arthur, he was amongst those who took his
body away, and amongst those who told tales of his eventual
return. He then returned to Cymru, the land of his birth, to
await whatever would happen next. Llawfrodedd largely dis-
appeared at this point, though with the coming of this time
of great change, there have been rumours that he has been
seen again riding through the woods and rallying warriors to
his cause.
Others have suggested that he has sworn himself to Y Mab
Darogan, perhaps unifying these two figures as one. Others
have suggested that this is some figure pretending to be Lla-
wfrodedd to further bolster the claims of Darogan.
Llawfrodedd owned one of the three prominent cows of the
island of Britain, and was known for his nearly limitless hos-
pitality.

Medb (May-v)
The Returned Queen
Tara, Eire
The former Queen of Connacht from centuries past has
returned to these dark days of the end of the world. Many
claim that she’s the highest royalty of the land and are pre-
pared for her to rule over all of Eire and unify it under her
crown. Many of the Druids have difficulty following and
supporting this claimant to the crown, to say nothing of the
Followers of the White God’s view of her return.
Certainly she casts a terrifying visage. Medb has hair

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Nicolas Phaneuf Gohier (Order #31317871)
the colour of pitch and skin that has turned grey with
hints of ancient Gaelic tattoos still visible. She wears
a fierce-looking crown of iron tipped with blades and a
dress with chainmail over top of it. Though Medb wields
no weapons, her hands end in clawed fingertips, suggest-
ing there are still ways she can deal with any who would
challenge her.
Medb has a camp and fort set up near Tara and claims to be
searching for a king to marry her and serve as a paramour
for her rule. All that have come to take her hand have had to
face one of her champions, the first of several trials anyone
who wishes to wed her must overcome. None have survived
these trials.
She stands against the Druids who want to bring Eire closer
to Tir na nOg. Instead, Medb seeks to unify the Celts and
oust the invaders through open war. There are many who
have already pledged their swords and axes to her cause, be-
lieving that her return marks a great change for the world.

Mug Ruith (Mook Ru-ih)


Slave of the Wheel
Aileach, Eire
The blind Druid known as Mug Ruith is a living enigma,
appearing in and out of reality like a fevered dream. He is
an old man covered by a white bull skin cloak and wearing
the skull of some gargantuan bird as a helmet. Mug Ruith
is bent with age, and his eyes and hair are both grey. Some
say he was alive during the age of the son of the White
God. Others say he was alive during the reign of the High
King Cormac mac Airt. Still others say he died when Con-
mael ruled thousands of years ago and what is seen now
is a ghost. When questioned, he simply chuckles and an-
swers with a riddle, leaving more questions than answers.
Mug Ruith carries two artifacts with him. For protection
he carries a black shield decorated with stars and rimmed
with silver. Instead of a weapon he carries a large but per-
fectly smooth stone in his hand. The stone turns into a
poisonous eel when in water.
The fantastic powers of Mug Ruith are well known, and
probably much-exaggerated. They say he is able to grow to
gigantic size, turn men to stone, and create storms with his
breath. When he appears he is accompanied by a flash of
light caused by Roth Rámach, his flying chariot pulled by two

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Nicolas Phaneuf Gohier (Order #31317871)
oxens. If you believe his tale, anyone looking at this vehicle
will become blind like him.
One day, not long ago, Mag Ruith returned to Eire following
the faint whispers of the Sidhe. On Gaelic soil again, Mag
Ruith dreamed he saw a face in his mind’s eye: a warrior from
the blood of Niall. A man with an essence as tainted as the one
of Bres but with a heart beating in unison with holy Tara. The
vision he saw was of a man with righteous fury in his breath,
begging to be unleashed in a tidal wave of iron and blood. He
will be young, in need of advice, for he alone will face against
champions of the White God and the chosen of these foreign
“Aesir” that the Vikings serve. This man will need otherworld-
ly support, he needs the support of Mag Ruith.
Letting himself be led by the Sidhe, Mag Ruith ended up at
Uisneach, the resting place of Eriu where Lugh’s physical
remains and the Stable of the Dagda are, a powerful place
where the ground was still green and warm to the touch. A
few days later, a warband arrived while hunting a deer and
stopped suddenly when they saw a green hill and the smil-
ing Mag Ruith atop of it. The Warrior-King Muirchertach Ui
Neil and Mag Ruith talked for hours, debating and challeng-
ing each other on matters of beliefs, policies, laws, and tac-
tics. In the end, they were sworn brothers. The Druid led the
king towards Lough Lugh, the resting place of Lugh, where
a great silver falcon was waiting for him, its eyes judging the
king with great discontent. Three words were spoken in his
mind, words burning in his brain: “Gaels. Abandoned. Us.”.
Resisting the need to buckle under the spiritual pain crushing
his skull, the young warrior answered the divine servant with
this statement: “I’ll make it right by piling up enough skulls
to build a new cairn to honour you. I want to save Eire from
freezing to death and save as many Gaels as I can. Oh, Lugh,
help me prove with both might and mind that we Children of
Eriu can be saved and are able to defeat our enemies!”
Then Mug Ruith stood up and walked forward, chuckling at
the silver falcon and said: “You heard our debates, you can
hide from our young friend but…” He stopped to point at his
blind eyes before continuing “Not from me”. The bird land-
ed on the ruler’s shoulder and a golden torc featuring the
harvest cycle and ending in two falcon heads appeared on his
neck, already locked in place. The voice of the god’s envoy
echoed: “Indeed, and now the three of us are bound by oath
and fate”. The three rejoined the warband below and contin-
ued on their path to unify their homeland.

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Nicolas Phaneuf Gohier (Order #31317871)
Muirchertach Ui
Neill (Muhr-kher-takh Uh Neyll)
King of Aileach, the “Seablooded”
Leader of the Skin Cloaks
Aileach, Eire
As with most kings, Muirchertach Ui Neill has long hair, a
long beard, and a warrior’s build and manner. Unlike that
of most kings, Muirchertach Ui Neill’s cloak is made out
of the flayed skin of a Fomorian. Beneath his monstrous
cloak is chainmail, lamellar armour, and a thick bronze torc.
Muirchertach brandishes a magical sword that controls the
wind.
The King of Aileach is a man consumed by one purpose:
restoring the honour of the Gaels in the Celtic pantheon’s
eyes through bloody warfare, specifically the slaughter of
the northern invaders and Criostai. This singular purpose
started with the disastrous defeat of the Gaels, a tragedy that
still exists in recent memory, near Ath Cliath. The death of
his father, Niall Glúndub mac Áedo, and many Gaelic kings
was a revelation to Muirchertach. He realized when he was
grieving that they all died because of the discord and in-
ternal fighting between the kingdoms, clans, tribes, and
families of Eire. Muirchertach Ui Neill’s ancestor, Niall of
the Nine Hostages, dreamed of a great Gaelic empire. This
could be possible, thought Muirchertach, but instead Eire
is wasting away in-fighting; its best warriors selling their
services to foreign kings. If they truly united in one tidal
wave of battle-hardened Gaels, Muirchertach believes the
Norsemen would have no chance of survival.
To realize his ancestor’s dream, Muirchertach Ui Neill leads
his warriors, “The Skin Cloaks”, from battle to battle, sub-
jecting the Vikings to defeats that are often cruel and vicious.
Once Muirchertach’s Skin Cloaks killed the son of Ragnall,
one of the Viking “Sea Kings” and left his beheaded corpse
behind with his arm-ring to make sure that his noble father
knew who had slain him. This sparked a rivalry that would go
on kin for kin, blood for blood, until the fight between them
risks destroying both their bloodlines.
On the day the sun died, green Eire turned white as bone,
and Ailech, his kingdom, and his people began to starve. A
growing number of the populace started to believe that the
White God was punishing them. Two factions rose: those
who became White God fanatics and those who started to

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Nicolas Phaneuf Gohier (Order #31317871)
turn back to the many gods of old. Muirchertach needed to
pick a side before Ailech tore itself apart.
Rumours say Muirchertach’s mother came to offer him her
council accompanied by a woman dressed in a white feath-
er cloak and an older man in robes. None knows what words
were exchanged, but after this fated meeting, Muirchertach
Ui Neill expelled all those who refused to convert back to
worship the Tuatha de Danann and destroyed all churches
and chapels dedicated to the White God.
A procession of Druids entered the ringfort soon afterward
bringing food, magic and hope to the hopeless Gaels. It is
whispered at campfires that the Druids said to Muirchertach
that he must become the true High King of Tara by wedding
the goddess Eriu herself, thus unifying all on the island un-
der his rule on both the mortal and the fey side. This would
allow him access to almost an infinite amount of warriors to
purge Eire from all those who would oppose him or the Tua-
tha de Danann. The most quietly whispered rumours add the
suggestion that the Druids would perform a ritual to shift the
isle into the Otherworlds to protect them all from the hellish
winter.

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Nicolas Phaneuf Gohier (Order #31317871)
Myrddin (Mer-then) him away from the court.
Introduction
Returning again to the woods, Myrddin tended to
an observatory he built to make his madness easi-
Druid, Deceased? er. While there he studied the stars and tended to
Figures of
the Isles
Cyrmu, if alive his writings. Several people visited him including
Taliesin and many of the kings of the era. Myrddin
It is difficult to say what Myrddin looked like; he was known gave the prophecy of Y Mab Darogan to Talies- The Rules
to disguise himself in order to engage in his travels. Some say in, who asked then if it referred to Arthur or not.
he looked like an old Cymry man with a long white beard but Archetypes
Myrddin did not answer the question and, instead,
that could have just been a favoured visage. The only consist- continued with the prophecy until the coming of a
ency across all his appearances was a gold medallion portray- Denizens
man named William, and some far future events of
ing a dragon’s head that he always carried. the Isles. Talents &
What is certain of Myrddin is that he was a great and In time, Myrddin was driven by some unknown aim Powers
powerful user of magic. The self-proclaimed “wizard” to leave the woods. He set out into the world and
apparently mastered all of the magic of the Isles, learn- found King Arthur, guiding him according to the Adventure
ing from the Druids and fey alike. Myrddin’s magic was whims of a prophecy that only Myrddin knew. For
said to include prophecy, the ability to transform himself a time, Myrdinn traveled with and assisted both
and others, and power over the weather. King Arthur and his father Uther, and acted as
For a brief time, he even sat on the throne of Dyfed, one of an advisor to their courts. After years with them,
the ancient kingdoms of Cymru. After defeat in a great battle Myrddin left as mysteriously as he had previously
that led to the death of his siblings, Myrddin gave a great cry emerged. Some say that this was the result of members of
of anguish and fled the battlefield, his eyes crazed and un- Arthur’s court asking him to return to his position atop his
seeing. Giving up the crown, he lived in the woods for years throne. Regardless of the reason, Myrddin returned to his
after, subsisting on whatever he could forage and learning to woods and has not been seen since. Some even say that he
take sustenance from even bark, grass, and stones. renounced his prophetic gifts.
Myrddin later emerged from the woods as a sort of wild man.
He met with Taliesin and whispered a prophecy to him that
the bard would never repeat. Myrddin is even said to have
supped with Dagda himself, drinking from a never-ending
acorn of some powerful drink.
Eventually, Myrddin’s sister Gwenddydd came for him, using
a magical song to bring him back to lucidity. This was short
lived, however, as the crowds of the court he was brought
to drove him mad. After attempting to escape, Myrddin was
chained and tested further.
The tests were to determine the extent of his prophetic abil-
ities and other magics. Despite all attempts to trick him his
prophecies always came true. For instance, they disguised
a member of the court three times, and each time Myrddin
prophesied different details to his death. The members
of the court thought they were successful in proving him a
charlatan, only for all the measures to come true in the ulti-
mate death of the courtier as they were not as exclusive as the
members of the court had thought. Eventually, the terror of
his prophecies always being correct and the madness that he
suffered from knowing all things, convinced the king to send

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Nicolas Phaneuf Gohier (Order #31317871)
Oisin (Uh-sheen)
Fiann, Deceased?
Otherworld
Fair of skin and hair, Oisin looked quite different from his
parents. Son of Fionn and Sadhbh, Oisin was born as a fawn
after his mother had been transformed into a deer by a vindic-
tive Druid. Oisin was transformed back by Fionn, who found
him when he was seven. Oisin was always handsome, though
he had a stern face.
Oisin became King of Tir na nOg during his adulthood. His
was the best claim to the throne and he managed to secure it
in a rare relatively peaceful transition of power. During his
kingship, Oisin fathered Oscar Deer Friend. Oisin ruled in
Tir na nOg for three years but then was told that three hun-
dred years had passed back in the mundane world. Oisin in-
sisted on returning regardless. He was given a magical horse
to ride back to the Celtic Kingdoms, but was warned that if
he ever set foot on the ground of the mundane world the lost
years would catch up to him.
The lands of Eire had changed greatly while Oisin was
away. After journeying about and seeing the changes, he
ultimately found that many of the changes came from Saint
Padraig spreading a new faith throughout the lands. Oisin
met with Saint Padraig and learned of this new faith and
asked many questions of him. Oisin was inquisitive of the
faith but ultimately loathed this “new god”, and when Pad-
raig demanded his conversion, Oisin refused.
In return for Padraig’s patience at so many questions, Oisin
told the Saint the legends of the Fianna, which Padraig re-
fused to believe. To prove it, Oisin told Padraig to lay a chal-
lenge upon him. He did so, tasking Oisin to kill a bull. Oisin
went about and did so but in the struggle, though victorious,
he fell from his horse.
Padraig found Oisin resting upon the dead bull, the Fiann’s
body shriveled and old, dying from the strain of age. Oisin
asked to be buried facing the sea and Padraig did this, bury-
ing the man within the hide of the bull that he had slain and
that slain him.

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Nicolas Phaneuf Gohier (Order #31317871)
Oscar Deer-friend
 (Oss-Car)
Fiann, Deceased
Otherworld
Oscar never lived to be an old man. Son of Oisin and Niamh,
grandson of Fionn, Oscar lived in a time when the Fianna
were becoming corrupt and decadent, losing sight of their
ancient ways.
Oscar was born in Tír na nOg and it is said that he had
many otherworldly aspects to him as a result. In adult-
hood he was a handsome man, with plain hair and eyes.
He fought in some of the greatest battles and killed many
kings and great warriors including Sinsar who claimed to
be the King of the World.
Oscar died in a great battle between the High King of
Eire, Cairbre Lifechair, and the Fianna. Many Fianna de-
fected and joined Cairbre’s side, ultimately spelling the
effective end to the Fianna as a warrior fraternity. Oscar
died in the act of killing Cairbre with the steel chains with
which Oscar was bound.
It is from this act that Fionn quit the battlefield to disappear
from history and there the legends and tales of the Fianna
end. With the death of Oscar, the Fianna themselves seemed
to disappear from the stories and myths as though they
stepped back from history itself, until their recent rebirth to
face the Viking invaders.

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Nicolas Phaneuf Gohier (Order #31317871)
Padarn Beisrudd
 (Pad-arn Beys-rith)
“The Red Coat”, Deceased
Otherworld
Hailing from the lands that would become the Kingdom of
Alba, Padarn Beisrudd was born of both the soutern invaders
and the Albannaich on the border of Cymru. Throughout Pa-
darn’s youth he felt an outsider from both the cultures of the
Celts and the invaders, and it fed into a life of acting as a me-
diator between those two worlds. By the time he was an adult,
Padarn was able to use his status as an outsider to create a
better life for himself, securing himself a position as a ranked
member in the invader’s military, as well establishing a Cym-
ry tribe of his own to lead. Though no great legend, Padarn
was of exceeding skill at both statecraft and military matters.
Padarn was the source of the Redcoat that is one of the Thir-
teen Treasures of the Island of Britain. At some point, King
Arthur tried to steal his coat while Padarn rested in a church.
Padarn was amongst those who sided with Arthur. He was
amongst those who helped the spread of that legend.
It is said that Padarn would, after this, go on to join the
church of the White God. From there he became one of their
saints also going on to convert the tyrant Arthur into a good
and just king.
After Padarn’s death and the fall of the empire of the south-
ern invaders, his family leveraged his position and even-
tually founded the kingdom and dynasty of Gwynedd, his
grandson serving as the first of that name. Despite coming
from the lands that would become the Kingdom of Alba, Pa-
darn was a founding Cymry, with his grandson going on to
be the founding patriarch of the kingdom of Gwynedd.

Ragnall (Rag-nall)
King of Northumbria
Jorvik
Ragnall is a king both ready to fight and die for his people,
prepared to do whatever it takes to realize his vision. Many
say that his square jaw is a testament to his rock-steady de-
termination. Ragnall is the kinsman of both Sitric and Gof-
raid. He is the ruler of Northumbria and he is in a precarious

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Nicolas Phaneuf Gohier (Order #31317871)
position. Between his northern border being contested by
Strathclyde and Alba, the growing resentment of the popu-
lation of the White God followers of both Saxon and Viking
origins, as well as the pressure from the Anglish on his south-
ern border, his kingship is challenged.
After the sons of Ivarr retook Ath Cliath and Waterford, Rag-
nall set his eyes on the conquest of Jorvik with Gofraid’s aid.
The first battle in his invasion was against an alliance between
the Saxon King of Northumbria, Ealdred of Bamburgh and
Constantine II of Alba in a costly battle that ended up in Rag-
nall’s favour when he recaptured Jorvik. This resulted in his
progressive conquest of Northumbria.
The second conflict started when the Viking followers of the
White God rejected Ragnall for his paganism and betrayed
him by allying with the Lady of the Mercians, the queen of a
Saxon kingdom. Her early death stopped this rebellion in its
infancy and the traitors were punished according to Viking
customs.
Now at the start of the Celtic Twilight, Jorvik is hit hard by
the poor sanitary conditions and the low stocks of food left
in its granaries after the constant battling. It has become
a hotbed of social, religious and medical instability only
saved, for now, by the intervention of Gofraid with food
stocks from Ath Cliath.

Seanán (Sha-nawn)
Wandering Under-king
Otherworld
The dwarf-like Knockers and their long distant cousins the
Dvergars were amongst the first beings to be born in all the
realms.
Cycles come and go, ebbing like the coming and departing of
the tides. What doesn’t endure, falls, and what doesn’t adapt,
dies. When the Fomorians and Tuatha de Danann claimed
the isle of Eire for themselves, Seanan and his allies the Fir
Bolg created Slaine weapons. When the Tuatha and Fomori-
ans raided each other’s vaults, Seanan allied and offered his
services to both sides, to ensure that he could make a profit
on providing security for the vaults of the overworlders.
Seanan was there when the Dvergar decided to support High
King Sláine mac Dela, though he stayed neutral during the
battles of Mag Tuired. Still, Seanan has long rejected the
premise that he and the rest of the Knockers are somehow

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Nicolas Phaneuf Gohier (Order #31317871)
lower beings, negotiating and bartering to ensure the Dver-
gar and all orders remember the importance of the Knockers
on the Isles.
With the coming of “The War of Shadows” and what for-
eigners call “Ragnarok”, Seanan took the opportunity to
host a great feast. He drank, laughed, and negotiated with
his brethren. The Dvergar and Knockers left this negotia-
tion unified, each king sworn to the other as blood-brothers.
They agreed that they would seek to avoid the grim fate that
the Vikings sought to bring with them and they agreed to
undermine these foreign invaders and their so-called gods
at every opportunity. Thus, Amhlaidh was born. An alliance
to free those Knockers, Dvergars and Fir Bolgs enslaved by
fate, and to ensure the future of their realms.

Sétanta “Cu
Chulainn”
 (Shey-tawn-ta Ku Khu-lann)
Culann’s Hound, Deceased
Buried near Aileach, Eire
Born of Deichtine, the daughter of the King of Ulster, and
named Sétanta, the child who would become Cu Chulainn
was marked for greatness from his very birth. Sétanta came
into the world during a hunt for magical birds. Deichtine
and those that hunted with her retreated to a remote house,
wherein she gave birth at the same time that a mare gave birth
to twins outside. After the birth, the house that had sheltered
them disappeared.
The origins of Sétanta’s birth are contentious. Later in the
child’s rearing, Lugh appeared and told Deichtine and others
that he was the child’s father. Some believe this was a sincere
claim. Others suggest that the child was of mortal birth and
Lugh was only assuming parentage because of Sétanta’s ob-
vious potential or because Lugh was tricked into doing so.
Deichtine, betrothed to a mortal man and amidst rumours
that she had been with another man, did not speak on the
matter, refusing to even tell her own child who his true par-
entage was. She did not even tell Sétanta of Lugh’s claim of
him.
As a child, Sétanta once partook in a game of hurling with
several of the other young boys in his area. He was dominat-
ing the game. The King of Ulster happened by during the
match and invited young Sétanta to dine with him because of

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Nicolas Phaneuf Gohier (Order #31317871)
his success. Later, the king forgot that he had invited the boy
and released his hound to guard the grounds. When the boy
approached, the hound attacked him. Sétanta was forced to
kill the hound by smashing it against a nearby standing stone.
The King of Ulster was saddened at the loss of his hound but
understood the mistake was ultimately his. Young Sétanta of-
fered to raise a replacement dog and guard the king’s home
until the dog was trained. From this, Sétanta was given the
name “Cu Chulainn”, or Culann’s Hound.
Upon becoming an adult, Cu Chulainn made the unusual
choice to live with his face clean shaven, though he kept his
blonde hair long. During his youth he trained extensively at
the Isle of Skye in Alba, becoming incredibly adept at com-
bat.
Much later, he held off much of Queen Medb’s army from
Connachta when they marched against Ulster to steal a
stud bull. Cu Chulainn was forced to stand against the
army alone, and when he met them at a ford in the river,
he challenged them to single combat by champion. Hon-
our-bound to accept, Cu Chulainn was able to face down
champion after champion thus holding up the army for
months.
Between two of the combats, Cu Chulainn met a beauti-
ful young woman claiming to be the daughter of a king and
offered him her love. He refused her, only for her to reveal
herself as Morrigan. While he was engaged in his next single
combat, she turned into various animals and sought to un-
dermine him during the combat. He, in turn, would go on to
forgive her and heal her when she was wounded.
Cu Chulainn continued in his many trials by combat but
was eventually grievously wounded despite his victory.
Many thought that this was the end of Cu Chulainn. Then,
wreathed in light, Lugh came to him and told the dying Cu
Chulainn that he was his true father. Lugh used magic to heal
the warrior’s wounds. When he stood again, Cu Chulainn
went on to cut through hundreds of the Connachta’s forces.
Cu Chulainn would ultimately die through breaking a geas
that he had made against eating dog. When he was offered
meat while being hosted at the home of another, he could not
refuse without causing great offense. When it was revealed
to be dog meat, he was weakened due to breaking his word
before a combat that he was about to fight. During the com-
bat, Cu Chulainn was ultimately cut down, though he tied
himself to a large standing stone so he would die on his feet.

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Nicolas Phaneuf Gohier (Order #31317871)
Sitric Cuaran through the wounds. The banner for House Ivar is a black raven


on a red field.
(Si-trig Ku-rawn) When Sitric was young, he was captivated by the exploits of his
ancestors. Raised by a Godi of Odin, his reverence for the god is
King of Ath Cliath fervent and obsessive. To the shock of friends and family, Sitric
performed a blot to Odin and gave up his right eye for wisdom.
Ath Cliath, Eire Since that day, Sitric’s fortunes have amassed rapidly.
Sitric hails from the legendary clan of Ivar the Boneless. His an- On Sitric’s sixteenth birthday he received an omen from a wan-
cestors are legends. Amongst them, Ivar became notorious for derer which set him off on conquest. He asked two like-minded
the use of the Blood Eagle torture, which involves cutting away cousins to join him on a plundering quest that would know no
of the ribcage from the spine and pulling out the victim’s lungs end. Ragnall and Gofraid agreed without hesitation as all three
had shared a similar dream a fortnight before.
The three of them set out from ancestral Jutland with three ships
each manned by 60 loyal Thanes. They set forth on an expedi-
tion that would surpass all imagination. All opposition melted
away as they re-took Jorvik. They traversed Northumbria gath-
ering more troops under the raven banner. Lastly they sailed to
Eire and captured Ath Cliath, one of the most central trade hubs
in the Celtic World. Splitting the spoils, Ragnall took his seat of
power in Jorvik, Gofraid took Northumbria as his own, and that
left Ath Cliath for the new King Sitric.
His rule in Ath Cliath would face a great challenge with the on-
set of the Celtic Twilight, known to the Norse as “Ragnarok”.
When the stars went, and fog covered the ground, and the sun
faded, the natives of Eire rallied to oust the Norse invaders and
their Jarl, Sitric. King Sitric prevailed, and took many slaves.
Over the course of this Twilight thus far, Jarl Sitric has turned
Ath Cliath into one of the richest and most prosperous towns,
with the slave trade being no small part of this success.
From his success his list of enemies has grown considerably.
Constantine II, the king of Alba tried to stir up trouble in Eire,
but he quickly realized that Sitric’s reach extended much further
than Eire. With his forces heading towards Ath Cliath, Constan-
tine II had to turn around to defend his lands after Ragnall and
Gofraid struck at the undefended Alba. With reluctance, Con-
stantine agreed to a truce between his kingdom and House Ivar.
Constantine II bides his time, looking to possibly ally himself
with Aethelstan, the king to the south. Gofraid’s son Olaf con-
tinues to push his uncles into attacking Constantine II, sensing
Alba’s ambivalence over the alliance.
Aethelstan has been watching King Sitric’s successes with grow-
ing interest. Given Jarl Sitric’s reputation, he knows that both
war and dialogue could prove a challenge. Sitric has also been
watching Aethelstan, as the king who serves the new White God
has been marching north with many victories under his belt.

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Nicolas Phaneuf Gohier (Order #31317871)
Taliesin (Tah-li-eh-sin) forever free to wander and spread his stories. With each court
bound to him, Taliesin can travel from court to court amongst
the greater beings, gaining stories and trading as he does with
Of the Radiant Brow even more freedom and more protection than before.
Otherworld
The greatest poet who has ever lived, Taliesin, came from ob-
scurity. He was first known as a young man in the land of Cymru,
telling tales and spreading stories about Fionn mac Cumhail and
other heroes. Taliesin had seen and, to hear him tell it, been a
part of countless great events. He had known, and been friends
with, many famous figures and by proxy and by the quality of his
tales, Taliesin himself became a legend. At the time many dis-
missed Taliesin as a charlatan but that was hundreds of years ago
and yet still he continues to wander telling his stories.
In his travels, Taliesin’s own legend continued to grow and move
beyond him. Instead of just being the teller of stories it was not
long before he was the subject of tales and, as often as not, they
were attributed to him. Many a bard can make their life more se-
cure through the learning of the tales of Taliesin.
Taliesin’s poems are so potent they could turn an army from its
path. He can twist words that would make even the foulest of fey
weep. There is apparently none who can compare with his skill
at weaving words.
This infamy soon caught up with Taliesin as beings from the
Otherworld approached him about serving in their courts. The
Tuatha, the Seelie and Unseelie, and countless smaller courts
approached him promising riches and many advantages to serv-
ing in their particular courts.
Ultimately, Taliesin knew that serving only a single court would
be trading away the freedom that he so valued. So he hatched a
plan. Rather than serving any one of them, he agreed to all of
them. Taliesin approached the many would-be patrons to his art,
those from Cymru, from Alba, from Eire, from Mann, and places
further afield. The deal he struck with each was that he would
be their poet and bard but only if in doing so he did not have to
break any other oath. He did this only after making a promise to
all the Celts that he would bring them stories and tales from far
afield. To every Otherworldly court Taliesin said he would serve
forever. By vowing thus, he was—involuntarily, on the part of the
courts—ensured immortality and made a higher power.
It is rumoured that Taliesin had to secure the aid of Dagda to
stop the sun in order to have the time to make this deal amongst
all the courts so that no court would find out his trick before all
agreed. What favour Taliesin owes Dagda is unknown.
Having accomplished this clever piece of dealing, Taliesin is

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Nicolas Phaneuf Gohier (Order #31317871)
Y Mab Darogan
 (Ee Mab Dar-og-An)
The Prophesized King of the
Tylwyth Teg and Ruler of Annwn
The woods of Cymru
Y Mab Darogan is not a name, but the title prophesied for the fu-
ture king of the Britons; a prophecy that may predict the return
of Arthur, or may represent another figure entirely. Someone
has claimed the title of Y Mab Darogan, and whoever this fig-
ure is, he claims to be the king referenced in prophecy who will
be king over the fey people Tylwyth Teg, and ruler of the other-
worldly realm of Annwn, and King of the Britons.
The claimant’s eyes are such a light color of blue that observers
often think he must be blind, but staring into them shows his
alertness and denotes wisdom beyond his youthful appearance.
His hair is snow-white and the tattoos that mark his body as so
black they are nearly the color of pitch. He claims the markings
came from: “the day that he lost everything”. Even when ques-
tioned, he refuses to explain further.
A figure wreathed in noble clothing and rumours of promised
greatness, Y Mab Darogan is prophesied by ancient Cymry
sources to be the one to unify all of the Celts against the invading
forces. Though the man currently claiming this title and position
is not accepted by all, Y Mab Darogan is already gaining forces
amongst the Cymru who bowed before the Saxon king. Though
he must have a name from before taking the prophesized title,
none have survived to know him from his past.
Y Mab Darogan is a man of few words, but when he speaks he
tells of the losses that he has faced since the coming of all the in-
vading forces to the lands. He tells of his friends, of brothers and
sisters at arms, of the lands that the Kings of Wessex and Jorvik
and elsewhere have stolen from them. He tells of the losses to the
cold and famine. Most of all, he tells of his willingness to fight.
Not to run to Tír na nOg as the Druids of Eire would have it, but
to unify all the Celtic peoples and to oust the invaders from their
lands. To make the Poetic Isles belong to the Celtic people, once
and for all.
In battle he is both a wise strategist and a powerful fighter. He
wields an ancient spear and a sword, claiming that they are both
ancient tools of the Fianna. It is unclear to outsiders whether he
is indeed the being of legend or whether he is simply taking ad-
vantage of the belief.

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Nicolas Phaneuf Gohier (Order #31317871)
55

Nicolas Phaneuf Gohier (Order #31317871)


Followers of
the White God

S
aint Padraig and other missionaries from the church of the White God came to the Celtic lands centu-
ries ago. Like so many before them, they brought fire and fury. The church of the White God saw Eire
in the spiritual hands of pagans and decided that it should be a jewelstone in His crown. The land still
shows scars of the places where the pagans and monotheists fought over the spiritual future of the is-
land. Pools that were once filled with offerings to send to the Otherworld have been filled in or drained.
The magical mooring stones that guided the Druids were smashed and churches were built from their
ruins. It was bloody, but the bulk of that conflict was hundreds of years ago.

The Criostai a follower of the church have met a pagan on the road, they
might have mocked each other, but violence was unlikely.
The followers of the White God are known as the “Criostai”. Most people lived in peace, at least from religious violence.
The monks and missionaries of the White God started to
come to Eriu about 400 years ago. The initial contact was The vast majority of the Celtic World transitioned to the
violent, and the Criostai were usually martyred. With time, religion of the White God and its way of life. Munster
they were tolerated and eventually settled in permanent set- in Eire, and most of Alba, seem to be exclusively under
tlements known as monasteries. From there they would pros- that religion. Though there are remnants of Brehon law
elytize the beliefs of the surrounding population. With every and other Celtic traditions even in those places, it is the
passing generation, the numbers of the Criostai grew until church of the White God that holds primary sway over the
they became part of the fabric of the island. lives of the Celts.
As the pagans and druids saw their influence wane, violence
broke out once more, but this time the Criostai had crusad- This is specifically true of the Celtic rulers, even if their
ers that were ready to meet force with even deadlier force. subjects still hold to old ways privately. Conversion to the
Eventually the cycles of violence abated and both pagans and church of the White God was appealing to chieftains and
the Criostai found peaceful coexistence. local kings several generations ago for its political benefits,
regardless of spiritual beliefs. The church supports and

Tenuous Peace
rewards its followers with money, alliances with other
followers, and access to the records and knowledge they have
accumulated. Rulers who pledge to the White God simply
The state of religious interaction hundreds of years later, just have more control over their subjects than those still following
before the dread Celtic Twilight, was very different. Should the ancient ways. The chieftains—and their people—believed

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Nicolas Phaneuf Gohier (Order #31317871)
that they were trading some of their freedoms for the security the monastery itself is usually a stone building of
that the Followers of the White God promised, especially solid foundation. Farms and small towns sprung Introduction
after death. up to support the monastery. In time, they became
small fiefdoms in their own right, known as Figures of
The Celtic Twilight complicates matters. Families “culdees”; independent communities living by the Isles
transitioned to the church several generations ago and now monastic laws but not a part of the clergy per say.
its benefits may not seem as obvious, especially when the This expanded the monastery’s base for defences as The Rules
world seems to be ending. With the eerie darkness above and the surrounding community was capable of taking
the mist that covers the ground, many White God converts up arms against raiders. The citizens of the culdees Archetypes
are turning back to the old ways. serve at best as a religious militia, and at worse, as
warm bodies to hold spears and be pointed at angry Denizens

Differences in
raiders. In either instance, the monastery has more
fortifications, more supplies, and more able bodies. Talents &

Churches The Celtic society under the White God is based


Powers

around monasteries. Important matters such as Adventure


At this time there is a significant difference between the
Followers of the White God of the Isles and Followers alliances, weddings, military actions, the ratification
elsewhere. Notably, the authority of Pope John XII is not as of laws, and taxes must be passed and written by the
ready of a concern in the Poetic Isles. Instead, local traditions heads of monasteries, the abbots. They run along
often dictate the way the church’s practices are interpreted. the lines of de facto power rather than de jure, with
Some minor practices are found regionally or within a single monasteries having control or influence that may not respect
church or monastery but often these are more or less faith- the control of lands recognized by the kings and queens. A
based habits rather than fundamental differences in belief. monastery, for example, could have lands that spread across
Often these are hold-overs of local pagan traditions, which multiple small kingdoms and be bound by both and neither
the church usually considers harmless. The church beyond sets of laws as it sees fit.
the Isles may feel differently.
Each monastery is a community unto itself. The many
There are other ways in which clerical observation is more monasteries of the Isles are each governed by their own body
extreme in the Isles than beyond it. The most obvious, for of rules. The community is run by the same person who runs
instance, is the difference in the tonsure. Monks on the Isles the church, often with de facto lines of power leading to a
go to a relative extreme with most of their head shaved, leaving leader who is both spiritual and political. Though they are
only a “monastic crown” of hair; a thin ring around the edges always based upon the teachings of the White God, it is not
of their hairline. This is in comparison to the relatively lax uncommon for each to adapt themselves to a specific way of
tonsures maintained in more distant lands where the rule of life or another.
the church of the White God is absolute and where the lower
levels of priesthood keep a tonsure that is either barely larger As the heads of monasteries, abbots have considerable
than the communicants host or in some instances being only political sway. The monasteries keep ancient family trees,
a few locks of hair. genealogical tomes regarded by the less powerful chieftains
as proving their right to rule by virtue of their bloodlines

The Monastic System


and ancestral claims. As such, the monasteries are given the
power to crown kings and chieftains.

Throughout the Six Kingdoms, there are many monasteries.


They were both well defended and well-appointed before the Religious Life
Twilight and now increasingly resemble small fortresses.
Most are built in relatively isolated locations in order to In the courts, a monk is attached to the service of a king or
spread the church’s influence as far as possible. Others are chieftain. The ruler has to pay, feed, and house them, and
built atop sites of great import to the Druids. Surrounding as most clergymen have families, the rulers are obliged to

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Nicolas Phaneuf Gohier (Order #31317871)
Nicolas Phaneuf Gohier (Order #31317871)
shelter them as well. The cumulation of roles is common in
noble members of the clergy; the role of clan chief, abbot and
Saints Introduction
warrior, is sometimes occupied by the same person.
Sainthood is given to those amongst the Isles at a Figures of
higher rate than any other area within the church’s
Another noticeable difference between Eire and the rest of the Isles
influence. Nearly every individual who goes on to
the lands under the sway of the White God is the fact that
found a mission or monastery is granted sainthood The Rules
clergymen can possess concubines since this does not count
and those in the Isles often declare their local saints
as a marriage and thus does not break vows to the White
before they have been recognized formally. Much Archetypes
God. This tradition is always seen under a negative light by
of this comes from having to fight so vociferously
the religious elite that has been mainly formed and taught
against the Druids and their ilk in order to convert Denizens
under a less Celtic tradition. This practice is also a way to
the locals.
maintain ears and eyes inside the culdees, thus allowing the
more cunning members of the ruling class to keep track of Talents &
the Followers of the White God priesthood. It is the saints that spread their holy word throughout Powers
the Isles, ranging from the mountains and valleys
of Cymru to the farthest-flung islands. The “Age Adventure
Within a monastery, followers of the faith each have a small
of Saints” has passed but there are still many who
private room called a cell and they are expected to live
follow the White God who would pursue martyrdom
without much comfort. Individuals within a monastery do
through missionary work.
not hold property per se, and each person is expected to
live an ascetic lifestyle. As one moves up the ranks of the
monastery however, the lines between what belongs to the With the coming of the Twilight there is renewed interest in
community and what belongs to the individual become this missionary work. New missionaries have taken up the
increasingly blurred. As is so often the way, those at the top cause to spread the word of their god, some in a belief that
of the local heap often realize more joys in the forms of larger the Celtic Twilight is a punishment for the number of pagans
accommodations, greater comfort, better food, and more. that continue to exist. The old method of a single missionary
Before the Celtic Twilight the monks of the monastery lived with twelve supporters to travel with them has experienced a
predictable, well organized, and specific lives. It is from this resurgence, although many have already died in the effort by
very pattern and training that they have been able to survive either succumbing to the cold and exhaustion, getting lost in
the cold and do as well as they have. Each is used to doing the mists or becoming food for wild beasts that hunt between
without, used to going without warmth or luxury. Those the monasteries.
at the top are more than willing to use them as soldiers to
survive the depths of winter.
The War for
Though once the church’s greatest wealth in the Isles may Tir na nOg
have been in gold and other treasures, in this time many have
come to tell of a wealth that is greater still: books. Countless While the Druids plot to move Eire closer to the otherworldly
scribes and underlings work in monasteries transcribing realm of Tir na nOg, the church of the White God believes
countless pages of books to capture knowledge and history. they can keep the island safe in what they call the “warming
It can be far easier to learn about locations of far off or hidden glow of the church”. Faith, they believe, can protect the true
secrets from a conveniently available artifact than from trying believers from the darkness.
to extract it from a recalcitrant monk. The ability to read
unlocks this value, if only that weren’t nearly as rare as the
books themselves.

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Nicolas Phaneuf Gohier (Order #31317871)
Aethelflaed of
Wessex (Ae-thel-flaad)
Famosissima Regina Saxonum,
“The Great Lady of the Saxons”
Mercia, Angeland in Britain
Aethelflaed may be a queen but with her mousy brown hair,
pale skin, and plain-looking, dull-coloured clothes, she does
not look the part. To look upon her it would not be surprising
to see her working the fields or tending to animals amongst
her people. Despite appearances, she has a cunning eye and
is adept in the political halls of power. Under her humble
clothes, she conceals a knife that can be planted in the back
of her enemies should the need arise. All this is in spite of her
relatively advanced age, having fostered Aethelstan and been
an important figure throughout the isles.
Renowned by the Cymry and those of Ulster as a powerful
Saxon queen, many would prefer to deal with her than her
kinsmen. She has been more diplomatic in her dealings
with other Kings, especially when compared to Aethel-
stan. Aethelflaed leads powerful forces of separatism for
the region of Mercia.
Aethelflaed’s court has long been a safe harbour for those
on the run from other powerful forces and she accepts many
outsiders with different pasts. In these dark days, Aethelfaed
believes it is to her great advantage to have a large and di-
verse number of allies.
Aethelflaed has been a powerful leader of her forces and has
long been able to retain the stability of her realm in the face of
the Viking incursions. Despite being a Follower of the White
God, she is relatively accepting of other faiths and peoples.
This has led to both the stability of her region and acceptance
amongst some of the normally more divisive Celts. The king-
dom of Ulster, in particular, is friendly to her and regularly
lauds her greatness.
Her political maneuverings are coming near to a point where
she may take up arms against King Aethelstan, in spite of
their history. Tensions between her and Aethelstan have
been rising as he has sought further lands to control, while
she supports the continued existence of many smaller King-
doms across the Isles. Many of the Cymry kings and lords
would happily pledge their lives to her in exchange for a less
strict overlordship.

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Nicolas Phaneuf Gohier (Order #31317871)
Aethelstan (Ethel-stan)
King of Wessex
Winchester, Wessex, Angleland in Britain
King Aethelstan rules from his seat of power in Winchester,
Wessex. He is the head of the “White God army” that has
invaded the Isles. With his Crusaders of the church of the
White God, Aethelstan conquered Mercia and East Anglia.
Aethelstan’s beginnings were humble. Before he was born,
his grandfather faced the invading Norse armies of Ivar the
Boneless and lost. Aethelstan’s family was driven from the
Isles, and sought refuge in the south with the Frankish king
Charles the Simple.
Devout and ambitious, Aethelstan gained favour with Em-
peror Otto, and was entrusted to lead a holy conquest of the
Poetic Isles. With messengers proclaiming the return of the
royal bloodline, Aethelstan found a sympathetic army already
waiting for him on the shores of Wessex. Upon hearing of
his coming, they ousted their Viking King in a peasant’s re-
bellion. Without a single battle Aethelstan claimed Wessex,
then moved his army to conquer Mercia and East Anglia and
applied his great tactical mind to easily take those lands and
secure Otto the Great’s foothold.
Now King Aethelstan sets his sights on the conquest of
Northumbria, Alba, and Eire. Religion is Aethelstan’s
greatest strength, and his greatest weakness. His devotion
prevents him from setting up what would be key alliances
amongst pagan Celts and Norse. The denizens of Isles are
still mostly devoted to the White God regardless. Aethelstan
may have enemies on all sides, but his potential to rally the
support of the faithful, and his guile, makes him a powerful
force in the Isles.

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Nicolas Phaneuf Gohier (Order #31317871)
Alan Varvek (Al-an Varr-Vek)
“Wrybeard”, Al Louar, “The Fox”
Exiled nobleman from Breizh
Winchester, Wessex, Angleland in Britain
Alan Varvek is the grandson of the last king of Breizh, and
heir to the throne. As such, he also inherited the unkempt
appearance of that line. His head is a blonde mess of hair,
and though he is a young man, his face is covered by a scrag-
gly mess of a beard. He wears chainmail over his riding at-
tire, an iron circlet, and usually carries both a shortsword
and a bow.
Alan was exiled alongside his father, the Count of Poher, af-
ter the ruination of Breizh. The capital, Nantes, lies in ruins
and, despite their best attempts, and with the support of the
King of Francia, they failed to retake their homeland from
the Viking invaders.
The key members of the Breizhiz nobility exiled themselves
for their own safety to Britain, under King Aethelstan’s pro-
tection. The price of this protection was that the king became
the godfather of young Alan, a trust built up by undergoing
holy baptism in the church of the White God.
Years later, and under the guidance of King Aethelstan, the
king’s half-brother Edmund the Just, and his father Mathue-
doï’s training, Alan became a competent warrior and showed
a cunning mindset that gave him his first nickname, “The
Fox”, for his favouring of traps and ambushes to wipe out his
enemies on the battlefield rather than using orthodox tactics.
Alan, since the earliest time in his life, has been given one
objective by his people: free Breizh and restore the rightful
rule of his homeland.

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Nicolas Phaneuf Gohier (Order #31317871)
Bede (Beed)
The Venerable, Deceased
Otherworld
Though dead, Bede the Venerable remains a highly-regard-
ed and influential figure in the Celtic World. Bede was born
into a noble family in the vicinity of the twin monasteries of
The Abbey Church of Sanctus Petrus and Saint Paul Monk-
wearmouth–Jarrow, and accordingly he studied in the order
at Jarrow, the centre of learning in all of the northern part of
Britain.
Bede distinguished himself as one of the greatest clerical
scholars of the Great Isles. He was known for his expertise
in the domain of computus and pushed for the Anno Domini
dating-system and spent a lot of his time perfecting the dates
on the calendar. Through a long career of learning, Bede the
Venerable plied his hand to almost every domain of science
and theology available at the time. His greatest and most
influential work was the Historia Ecclesiastica Gentis An-
glorum, a series of five tomes chronicling the history of the
Great Isles starting with Caesar’s invasion and ending in his
present. Though Bede was decidedly a follower of the White
God, these volumes have become a beacon of unity amongst
Anglo-Saxon tribes in these dark times, pagan and monothe-
ist alike.
A carved statue marks where Bede the Venerable is buried,
showing his appearance at death: the long hair and beard he
had, and the long robes he so often wore. The carving is in
more the Outer-Midgard style, depicting him in a Roman tu-
nic with a quill in his hand.

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Nicolas Phaneuf Gohier (Order #31317871)
Saint Brendan(Bren-dan)
The Sailor, Deceased
Eire
In his life, Saint Brendan was a scholar, a writer, and an adven-
turous sailor. Brendan travelled all the known seas of the Celtic
World and more. His adventures included travelling and preach-
ing all around the Isles and founding many communities, mon-
asteries, and churches. Then came his greatest quest.
For what would be his most famous voyage, Brendan and
his followers first built a large hide boat around a wicker
and light wood frame. The group of fourteen monks pre-
pared for a voyage of forty days, when at the final moment,
two additional volunteers joined the voyage. They set sail
and experienced the grace of the White God during the first
fifteen days of sailing, making good time with fair weather.
After this, they suffered another fifteen days of powerful
ocean currents and fitful winds. Yet, Brendan maintained his
faith, and they arrived at a far and distant land.
The land they found was bright and happy, where beautiful
fruits and flowers were in abundance. They saw talking birds
of myriad colours. They lived amongst these lands for seven
years, sailing, mapping, and travelling around them. For all
that time there was never a winter, for here cold never threat-
ened the shores. The Druids say that Brendan and his monks
found their way into the Otherworld. The clergy of the church
of the White God insists they somehow found the “Garden of
Eden”.
Even after seven years the monks had no intention of return-
ing back to Eire but one day they came to a mighty river and
on its banks sat a supernatural being. The being admonished
the monks about travelling further. In all accounts, even
Brendan himself refused to name or label this mysterious
figure or speak further on the matter, as though giving it a
name or title would somehow invoke it again. As a result of
that warning, the monks immediately set sail back to Eire.
There, Brendan made his monastery on the western coast of
Eire near a mountain that now bears his name.

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Nicolas Phaneuf Gohier (Order #31317871)
Saint Brigid of
Kildare (Brij-ed)
Abbess, Deceased
At rest in Kildare, Eire
Born of princely ancestors, Brigid was supposed to marry
and further the interests of her clan but refused and took
the veil. She and seven other nuns dedicated themselves to
raising a convent. They chose the location of a great oak tree
to begin the construction, thus it was named Kildare, “the
church of the oak”. Later it became a holy town and a mon-
astery was erected.
Brigid was known never to sleep but to toil day and night in
the name of the White God. She spent her nights in prayer,
writing, and illuminating her gospels. Through her tireless
efforts Brigid became the head of all the convents of Eire.
She pioneered the duality of Abbess-Bishop; the Abbess
leading both the convent, the monastery, and holding great
influence in what would grow to become the cathedral city
of Kildare.
Under her leadership, students from all over the Isles and
the mainland came to Kildare to further their talent to such
a degree that some would claim that her illuminations were
the work of angels, not mortals. Over the years she added
to her holy complex, expanding it to include an art school, a
metalworking school, and taught illumination to those of tal-
ent and dedication. Kildare became a beacon of knowledge,
art, and perhaps most importantly for Eire, it brought much
prestige to the Isles amongst the Criostai from near and far-
off lands.
Saint Brigid of Kildare stands as one of the most revered and
beloved Saints of Eire and is surpassed only by Saint Colum-
ba and Saint Padraig.

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Nicolas Phaneuf Gohier (Order #31317871)
Saint Brigid the
Younger and Saint
Andrew the Scott
of Fiesole (Brij-ed, Anne-drew)
Missionaries, Deceased, Brigid alive?
Inis Cealtra, Eire
Brigid and Andrew were brother and sister, united by
blood and faith. They were both trained by Saint Donatus
at Inis Cealtra and joined him when they reached adult-
hood in his church in Fiesole, Tuscany. Andrew became
Donatus’ archdeacon after a heavenly voice declared
Donatus Abbot. Donatus sent Brigid to Piacenza, where
Saint Columba created the abbey of Bobbio, to lead as an
abbess and advisor.
Brigid left her office to seek enlightenment in isola-
tion in the Apennines mountains, living as a hermit
and medicine woman. There, she was sought for her
medical expertise. Local folklore says her “angel”
gave her the capacity to heal the diseases of those of
true faith. Brigid refused to answer or ask anything of
this supernatural helper, saying coldly that the White
God’s gifts should not be questioned.
Andrew kept his position his entire life, leading the monks
when his aging mentor needed his help. Andrew became
famous when he healed the daughter of a nobleman and
refused payment, stating: “The White God’s giveth and
taketh away, do not sully his gift with gold”.
Andrew is known for his many miracles, such as the banish-
ment of demons, the healing of the innocents, and restoring
the sight of a blind man.
Andrew visited his sister from time to time to pray and help
when he could. Much to the surprise of his local clergy, he
would return in an impossibly fast travel time. The austere
archdeacon refused to elaborate on his method of travel. An-
drew’s life’s mission was the restoration of the church of San
Martino di Mensola and the construction of a new monastery
there.
Eventually Brigit left her seclusion and journeyed to Eire, and
spent her days wandering the moors and spreading her wis-
dom from abbey to abbey, healing those in need on her path.
Brigit appeared back in Italy to visit her brother on his

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Nicolas Phaneuf Gohier (Order #31317871)
deathbed. Some monks swear she saw her carried there by
an angel, flying her through the air at great speed. Brigit Introduction
left the moment Andrew drew his last breath, with tears run-
ning down her face and was never seen again. Some say she Figures of
has gone back to Eire. Others say that the angel took her to the Isles
heaven.
No one truly knows where she is now. The Rules

Archetypes

Denizens

Talents &
Powers

Adventure

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Nicolas Phaneuf Gohier (Order #31317871)
Cele Dabhaill mac
Scannal
 (Keh-leh Duvall mac Scan-nal)
The Cleric, Abbot of Banagher
Banagher, near Ath Cliath, in the
Viking-occupied territories of Eire
Cele was the Abbot of Banagher, a bishop, a scribe, a doc-
tor, and a servant of the people, travelling and helping cure
the diseases of the body and the mind. He is, in many ways,
what is expected of the Followers of the White God in Eire.
He has the tonsure cut and he dresses plainly.
He is a staunch enemy of the Creideamh Sí, the fey faith of
Eire. Cele has operated as a travelling exorcist, “purifica-
tor” and defender of the White God faith. He believes the
fey are nothing but devils in disguise trying to manipulate
the good people of Eire to steal their souls from the one
true god.
Cele has always been the first to pray each morning at
sunrise, seeing this act as his duty as an abbot. One day
after prayer he was assaulted by terrifying visions of gi-
gantic wolves eating the sun and moon, and of a winter
that would never end. The vision ended with the face of
the Morrigan screaming, and the rivers of his beloved is-
land turning crimson with the blood of his countrymen.
Terror filled his mind, he couldn’t believe what he saw but
refusing a warning from heaven is a sin in itself, so he de-
cided to go beg for help from his superiors. He went on a
pilgrimage to Outer-Midgard to bask in Pope John XII’s
divine wisdom in an effort to save Eire.

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Nicolas Phaneuf Gohier (Order #31317871)
Cellachán mac
Buadacháin
 (Kellah-khawn mac Bu-da-khawn)
King of Munster
Munster, Eire
The King of Munster is a man of opportunity, allying himself
with the Norse or Gaels to raid, expand his lands or simply to
take hostages for their ransoms. Cellachán’s reputation dic-
tates that he is always prepared to do battle, which includes
a ready willingness to betray whomever he has to in order to
achieve his end goals.
Cellachán mac Buadacháin’s hair and beard are very long with
braids woven through both; his hair is dark red that silvers
to white at his temples. His eyes are green. On his person
he wears a torc of Celtic Rule, an armband from his former
Norse allies, heavy furs over armour, and typically carries one
each of a Nordic and a Celtic style sword, one in front of him
and one over his shoulder.
The Celtic Twilight has changed his plans to exploit the two
sides for his benefit. The white death of endless winter has
stopped everything and everyone as if time itself had frozen.
Cellachán now feels like a prisoner inside his own home,
while outside his home, his people starve. Before he never
had to think long on how to feed his people; in the past, he
could always raid.
Cellachán decided the answer was to trap his previous allies,
the Norse of Waterford, under the pretext of a diplomatic
visit to negotiate a permanent alliance between him and Jarl
Sitric. This was all a ruse, of course, and when everyone was
asleep Cellachán and his men killed Waterford’s guards and
opened the front door for his army to pillage the town. Cel-
lachán knew this great raid would not save them from this
damned winter, but at least his people would not starve for
a few weeks.
When Cellachán returned to his seat, the Rock of Cashel, a
letter arrived from the King of Aileach asking Cellachán to
join his cause. The possibility of ending the current troubles
and going back to raiding and war made him give the only
answer possible—he would join up with the king to create a
great Celtic host. The King of Munster ordered that his inner
circle and elite warriors would join him to travel to Aileach.

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Nicolas Phaneuf Gohier (Order #31317871)
Saint Columba (Co-lum-ba)
Founder and Builder, Deceased
Iona, Alba
Saint Columba was born as a Gael in Eire when the church
of the White God was new there. He lived his early years in
Ui Neill, where he was amongst the rulers and other elite of
the clans. His family was transitioning, with pagan rites and
those of the White God coexisting. It was not peaceful how-
ever, with Druids being thrown from courts with increasing
regularity.
While still a child, members of Columba’s family were part
of a great battle. Being too young to fight, he prayed to the
White God publicly. When his family triumphed, in grati-
tude to his god, Columba vowed to become a missionary and
spread the word of the White God and so set sail from Eire
and journeyed to Alba.
Columba built his monastery at Iona, amongst the isles of the
Hebrides, land he was able to secure through the local clans.
This was a time before the unification of Alba and it was still
divided between Picts, Celts, and many other lesser tribes.
Countless days and winters followed during which Columba
and his monks huddled around a single fire within their mon-
astery doing what they could to ensure that their few pieces
of wood would last until morning.
From there, Columba led the conversion of Alba. When trav-
elling to Inverness, Columba found his way barred by a large
bolted door as the locals refused admittance to any mission-
aries. Columba merely made the sign of the cross at the door
which caused its bolts to fly back and the door to open before
his faith. The Albannaich king was so cowed by the act that
he agreed to be baptized by Columba that very day. Columba
continued to display similar miracles while spreading the faith
throughout Alba.
Columba prophesied his own death. When his hour came near,
Columba looked over his monastery and his life’s work and gave
himself the reward of a moment of joy at all he had accomplished.
Then he walked to the midnight service at his church before
sinking before the altar where he gave his final breath to his god
surrounded by his dearest disciples.

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Nicolas Phaneuf Gohier (Order #31317871)
Constantine II
(Con-stan-teen)
King of Alba
Scone, Alba
The King of Alba stands between the worlds of the Celts and
that of the White God. A devout believer of this new religion,
he remains aware of the challenges that it faces, and of the
tensions between this new religion and old ways of life. He
attempts to hold together a kingdom through force of will
and cajoling, having spent much of his younger days trying
to bind the disparate lands of Alba together with negotiated
agreements. This included adopting many of the practices of
Eire, along with those of the Criostai to create a more hybrid
system. This ranged from the owning of property all the way
to the crowning of a leader.
With the coming of the Vikings and the rise of Aethelstan,
Constantine’s kingdom has already begun to fracture. There
are some at the periphery of his lands that have cleaved
themselves off to form independent kingdoms. Constantine
maintains an uneasy peace with Aethelstan and Aethelflaed,
he is allied to them through religious ties, but is concerned
about their rising power. Constantine has refused to make
appearances at Aethelstan’s court on numerous occasions,
and there are rumours that Aethelstan prepares to march
against him.
For now, he does what he can to fortify his lands and unify
his people. Despite his best efforts many of his nobility have
already begun to turn on outsiders, viewing all foreigners
with suspicion. Enemies appear to be preparing to destroy
the nascent Kingdom of Alba, and Contantine is all they have
to hold this new land together.

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Nicolas Phaneuf Gohier (Order #31317871)
Saint Cuthbert of
Blessed Memory
(Cuth-Bert)
Monk, Deceased
Northumbria
From his earliest boyhood Cuthbert professed his desire
to enter the religious life but destiny would make him wait.
When war broke out between Northumbria and Mercia he
left his life as a shepherd to be a soldier. When the war was
over it did not take long for Cuthbert to be clothed and pro-
fessed as a monk. Cuthbert stated that his vision of an angel
carrying Saint Aidan to heaven lit an inextinguishable fire
within his heart. He first entered the Monastery of Melrose
under the tutelage of Prior Boisil. The prior saw great po-
tential in Cuthbert and the White God blessed Boisil with
a vision of Cuthbert’s future. After Prior Boisil departed to
heaven, Cuthbert was elevated to his position.
Cuthbert was unable to contain his emotions when perform-
ing mass often feeling driven to tears, which profoundly
touched his fellow monks. While he spent time instructing
his brothers at the monastery, he spent more time amongst
the common folk bringing them the Good Word. Early in
his proselytizing a plague struck Northumbria and many
peasants turned to pagan gods and occult rituals in order
to cleanse themselves. It was only through Cuthbert’s pres-
ence, prayer, and grace that the plague was banished from
the land.
At this point he spent more and more time away from the
monastery, sometimes a month at a time, travelling to far
flung villages in order to spread the White God’s teachings.
Many of these remote mountain villages were hostile to his
kind but Cuthbert had blessed speech and his words con-
verted many. His simple presence roused those around him
to confess their sins unprompted and to give up their sinful
lifestyles.
Word of his works and virtue reached the ears of Abbot Eata
who transferred Prior Cuthbert to his own monastery at
Lindisfarne. Bishop Aidan also resided at Lindisfarne mon-
astery with his clergy because Pope Gregory saw the wisdom
of clergy living alongside the monks in communal work and
ownership. The bishop was amazed by Cuthbert and sent
word to Pope Gregory of Cuthbert’s exceptional piety, devo-
tion, and wisdom.

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Nicolas Phaneuf Gohier (Order #31317871)
Just as the bishops and pope were planning a larger role for dug up in order to be entombed in a shrine above
Cuthbert within the church, Cuthbert received a message ground. Upon opening the casket, the monks were Introduction
from the White God and went into solitary contemplation and astonished to find Cuthbert fully preserved. Even
silence—astounding everyone. In self-imposed exile, Cuthbert his garments showed no sign of decay. The garments Figures of
chose to move to a remote island that was uninhabited and un- were sent to Cuthbert’s successor for validation of the Isles
suitable for farming. It is said that the island was haunted by the miracle and he was entombed with new vest-
evil spirits and that Cuthbert chased them away. There he built ments. The Rules
a home and erected a tall circular stone wall so he could see Cuthbert’s path to beatification continued with his
only the heavens. In this small plot of rocked, infertile land he next miracle. Brother Baduthegn of Lindisfarne Archetypes
planted wheat, which failed within a season. Beseeching the- was struck with an affliction that paralyzed half of
White God, he received guidance that he should plant barley Denizens
his body. He suffered many months until he was in-
and within a season he had a bountiful crop. spired to prostrate himself before Cuthbert’s tomb
Talents &
Around that time a great Synod was held by Archbishop and pray for the White God’s will. After praying for
Theodore and King Egfrid. Cuthbert was elected bishop many hours he fell asleep. After waking, all his ail- Powers
of Lindisfarne by unanimous vote. They went to the island ments had disappeared. Cuthbert’s sarcophagus was
Adventure
to share the news but Cuthbert refused to leave his cloister. investigated once more only to find that his hair con-
They returned with throngs of clergy, monks, believers, and tinued to grow, so his fellow monks gave him regular
common folk begging him to reconsider. This fulfilled a haircuts.
prophecy by now-Saint Boisil, who had foretold this event. After Cuthbert’s canonization the miracles continued,
It is at this post that Bishop Cuthbert exerted his greatest some through his holy relics: his undecayed vestments
influence, softening the hearts of kings and guiding their and miraculous locks of his hair. There was a pious man who suf-
rule to be more compassionate towards their lowly subjects. fered from an eye tumor, so large and serious that the man could
He established the Palatine of Durham; a region overseen no longer function. After Saint Cuthbert’s lock of hair was ap-
by the bishop, a domain where secular kings had no say. He plied to the tumor it shrank and dissipated after a few short days.
led his monastery by example rather than decree, humbling When the Vikings attacked the Lindisfarne monastery,
other bishops into similar humility. King Egfrid had evil in Brother Eardulf and a few fellow monks escaped with Saint
his heart and invaded the people of Eire, devastating their Cuthbert’s sarcophagus. They wandered the land for seven
lands and causing untold suffering. Bishop Cuthbert visited years performing more miracles as they travelled. Eventual-
the king, imploring him to stop his madness or he would face ly his body would be laid to rest in a new mausoleum near
ruin. The king ignored Bishop Cuthbert and invaded the Durham.
north, and as prophesied by the bishop, the king was killed
by the Pictish tribes. The coming of the Celtic Twilight and the Viking invasion
has forced the monks to move his body once more, this time
Cuthbert returned once more to the island of his hermitage to a new and undisclosed location. Many seek the saint’s re-
after receiving a vision of his imminent death. A fellow her- mains during these dark years of strife and suffering. Rumours
mit monk named Derwent, upon hearing the news, went to abound that those who touch the precious relics are healed and
see his dear friend Cuthbert. Cuthbert shared his vision from blessed, but only if they renounce sin and iniquity. Kings and
the White God and Derwent wept in sorrow, no longer wish- warlords seek Saint Cuthbert’s body, believing that they can
ing to live if his friend was to depart this world. They prayed harness the power for war and conquest. In an age of living
together, and after Derwent left, knowing that they would saints, Saint Cuthbert was the White God’s stamp upon the
never see each other again in this life. Soon after the vision world.
came true and Cuthbert left his body behind and joined the
White God in paradise. That same moment, hundreds of
miles away, by “divine will”, his good friend Derwent drew
his last breath and joined Cuthbert in heaven.
Cuthbert’s influence upon the world did not cease with his
passing, in fact it grew more pronounced and miraculous.
After 11 years, on the anniversary of his passing, he was

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Nicolas Phaneuf Gohier (Order #31317871)
Cyfeiliog (Ku-fei-lok)
Bishop of Archenfield
Eire, varied, but largely from Iona
and other Monasteries
Cyfeiliog is a powerfully built man with blonde hair who
wields a sword in one hand and the standard of the White God
in his other. The trappings of his bishopric are at odds with
his otherwise warrior-like nature. He has a long beard and a
tonsure haircut. His eyes shine with the burning light of his
god that further gives him a larger-than-life aspect.
One of the few survivors of the sack of Nantes, Cyfeiliog was
captured by the Vikings and ransomed by Edward the Elder.
With little to return to, he travelled to Eriu to join his breth-
ren there. Rather than finding the monastic solitude that he
sought, he found that the lands were even more at war than
the ones he had left behind.
Having seen relics and reliquaries hauled off by Vikings,
Cyfeiliog swore himself into the White God’s service as an
instrument of violence. Cyfeiliog now covers his powerfully
built body under one layer of holy garments and one of bless-
ed chainmail. He wields a sword and always holds high the
banner of White God filling himself and his followers with
holy fury.
Bishop Cyfeilog draws to him a great host of warriors pre-
pared to unify Eire as a nation following Pope John XII and to
oust the Vikings from the lands. The doctrine taught is one of
violence and of bloodshed in their god’s name. As a self-pro-
claimed holy order they fight monsters, Druids, and Vikings
alike, trying to unify Eire solely under faith in their god.

Saint David (Dae-vid)


The Water Drinker, Deceased
Cymru
Few lived as austere a life in the name of their faith as Da-
vid. Throughout he forwent meat and strong drink, allow-
ing himself nothing but bread, vegetables, and what water
he could find. With a long dark brown beard and mous-
tache, partnered with cold and unyielding eyes, David
looked the fierce leader of his people that he was. Born in

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Nicolas Phaneuf Gohier (Order #31317871)
Cymru, David trained and served in this land before going
on to build his own church and then monastery there.
David’s belief manifested itself as strength of the body. To
maintain the monastery, David and his followers tilled the
land but by David’s order they were not permitted to use
beasts of burden. Instead, they put their very shoulders
to the task and were rewarded for it by developing both
strength of body and of faith.
So driven by his faith, it was not long before David took to
spreading the word throughout the surrounding lands of
Cymru. It was through this work that he demonstrated his
greatest miracles. During one instance, he was asked to
prove the might and ability of his god, which he did so by tak-
ing a young blind boy who was in attendance and sprinkling
some droplets of the water he was drinking onto his eyes. In a
mere moment, the boy’s eyes were cured and he could again
see.
Travelling farther, with tales of his miracles spreading and
larger crowds of people coming to his sermons, David was
tasked with trying to speak to groups too large for him to
be able to be heard properly. With this the task at hand, he
called to his god, causing a small white dove to land on his
shoulder. Within moments of this, the ground beneath his
feet began to buck and swell, pushing him higher and higher.
Before long, a hill had grown beneath him, making him easily
heard and seen by all those in attendance.
David’s greatest deed to the kings of Cymru came during
an invasion. The Cymry found themselves beset both by in-
vaders and a dense fog. The kings were concerned about
the safety of their people during the foul weather for fear of
both ambush, or of their own people becoming lost in the
fog and inadvertently attacking each other. They consulted
David, asking him what the best course of action would be.
With their Druids long gone, the church had stepped into
the role of advisors. David claimed the fog was a blessing,
handed the kings a leek and advised that each of their sol-
diers wear one. The leek would identify the Cymry in the
fog lest they get confused and not know who to strike in
battle. It served the Cymry well and, after that, the leek be-
came a symbol for both the Cymry and David himself.
Saint David’s final words have been recorded and passed
down for generations. He told his followers: “Do the little
things, the small things you’ve seen me doing.”

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Nicolas Phaneuf Gohier (Order #31317871)
Donnchadh Donn mac
Flainn (Don-kha Don mac Flinn)
King of Mide, High King of Eire
Aileach, Eire
The High King of Eire is an aging man whose rulership has been
marked with failure. After two failed rebellions against his father
to seize power, Donnchadh Donn mac Flainn did not inherit the
title of high king, or of “King of Mide”. One title instead went to
his brother and the other to his brother-in-law.
Donnchadh was notoriously unprepared for battle, both
mentally and physically, parading both gaudy Celtic torcs
and Viking arm rings and behaving in an uncertain manner
unbecoming of a high king. All of this changed during the
battle against the foreigners in the year 919 of Our Lord.
Donnchadh’s brother and brother-in-law, and all their heirs,
died on the battlefield. Donnchadh Donn mac Flainn’s claim
to the throne was then uncontested and he took steps to en-
sure it remained so. Immediately after his ascension to high
king, Donnchadh had his younger brother, Áed, blinded. In
the following years his last brother and nephew were mur-
dered as well.
Recently one man has become Donnchadh’s closest ally, ri-
val, and his son-in-law—Muirchertach mac Neill, who’s repu-
tation as both a king and a warrior is great. The wedding was
made in an effort to keep the fights between Donnchadh and
his son-in-law to a minimum.
Now with the Celtic Twilight, Donnchadh’s kingdom is in
disarray. A Druid was sent by the King of Aileach with a mes-
sage: “I have a way to stop it and take back our lands”. The
opportunistic high king made ready his court for departure
on the shortest delay for Aileach. He will be the first to hear
this plan, the first to join Muirchertach in the reconquest,
and the first to claim his share of the spoils.

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Nicolas Phaneuf Gohier (Order #31317871)
Dunmail (Dun-ool)
King of Cumbria
Cumbria and Alt Clut
Cumbria has always been a relatively autonomous region as
both the Vikings and Anglo-Saxons found it difficult to rule
there. With the coming darkness and cold, the Celts of Cum-
bria have again rallied around a king of their own choosing.
King Dunmail is that king.
The harsh life King Dunmail has led to earn such a position
has marked him. He is tall though gaunt, scarred both phys-
ically and mentally. He wears his warrior regalia even in the
comfort of his private chambers, sleeping with his longsword
at arm’s length just in case his enemies feel too ambitious.
Caution is King Dunmail’s main tactic. Taking advantage of Cum-
bria’s seclusion and its harsh and foreboding terrain, King Dun-
mail has been able to rally many to his banner even though they
are supposed to be pledged to others. Calling it the “Kingdom
Rheged”, taken from the ancient King Urien of this region, the
united Cumbria has declared its independence.
Dunmail continues to rebuild the forts in his land, to organize
hunting and fishing to secure what food they can, and prepares
Cumbria for the times ahead. The kingdom is in a good posi-
tion, and slowly growing in power. The lords of Cumbria would
use that power to claim more territory, but Dunmail enforces
caution. A consolidated Kingdom Rheged has so-far proved
well-fortified, but some Cumbrian lords find the restriction
chafing on their battle-lust.

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Nicolas Phaneuf Gohier (Order #31317871)
Faelan mac Muiredach
 (Fay-lawn mac Mwir-dokh)
King of Leinster
Leinster, Eire
Faelan is the newly-crowned ruler of Leinster and is
known for his wisdom and strategic skills. His first acts
were to send diplomatic propositions to align his king-
dom with both Aileach and Mide to create an alliance in
a common effort for plunder, influence and conquest. All
this was accomplished despite Faelan’s much smaller size.
Normally Celtic rulers have little respect for a man of pow-
er who is short of stature, but Faelan has engendered re-
spect in them regardless. Most in his court know the story
of the scar on his neck, and most know not to speak of it.
Faelan is playing a complicated game to secure a source of
food for his people by housing a Druid under the nose of
some of the more loyal subjects of the church of the White
God. In exchange, the Druid offers enough grain for the
people of Leinster to survive. Faelan knows this underhand-
ed play will be discovered eventually and he is prepared to
purge his ranks of dissent and safeguard the stability of his
domain in these desperate times.
Once, not long ago, a white caped Bandruí tried to magically
influence him and regretted immediately her attempt when
she found the king’s dagger at her throat. Faelan’s cold stare
was enough of a statement. The Druidess smiled and simply
told him the truth: if he wanted his alliance, he needed to go
fast to Aileach. The Bandrui spoke this the same day as a let-
ter from Muirchertach mac Neill himself arrived. Faelan and
his most loyal warriors will go with him to Aileach, and the
Bandrui is to accompany them. The times are changing once
more and Faelan swore to ride these tides to ensure the per-
ennity of his plans.

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Nicolas Phaneuf Gohier (Order #31317871)
Flaithbertach mac
Inmainén
 (Fla-far-tach mac In-aw-nayn)
Abbot of Inis Cathaige
Ruler of southern Munster
Munster, Eire
Upon first seeing him, most are struck by the wild eyes
and the scowl of a man utterly convinced of his righteous-
ness. Flaithbertach mac Inmainén is heavyset with both
muscle and fat, both a testament to his position of great
wealth and a trait that sparks snide comments about his
piety and service towards “his people”.
A staunch follower of the White God, the abbot of southern
Munster has claimed the burden of rulership out of his deep
belief that in this age of ice and death, the White God ap-
parently challenged the Munstermen to rise above physical
concerns—a challenge that needed him at the helm. When
Flaithbertach mac Inmainén was brought rumours saying
that the Druids had united to spread the old faith, he ordered
the messenger to whip himself to beg for the White God’s
forgiveness or die on the pyre.
One name started to be associated with the heretical ru-
mours of the rise of the old faith: Muirchertach mac Neill.
This information troubled the abbot deeply, for the King of
Aileach’s reputation as a champion of the Gaels was great.
How could such a man leave the loving light of the only true
god and take the side of the devils?
An invitation to Muirchertach mac Neill’s great feast could
be the opportunity to bring him back to the light and finally
slay the devil worshippers who poisoned his mind.

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Nicolas Phaneuf Gohier (Order #31317871)
Frithestan (Frith-uh-stan)
Abbot of Winchester
Winchester, Wessex
There was a time when Frithestan knew his place in the An-
glo-Saxon order. His true king, King Edward the Elder, ruled
Wessex. Frithestan held his seat in Winchester. The world of
the divine and the mundane were in their proper places. Then
Edward died. His true heir died. A usurper, Aethelstan, took
the throne and through fire and deceit visited misery upon
the people of Angleland who sacrificed their sons for Aethel-
stan’s megalomania, at least according to Frithestan.
Abbot Frithestan refused to attend Aethelstan’s crown-
ing as an act of defiance. Perhaps the most outward sign of
Frithestan’s lack of respect to his sovereign is his refusal to
remove the stole and maniple that were gifted to him by the
previous Queen of Wessex. Frithestan refuses to acknowl-
edge Aethelstan’s reign, although he still does his work. He
still must obey to survive and make sure no one else suffers
from his actions. Despite Aethelstan’s many charters to the
Abbey of Winchester, Frithestan has never been rewarded
for his long seriousness and seniority.
Rumours are often made that one day Frithestan will be
found dead, or even that he might murder Aethelstan, but
both know that the Abbot is too honest to use such methods.
Frithestan believes sincerely that the White God blesses him
and his bloodline. He only hopes to still be alive to see Aeth-
elstan dead, which is not technically a sin.

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Nicolas Phaneuf Gohier (Order #31317871)
Hywel Dda (Hu-well Tha)
“Hywel the Good”
King of the Deheubarth
Deheubarth, Cymru
Ready to write the laws as much as he is to enforce them, Hy-
wel Dda carries a quill in one hand and a sword in the other.
After ascending to the throne with his brother Clydog as
co-ruler, they decided to submit to King Edward the Elder to
use his support to extend their influence in Cymru. Clydog
died soon after, leaving Hywel the sole ruler over the lands
of their ancestors. Hywel’s ambitions quickly drove him to
conquer new lands and carve out the new kingdom of Deheu-
barth. This elevated Hywel to become the most influential
figure amongst the Cymry nobility.
Hywel earned his surname “Dda”; “The Good”, by writing
down and codifying the traditional Cymry Law that was only
used and learned through speech. Hywel insisted writing
down the laws would make them fair for his people by pro-
moting negotiation and non-violent outcomes rather than
physical punishments. Now this code of law bears his name.
Hywel wears both the torc of Gaelic kingship and a crucifix
around his neck. He is a fervent supporter of the White God,
having decided to go on a pilgrimage. This was a risky deci-
sion at a time when the heathens swarm the seas. Hywel was
the first Prince of Cymru to successfully return from the holy
lands in the far south of Outer-Midgard alive. He decided to
pledge his support and become the vassal of King Aethel-
stan as much to drive the Northmen out as to gain even more
lands within Cymru by pooling their minds and resources
together.

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Nicolas Phaneuf Gohier (Order #31317871)
Idwal Foel (Id-ull fo-el)
King of Gwynedd
Gwynedd, Cymru
The King of Gwynedd has long dark hair with faint streaks of
white. He keeps his beard long with the sides woven into fine
braids. He has scars from his military campaigns and always
dresses himself as though prepared for battle. Idwal Foel still
wears a torc, though it is slight and subdued.
King of Gwynedd, Idwal Foel allied with, and then submit-
ted to, King Aethelstan. He has fought on Aethelstan’s side
against both the Vikings and the Albannaich believing that by
serving King Aethelstan he would be spared from having to
submit. King Aethelstan forced the submission regardless.
Now, Idwal Foel finds himself serving the very man who
would subjugate his people. Even as Idwal Foel remains a
seemingly faithful servant, he prepares his sons to take back
their lands upon the first moment of weakness from King Ae-
thelstan. Idwal Foel does not support the other Cymry kings,
believing them to have mis-played their hands against King
Aethelstan, nor does he support the supposed prophesied
king that raises forces in the hinterland.

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Nicolas Phaneuf Gohier (Order #31317871)
Ódhrán Ua hEolais
 (O-rawn U Ho-lash)

Scribe, Lector, Bard


“Herald of the Lord”
Clonmacnoise, Eire
Ódhrán Ua hEolais wears only the finest of vestments, with
golden jewelry and a gold cross atop a staff. Beneath his fin-
ery his body is gaunt with a fevered look upon his face. His
hair has been shorn from his head and this combined with
his hollow cheeks makes his face almost like a skull. His eyes
are agog and glimmering with cow-like wetness. Ódhrán is
said to have the mark of the White God upon him, such that
a shining light seems to come from forever just behind his
form.
Born to the family ruling over the Túath of Conmaicne Magh
Réin, Ódhrán was given an extensive education, something
only the wealthiest can access, and it was done specifically for
him to join the church of the White God.
Ódhrán quickly became a master in illumination, writing,
psalms and the reading of the holy word to the liturgical as-
sembly, eventually attaining such clergical prestige that many
believe he is the beating heart and voice of the faith of the
Monastery of Clonmacnoise, a strategic location and one of
the main centres of the White God faith in Eire.
The Celtic Twilight shook the good people of Eire’s faith.
Starvation spread and lead many to sin and madness. The
lictor’s songs became more and more desperate, pleading to
the almighty to save the people at any cost. The northern dev-
ils were at the gates, hunger was in the flesh and death was in
the minds of his kinsmen.
The good scribe started to lose his grip on reality, despair
eroding his thoughts. One day he became unable to read the
prayers and sing the choirs. He stopped leaving his cell and
madness corrupted his mind. Ódhrán spent all his time pray-
ing and fasting until one day his holy book caught on fire and
started to speak to him, telling him to wear mail and take the
fight to those who submit to heathen gods and want the death
of this world and His children.
A thin and dirty Ódhrán barged out of his cell a wide smile on
his face and singing that the White God spoke to him and a
crusade was his will on the mortal realm.

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Nicolas Phaneuf Gohier (Order #31317871)
Owain ap Dyfnwal
 (U-wahn ap Duv-nawl)
King of the Britons of Strathclyde
Alt Clut, Britain
Owain is a rebel at heart and his clothing betrays that about
him. He dresses in dark colours prepared to slip away into
the night if he must. He has light blonde hair with a heavy
brow that suggests he is ever-concerned with the state of the
world. He carries a greatsword over his shoulder prepared to
swing into battle and cleave his enemies in twain. He wears a
heavy set of armour including a hauberk with vambraces. He
has a torc of leadership that he wears around his neck.
The Kingdom of Strathclyde is the successor of the dead dy-
nasty of the kingdom of Alt Clut, and the population are the
descendants of a stubborn and proud people: the Breizhiz.
Owain ap Dyfnwal’s kingdom has been invaded, ravaged and
sometimes conquered, but never for long, for the Breizhiz pride
themselves to never surrender nor submit to foreigners. With
him as a ruler, they will never bow down. Other kingdoms be-
lieved the Breizhiz gone after their last defeat at the hands of the
Viking grandsons of Ivarr, but the Breizhiz counter-attacked
and brought the kingdom back to life.
He couldn’t act in any measure to support or stop the south-
ern invader Constantine the Second during his retaking and
restructuring of the Kingdom of Pictland into the Kingdom of
Alba. His resources were put into the counter-attacks to retake
Dumbarton to take control of Clyde’s River estuary.
Now Owain is in a precarious position, thin on resources
with Alba to the north, Vikings in the middle and the pow-
er-hungry King Aethelstan further in the south. Strathclyde
will be in need of allies. In the end it doesn’t matter. The
Breizhiz will continue to fight and rise back as many times as
they have to in order to live on.

Saint Padraig (Pad-rag)


Missionnary, Deceased
The priests of the White God claim
he lives on in their afterlife

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Nicolas Phaneuf Gohier (Order #31317871)
Known as “The Apostle of Eriu”, Padraig is venerated with-
in the church of the White God as the patron saint of Eire.
Padraig was captured by pirates from his home in Britain and
taken to Eire. He lived there for six years as a slave before he
managed to escape. Later in life, when he became a cleric, he
returned to the lands that had so wronged him and brought
the Church of the White God with him.
Calling himself Patricius, he was known by Padraig amongst
those who lived upon the islands. During his time as a slave,
Padraig served as a shepherd and spent a great deal of time in
prayer. He heard a voice one day telling him how to escape.
To get away he ran for two-hundred miles then boarded a ship
that took him across the sea. After three days at sea the ship
crashed and the crew was shipwrecked. As Padraig and the
other survivors wandered in the wilderness and grew hun-
gry and tired, Padraig prayed to his new god. He prayed for
sustenance. Soon after, the shipwrecked survivors stumbled
across a herd of animals. Claiming it as a miracle, Padraig
won his first followers that day.
After years of study, Padraig would receive another vision
from his god telling him to return to Eire and spread the word
of the White God’s church. Padraig acted upon this vision
and made his way to Eire where he wandered through the
wilderness and stumbled upon many small communities. The
druids have songs which still speak of how he was first seen;
calling him crazed. Padraig was not welcomed by the locals
of Eire. He refused the normal ties of kinship, fosterage, and
did not accept gifts from the kings. Legally, he was without
protection and he faced many tribulations.
Despite these challenges, Padraig’s god gave him the power
to perform miracles. He banished all of the snakes from Eire,
struck down Crom Cruach, and conversed with ancient war-
riors, including finding men who had once ridden among the
Fianna. Padraig attempted to convert them but they defended
themselves and their pagan ways. Even so, as the days numbered
Padraig converted many to his faith.
Over the entirety of his life, Padraig fought against Druids.
Slowly but surely, he was able to erode their base of support.
This is partly the Druid’s own fault. Many Celtic kings were
willing to side with a new force against the Druids, who they
felt held too much sway over them. Padraig converted count-
less to his cause, taking the greatest believers and turning
them into clerics of the faith. Padraig’s continued efforts for-
ever hurt the position of Druids within Eire.
After 40 years of pious servitude to his faith, Padraig died of
old age in Saul where he had built his first church.

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Nicolas Phaneuf Gohier (Order #31317871)
Secret Societies

I
n the Great Isles not all power is concentrated in the hands of those who would claim loudly to be
masters of realms, kingdoms, or clans. Leaders are expendable. When the winter is long or starvation
comes, leaders may be swarmed by an angry mob, sacrificed to the gods, or have their life taken and
memory shamed by the religious elites. This mummer’s farce for control has happened many times over
the eons. Those who attain power in secrecy, those who know the reality behind the facade, are far more
difficult to uproot. Organizations, cults, guilds—they have many names, often contradictory, always
half-truths. These groups are a mix of political, economic and religious organizations, created by gods and mortals alike to
achieve their goals. Some are good, some are greedy, all are powerful in the Celtic World.

Amergin’s Challenge her from her slow icy death of the Celtic Twilight that plagues
her now.

Duan Amhairghine Amongst the objectives of the Amergin’s Challenge is a


mission to open portals across the Celtic World to let the
The Amergin’s Challenge, or the “Duan Amhairghine” (Dun
armies of the fey courts rampage and destroy their enemies.
A-war-khiyne) is the organization of Druids at the core of the
Their long-term goal is to awaken Eriu once more to fulfill
return of the Druids and their activities in the Celtic Kingdoms.
the prophetic visions of the High Poets, otherwise named
They seek to save the Celtic people from the Viking Ragnarok,
“Filis”, to transcribe the plans of Danu and her children,
to further the objectives of the Tuatha, and ultimately to serve
and ultimately avert—or otherwise allow the Celtic people
their mistress, the goddess Eriu.
to survive—the Twilight. Different covens of the Amergin’s
Challenge may have more specific goals.
Purpose & Loyalties
The Duan Amhairghine chose their namesake from the first
poem amongst the Druids ever spoken in the land of Eire.
Leadership & Organization
The “Poetic Court”, of the Amergin’s Challenge is more
The Druids appeased the spirit of the island of Eire, it’s
than a meeting of the highest ranking Druids, it’s an
divine soul the goddess named Eriu, by reading this poem. In
assembly of seers that, through their visions, channel the
thanks, Eriu calmed the storms that were cast by the Tuatha
will of the Tuatha de Danann to direct the actions of different
that kept the seafaring Gaels of old from landing and settling
covens. The three major covens beneath Duan Amhairghine
the coast. The Druids and Eriu reached an accord, and Eriu
administration are the Circle of Horns, the Comhairle
allowed the Gaels to take root on her. It is the sacred duty of
Cailleach, and the Fire Seed.
the Amergin’s Challenge to repay Eriu’s kindness and save

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Nicolas Phaneuf Gohier (Order #31317871)
The Circle of Horns: The Circle of Horns, or “Ciorcal
Adharc” is an organization of a specific type of Druid: the
divine shapeshifters, collectors of relics, negotiators with the
Sidhe and keepers of the sacred and wild spaces.

They are the last major Druidic circle of old. Their public
face is a living legend himself: Mug Ruith, a smiling and
welcoming figure clad in robes and furs. No one knows if his
warm and cheerful demeanor is an act or his real personality.
The Druids who follow in his footsteps choose to wear
horned pelts over their heads and shoulders. They chose
a new name for themselves, one of the many titles of the
Dagda, the “Horned One”.

Another powerful figure associated with the Circle of


Horns is the strange being known only as “The Hunter”, a
champion sent reportedly by Eriu herself. This mysterious
figure takes the form of a hybrid of plant, elk, and man,
holding an amber-tipped spear. He speaks only through the
wild things around him; like animals and plants, making him
an unsettling conversationalist, to say the least. The Hunter
never speaks to groups of Horned Ones, only one-to-one,
administering only specific tasks.

Druids from the Circle of Horns are mostly seen around


ancient and overgrown sacred places. The kind of places that
seem to have a will of their own; groves and stone structures
where elementals and sidhe were freely dancing in the
moonlight before the Celtic Twilight began. The Ciorcal
Adharc awaken oghamic monoliths, even those with carvings
so ancient that only abstract worn shapes remain to open
portals to places where the most powerful and ancient gods
and ancestors remain.

No one knows exactly what Mug Ruith and the Hunter are
leading the Circle of Horns to do, perhaps because their
machinations follow the plans of the fey and the logic of the
ancients.

Comhairle Cailleach: The figurehead of this witch-


council is the “Silver Raven”, the First Daughter of the
Morrigan born in this age, a woman of cold beauty and
fiery rage. This Bandrui is the public figure of an alliance
of scorned women, vengeful widows, and powerful female
rulers all seeking revenge on the church of the White God.

The mustering of women for military purposes was


rendered illegal by Saint Ruadan hundreds of years

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Nicolas Phaneuf Gohier (Order #31317871)
before. The Comhairle Cailleach argue that if they
were permitted to join the battles with their children,
husbands, brothers, and kin, then the Vikings would not
have found defenceless villages after the death of the men
but a second army ready, trained and equipped to fight for
their kin and country.

Though they loathe the Vikings, the attitude of the


Comhairle Cailleach is that there will always be enemies.
It is the church of the White God that prevented them
from being able to protect themselves.

The Comhairle Cailleach focus mainly on the direct


murder of isolated warbands and wandering crusaders
and the hexing and poisoning of White God follower’s
settlements. They destroy and raid places of worship
and make deals with hateful spirits of pagan ancestors in
exchange for their place in Tir na nOg.

The Fire Seed: The members of the Bruanel, or, the “Fire
Seed”, have one simple objective: summon and take control
of the Sluagh to slaughter the Vikings. The Bruanel blame
the Northmen for their raids, their betrayals, murders, the
starvation across the Celtic Kingdoms, and for causing
this apocalypse. The Bruanel say they will burn away the
foreigners and cleanse the Six Kingdoms of their filth with
fire and blood.

The Amhlaidh
The Alliance of the Underground
The Amhlaidh (Auh-lah) is an organization built upon a
tenuous pact between the Knockers, the Fir Bolg, and the
Norse Dvergars. Their goal is to ensure the destruction of
the Tapestry of Fate, an object of immense power created
by the beings known as Norns. It has the power to lock the
events of the Norse apocalypse, making them inescapable.
The Amhlaidh have allied together to find a way for all their
peoples to survive Ragnarok, known as it spread to the Celtic
lands as the Twilight.

Knockers are known as the good sidhes of the mines,


helping miners in their arduous work in exchange for a
part of their meals. Knockers bond tightly with their fellow
miners, warning them of accidents by knocking on the walls
and taking it upon themselves to inform the families if their

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Nicolas Phaneuf Gohier (Order #31317871)
warning came too late. They are an ancient race, tracing their leading to the Knocker Kingdoms. It is a place of
lineage to a time before memory. gathering for the Fir Bolg, either human or fey, Introduction
hidden in the underground halls built under the inn.
Purpose & Loyalties Figures of
In the great hall of the Knockers, an assembly of the Eochaid mac Eirc: The last High King of the Fir the Isles
Amhlaidh was gathered as soon as the Viking Ragnarok Bolg is leading his people again. He crossed the
began with the sun in the north being devoured by a giant border between the realms as an immortal Fathach. The Rules
wolf. The Dvergar, who turned to stone in the sun, jumped His strong right-hand giant is the great warrior
at the opportunity to move above ground without fear. The Sreng. His wise left hand aid is Tailtiu, who also Archetypes
strength of the Dvergars was not equal to their ambition serves as the Amhlaidh’s ambassador to the Tuatha.
though, so they reached out to the Celtic beings with similar Tailtiu, Lugh’s foster mother, hopes to keep the Denizens
forms and interests: the Fir Bolg and Knockers. An alliance peace going between the Children of Danu and the
was formed. Fir Bolg. Talents &
Powers
The aim of the Fir Bolg is to gain back their rightful place Séanan, The Wandering Underking: The
in Eire, at the kingdom of Connacht, as they need a place to wandering Knocker Séanan is the only one of the Adventure
house and protect their people from the Twilight before the triad of Knocker kings leading their people to walk
Druids successfully shift Eire behind the mists. The Druids the mortal realm with any frequency. He organizes
and Amhlaidh ally only when necessary to accomplish this the network of underground Knocker spies to
goal since they are otherwise at odds. It was the Druid judges keep Amhlaidh ahead of the other factions, in their
who supported the laws that oppressed the Fir Bolg clans in quests for artifacts, strategic information, and control over
the first place. resources. Those resources are used to buy mercenaries,
food, assassinations, or holy objects to barter with the
The Amhlaidh direct the search for powerful artefacts Followers of the White God.
including sketches of secret oghams which only the
Fir Bolg, the “Children of Builge”, can read and which
are found on standing stones. Some are even made of The Fianna
black iron or gleaming bronze that show how to recreate
wonderful works of old. Wandering Heroes
The Dvergars offer access to the Viking lands, trade routes, This warrior fraternity is based on one of the Fianna of
and their network of information. They also support old, once a legendary warband made out of landless nobles
Amhlaidh by buying relics at Dyflin before they are brought who wandered the land to earn fame and enforce justice.
back to Norse lands. This is to make sure their allies can Fionn mac Cumhaill was their illustrious leader when
perform rituals and make pacts with beings such as the Fir they achieved their greatest feats and led to their fall,
Bolg gods and Danu in order to break the chains of fate corruption, and shame. The old fraternity grew too famous
forced upon them by the Norns. and powerful and so grew corrupt, and splintered. The true
end came when the Fianna fought on both sides in a battle
Leadership & Organization with High King of Eire, Cairbre Lifechair. Though their
legends survived and thrived around campfires, the Fianna
The Amhlaidh are a secretive kind who are not keen on
effectively ended.
sharing unless the correct price is paid. They work by using
travelling Fir Bolg merchants as spies. They favour inns,
where they can both gather information and have a safe place Then came the Vikings and their Ragnarok. Inspired by
to hide. There are a few key members amongst the Amhlaidh. the old and glorious tales of the Fianna, new heroes rose to
challenge the invaders by forming into warbands, warrior
orders, or even as lone warriors talented in violence. They
Bivaidonas: The Fir Bolg Bivaidonas owns a drinking hall
have only two things in common: they gave up their previous
and blacksmith shop in Aileach, called the Mianaigh Shona,
life to dedicate themselves to reclaiming the Celtic lands
the “Merry Mines”. The Mianaigh Shona houses a portal

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Nicolas Phaneuf Gohier (Order #31317871)
and they live by the moral credo of Fionn mac Cumhaill in
honour of his memory.

The new Fianna have been able, so-far, to keep their


operations secret or at least within the stuff of rumour.

Purpose & Loyalties


The Fianna owe their loyalty to their legendary founder,
Fionn mac Cumhaill. It is in his memory that they are
inspired to act and they do so in accordance with his moral
code. Fionn observed the rules of fair hunting, followed the
traditions of hospitality, adhered to a strong moral code of
honour, and treasured the virtue of wisdom. Even while
they are a rowdy bunch of ambushers who strike from the
deep cover of the forests upon their foes, the Fianna at all
times seek to uphold Fionn’s values, especially in regards
to honour.

The body of Fionn mac Cumhaill sleeps in a cave waiting


to be awakened with the original Fianna by the sound of
the Dard Fionn, the famed hunting horn of the old Fianna.
The current Fianna are actively looking for the location
of this cave and the Dard Fionn. Their hope is that when
the legendary Fionn mac Cumhaill awakens he will rally all
Celts to oust the invaders and save the Six Kingdoms from
the Celtic Twilight.

Leadership & Organizaton


Even in this rowdy bunch, not all warbands are equal. Some
have taken the roles of officers or generals, assigning rank
the Celtic way: using achievements, fame, respect and
strength to prove their worth to both gods and men. They
are the warrior-elite of the Fianna, not by birth, but by skill
and they earn their place and will always fight to the death
to keep it.

There is no animosity between the different warbands


all calling themselves Fianna. Though they started as
dissociated rebel groups, brought together only from
mutual inspiration by legends, they are slowly coming
together to form a whole. They are piecing back together,
battle by battle, the glorious Fianna of old.

Key leaders of the Fianna include:

Diarmaid “The Iron Tide”, Cu Sétanta: This powerful


Hound of Sétanta has taken up leadership in the Fianna of
a ferocious order of shapeshifters. Diarmaid’s level head

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Nicolas Phaneuf Gohier (Order #31317871)
has done this by doing what the other kingdoms try to
avoid: provoking and attacking the Vikings at every turn in Introduction
tactically brilliant ambushes and winning often.
Figures of
The King of Aileach has promised weapons, shelter, the Isles
protection, freedom and food to any who would join his
Fianna for the ultimate purpose of burning the Viking- The Rules
occupied Ath Cliath to the ground and give Eire back to
its children. Archetypes

Orlaith “The Bloody Princess”, Grian Bachure: Her Denizens


nickname “Bloody Princess”, comes from her name
Talents &
meaning “Golden Princess”. This is mostly heard behind
her back either from cursing her or from fear of her. Powers
When anyone weaker than her is in her presence, Orlaith
feels empowered to act as judge, jury, and executioner Adventure
over her Fianna. Calling Orlaith by her nickname she
considers an unredeemable crime. Orlaith inflicts the
same punishment everytime: dragging the culprit by his
hair through dirt and rock on horseback. Sometimes this
is just a lesson in proper respect, other times it kills them.
It depends on Orlaith’s mood.

Orlaith is able to direct, train and inspire her followers to


unparalleled feats of horsemanship on the battlefield. She
commands the biggest warband of mounted Hobelars in the
Fianna. Most are female and followers of the Morrigan. All
have sworn their undying loyalty to her.

The Trouble Triplets Aideen, Aoife, Ardál: They were


born on the island of Mann to a Norse-Gael family. Their
father was banished from Islandia and to save himself from
starvation he decided to charm a Gael lady of good stock.
Their Islandian father quickly abandoned his new family
and their mother was enslaved to pay the debt he left
behind. This lack of any resources and education forced
the triplets to resort to a life of crime. Their mother died
of exhaustion in the following years, leaving the teenagers
alone with still a significant amount of debt and a heritage
of probable slavery.

Aideen fled to Islandia where she created a thieving gang


and became a spy for the Queen of Tara. Aoife went back
to her grandparents and trained to become a Fénnid taking
her love for hounds to the battlefield. As for Ardá, he joined
a group of warriors called to Constantinople to work as a
Varangian guard.

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The Golden Teeth
Fiacla órga
The Golden Teeth are the servants of the god Crom Cruach,
but they also use this organization to accomplish their own
goals. The highest members of this secretive cult all receive
the “Dearg Due”, a ceremony turning them into blood-
drinking addicts. These neamh-mairbh, the walking dead,
are more than simple, mindless ghouls. They are bound to
one purpose: their souls are forever chained to the implacable
fury of Crom Cruach until they are destroyed, body and soul.

The Golden Teeth hide amongst common folk, stealing


golden relics, assassinating those they see in their master’s
visions, and weaving dreadful curses to doom the followers of
the foreign gods. They prepare an even worse fate for those
who turned to the White God.

Purpose & Loyalties


Most of the Golden Teeth only feel hatred towards the White
God church and the Vikings, so they feel no remorse in their
missions of infiltration, mayhem and murder. They are loyal
to Crom Cruach and his “Voice”, Kian Gwenc’hlan.

Leadership & Organization


This organization is mostly made up of small cells of a
handful of individuals led by visions sent by Crom Cruach
and his herald, Kian Gwenc’hlan. Their orders always follow
his plan to unravel structure and sow chaos in the ranks of
his enemies in order to weaken them so that the Dark Lord
can slaughter them with ease when his avatar is unleashed.

Abhartach, the Cursed Dwarf Tyrant: The diminutive-


stature, wicked king called Abhartach was freed from his
sepultural prison by Crom’s will. Abhartach’s hunger for
blood and the eldritch onslaught of the Celtic Twilight saw
him murder his way back to Mog Slecht to offer himself to
the Dark One. Now, Abhartach, the most ancient, the most
cruel, and most vicious of blood-drinkers, is viewed by his
master’s minions as a singular source of leadership, plots,
and plans. He is celebrated by the Golden Teeth for his
great talent in spreading terror and discord amongst their
enemies.

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allows him to keep his sanity when he is wracked by the
changes brought upon him by his divine rage when he takes
the physical form of the “riastrad”. This capacity to control
himself when his body warps and mutates allows him to keep
the other Fianna in check and beat up the ones who question
his control when he needs to.

Muirchertach Ui Neill, The King of Aileach: Though

The High Rat King’s


Mischief
Ardrí na francaigh’s Mischief
With the Twilight upon the Celtic World the Rat King’s
power grows as morality drops and good folk become
hardened survivors, ready to steal and to kill to live.

The High Rat King’s Mischief is a sprawling network of


thieves, bandits, merchants, and murderers. All of them are
scavengers and most are poor folk living at the borders of
normal society. Together they form a network of survival
by trading resources, high-value secrets, and, while
not assassins necessarily, killing those whose goals run
contrary to those of the High Rat King.

The Rat King’s followers understand they are part


of a natural cycle of decay and death, of necessary
resourcefulness, cunning, and rising again. The events of
the Twilight oppose the Rat King’s sense of natural order.
He despises this recent surge in undead, seeing them as
food running away and escaping the natural cycle. The
High Rat King has his followers hunt the Norse Valkyries
to keep them from interfering with the traditional life-cycle
known to the Celtic lands. This may be in part because the
Rat King’s only true ally is the death god Donn, as they
share a similar view on scavengers as a natural part of the
order of things.

To enable his Mischief to thrive in these times of decay, the


High Rat King grants many gifts. He teaches skills. He passes
on powers of diseases and poisons. His most terrifying gift
to his followers is true cannibalism—he grants the right and
ability to feed without the risk of the curses and corruption
linked to the consumption of human flesh.

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Purpose & Loyalties opportunities.
The followers of the High Rat King are loyal primarily to
themselves, and then to the Mischief. Generally, the Mischief Ochtapas’s Salty Skulkers: This Merrow has an octopus-like
is more useful than would necessitate betrayal, but betrayal is head, with tentacles, and the body of a man, with a set of smaller
always expected at some point or another. tentacles he uses as a third arm. He is well known amongst the
High Rat King’s court as the main purveyor of stolen goods on
the waves, even some coming from Fomorian hands, or what
The Mischief are united in the fact that His Highness is the
passes for hands in their case.
only one of the higher powers that understands mankind. His
contracts are easy to follow. His boons are always clear-cut.
The penalties for crossing him offer a straightforward chance Ochtapas is a coordinator of piracy, raiding, and the
for survival, however slim. Such clarity is often lacking in pillaging of shipwrecks. He will take on any on the waves,
higher powers. even the Norsemen if he thinks he can get away with it.

Politically, the High Rat King is still neutral in the conflict Ochtapas named his organization after the demeanor of his
between the Tuatha and the Vikings. He knows what it is to crew; mostly drunk, mostly complaining, and never paid
be kicked out of his realm, as the Romans chased him out enough, some even talking about ridiculous things like not
of Gaul centuries ago. Without a clear allegiance, the Rat being respected enough. In the end they always do the job,
King has allied with beings of all sides: Hel, The Morrigan, dragging their slimy appendages and flapping their fish-faced
Angrboda, the Dvergars, the Knockers, and even Gulveig. or cephalopod mouths along the way.
Their greed has made them trade partners in a profitable
stolen artefacts shadow market in The Great Vermin’s The Tunnel Traders: This is a band of mortals in service
cavernous Otherworld. of the Rat King, led by the infamous Garbhán Green-tooth,
a nickname he earned because of his smile with one of
Members of the Mischief are expected to aid, or at least his upper canines being a piece of emerald. The Tunnel
extend courtesy to, the High Rat King’s allies. Traders can be found anywhere, acting as a fence for stolen
goods and the main way to contact the organization in any
Leadership & Organization “public” manner.
This organization is a network of small groups of individual
cells, warbands of mercenaries, slavers, raiders, thieves, They are infiltrators, thieves, beggars and intelligence
assassins, and other unscrupulous agents led more often gatherers who sell what they should not have and what they
than not by leaders only known by titles to keep their true should not know for the right price. The Tunnel Traders are
identities hidden. This makes it difficult to truly know for so-called because they have exclusive right to the High Rat
certain where this faction starts and ends. King’s tunnels or portals, probably both, since mobility and
reach are both great for business.
The Rat King can also open its burrows in the Otherworlds
to allow his agents to move from sanctuary to sanctuary Líon damhán alla, the Spiderweb: The deadliest arm
and even provide the support of his Unseelie associates— of the High Rat King’s coalition of crimelords is the
most often Redcaps, Fear Deargs, or Boggarts—to assist as “Talespinner”. She is a powerful Unseelie fey who has
reinforcements in their operations. These fey have rat-like become the leader of a circle of assassins who kill according
traits to better their skills such as: prehensile rat tails, claws, to “a plan” and have decided to ally with the all-mighty
greater senses, unnatural flexibility, immunity to diseases rodent to gain as much as possible and to help her find the
and poisons, stealth, and swimming. targets she wishes to eliminate.

All cells pay a tithe the High Rat to win his support The Talespinner’s appearance is one of a hybrid between a
and maintain his boons. Most of them take multiple false widow spider and a beautiful maiden with long dark brown
contracts, commiting to sometimes strange and hair and three sets of black eyes. Her group sells poisons and
seemingly nonsensical errands, in exchange for more hexes, using them to bring about an end to any who oppose her
enchanted items, magical blessings, and greater criminal plans. After all, all tales deserves a proper ending.

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The Oath of the
High Cross
Mionn an Ardcros
This coalition is the militant order in the service of the
Church of the White God in Eire. The Celtic Twilight has
made growing food difficult and when the livestock was eaten
and the food stores ran out, the common folk turned to the
clergy for answers and miracles. The Oath of the High Cross
was designed to protect those of the faith against the violence
of the invaders and pagans alike. However, the Oath of the
High Cross has done nothing, yet, but sharpen their swords.
The common folk wait for a miracle. This order could be that
miracle, according to some, but they do not act.

Purpose & Loyalties


The ultimate objective of the order is unclear. It seems every
holy place or monk order has its own take on the Oath of
the High Cross and how to make best use of it as a military
force. Some want to see it purge heresy from Eire by killing
or converting back their pagan countrymen by any means
necessary. Others simply want this army to protect the
church and the civilians living in the culdees.

Leadership & Organization


The ecclesiastical congregations amongst the Oath of the
High Cross to debate on one common course of action has
been organized, and has been in session nearly since the
Twilight began. The congress has failed to produce any
kind of unity, purpose for this great military force, or even
a distinct leadership hierarchy. While debate rages, fanatical
mobs of common folk want to see violent action taken to
protect the faith, and their lives.

The high ranking church officials are trying to avoid the


Oath of the High Cross fracturing into competing goals thus
dividing the strength of White God faith in the Celtic lands.

Some say the proceedings are delayed on purpose, by pagan


spies. If such tales are to be believed, witches hide amongst
the nunneries to sabotage and subvert the Oath of the High
Cross, and keep it in a state of inaction.

Flaithbertach mac Inmainén: While the Oath of the


White God continues to debate its role as a military

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force in the Twilight, the king and abbot Flaithbertach
mac Inmainén, one of the leaders of the Oath of the High
Cross, has secretly contacted Aethelstan.

Flaithbertach has offered Aethelstan the fealty of the


divided kingdom of Munster for food and military support.
Flaithbertach has done this in secret, for he knows that many
Gaels would take this as treason. Despite this, Flaithbertach
mac Inmainén would rather sell his countrymen and insure
the Criostai prevail in Eire, than let the heretics win.

The Sluagh
The Horde of Angry Sidhe
The Sluagh is a supernatural group of warlike fey, bloodthirsty
spirits, and vicious sidhe beasts that enjoy simple things
like: battles, curses, stealing powerful artifacts, alcohol, and
terrorizing the Followers of the White God.

The horde of the fey folk is pure chaos when it decides


to attack. It comes as a storm of screaming ghosts, flying
and cackling hags, with troops of goblins, Redcaps, Fear
Eargs, and Púcas. They descend hollering, drinking,
screaming insults, and singing obscene songs along the
way accompanied by fiddles, drums and other kinds of
instruments.

Purpose & Loyalties


The Sluagh have only two motivations: chaos and revenge.
They owe loyalty to no one but the dying Eriu and the most
powerful being in their ranks: the Morrigan herself.

Sidhe logic being as it is, chaotic and random most of the time
or focused and almost psychotic when angered, it’s nearly
impossible to know their “objectives”. However, the purpose
of the Sluagh is to incarnate the wrath of the gods and show
their power in an overwhelming wave of supernatural chaos
and rage. As far as they know, they want to retake places of
power and either terrorize the Criostai into conversion back
to the old ways or simply kill them. The sidhe have no pity
nor patience for the Northmen either. One of the “funniest”
things to do to them is to poison their wells or their cattle or
cause them to fall into a murderous frenzy and butcher each
other, all while the fey folk watch in glee.

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Leadership & Organization but the end times leave no choice but for them to join
the fray. They are doomed to bloody their blades to
Introduction
It is difficult to equate the word “organization” to the
save Eriu. They act as heavy cavalry to break through
Sluagh. This supernatural horde of beings is outside of Figures of
the Northmen shield walls or break through fort
human logic. They follow the chaotic inclinations of its the Isles
gates to open the way for the rest of the horde. The
members, all working in communion like a flight of birds
Bright Riders then turn their back to the slaughter
knowing when to turn together. They roam place to place The Rules
and sing somber songs on the road to mourn their
doing their will.
lost honour.
Archetypes
The Sluagh are usually divided into splinter groups turned
Veil of Hunger: This “Fear Gortach”, the spectral Denizens
into warbands that only sometimes unite with the main
avatar of starvation, has been greatly empowered
group, but often carry out their own tasks as dictated by
by the mass starvation of entire villages. His mind Talents &
a sidhe warlord, which is the closest thing to a hierarchy in
has been twisted by the dark influence of the Celtic Powers
the Sluagh. It is more akin to the ways of animals showing
Twilight, his compassion transformed into a cruel
off dominance amongst their peers by feats of ferocity,
satisfaction, absorbing the suffering of mortals Adventure
cunning and strength rather than ranks and titles. These
to increase his own capacity and attract more dark
sidhe warlords are varied in their objectives.
specters to his growing host of undead.
Da Athdholb: This shape-shifter is the most powerful
Púca of them all. Even if his real form remains unknown,
his glowing golden eyes and deep guttural voice is
unmistakable. When he reveals himself to bargain with
mortals, the world goes silent, animals seem to be unable
to breathe, the primal terror he exudes is so palpable that
raising your voice to express anything becomes challenging.
It is important to not to anger Da Athdholb. The feral rage
of this Púca Lord is a vision of hellish savagery. His wrath
extends beyond the one who offended him to include their
whole village. Torn limbs, guts spread across the ground,
pools of blood, and half-eaten bodies populate the empty
settlements left in his wake.

Fiacail Airgid: This goblin war-leader earned his


nickname ,”Silver Tooth”by changing all his teeth into a set
of sharpened silver fangs. He maintains his reputation by
biting to death those who disagree with his “plans”. These
plans mostly have the same objectives: kill non-believers to
please the higher-ups and steal shiny things and booze to
please his warriors. For aid in battle Fiacla Airgid carries
with him a set for brewing all kinds of alcoholic and magical
beverages, good for drugging his Sluagh minions, and also
to further his own visions of the future.

Rí geal na Sidhe: This title describes the leader of the


Marcaigh Móra Géala, the “Great Bright Riders”, a
supernatural cavalry unit made of shining warriors of the fey
folk that embody both the nobility and the gravity of the end
times. These riders are not ones for revenge or petty justice,

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Nicolas Phaneuf Gohier (Order #31317871)
Introduction

Celtic Isles
Figures of
the Isles

The Rules

Locales
Archetypes

Denizens

Talents &
Powers

Adventure

Explore the mundane world throughout the six kingdoms of the celts

T
he Celts have their own complex social behaviours, and being able to navigate their customs is as
important—and potentially dangerous—as surviving the elements. These lands are fought over by two
major religions, that of the Druids and of the Criostai. Countless people either believe in, or merely
paying homage to their religion. All the while, fey creatures wander these isles, beholden to only their
own strange loyalties.

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Eire
Population
The wild and mist-shrouded Eire is a land that has weathered Eire is inhabited predominantly by the Gaels. Introduction
many invasions. Eire has been shaped by waves of different Though the Vikings have seized Ath Cliath for King
people, both mundane and magical, who have settled upon its Sitric and enslaved many people from the area, the Figures of
shores. As Eire is surrounded by water it is easily accessible for Celts of Eire are largely independent from Viking the Isles
trading as well as open to invasion by sea. Waves of invasions influence, or from the influence of Wessex.
have created a spiritual trauma upon the land, even before the The Rules
There are several distinct and independent chief-
coming of the White God, that has never been fully healed.
doms and kingdoms that dot the land of Eire. Unlike
The stories of foreign conquerors are told and retold, traded Archetypes
many other Celtic people, the chiefs or kings of Eire
and honed, to ensure memories date back to the age of inva-
do not usually see their throne handed down strict-
sions. The Gaels have a long history of sailing, trading, and a Denizens
ly by kinship. It is often that leadership is decided
proud warrior tradition from repelling invaders.
by vote or some other consensus. Politics, loyalty,
Talents &
The Vikings who came to the land found a wild people, pledges, and oaths create therefore a complicated
ones who had a ferocity that matched their own. Had the and ever-changing tapestry in Gaelic culture. Many Powers
lands been united perhaps none would have ever been rulers in Eire lay claim to the title of “High King”,
seized from them. It was not to be. Adventure
the one who would unify all of the island, but it has
It was the Gael’s own raiding and slaving that brought been a long time since any have come close.
the tales of the White God to their lands. Saint Padraig
was brought as a slave, only for him to escape and bring What is Commonly Known of
a new religion to the lands.
Eire
Since then, the people have been divided and subdivided,
between Criostai and followers of the Druids, between • Lore Personas - Despite the Followers of the White God
kingdoms of different scopes that were both new and that claiming that they had fully converted the lands, many of
dated back to ancient times, between those who looked to the peasantry and lay folk continue to observe pagan tra-
the people of the other isles, and those who looked within. ditions, some paying tithes to the fey and church alike.
With invasions have also come settlers, such that the Gaelic • Lore Locales - Since the coming of the Twilight, the
identity continues to shift and change with every wave. land is cold and harsh. Often raining or snowing, the
lands are both difficult and dangerous to traverse.
Location There are no waterways that allow swift passage
Found to the West of the other Celtic Kingdoms, Eire across the island, though wise Druids still appear to
is a mysterious land well connected to the Otherworld be able to travel from one end to another in the blink
through ways unknown to outsiders and seldom known of an eye. Mists shroud valley and wood alike, and
even within Celtic society. There are legends of ghostly strange things often wander within.
islands hidden around Eire or places that are otherwise
• Lore Arcana - Mists enshroud the island more dense-
nearly impossible to visit.
ly here than anywhere else in the Celtic World. The
mists of Eire appear to be the deciding battleground.
Geography The mists here are apparently stronger and stranger
Primarily made up of low central plains surrounded by than the mists found elsewhere. These mists link the
coastal mountains, the island is almost like a fortress, but isles to the Otherworld, and connect the Kingdoms of
the Vikings have been able to make footholds with their the Celtic World together. Many forces seek to control
invasions. Once established in Eire, an invading force is these mists, between the Fomorians, Druids, and other
difficult to oust. fantastic forces.
The land was once plentiful with food, which attracted the Some say the areas where the mist is absent, such as in
first raiders. Now, with new challenges facing the shores of Wessex, and other lands no longer Celtic on the Isles,
this land, many fight over arable land and sacred sites as well. may be due to the encroachment of the White God. Oth-
Legends even tell of supernatural places that are only ac- ers say it is due to the falling back of the Druids and a
cessible certain times of the year or under specific circum- lack of performing of certain ancient rites. Regardless
stances. of the cause, many are seeking to alter the current state
of affairs.

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• Lore Locales - There have been extensive efforts by
the current inhabitants to uproot all signs of the Dru-
The Royal Sites ids from the lands. Standing stones and carvings have
The following sites are said to be the seats of the four been torn down, and ancient pools that the votive
ancient kingdoms of Eire, aside from Tara, the land offerings were put in are being filled in with rocks
in the centre. There was no seat for Tara, as that land and dirt, with the intention of blocking paths to the
was reserved for the ruler of all of Eire. For anyone Otherworld.
to claim the position of High King of Eire, they need • Lore Arcana - There have been sizable efforts to re-
to be crowned and recognized at each of the sites. It move all the powers that the Druids may have been able
is said that the true ruler of each of the four ancient to take from this place. Mystics say Carraig Phádraig
is the key to the summoning of Tir na nOg, but it may
kingdoms would have to, similarly, control these
now be one of the hardest locations for the Druids and
sites. The Royal Sites are now each a focus of conflict their followers to reclaim.
between the Druids and the Followers of the White
God. Many believe that if the Druids seize these sites
they can save the Six Kingdoms. These sites lay along
straight lines, with Uisneach at the centre. Cruachan
and Dun Ailinne lay along the solstice line with Uis-
neach. The other two royal sites are connected by
another line that is at right angles to it. All told, these
royal sites can be connected by lines that resemble a
jewel set in the centre of Eire.

Carraig Phádraig
This place is also known as “the Rock of Cashel”, or,
“Saint Padraig’s Rock” by the Followers of the White
God. This is the seat of the King of Munster, and has been
for generations. While it was once a site of the Druids
and their belief system, a place where they could scry and Dun Ailinne
complete their rituals. The Kings of Munster have turned
the site towards the followers of the invading god. This is the seat of where the Kings of Leinster were crowned
giving them rulership over the eastern kingdom of Eire. Ge-
There are a couple of round towers at Carraig Phádraig,
ographically it is similar to the other royal sites; consisting of
making it highly defensible. Although it is now held by
a henge and an earthen bank. The ditch and bank are within
the Criostai, the Druids dearly hope to secure this loca-
the henge, limiting the defensive ability of the place. Built
tion. At this site is a rock from one of the miracles of Saint
atop Cnoc Ailinne, a hill, Dun Ailinne is easy to identify from
Padraig, putting the site squarely in the interest of both
a distance. The only current inhabitants are occasional herds
religions.
of near-starving cattle.
• Lore Personas - The Kings of Munster long ago turned
Even before the coming of the Vikings, the site was never in-
away from their Druidic history, but the inhabitants of
habited year-round. Given its close proximity to Ath Cliath,
this land are of a mixed faith. Many publicly back the
the pagans have not been able to inhabit or do their rites at
faith of their king but continue to practice pagan be-
this site in some time.
liefs in secret.

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• Lore Personas - To the Gaels, this is the place where the outer bank and ditch of this location is to contain
“true kings” of Leinster are crowned. With it currently magical power. The temple here has been re- Introduction
under Viking control it may be impossible for a new rul- peatedly rebuilt and destroyed, with each temple
er to be officially crowned. built of wood and filled with one thousand stones Figures of
• Lore Locales - The surrounding area is nearly aban- before being lit aflame again. The Druids know the Isles

doned which is strange for a royal site but may have to that this is the key to a powerful spell that con-
do with the fact that the position would be nearly impos- nects this place to the Otherworld, specifically The Rules
sible to defend. where fallen soldiers and warriors go.
Archetypes
• Lore Locales - Much like Emain Macha, the defenses are
oriented in the opposite way than would make sense. Denizens
Instead of defending from the outside, many of the de-
fences are oriented as though they are defending from Talents &
something that would come from within. There is not, Powers
however, a pool or other pathway to the Otherworld.
Though bones are often found in this place, and feasts Adventure
were once held there, something of the magic of the
place appears lost.

Emain Macha
Once a mighty bank and ditch fortified temple, Emain Macha
was historically the seat of power for Ulaidh. It is also known
as the “Navan Fort”, even though there is no evidence that
there was ever a fort here, but rather it was a place of sacrifice
and meetings for those of the northern kingdom. Emain Ma-
cha was often used more for symbolic gestures in the king-
dom, rather than day-to-day administration.
Even the Druids have only a limited use for the Emain Macha.
In the past Druids met at this place to light a mighty fire to
coordinate with the one at Uisneach but Emain Macha has
been largely abandoned for years. The fires were used to re-
lay an unknown Druidic signal across long distances. Each
of the Royal Sites once had a mighty fire that was maintained
by Druids and other mystics but none have been relit since
Emain Macha’s fire last went cold.
• Lore Personas - Rulers of Ulaidh were often crowned
here by the Druids as part of a great ceremony. As a re- The Fort of Cruachan
sult this location served as both a royal and a religious
This is the site of the capital of Connactha, the western-most
site.
of the traditional kingdoms of Eire, and is one of the most
• Lore Locales - There are a number of ancient ruins active of the royal sites. Historically, this traditional ring fort
nearby, including what appears to have once been a fort. was the seat of power for Queen Medb.
However, since Emain Macha is not near anything else
There are several smaller forts around the main fort of Cru-
of current importance, it has largely been left alone.
achan in the centre. Beneath the site there are subterranean
• Lore Locales - The mound at the centre upon which there entrances to many secret graves, sites, caches, and more.
have been many fires lit over the long history of the place There are also several separate caves in the area, many of
is believed to be a conduit between this world and the them used by the Druids and others to hide from the ele-
Otherworld. Legend has it that the true purpose of the ments and to ambush those who might threaten them.

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• Lore Personas - The site of a great deal of power with- to throw off any invaders, though perhaps not indefinitely.
in Eire, it is often considered second to the seat of the • Lore Personas - This is the place where Eriu met the
High King. invaders, the ancestors of the Celts, and forced them
• Lore Locales - Caves and tunnels exist throughout this to promise to name the land after her.
area, and many of them may lead to the Otherworld. • Lore Locales - Uisneach is located near the absolute
These can provide shortcuts used by the Celts to har- centre of Eire, and the local construction has been
ry, ambush, and otherwise harm any who would seek to coordinated to align with the sun at different times
attack them. of the year.
• Lore Locales - The fort of Cruachan is strongly asso- • Lore Arcana - Legends tell that stones from Uis-
ciated with Samhainn, and it is said that this is one of neach have been spread across the Celtic world and
the homes of the Morrigan. One such legend says that contain a great deal of power. Other sacred sites are
every Samhainn the Morrigan emerges from one of the often marked with limestone hewn from this very
many caves pulled in her chariot by a one-legged chest- hill, and this may be how the Druids hope to move
nut horse and many other creatures. When the Morri- Eire closer to Tir na nOg.
gan rides forth it is often a time of change and magic.
In several myths there are powerful changes that come Despite the hard living of the people who make Uis-
after such a ride. neach Hill their home, the place has proved nearly
unassailable. When any attempt is made to assault
Hill of Uisneach the hill, the weather turns worse, the wind blows
harder, the cold cuts deeper, and mud entrenches
Located in the centre of Eire, the Hill of Uisneach (Ish-nukh) the feet of the invaders. It is as though the land and
or “The Hill” is the centre of Celtic life. It is amongst the tallest weather itself turn against interlopers.
mountains on the island and there are countless monuments, Further, this is said to be the burial place of Lugh,
cairs, barrows, and circular enclosures spread out around it. and the spot upon which the first fire upon Eire was
Near the peak of the hill is a large, oddly shaped limestone ever lit.
rock called the “Ail na Mireann”. This is said to be the point at
which the provinces of Eire all meet.
Tradition dictates that the fires are first lit upon the hill of
Uisneach for important ceremonies, including Bealtaine,
and once the fires are high enough they would signal that
the fires were to be lit elsewhere thus spreading across the
island. When the Twilight came, the pagan Gaels lit their
fires to call out their signal to all of Eire. Unfortunately,
the circular enclosures of the hill of Uisneach cannot house
many, and so there was a lack of food.
The hill of Uisneach is then not a place for the Druids to
lead their campaign to take back their land but rather it is,
by and large, a place of refugees. Many Gaels have been
driven from their lands near Ath Cliath only to eke out a
meagre existence here instead. The first fire, lit by Mide, is
said to have burned for seven years.
The hill of Uisneach has never been given up to invaders
of any kind. Though the Druids who have defended it have
been greatly diminished in the effort to hold the place, the
pagans Celts still inhabit the hill. While many would have
left, the Druids continue to hold on. Ancient barrows and
circular enclosures are being repaired. They are still able

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Nicolas Phaneuf Gohier (Order #31317871)
Beaghmore Introduction
Meaning “the big place of birch trees,” Beaghmore has Other Notable Places in Eire
long since been cleared of its namesake. It is an inhos- Aside from the Royal Sites, there are several Figures of
pitable place, where the winds tear at what is built, and important locations in the war for Tir na nOg. the Isles
the trees themselves seem to be rotting while they grow; The Druids seek control of these sites to en-
none of them able to be used for a mast or other con- sure their safety, and to drive off those who The Rules
struction. would encroach upon their ancestral lands.
Archetypes
Though it appeared to be simply another barely attend-
ed moor, a secretive sect of Druids arrived shortly after Denizens
the beginning of the Celtic Twilight and began extensive • Lore Locales - The place is not well defended
excavations. It is as though they had been waiting for the op- and seems to have little in the way of natural Talents &
portunity. Their digging revealed seven stone circles of dif- resources. If it had not been for the Druids Powers
ferent sizes. Within one of the circles are hundreds of smaller seeming to know exactly where to dig, it would
stones, a thing unique amongst stone circles. There are also likely have been generations until anyone found Adventure
lines of stones that align with both sunrise and moonrise as anything in this place.
well as the solstice. Whatever the purpose of Beaghmore,
• Lore Arcana - There is undoubtedly a mag-
the Druids have been hard at work, digging, revealing more
ical purpose at work there, especially given
every day and rebuilding whatever was once there.
that it used to be a place of birches, an impor-
• Lore Personas - It is said that Aegan of the Fire, a Druid tant tree to many Druid beliefs. The revealing of hun-
of some renown, is leading the excavations in this place. dreds of stones in circles and the alignment based on
He has a particular hatred for the followers of foreign the sunrise and moonrise further reinforces this. It is
gods and has the dried heads of three missionaries dan- said that the nearest monasteries are already planning
gling from his belt. to intervene.

Bru na Boinne
Located to the east of the Eire, Bru na Boinne is the site of
mounds, tombs, standing stones, and henges. These are
arranged to align with the solstices and equinoxes. Until
recently it was abandoned, but the Druids have returned to
reclaim this place as one of their sites of power.
• Lore Personas - The site at Bru na Boinne appears to
serve as a make-shift court for many of the different
sects of Druids as they engage in their long and varied
tasks across the islands. Many meet here to exchange
knowledge, techniques, and discoveries. It can be a font
of information if you can earn their trust.
• Lore Locales - Bru na Boinne is more a site of Druids
and the wise than it is of kings and rulers. Though it is
now an important meeting place, it is not defined by the
courtesy of bowing to the hierarchies of power that rule
and guide the world outside of Bru na Boinne. Instead,
by tradition, the Tuatha are the highest order here with
the Druids and other wielders of magic and bearers
of knowledge close behind. It is one of the few places
where the Tuatha have been seen in recent memory.

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Nicolas Phaneuf Gohier (Order #31317871)
• Lore Arcana - The site is important for the quarter memory of the White God following Saint Brigit.
days of the Druidic calendar. The alignment of the • Lore Personas - Though the Followers of the White
sun seems to play an integral part, as the site is lit God hold this site, there are not that many individu-
in unique ways during each of these events and great als of much import here at most times. It may be that
power is said to be channeled through the stones to the Druids are soon to strike as they are interested
any who practice magic. in using the site to regain communication with the
goddess Brigid.
• Lore Locales - The cathedral is built upon ancient Celtic
ruins that appear to extend deep underground. It may be
that no one alive knows how far these tunnels and ruins
may reach.
• Lore Arcana - Though there appears to be no pathway
to the Otherworld from this place, it is an odd location
nonetheless. Standing stones are still in the area, but
there is nothing of watery pathways that often tie Dru-
idic sites to the Otherworld. Still, the ruins are deep,
and unexplored.

Cnoc na Teamhrach
Located in the eastern part of the kingdom of Mide, this
site is the place of a number of abandoned sacred and
legendary places. The saddest of these being the now
ruined and deserted Hill of Tara, place of the Ráith na
Ríogh, the Fort of Kings, cursed to rot into oblivion by
Saint Ruadan and his followers.
The Celtic Twilight seems to have broken the barrier be-
tween the dead and the living, the ancient forts of Ráith
Laoghaire, Ráith Maeve, Ráith na Ríogh, Ráith na Ri,
Cathedral of Kildare Ráith na Seanadh, the barrows of Teach Chormaic, the
Sloping Trenches and Gráinne's Fort, and the passage
The Cathedral of Kildare was built on an ancient pagan
tomb of the Dumha na nGiall, the Mound of Hostages all
site dedicated to the goddess Brigid. Many years later, a
have had shadowy figures coming and going. They are us-
saint named Brigit (similarly named, but very different
ing the stones of this location to build fortifications. They
from a pagan goddess) landed here with her nuns and and
seem to be waiting for someone or something to arrive.
set up a cathedral. It was built almost entirely of stone, in
a cruciform style. • Lore Personas - The large ruined complexes on this site
are teeming with undead, some swore to have seen the
Since then the Cathedral of Kildare has been regularly raided
animated remains of the previous high Kings Lóegaire
by Vikings, pirates, and others and is routinely in a state of
mac Néill and Diarmait mac Cerbaill, both cursed to
disrepair.
death by the Criostai.
Despite the challenges, it provides a place of respite for
• Lore Locales - The Forradh, the “Royal Seat”, seems
travellers and followers of their faith. It is not a defensible
to be at the centre of this new fort the skeleton horde
position, and is easily accessible by boat from the water.
is building. Within it is the Lia Fáil, that according to
Druids and other pagans have been watching eagerly to see legends, is the only way to verify the validity of a true
if the Criostai can be pushed away from this site. If so, they King of Tara.
can reclaim it for their goddess Brigid and tear it from the
• Lore Arcana - The Druids and monks have tried to

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Nicolas Phaneuf Gohier (Order #31317871)
study this new development from a safe distance. who would hold it. Still, it relies upon supplies from
They determined that two gods seemed to have raised across the sea in order to support those who would Introduction
this huge army through rituals belonging to the wor- live there.
ship of both Crom Cruach and Donn. Both of them • Lore Personas - This is one of the main seats of Figures of
would have been needed to allow the souls to return power in Connacht in this era, still able to eke the Isles
to their remains and overcome the curses of old. out a partial living from the sea. There are a
large number of nobles present at Dun Aong- The Rules
hasa, and it is said that the King of Connacht is
considering relocating his court there. Archetypes

• Lore Locales - The fort is highly defensible, Denizens


built on a rock of island and utilizing the cliff
faces to help ensure that it is not easily taken. Talents &
Some have said that there are smuggler caves Powers
where one is able to enter. It wouldn’t allow an
entire military force entrance, but it could pro- Adventure
vide a way in for a small group.
• Lore Arcana - The inhabitants of this island
give their votive offerings to the sea and seem
to be particularly aligned with Manaan. The
number of attempted invasions that have been tossed
against the rocks surrounding this island suggest that
their offerings may have been heeded.

Dún Aonghasa
Located on the isle of Inishmore, this fort is one of the most
western in all of Eire. Built atop a tall cliff, it is imminently
defensible, forcing any would-be assailants to first sail to
the island then make their way up to the fort itself. Though
the walls are not the highest, often only a mere thrice the
height of a man, the walls are deeper than two men laying
head to foot and the entire set of buildings are made of four
concentric circles.
This fort has been claimed by many groups over its history.
Currently, a group of nobility from Connacht hold it, though
they are being courted by both the Followers of the White
God and by the Druids for good favour. There are three other
smaller forts on the island as well, with similar construction,
thus making the island a strong fortified position for any

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Nicolas Phaneuf Gohier (Order #31317871)
Griannan of Aileach • Lore Arcana - There is said to be a powerful spring
beneath the fort that was sanctified by Saint Padraig,
To the far north of Eire, Griannan of Aileach serves as the though the Druids claim that it had great power since
seat of power for the Kingdom of Aileach. It is a mighty fort time immemorial. Both sides argue that the site is ded-
built atop a hill which is defensible from all directions. The icated to each of their respective great powers. Even
living quarters are built in the very centre of it, but the fort now, the King of Aileach walks a delicate balance,
itself is unable to support a large number of people for a knowing that in this place is a path to the High King-
long period of time. ship.
It is amongst the mightiest of the hillforts ever built upon
Eire. It has been around since before the coming of Saint
Knocknarea
Padraig, and there are relics and locations inside dedicated Atop a high limestone hill in the north-west of Eire is
to both the Druids and the Criostai. Knocknarea. At the summit there is a large cairn that has
• Lore Personas - The seat of the King of Aileach. His been constructed and is now guarded by a sect of Druids.
court is often gone from this place in this time of hard- They have thus far repulsed any explorers or interested
ship and strife. He travels the Isles to raise support for groups that have wondered what they are doing there, but
his cause, leaving some of his court behind to maintain rumours have suggested that it has to do with the cairn’s
and protect the locals. name from myth—Medb’s Tomb.
• Lore Locales - Griannan of Aileach is a seat of power In addition to this one cairn, there are dozens of oth-
that is made of contradictions. It is highly defensible, ers atop the hill, though their provenance is unknown.
but far from much of great import. It is ancient and is There are rumours that many of these cairns once were
the site of a great and grand court but it is far from the home to a large number of Knockers, but that may just
ancient holdings of the high kings. It would be all but be the only bit of folklore that remains from an ancient
impossible to manage a kingdom the size of Eire from name.
this seat of power, but this is an age of impossible things. • Lore Personas - It is said that Queen Medb, war-
rior Queen of Ulster, was buried here. She was
strong-willed, cunning, promiscuous, and known
for ensuring that she always got what she want-
ed. Known to be both a wise and highly rewarding
ruler, some suspect that the Druids are trying to
raise her.
• Lore Locales - A group of stones surround Medb’s
Cairn, the largest of the monuments atop the hill. The
rest of the tombs are aligned north to south, facing to-
wards Carrowmore, another large set of cairns that is
nearby.
There is also a large embankment along one side of the
hill, and several communities have formed there and lived
over the years. Even now, one is being rebuilt on the ruins
of older ones, creating another seat of power in the north
of Eire.
• Lore Arcana - Many have said that a great and powerful
ritual has already taken place at the site of the main cairn,
though it is unknown whether this had the desired effect.
Still, many have reported seeing the Queen, or someone
who looks much like the legendary figure, in and around
the area. She is building a host of both warriors of this age,

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Nicolas Phaneuf Gohier (Order #31317871)
and of ones who fought and died for their land long ago. If existence as a quiet place of respite, largely unno-
such figures are being dragged back from the Otherworld, ticed by the larger happenings of the world around Introduction
it may be one of the most powerful hosts that the island has it.
ever seen. • Lore Locales - There are many abandoned build- Figures of
ings that can be holed up in for the night, or can the Isles
Knowth otherwise be searched for anything of use. Many
have already done this, however, so it remains to The Rules
The central construction of the site is a large passage grave,
be seen what you may find.
including more than eighteen tombs in total, underneath the Archetypes
mound and the surrounding area. It was used, for a time, as a • Lore Arcana - There is something strange going
small fort, and it once again has fallen into this use by the Dru- on with this place. Neither the Criostai nor the Denizens
ids. Druids seem to want it, though there is a distinct
otherworldly feel about the place. Curiously, it is Talents &
• Lore Personas - There are dozens of Druids here at any
the single location in all of Eire that no one ap- Powers
time, and they are often spending time investigating the
pears prepared to fight for.
tombs buried beneath the earth.
Adventure
• Lore Locales - The place is not particularly well defended,
nor is it particularly defensible. Instead, the location is al-
most a maze and is so often beset by fog and mist that even
the most experienced guide can easily become lost.
• Lore Arcana - There are annual rituals that are again
taking place here, each arranged on the solstices, equi-
noxes, and quarter days. Outsiders are unaware as to
what the specific purpose of these rituals are, but those
who live nearby have noted that the mists are becoming
thicker and more difficult to navigate as more Druids
return to the location. Though it is not certain, many
suspect that the Druids here are considering beseech-
ing the graves to give up at least one of the deceased.

Monastery of Clonmacnoise
Located near the centre of Eire, the Monastery of Clonmac-
noise was also the location of the crowning of the first King
of Eire who was also a Follower of the White God. Before the
Celtic Twilight, the town around the monastery was rapidly
growing, bustling despite the early raids targeting the monas-
tery. Many of the formerly wooden buildings have been replaced
with ones made of stone. At one point there were thousands of
people living in and around this community, now there are just
more than a thousand.
Located nearby the monastery is the “Horseman’s Stone”, oc-
casionally called the “Fey Stone”. Though the Druids have not
claimed it, there are many who suspect it belongs to them.
• Lore Personas - Curiously, the community surrounding
the Monastery of Clonmachnoise has been largely aban-
doned, with neither rulers nor great warriors coming to
this place. Instead, the community has found an uneasy

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Nicolas Phaneuf Gohier (Order #31317871)
Nicolas Phaneuf Gohier (Order #31317871)
Introduction

Figures of

Bridge
the Isles

The Rules

Archetypes

Between
Denizens

Talents &
Powers

Adventure

Worlds
A guide to the differences between the mundane and the other

B
elief in the White God came to the When the Vikings invaded they found a land divided. Fierce
Celtic Kingdoms long before the Vi- warriors and wise mystics capable of resisting the Vikings
kings, and the religion found much did not come together into a single unified force. Instead,
success in those lands. Before the the Celts were already fighting amongst themselves. The
Celtic Twilight, worship spread wide Vikings were able to seize their current holdings from this
and had forced Druids and other hold- confusion. As the Twilight continued, the Vikings found
ers of old wisdom out of their traditional places and seats of it difficult to expand their territory. The Celts are now
power. For a few hundred years, the Druids were mostly a unifying, sometimes along the lines of faith, but other times
part of Celtic history. as a matter of survival, to fight back against the Vikings and
the Celtic Twilight itself.
Then, the Twilight came. When the Celtic lands came un-
der a pagan end-of-days it was something of a vindication The Druids have a plan. A plan to save the Celts from the
for the Druids as many common folk turned back to the end of the world. It centres on the island of Eire.
old ways. The Druids rose again and embraced the oppor-
tunity to revive their faith. Meanwhile, other folk clung to
their new god for hope and succor, believing that this was
just another test of their faith.

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Nicolas Phaneuf Gohier (Order #31317871)
The War for Tir na nOg and “Annwn” (Land of Light), and more. Collectively,
these lands are known as the “Tir na nAill” or “the
The Celtic land of Eire was colonized by mystical beings long
Otherworld”.
before humanity came. Eire was chosen since the veil separating
the mundane world and Otherworld was thin there, more than in The places in Otherworld are related to each other like
other Celtic Kingdoms. Certain spots in Eire could be used to churning bubbles amongst the seafoam. Each of them can
travel to Tir na nOg, the otherworldly land of youth. be conceptualised as islands within their own bubbles, with
mists filling between them as they jumble.
Now, the Celtic Twilight has come. In the northlands, the sun
and moon have been devoured, and the stars are winking out. There are countless realms within the Otherworld, islands of
Endless cold has descended upon the land. The full effects relative stability within the churning mists that lay between
of the Viking Ragnarok have not yet caught up with the Six them. Unlike in the mundane world, the places within the
Kingdoms. Some believe the brunt of Ragnarok is being held Otherworld are often mutable. Within each bubble a kingdom
at bay by supernatural forces, creating the Celtic Twilight. has its own rules of reality. This is perhaps influenced by
Perhaps the Tuatha themselves are lessening the endless its denizens, or its ruler, or perhaps the other way around.
winter’s effects. Realms each have their own way that time and movement
and reality interact, even in terms of what are the right and
At some point, the full force of the end times will fall on the
sensible rules of physical relationships; like how fires start,
Isles. Before that happens, while there is still some meager
whether to walk on walls or on ceilings, how far distances are
food on the ground and the Celts are still fit for war, the Druids
to walk, or how big or how small objects should be. Within
seek to enact their plan and save the Isles. The first step in
much of the Otherworld, for example, the dead continue to
the Druids’ plan is to regain control over the key sites in the
live; though most of them are unable to leave their proscribed
mundane Celtic world that connect with the Otherworld. Eire
place, some are able to fight their way back to the land of the
has become the most important battleground.
living just as anyone could escape Otherworld.
The Druids ultimately seek to move Eire, wholly or in-part,
Some realms within the Otherworld have a relatively
into the Otherworld to a land of safety and plenty called Tir na
stable existence. Things like time and distances are fairly
nOg. Doing so would mean avoiding the Viking’s Ragnarok
comprehensible and don’t change nearly as often as the
and saving those who live on the island. However, the battles
mists between realms do. Such places are more able to host
ahead are not easy. It will require the Druids to wrest control
mundane visitors. However, even within these more-or-less
of the sacred sites back under their auspices and to drive off,
stable realms, nature might behave in an utterly alien way.
or at least broker peace with, the Criostai. Only then will the
Druids be able to complete the great ritual. Or so they claim.
Rulers and Denizens of
What is the Otherworld? the Otherworld
Often, each Otherworldly realm is a small island, each
Layered alongside the Celtic Kingdoms there are several
a kingdom, ruled by one power or another. Otherworld
other strange overlapping magical realms, collectively
kingdoms are inhabited by plenty of different beings, each
called the “Otherworld”. That much is commonly known.
holding sway over their realm. Kingdoms may be ruled by
Most Celts can tell you that Otherworld is a collection of
a single king, queen, or chieftain, while others are ruled by
segregated but interdependent small kingdoms governed
some local despot, or not ruled at all. In some few there is
by fey and by darker things. However, when someone finds
even only a single being that lives there, some hermit from a
themselves passing through the mists into the Otherworld,
place utterly alien.
or stumbling into it in some other way, the true place is much
more confusing. There are many creatures who make the mists and its
isles their home, each with competing interests. The
Mundane humans find it difficult to categorize what
rulers and inhabitants of these lands are not solely the
they have found in the Otherworld when they’ve found
fey or those who folklore might call gods. Countless
a way in, and, more surprisingly, a way back. The
humans and heroes, and stranger things besides, make
mystics and Druids are aware of several places beyond
these magical lands their home. Some are benevolent.
the mundane world, amongst them “Mag Mell” (the
Many are cruel. Fomorians have found their way to these
Pleasant Plain), “Tir na nOg” (Land of the Youth),
dark places, and there they wait to wage war upon Eire,

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Nicolas Phaneuf Gohier (Order #31317871)
and extend their fight to Alba and Cymru. There are or by disappearing into the mists in one location,
also dark beings, gods and creatures that have long been only to reappear to flank their foes. Introduction
forgotten, yet here they rule. Even humans have built Some realms, or perhaps all to a greater or lesser
entire cities, villages, and kingdoms amongst the mists extent, are controlled and shaped by the power that Figures of
of the Otherworld. lives within it. Realms become a reflection of their the Isles

All these creatures lay claim to a part of the Otherworld ruler, especially over long periods of time. A place
and may find any travellers easy prey. Such danger may ruled by a foul being will itself turn foul. It is even The Rules
even appear civilized. A traveller may be greeted warmly said that a few, rare realms, were made purposefully.
by otherworldly kings, queens, and chieftains, only to find They were created as fiefdoms for some fey that Archetypes
they are not allowed to leave. The rulers may be jealous, had wrested the very fabric of its creation from the
Denizens
and not want their new source of amusement to escape. mists and shaped it into something that they could
Naturally occurring within this realm, or at least well use.
Talents &
accustomed to its workings, many of these beings are able Powers
to better navigate or otherwise ignore the challenges that Passage into the Otherworld
are posed by it. Even a relatively unassuming fey can pose The Six Kingdoms are riddled with seemingly Adventure
a much greater threat by understanding how to manipulate accidental connections to the Otherworld: waves
the mists to heal over a shorter period of time, how to get on the sea that lead to strange places, caverns and
away from an enemy that is moving faster through time, forests that defy the logic of how lands ought to

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Nicolas Phaneuf Gohier (Order #31317871)
work, with barrows and knolls that somehow seem to fit ground is a more certain, if a more dangerous way, to
more land into spaces than should be possible. Cairns and reach an unknown land in the Otherworld. One way or
burial sites can seem to stretch and otherwise warp the lands another, passages to the Otherworld are found by those
around them. who most need to find them, whether they’re aware of
Typically, mundane people fall into the Otherworld by their need or not.
accident. When pressed on the direction to the Otherworld, All journeys to the Otherworld are dangerous in their
or how they got there, travellers who have returned are own way. Even returning holds its own dangers. It is not
confused, even if they seem passionately certain. When uncommon for destinations in the mundane world to be
someone tries to retrace their steps to go into the Otherworld found far from where they have been thought to be. A
again, they return to the spot they are certain was the way, mere hour’s walk through a fog may result in crossing
and it is no longer the way. the entirety of Alba, or it can reveal that years have
Folklore says these magical lands can be reached through passed while the traveller has walked only a short while.
several different paths. There are bodies of water that, when
sailed across or otherwise interacted with, can lead to the Within the Mist
Otherworld. There are also caves, barrows, forests, and Between the realms of the Otherworld and mundane world
other underground places, that may lead to the realms. The are the mists and the strange places between. Travelling
directions, however, are contradictory and often impossible. through the mists happens as often on foot as it does over
water. Islands and forest clearings alike can be reached
Some describe different Otherworldly realms as islands through either method. One can find themselves walking
to the west or north, or just as strange lands they chanced to the Isle of Apples from a forest as easily as they can end
upon populated by heroes and other greatness. Several up sailing up to the Dagda’s campfire for an impromptu
of the key otherworldly kingdoms are apparently far off feast.
islands replete with treasures and great weapons. Others
describe Otherworld as being just around the next corner, or The mists between the realms are dangerous, wild,
underground a way, or through a door or cupboard, always and unpredictable. Without proper preparation or
placing it both immediately near and forever out of reach. knowledge, even attempting to navigate the mists can
These apparent doorways are inconsistent, based on some be treacherous. In these in-between places, time doesn’t
schedule or whim beyond mortal ken. Some realms skip flow as it does elsewhere and distances are not a thing that
across the mundane world like stones on a pond, making can be relied upon. Travelling from one place to another
contact only once in an age, while others connect at odd depends little upon the actual distance between them,
angles to the mundane world and require utterly different with the wandering through the mists allowing people to
rules to reach. traverse great distances in a blink of an eye, or to remain
lost for generations. Some who travel through the mists
The only consistency to these varying stories is the need find themselves able to travel for centuries and only have a
for some mystical force in order to reach the Otherworld. day pass for them. Others will find themselves wandering
The rise of fog and mist are commonly reported before for what seems to be a decade or more, only to return
someone finds themselves lost to the magic land. The very home and find that though they have aged, a mere day has
presence of mists is a regular way to find yourself lost in the passed.
Otherworld. It is for this very reason that the Celts so often
advise staying outside of the mists, especially at night. Strange creatures live in these mists as they churn between
otherworldly realms. There are dark creatures and fey
However, not all pathways into the Otherworld are so beings amongst them, and other monstrous beings that
unpredictable or difficult. Some relatively safe and defy description. They are stranger, and perhaps more
predictable paths can be provoked by ceremonies dangerous, than the denizens of the realms themselves.
involving prayer, an offering, or the use of an artifact. Their nature cannot be guessed, and their motives are
Artifacts like these are most often held by followers of even more unknown.
one of the fey powers or gods. Though they lead to the
same place in the Otherworld, they will usually not lead These mists, or something like them, seem to have
back to the place as well. There is always a catch. For the spilled out into the mundane lands since the Twilight
truly desperate, venturing through a mist-filled burial began. In the history of the Celtic lands events of

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Nicolas Phaneuf Gohier (Order #31317871)
supernatural fog were known, but rare. Now the mist
covers much of the ground in the Six Kingdoms.
This is especially true in Eire, where they are the
most dense. As the Celtic Twilight continues the
mists blanket more of the land, at all times of day,
threatening at any given time to thicken and lead a
traveller astray into the Otherworld.
Or, could this all be according to the Druids’ plan?

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Nicolas Phaneuf Gohier (Order #31317871)
Sidhe Courts

T
he Otherworld is a mirror to the mundane Celtic World, in some ways so similar, and in some ways
impossibly different. It is a realm of impossible pathways and mists linking unlikely places. Within are
many kingdoms, each ruled by a court. These courts are strange reflections of the mundane world,
though they are ruled by powerful beings who seem, in turn, to influence the mundane world as well.
The rulers of Otherworldly courts sit in leadership, but instead of being attended by wise monks and
Druids, they are attended by countless strange creatures, nominally called faeries. Even the wisest
mystics cannot tell whether those who dwell in these courts are gods, beings of whole or part magic, or something else entirely.
The Celts seem not to view the faeries and the rulers of the otherworldly courts as different beings amongst themselves, but
see them all on some sort of continuum.

Seelie and Unseelie realms. Should they travel to the mundane lands they do

Courts
so with long processions with music playing and innu-
merable courtiers to forward their interests. Decorum
is important to the courts. Even the most kind-hearted
The courts of the Otherworld are largely (but not en- members of the fey feel insulted by those who do not fol-
tirely) divided into the Seelie (See-lee) and Unseelie low their rules or whims.
(Un-see-lee) courts. These terms are used mostly by hu- King Manannan (Man-an-an) and Queen Áine (aeh-n) rule
manity trying to make sense of the chaotic Otherworld
the Royal Court of the Seelie, the most famous realm, that is
and the politics of its inhabitants. The Seelie Courts
also one of the most likely to engage in trade with the world
are more predictable and the most likely to deal with
of humans. The Unseelie Court, on the other hand, is not apt
humans. They will trade in good faith and even proffer
to engage with humans, often to the point of being openly
warnings to humanity. The Unseelie, by contrast, are
hostile. The Unseelie Court has no consistent or formal rul-
often malevolent and may attack herds of animals and
ers, in part contributing to their chaotic nature.
even travellers without provocation. The fey of any court
practice extensive pomp and circumstance within their By contrast with the Seelie Courts, there is no singular

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Nicolas Phaneuf Gohier (Order #31317871)
power that rules over the Unseelie Courts. They tend to year, on the longest nights, she drinks from a mag-
be quite small, most ruling over a smattering of hills, a sin- ical well that causes her to age backwards until she Introduction
gle forest, or some other small geographic feature. They is young enough to age again over the course of the
are loose amalgamations, with some local spirits or fey year, bringing her back to her ancient age. By the Figures of
gaining enough power to hold sway over their local court. midst of summer she is fully grown again and by the the Isles
This position is always threatened, with strange political beginning of fall she is beginning to show the signs
maneuvering between the locals all vying for power. Their of old age once more. The Rules
grudges can last generations, but ultimately they are often She has altered and sculpted Alba with her whims
willing to put them away to purport some jape upon un- and aims. The highlands and mountains were Archetypes
suspecting humans. shaped by her, wielding her great and powerful
Denizens
There are potentially thousands of smaller courts, and war hammer in battle, smashing the ground with
though many fey are part of a court, there are plenty that each blow. The infamous Loch Ness was formed
Talents &
are solitary in their activities, such as Kobolds, Bucca or from a curse she laid upon one of her maidens,
others. These are sometimes domestic fey, those that are a woman named Nessa. Nessa was responsible Powers
part of a human household, or ones who are otherwise par- for one of Beira’s many wells, each one serving
Adventure
ty to just their own affairs. some purpose in her lands. Nessa was to cover it
every morning and open it every evening. When
Courts and The Tuatha de Danann she was late, having become distracted by some-
thing along the way, Beira found and cursed her,
A subset of the larger fey (or “Fair Folk”) society, the Tuatha
de Danann (Too-ath-a day Dan-an) are a society of former turning her into the River Nessa which fed into
inhabitants of Eire by way of northern islands that are both the Loch.
in the world of the mundane, and the Otherworld. They are With the coming of the Celtic Twilight, Beira finds her an-
all descended from Nemed and Danu, or were adopted to cient spring has not thawed and does not provide her with the
their numbers. The key Tuatha are the upper echelon of the magic she needs to return to her young age. She continues
Seelie Court, but individually they may belong to any court, to grow more and more wizened. The unrelenting cold has
or no court. Once the Tuatha were unified by the threat of turned many of the inhabitants of Alba back towards the old
the Fomorians. Whatever caused them to split up, it does not ways, bringing offerings to her halls once again. Her position
appear to be going away in light of the strife that has hit the is precarious, and what measures she’ll take are ultimately
islands they now call their home. unknown.

Sidhe Courts by Breizh


More than anywhere else in the Celtic World, the courts in
Kingdom Breizh are more likely to contain the deceased. Whether
these are the haunting spirits of loved ones, ancient war-
riors, or even forgotten children, seems to depend on the
Alba particular court. With the fall of their capital, it is said that
The court in Alba is unmistakably dominated by the ruler and the court still meets in those ruins along with a number of
mother of all gods, goddesses and spirits of this land, Beira now deceased luminaries. The deceased appear, make their
(Bear-a). Beira, sits on her throne atop Ben Nevis. Winter is voices heard, even if what they can do to interact directly
hers, and she is winter. As the Queen of the Gods in Alba, with the mundane world is limited.
Beira is bitter at the coming of the White God, but she wel-
comes the onset of the Celtic Twilight, believing that it will Britain
drive the people back to her cause. With the Twilight ravag- After the long occupation of the southern invaders, the
ing the land, she sets out to restore her control over her reign courts that once occupied the space of Britain, now fought
and seeks those who stole Alba and the inhabitants from it. over by the Anglo-Saxons and carved amongst smaller king-
Beira is a one-eyed giant with white hair and dark blue skin. doms, have gone silent. Britain is no longer a part of the Celt-
Her teeth are the colour of rust, and always rotting. Once per ic World.

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Nicolas Phaneuf Gohier (Order #31317871)
Cymru er parts of the world, the court of this place has gone quiet.
It is said that it still meets, but that the members are either
Though the kings of Cymru have turned towards Ae-
meeting with the invaders and seeking to ally themselves with
thelstan and the White God, the inhabitants of Cymru
these outsiders who would overtake these lands, or that they
are not so unified. Many push for a return to the ancient
are meeting in secret to avoid being killed by the invaders.
ways, others loath to bend the knee to Wessexian invad-
ers, while still others prefer the coming Vikings to the
other available options. The courts of Cymru take advan-
The Courts
Remaining
tage of this and are meeting with Y Mab Dargoan, kings
and nobles alike, and whoever else will treat with them.
They seem to be preparing for war, though on who’s side
seems yet to be determined.
Roaming Courts
Some courts exist without a fixed place of residence. They
Eire travel throughout the world. Amongst humanity, this hap-
Manannan Mac Lir is called the protector of the fey realm and
pens via necessity. For the courts of the fey, this is as often
is the master of the mist barrier between the worlds. He is a
a result of a choice. Unlike humanity, which must physically
Fey King, ruler of the Seelie Courts, and the one that made
move themselves, many of the roaming courts of the Oth-
the plan for the children of Danu to leave Eire to the Gaels.
erworld are able to move themselves wholly through time
Manannan is associated with the waters and seas.
and space.
Ancestor to the rulers of Munster, Áine is the wife of Manan-
For instance, Clíodhna is the most powerful Banshee of
nan and rules as Fey Queen. Despite this familial tie, she
the Celtic World, directly acting as a second-in-command
rules a separate court, with the two of them only coming to-
for the Morrigan and as a seneschal for her court when she
gether at certain times of the year. Her court in the Other-
goes out to lead the Sluagh, which is almost all the time
world is located near Limerick, in Eire, so much as locations
during the Celtic Twilight. Clíodhna leads the Banshees
in the mundane world can be tied to Otherworldly locations.
of the Sidheog to collect souls and transfer those willing
It is said that she glows, radiating the power of the sun itself.
to either Donn or join her mistress’s service.
Amongst her other duties and roles, Áine is able to either give
or take away the position of kingship or queenship from any Tiny Courts
ruler in the Celtic World. She can instantly mark anyone who Fey courts are scattered throughout the Isles, with many
wrongs her, and all will know they are not fit for rulership. smaller ones existing in even smaller places. To this day there
is the occasional barrow or small area that can be found with
Kernow its own court in miniature, claiming kingship over some
Since the people of Kernow bent the knee to Aethelstan and small place. These beings are unperturbed by the Twilight.
the house of Wessex, the courts of the sidhe have fallen out To them, it is another change of the seasons.
of favour with the locals. They still hold their meetings, but
they are much subdued things, without many of the offerings
they were once given. Such little offerings that remain are the
ends of bread and cider and milk, which are a far cry from
what was once received.
In these times of strife, few amongst their courts are willing
to risk much. Most are content to continue their shabby ex-
istences, and those who are not often flee to other courts.

Mann
The Isle of Mann has fallen under the sway of the Vikings,
becoming a seat of power of their kingdom in the Isles, and
an important part to their lands. Though they have created
a more peaceful existence with the locals than in many oth-

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119

Nicolas Phaneuf Gohier (Order #31317871)


Divine Forces

G
ods are older and more powerful than the fey. Though the fey may sometimes go by the term gods, be
worshiped as gods by mortals, or have that term applied to them or their works, in the Celtic World
a true god is something well beyond mortal ken.
Typically a Celtic god will lord over some concept or another that forms the building blocks of the
Celtic World, and of the Otherworld, because they are inextricably linked. In many ways these gods
are creatures of both the mundane and the otherworldly.

Divine forces such as these are uncaring of politics jagged rock. Eriu slayed him. Then Donn ascended to be the
amongst the higher beings. They have little time for the Celtic god of the dead, and ancestor-god to the Gaels.
Tuatha, for the Fomorians, or even for the mortals that Eriu tries her best to keep their fields fertile and livestock healthy.
walk the Isles. Instead, the gods view things from a longer For those she loves, her faithful, or for those she takes pity on, she
timeline than perhaps anything found throughout exist- ensures they do not get lost, they find fruit-bearing trees when
ence. hungry, and they find game when hunting.
Yet, with the coming of the Celtic Twilight, many of these Eriu is almost universally loved by the Celtic gods and other high-
gods feel compelled to involve themselves in the unfold- er beings. Though she is adored by the Tuatha de Danann, and
ing drama. by the Fir Bolg, Eriu’s first and only true love was a Fomorian,
Elatha. When the tides meet her shore she can feel his embrace.
Eriu (Ey-roo) When the Milesians came and their leader Amergin sang the
most beautiful poem ever told to glorify her, Eriu was so moved
she let the Milesians settle upon her, and with her favour they
Goddess of Eire prospered and became the Gaels.
There have been many tales trying to explain the being called In war, however, Eriu has never played favourites. She does not
Eriu. Some say that she is the island of Eire itself who gained life interfere with the battles that happen upon her between the gods,
and power through worship. Others claim she is a fusion between Fomorians, and mortals, but will weep for the fallen on all sides.
the island and the first human being to have died upon it, her soul When the Celtic Twilight came it did much harm to Eriu, slowly
investing in the island as its personality. freezing her land, discouraging growth upon her, and draining
Eriu loves poems sung to praise her beauty. She enjoys the love her life. Eriu tried her best to keep her surface fertile for the sake
her people show for her hills, bogs, mountains, and rivers. In ex- of the mortals who looked to her for protection. As the Twilight
change she allows them to farm, live, and even wage war, though continued Eriu grew weak and fell into a deep sleep to save the
much to her chagrin. In the end all that lives upon Eire must pay energy she had left. When she fell to hibernation she sent her
their respects to Eriu. Those who mock her tend to never find last thought to her lover Elatha deep beneath the waves in the
their way back home, to be swallowed in her marshes, or be found hope he would find a way to save her. The other gods felt Eriu’s
drowned on one of her shores. Legend says that when Donn ar- cry also. The loss of her pushed them to return from their Oth-
rived at her shores he mocked her, so she smashed his boat on erworld realms and reunite with their followers.

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Nicolas Phaneuf Gohier (Order #31317871)
Even in her sleeping state Eriu can feel the rising tide of blood-
lust, fury, and sorrow that will engulf the land from the battles that
will soon occur upon her. War will mean change. Kin will clash
against kin. The Celtic World will never be the same.
Status: Comatose. Represented by the Green Hunter.
Granted Power: Sprig of Holly.

Code of Conduct
• Always use words before violence.
• Seek to protect the island that fed your Tuath for generations,
nurture it for the generations to come.
• Help the followers of Elatha to save Eriu.
• Only kill animals for sustenance, never sport.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Bury an apple and a waterskin in fertile soil as
sacrifices.
• Blot: Cut an apple in half, cover the inside facing up in your
blood, sew them back together and bury the sewn up apple in
the ground as a sacrifice.

Domain Slot Boards


• Beauty
• The Green
• Perseverance

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Nicolas Phaneuf Gohier (Order #31317871)
The Tuatha
de Danann

T
hese are the folk of the goddess Danu, those that travelled with her from far off lands, or are descended
from those that did. Many of the Tuatha de Danann (Too-ath-a day Dan-an) are immortal figures that sur-
vive to this day. They claim that, though they are not the original inhabitants of Eire, it is entirely theirs. It
was won through bloodshed and bravery and therefore the land belongs to their people.
Though they claim Eire as their own, the Tuatha can be found throughout the Celtic Kingdoms. Most of
them are wanderers, restless, and politically divided. Even if they have not frequented a Kingdom for an age,
usually because of the incursions of White God worshippers, their agents will still be there so long as Celtic blood flows through
its people’s veins.

Tuatha Ancestry
The Tuatha are the clan that came originally from the Glori- The clan of the Tuatha was once much closer than it is now.
ous Isles to the North in the Otherworld. They came to Eire During the ages of myth long past they more often worked in
in times long past, wresting the land from the Fomorians. The concert. It was with the death of Lugh that they were driven
Tuatha were led by Nemed, and amongst the original Tuatha, apart. The great battle against the Fomorians, one of their
all are descended from either Danu or Nemed, two of the first greatest moments, appears to have also splintered them.
figures from these people. Their lineages and kinship are as The Tuatha experienced countless losses aside from just
convoluted as any Celtic people with adoptions and raising their champion and perhaps it was seeing their grief reflect-
others to membership in their family being a common oc- ed back at them that forced them apart. Broken, they are at
currence. The Tuatha are all great figures, capable of magic, a disadvantage when dealing with all the invaders who now
feats of strength, and prowess beyond any modern Celt. plague their lives and lands. Now they are a loose collection,
Though many are born to Tuatha, it is not the only way to be- some only observing minimal consideration to their Tuatha
come one. There are countless individuals, including Taliesin allegiance. Perhaps they could yet be reunified.
and Manannan, who were not born Tuatha and may not have
even been born human, yet were raised to be members of the
clan. The rites that take place to add someone to the Tuatha are
jealously guarded secrets. Whatever they are, they appear to re-
quire the individual in question to already be incredibly talented
and already a step above what most Celts could achieve. Their
talents and abilities appear to be further improved by the ritual.
Once Tuatha, they share the people’s immortality, are immune
to the effects of age, and gain some deeper understanding of the
Otherworld.

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Nicolas Phaneuf Gohier (Order #31317871)
Áine (Awn-yeh)
Queen of the Seelie Court
Tuatha de Danann
Áine is the queen who rules the Seelie Court of the fey.
Her dominion is associated with summer, the sun, fertil-
ity, sovereignty, and love. To deserving mortals she be-
haves as a just and attentive patron, quick to bestow favour
but also quick to smite betrayal.
She was deeply saddened when the majority of Celts
turned away from the old ways to embrace the White
God. However, during these times of the Celtic Twi-
light as the world has grown dark the qualities of Áine—
of sunlight and summer—are now much sought after
and thus many more mortals now worship her.
Áine is revered, in part, for her history of triumph over
adversity. Once Áine was raped by a king and in the act
she bit off his ear, knowing it was law there that only an
unblemished king could rule. It is hoped that by wor-
shipping Queen Áine, meagre mortals can find such
cleverness and strength to survive the Celtic Twilight
and bring about summer and sunlight once again.
Status: Working to influence all of the clans and families
that share her blood through visions and gifts.
Granted Power: Sprig of Hazel.

Code of Conduct
• Ensure life and growth, value the well-being and the liv-
ing conditions of all in the land as a priority.
• Apply the laws with fairness and compassion.
• Cannibalism is forbidden.
• Saving Eire is the top priority.

Blot & Faining


• Faining: Make offerings to her every time a new life is
born.
• Blot: No blood shall be spilled in her name. She will
never want a blot.

Domain Slot Boards


• Beauty
• Life
• Law & Justice

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Nicolas Phaneuf Gohier (Order #31317871)
Aonghas (Ayn-gus)
Tuatha of Unearthly Beauty
Tuatha de Danann
A poet, a warrior, and a favoured son of the Dagda, Aonghas
is amongst the greatest warriors who has ever lived upon the
Isles. He is called “Red-Armed” in many of his exploits, as
he is an expert in weapons. Aonghas is revered as the god of
poetic inspiration and love and is also linked to the sun and
the renewal of life at the end and start of the year. Dedication
to the truth is also important to Aonghas. He demonstrated
this when he killed Lugh’s poet on the spot for lying about
Cermait. Aonghas is described as an incarnation of mascu-
line beauty and the embodiment of youth and life infused by
the sun.
The son of Dagda and Boannand, as a result of a dalliance
between these two, the birth of Aonghas was kept secret.
Using his harp, Dagda caused the sun to stand still for nine
months ensuring that Aonghas was conceived and born in a
single day.
When Aonghas came of age, he took Dagda’s home for
himself, taking several passages to the Otherworld and else-
where with it. He was able to do so by tricking Dagda using
some clever word play. He asked if he could stay at the home
for “day and night”, which Dagda understood as a single day
and night. Without the definite article to limit it, Aonghas
possessed the land during both day and night, to which Dag-
da ultimately agreed, and left peacefully.
Aonghas often acts as a protector and saviour of people,
including freeing trapped women and other beings from
those who would do them wrong. Aonghas works most often
through trickery.
He once wielded the sword Moralltach, the Great Fury, which
was given to him by Manannan. This was a great and powerful
weapon but Aonghas loathed to fight without necessity so he
gave it to his foster-son, who later died. Aonghas returned
the body of his foster son to Bru na Boinne, a powerful hill
and the site of Aonghas’s power. There the body rests, and
Aonghas breathes life back into it when he wishes to speak
with his once-living son. This is amongst the powers that
Aonghas possesses, the ability to breath life back into the
deceased. Though this does not last for long, the deceased is
able to return to their body and our world with their complete
faculties intact.

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Nicolas Phaneuf Gohier (Order #31317871)
Aonghas’ partner and love is Caer Ibormeith, who he first
saw in a dream. To find her he tasked his mother to search
for a year, his father to search the year after, then the King
of Munster to search the year after that. It was the King of
Muster who found Caer Ibormeith and told Aonghas where
she was. In that place there were 150 young women chained.
Aonghas was told that they could transform into swans once a
year on Samhainn, and that he could win Caer Ibormeith if he
could identify her while she was in her swan form. Aonghas
turned himself into a swan to best match the love of his life
and more easily identify her. Then the two flew off. Together,
by mixing their skills and their magic, they are able to sing
a song that can put all listeners to sleep for three days and
nights.
Status: Infusing his followers with his power to bring life
back to Eire and standing at the bedside of the goddesses that
keeps the island alive through their life-force.
Granted Power: Rising Spirit.

Code of Conduct
• Speak truth through your poetry.
• Your body must become an incarnation of peak physi-
cality to inspire others.
• Take care of your kin, life brings life and must be pro-
tected.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Write down a poem to inspire your peers at
sundown or sunrise.
• Blot: Create an ode to a newborn, bring it to the next
sunrise and sacrifice your ode to ask Aonghas to protect
the child’s growth.

Domain Slot Boards


• Beauty
• Song & Poetry
• Weapons

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Nicolas Phaneuf Gohier (Order #31317871)
Boann (Boh-ann) Brigit (Brij-it)
River Goddess The Exalted One
Tuatha de Danann Tuatha de Danann
Boann is a river goddess and all that can be seen of her now is Brigit is mainly known for her role as a motherly figure for
the river itself as the appearance of her body is long forgotten. the Tuatha de Danann, and amongst mortals as the protec-
Her mortal body died when she challenged the Magical Well tor of Filis, poets, druidic healing, cattle, fertility and the
of Segais by walking counter-clockwise. This opposed the divine spark known as “creativity”. Brigit’s day is the first
natural order, and the well’s waters burst in anger, breaking day of the second month near the beginning of the new
Boann’s body, and killing her nearby pet dog, too. year; a time of cold, planning, and preparation; a time when
The magic waters spilled across the mundane world. In try- you rely upon the warmth of the hearth and the meat of your
ing to pry the secrets from the Magical Well, Boann freed the animals and upon hard won wisdom.
salmon of wisdom, so that mortals could come to learn what Known as “The Exalted One”, Brigit is the daughter of
it knows. Boann’s form now runs as the mighty river bearing Dagda and Bres. She is the one who blesses cattle and herd
her name. She is, through her sacrifice, considered a giver animals across the entirety of the Six Celtic kingdoms. She
of life on Eire and a cautionary tale for those too curious for guards and protects those who worship her and give offer-
their own good. ings. Brigit owns two oxen, Fe and Men, who follow her if
Status: Trying to find a way to keep the spirit of Eire from they are not let loose to graze upon their sacred field of Fe-
fading. men. She also has Torc Triath, the King of Boars, and Cirb,
the King of Sheep, who bleat and make noises to notify her
Granted Power: Geyser of Sacred Water.
of any danger.
Code of Conduct Amongst her many legends is the invention of keening, the
• Seek knowledge no matter the cost. singing of a song of great sadness while weeping and mourn-
• Use your knowledge for the greater good. ing. This was first done for the death of her son, Ruadan, who
• Make a proper offering before crossing a river. died whilst fighting against the Fomorians. This gave her
• Cannibalism is forbidden. reason to dig deep within her sadness and to give birth to this
kind of song in his memory.
Blot & Faining Brigit is the tender of flames. For unknown reasons she
• Faining: Sacrifice a sword or jewellery by throwing it keeps one sacred flame in Kildare, in Eire. Around it she
into a river. planted magical hedges that make men go insane if they try
• Blot: Drown a living creature in the river Boyne. to cross them. The hedges continue to protect her sacred
Domain Slot Boards flame from ne’er-do-wells. Although Brigit’s worshippers
come from across the Celtic Kingdoms all follow her and her
• Magi
• Seas & Their Rivers sacred flame. At least before the coming of the White God.
• Safeguard It is upon Kildare that the followers of the White God
have seized her sacred flame and now control it. They
claim that it is a sign of the beneficence of their god, but
followers of Brigit know the truth. The flame needs to be
rescued, rekindled into great blazes, and made to burn
down the church around it. Nearly all of Brigit’s follow-
ers, and all of her Druids, are women. For the time being
they wait until the portents are right to strike, for Brigit
has always been a goddess of portents. With the ever cold
of the Twilight, her followers continually divine, waiting

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Nicolas Phaneuf Gohier (Order #31317871)
for the time to strike at Kildare and to spread the fires of
Brigit once again.
Status: She is severely weakened because she is one of the
goddesses and gods that are sacrificing their life-force to
keep Eire alive during the Celtic Twilight.
Granted Power: Blessing of the Emain Ablach (Isle of Ap-
ples).

Code of Conduct
• Cattle is the lifeblood of the clans and kingdoms, re-
spect and take care of them like family.
• Let your own divine spark guide you to greatness, in art,
trade or any skills you have.
• Family is sacred and must never be forgotten or aban-
doned.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Write a wish on a piece of parchment or wood,
then sacrifice it to her by throwing it down a sacred well.
• Blot: Compose a poem, then sing or say it loudly alone
in front of a body of water, sacrificing the emotions you
expressed through this poem to her.

Domain Slot Boards


• Homestead & Livestock
• Songs & Poetry
• Wild Flame

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Nicolas Phaneuf Gohier (Order #31317871)
Credne (Crehn-yeh)
Goldsmith of the Gods
Tuatha Trinity of the Gods of Art
Credne is the goldsmith of the Tuatha de Danann. He forged the
crown and silver arm of Nuada to make him whole, thereby giving
him back the right to rule over his people. Credne is the creator
of exquisite jewellery. He smelts and shapes the precious metals
into objects of great power, often investing them with symbolic
meaning related to what he thinks of the wearer. Mostly he favours
the other Tuatha with these gifts, jewellery that embellishes the
beauty and majesty of his kin, thus increasing the pride and wealth
of those he favours.
Status: Goldsmith of the Tuatha.
Granted Power: Enchant Flesh.

Code of Conduct
• Strive for your art to attain perfection.
• Find beauty in every blade of grass, every wisp of wind
and every vein of ore.
• You must bring out the beauty and majesty of your pa-
tron through your skills.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Craft a piece of jewellery, offer a prayer to him
and melt the object into a lump, then bury it in a bag
with the ashes.
• Blot: Go find a vein of precious ore in a mine, extract
it yourself, or participate in its extraction, smelt it in
your kiln, have a Druid bless the ingot and shape it into
a work of art. Then offer it as a centrepiece of a ritual in
his name.

Domain Slot Boards


• Beauty
• Hammer & Anvil
• Wisdom

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Nicolas Phaneuf Gohier (Order #31317871)
The Dagda (Dag-da) Domain Slot Boards
• Magi
Patron-god of the Druids • Might
• Homestead & Livestock
Tuatha Trinity of the Gods of Skills
The Dagda is the god of druidry, manliness, fertility, strength,
appetite, agriculture, magic, wisdom, science, and contracts.
He is called upon for his great wisdom and knowledge but also
for matters of law, innovation, astrological observations, and re-
ligious rituals.
Dagda is also a terrifying force on the battlefield; his roar brings
fear to his enemies, and he can reportedly kill nine men with
each strike of his mighty “Mace of Wrath”.
After his physical death in Eire, Dagda, as the father of the Tua-
tha de Danann, crossed with his children to Tir na nOg and there
found a place advising their king, Nuada. The Dagda is a jovial
figure and takes great pride in being the best of hosts during the
feasts he organizes for the denizens of the Otherworlds.
In these dark times the Dagda is taking a more hands-on ap-
proach with his followers, empowering them with the means to
defeat their enemies by magic. He is directly linked to sacred
sites all over Eire: the Grianan of Aileach, Brú na Bóinne, Uis-
neach, Eas Aoidh Ruadh and Lough Neach. These sites have
been brimming with great rituals done by his followers to open
permanent rifts in the veil between the Otherworld and Eire, to
allow his kin to cross over without the need to spend their divine
essence to create their own portals, or solicit the favour of Man-
nanan Mac Lir.
Status: One of the main actors for the shifting of Eire into Tir na
nOg. Supporter of all Druids.

Granted Power: Draw From Nature (Choice).

Code of Discipline
• The pursuit of knowledge to help kith and kin.
• Honour your guests by following the rules of feasting such
as the Curadmír and never leave a guest wanting for either
food nor drink.
• Always honour contracts.
• Always do the rituals at the proper time and follow the rules.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Leave him the Champion’s Portion during a great
feast to settle a dispute.
• Blot: Sacrifice any that would harm a sacred site and use his
blood to bless the stones.

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Nicolas Phaneuf Gohier (Order #31317871)
Danu (Dah-noo)
Mother of the Gods
Tuatha de Danann
One of, if not the most ancient immortal amongst all Celts,
Danu is the goddess of motherhood and fertility. She also
claims dominion over fate itself through the Matronae, her
three avatars, who are the incarnates of the past, present and
future. Danu is everywhere for those who know where to
look. Many rivers in the Celtic World bear her name, includ-
ing the Danastris (Dniestr), the Don and Danavius (Dan-
ube).
Danu was one of the first to leave her sisters, the ones the
Northmen call “Norns”, when she denounced their oppres-
sive ways before storming out on her own to pursue inde-
pendent power and knowledge in what would become the
Celtic lands.
When Danu felt the Viking Ragnarok begin in the north, she
broke her meditation, her ordinary nurturing of the cycles,
and rallied her Tuatha children to her side. Together with the
Tuatha most in touch with the cycles of nature, Danu plied
her magic to lessen Ragnarok’s effects on the Celtic lands,
and created the “Celtic Twilight”. The Celtic Twilight is but
a stop-gap measure to give her children time to assemble the
mortals of the Celtic World, and save them, or prepare them
for the horrors to come.
Summoning her immortal agent, Mug Ruith, Danu ordered
that he should go out into the Celtic World and study the
ways of both the White God and the Norse gods to find their
weaknesses and sabotage their efforts.
Danu stands against the Viking Norns in the war to come. No
matter what, a new dawn will break and a new cycle will begin.
Both her children and the realms she protects will stem this
tide and survive.
Status: Countering any attempt to influence the fate of the
Celtic realms by the Norns, influencing the mortal realm
through her agents.
Granted Power: Control Opponent.

Code of Discipline
• Never cheat fate, accept it as it comes or you will never
truly live.
• Always respect the seasonal events.

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Nicolas Phaneuf Gohier (Order #31317871)
• Value wisdom over strength.
• Toying with the cycle of life, death and rebirth is unfor-
givable.

Blot & Faining


• Faining: Sacrifice an apple upon an altar, sacred stone
or standing stone then address your prayer to her (Blot/
Faining Skill Check). If the prayer is accepted, watch
the apple decay to dust and think about your place in
this reality.
• Blot : Light three fires, toss three coins and the hearts
of three beasts (to represent the past, the present and
the future), in the flames then ask what you desire and
watch as everything, including the flames grow roaring
then slowly die out. If the blot is a success, nothing will
be left, not even ash.

Domain Slot Boards


• Life
• Magi
• Wisdom

- 131 -
Nicolas Phaneuf Gohier (Order #31317871)
Dian Cécht (Deean Keycht) •
dicinal brew that you will use during this procedure.
Blot: When you create a new medicine, you have to test
it upon yourself and in the case of success thank Dian
The God of Healing Cécht for his guidance.
Tuatha de Danann Domain Slot Boards
• Brute
Dian Cécht is known for his skill at the craft, but also for
• Life
his political decisions of whom to heal, and whom to leave
• Mind Theft
to die, or even slay.
Many cite Dian Cécht as the one that saved the Tuatha
by enchanting a silver prosthetic for Nuada to replace his
missing arm. This made his body whole again so he was
able to lawfully reclaim the high kingship of his people and
challenge the Fomorians. Under Nuada’s leadership the
Tuatha beat back the Fomorians, and were victorious.
However, Dian Cécht is also known for his decision to kill
the deformed, snake-like child of the Morrigan, Meichi,
in fear of the potential threat he would become when ful-
ly grown. When Dian Cécht opened the boy’s body, three
snakes jumped out his chest. Dian Cécht killed and burned
the snakes to ash to make sure that their corpses wouldn’t
infect the land, then threw the ashes into the river. The riv-
er started to boil, and every beast that swam in it died, so
potent was the venom of those monstrous beasts. It may be
that Dian Cécht was right to slay the boy, but none can be
certain.
Though a great healer, Dian Cécht is a jealous and angry
god. He tolerates no equal in his domain of expertise,
even killing his own son out of professional jealousy. Dian
Cécht’s mercy is mixed with great cruelty.
Status: God of healing, teaches Druids and other healers
through dreams to help heal the land.
Granted Power: Catharsis.

Code of Conduct
• Heal the sick and wounded, for payment or for free
but never leave them behind.
• Study and practice day and night, always improve your
skills.
• Death is the enemy he wants to defeat through medi-
cine and magic, so Dian Cécht considers Donn as his
main opposition.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Before an operation or dangerous medical
procedure, make a prayer to him and offer him a me-

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Nicolas Phaneuf Gohier (Order #31317871)
Goibniu (Gwing-eh)
Blacksmith of the Gods
Tuatha Trinity of the Gods of Art
Goibniu is the divine blacksmith and god of the hearth,
both the domestic hearth of the home and that of the forge.
At home, Goibniu ensures the ancestral laws of hospitality
are followed and surpassed in generosity and joyfulness.
He is known for his lavish feasts where Glas Gaibhnenn,
the magical cow of abundance, provides milk forever while
Goibniu serves drink and food for his guests.
The other hearth of Goibniu’s dominion is the forge.
He uses his own forge to create weapons for the gods.
The blades, shields, and spears that Goibniu makes are
powerful artifacts, often called “Fomorian-killers” or
“Giant-slaying” weapons. They are forever sharp and
unbreakable by mortal means.
Status: Blacksmith allied with the Fir Bolg.
Granted Power: Friend of Flames.

Code of Conduct
• Strive for perfection in your work.
• Never let the fire of your forge die down.
• If you are the host, always provide to your guests until
they are content.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Bring a weapon forged by yourself into
a passage-tomb and leave it there as an offering.
Goibniu will visit you in your dreams to show you
how to improve your blacksmithing skills if your
sacrifice piques his interest.
• Blot: Host or participate in a sacrifice in his name
and forge as many swords as you can, bend them,
then cast them into a lake.

Domain Slot Boards


• Festive Revelry
• Hammer & Anvil
• Homestead & Livestock

- 133 -
Nicolas Phaneuf Gohier (Order #31317871)
Luchtaine (Lukh-tan-yeh)
Carpenter of the Gods
Tuatha Trinity of the Gods of Art
Luchtaine is the shipwright and carpenter of the Tua-
tha de Danann, building halls, spear-shafts, boats, stat-
ues, and carving oghams. Through them he channels
magic into his works. Luchtaine is also the shaper and
carver of the throne of the Tuatha, the handles of pow-
erful swords, and other relics. He and his brothers were
key to the success of his kin, crafting at such speed and
skill that they armed the divine army faster than the Fo-
morians could react.
Status: Wright to the Tuatha.
Granted Power: Living Shield.

Code of Conduct
• No matter how small or mundane the craft is, it must be
done to the fullest of your capacity.
• Wood is alive and sacred, never cut down a sacred tree if
you doubt your skills to honour its sacrifice.
• Know every tree and study all of its rings. By knowing
the trees you will start to feel their will and the nature of
their souls making you able to shape them into works of
divine beauty.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Carve his name on your work of carpentry. On
the mast if it’s a boat or on the support beams if it’s ei-
ther a house or a hall or under the base if it’s a statue.
• Blot: Construct a wicker man for an event and carve his
name on the bigger pieces of wood.

Domain Slot Boards


• Beauty
• The Green
• Hammer & Anvil

- 134 -
Nicolas Phaneuf Gohier (Order #31317871)
Lugh (Loo)
Champion of the Gods
Tuatha Trinity of the Gods of Skills
Lugh is a living embodiment of mastery in skills, arts, crafts
and the law. He became the king of the Tuatha de Danann
during their darkest time under the rule of Bres, a Fomorian
bastard. Under his rule the Tuatha were enslaved by the Fomo-
rians, a race of cruel sea giants.
Lugh organized the uprising of his people in the second battle
of Magh Tuireadh. In this battle Nuada was avenged by Lugh
when he killed Balor, king of the Fomorians. Lugh shot the
giant’s magical eye with his sling, making its power wreak hav-
oc on the Fomorian troops. The Fomorians were thrown back
under the waves and so Lugh won both his people’s freedom
and ended the war.
The youthful saviour of the Tuatha de Danann, Lugh is wor-
shiped and given thanks across the Celtic World; from Kernow
to Mann, from the Isle of Apples to Cymru, and all places in
between. He is the foster-son of Manannan Mac Lir and the
grandson of the Fomorian Balor, giving him a great lineage
and history to live up to.
Though not born amongst them, in his youth he travelled to
Tara to join the Tuatha de Danann. He was able to make his
entry to the kingdom by being a jack of all trades; not the best
in any of the skills that are important to the Tuatha, whether
it be poetry, or skill at arms, but incredibly skilled at many of
them nonetheless.
Lugh travelled far and wide, gathering powerful magical arti-
facts to aid him in the battle to drive the Fomorians from the
lands. He has many magical items including a horse named Ae-
nbharr, also from Manannan Mac Lir, that could fare over both
land and sea, and a beautiful hound named Fallinis that was
better than many warriors were in combat. Further, it would
produce mead or wine when it bathed in spring water.
Lugh is a great hero amongst the Tuatha, often taking battle
to their enemies, driving them before him and causing untold
havoc. These heroic deeds, however, led to his mortal death.
Now he rules the Tuatha from Otherworld, and there are many
legends that say he may yet return to the mundane world to
save mankind from its oppression, just as he once did the Tua-
tha from the Fomorians.
Status: Champion of the Gods and member of the Assembly of
Kings, he has chosen Muirchertach mac Néill as his champion.
Granted Power: Blessing of the Sun God.

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Nicolas Phaneuf Gohier (Order #31317871)
Code of Conduct
• Never lie to your allies. Once you give your word you
must never break it.
• Always strive for perfection in everything.
• Always follow the law.
• Keep order and dignity at all times.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Use your skills to create an object or a law to
protect or serve the people.
• Blot: Do an offering to him and ask for his advice on a
matter of judgement.

Domain Slot Boards


• Law & Justice
• Might
• Weapons

Manannán mac Lir


 (Ma-na-nawn mac Leer)
Warden of the Mists
Tuatha de Danann
The Fey King of the Seelie Court and god of waters, the pow-
erful Manannan Mac Lir is worshipped by nearly all inhabit-
ants of the Celtic Kingdoms, including the Fomorians. He
can entreat with the waves and the seas, convincing them to
work with him. His ship is never delayed by weather and he
has even been able to convince the waters themselves to fight
against his enemies on his behalf. Powerful and wise, Manan-
nan is clever, keeping many secrets. He is also the protector
of seafaring folk and some say he carries the dead in his boat
to their afterlife in the Otherworld.
Once, Manannan was a Druid that served the Tuatha de
Danann before being raised up to be one of them. As a
mortal he was known as Oirbsen and travelled with the
Tuatha to Eire and fought in their early battles against
the Fomorians. Oirbsen parted ways with them once the
battles were won and went in search of knowledge that no
others would have. That is precisely what he found when
he wandered, learning how to traverse the mists and

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Nicolas Phaneuf Gohier (Order #31317871)
realms between the worlds better than any other. a king for trying to trade away his family, saying
Though the Morrigan, the Dagda, and others may be tal- that no matter the benefit, family must be valued. Introduction
ented at traversing and navigating the mists and the Oth- With his penchant for truthfulness, and his sta-
tus as king, Manannan is amongst the most for- Figures of
erworld, none are as talented as Manannan Mac Lir (the
name he has gone by ever since returning from those very giving of the higher powers of the Celtic World. the Isles

mists). Manannan now counts amongst his lands sover- Often he allows those who have wronged him to
eignty over the pathways to and from the Otherworld, make recompense. Even the Fomorians look up The Rules
guiding and guarding the mists that link the mortal to him, treating him well and giving him offer-
ings to be able to pass through his lands—that Archetypes
realm to the strange fey realms. So keen is Manannan’s
knowledge of the mists that he can even guide the dead is, to navigate the mists. This is barely an amica-
ble relationship and Manannan often only gives Denizens
back from beyond to return from the Otherworld, and he
knows how to lead people to Tir na nOg. As the self-pro- them passage to ensure his own safe passage
and that of his foster children through Fomorian Talents &
claimed guardian of the blessed Isles, he knows the way
lands. This arrangement of reciprocity ensures Powers
to each and every island. The mists respond to his call,
and he has, in the past, defended one or more islands an uneasy peace between them.
Adventure
from invaders through the use of supernatural mists. Druids who worship Mannanan are linked to the
Though other beings can pass through the otherworldly primordial oceans and the life-giving aspects of
mists, Manannan’s control over them is so great that it is water. His Druids are mostly “Fíordhraoi”, wild
wise to seek his permission, or just be in his favour. Druids living by the coast or near lakes, akin to
The island of Mann is his, a land that was named after Orlog in their pursuit to find the secrets of crea-
him as surely as he was named after it. Some legends say tion from the abyss.
Manannan dragged the island out of the abyss and placed Status: Guard and regulate the portals via proxy druids
it in the mundane world. Though Mann has been claimed at Bru Na Boinne, ensuring that only those who should
by the Vikings, many Druids say that this is only because exit do and keep the souls from coming back to haunt the
Manannan has allowed them to settle. Or, it could be that islands in these troubled times with his uneasy alliance
the Vikings were able to land and make claims in Alba, with Donn.
Eire, and Mann because Manannan does not control Granted Power: Power over Waves.
the mists as he once did; that somehow the Criostai are
preventing the ancient ways from working. It is he that
most desires the Druids to fight for the Celtic Kingdoms
Code of Conducts
• Never pollute water.
again, perhaps to reclaim his power.
• Travelling by sea is like going through his home, ask
Manannan is a hoarder of magical items, taking many him first for his blessing.
that he never uses, only to gift them along to others when • Punish those who would open portals without his con-
he believes they are worthy or may need them for their sent.
tasks. He alone knows where the Cauldron of Regener- • Cannibalism is forbidden.
ation lies. Amongst his known possessions are a magic
boat, “The Wave Sweeper”, as well as an enchanted char- Blot & Faining
iot that can ride across the waves drawn by a horse that • Faining: Ask for Mananann’s wisdom by trying to
can run on water named “Enbarr”. Manannan wielded catch a fish with your bare hands and present it to one
the sword “Fragarach”, also known as “The Answerer”. of his devotees for an augury.
He owns a cloak of invisibility that allows him to go from • Blot: Drown a pig in the ocean as an offering to him.
place to place without being seen. Of the items he has
given to others, Manannan gave Lugh four magical gifts Domain Slot Boards
when Lugh went to fight the Fomorians, helping him to • Safeguard
excel and succeed in battle. • Seas & Their Rivers
• Soul Grip
Manannan greatly values truth and regularly punishes
falsehoods or poor decisions. In one story he punished

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Nicolas Phaneuf Gohier (Order #31317871)
The Morrígan(Mor-ree-gahn)
Goddess of War
Tuatha de Danann
The Morrigan is a goddess who is both three entities and
one, and for that, is sometimes referred to as “The Morri-
gan”. The three versions of her each have a separate name:
Badb, Macha, and Nemain, but they are both the three and
the one of “The Morrigan”. They each know all the things
about each other, and at times they are each other. Together
they make the Morrigan, goddess of war, sovereignty, and
fate, especially in foretelling the sway of war in destiny. The
Morrigan has been known to foresee the ebb and flow of
battles before they happen and she has been able to impart
this wisdom to people for both their benefit and their down-
fall.
The Morrigan is the wife of Dagda, and was his consort be-
fore that. She is a calculating divinity, a tactician, a warrior,
respected and feared by gods and mortals alike, at least out-
wardly. She has a complicated relationship with the other
gods because she helps no one for free and always has her
own agenda. For instance, when the Dadga asked her for a
plan before the second battle of Magh Tuireadh, she demand-
ed sex as her payment for a strategy. Thus she became his
consort, laying the foundation for their eventual marriage;
her one plan feeding into another, and this one feeding into
her next, as is her way.
Morrigan controls powerful magic, once breaking the entire
Fomorian battle line with a poem. She can transform into a
crow, able to fly high above the battle and see all that hap-
pens on it, or become an eel, a wolf, a heifer, or even a hag.
She used all these forms against the hero Cu Chulainn once.
Cu Chulainn and Morrigan had a complicated relationship.
It began when Morrigan appeared before Medb and warned
her about the invasion of Ulster, beseeching her to flee.
When Medb did not flee, Morrigan came to her aid in anoth-
er way. After Cu Chulainn rejected Medb’s advances, Morri-
gan appeared as an eel to trip him during a single combat, as
a wolf who scared his cattle until they stampeded, and finally
as a heifer that led a charge of cattle. Despite this interfer-
ence, Cu Chulainn defeated both her and Medb’s champion.
Out of mercy, Cu Chulainn later healed Morrigan when she
was injured, using his blessings to bring her back to health.
Despite this, Morrigan and Cu Chulainn remained enemies.

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Nicolas Phaneuf Gohier (Order #31317871)
As Cu Chulainn rode into his final battle, a member of The
Morrigan appeared before him in front of a river, washing his
armour. It was a bad omen, and he died in that very battle.
Of all the different figures of the world, she has one pathway
into the Underworld that is hers alone: the cave of Cruachan.
Others can follow her through this pathway but they are
often punished for doing so. When a woman named Odras
spied Morrigan disappearing into the cave and followed her
through, Morrigan transformed her into a pool of water that
feeds the Shannon River.
Morrigan has the loyalty of many powerful magic users from
across the Isles, and many pay her fealty. Some of her most
loyal are the mysterious warrior-Druidess’ called the Band-
rui, and in turn she often teaches them her deepest secrets.
They are often seen as her eyes and many hands that seek to
push the world in the direction that she wants.
Status: She was the first to take to the field of battle at the
start of the Celtic Twilight by creating her own faction and
moving her pawns to reclaim the island for her kind. Her fol-
lowers have been given two words from her to serve as the ba-
sis of their plans: Chaos and Order. Chaos for her enemies,
Order for her followers.
Granted Power: Weapon of Morrigan’s Wrath.

Code of Conduct
• The Crow Mother hates cowards, a plan must be
properly put in action and executed without fault,
retreating is fine for a long-term victory but aban-
doning is an insult.
• Divination is a sacred act that must be exacted before
every battle and heed must be taken.
• Fools are a waste of her time, always plan ahead, manip-
ulate events in your favour and strategize to gain victory.
• Cannibalism is forbidden.

Blot & Faining


• Faining: Make a Skull-pole with the heads of those you
killed in battle and sacrifice it to beg for her blessing.
• Blot: Make a triple killing sacrifice of an enemies com-
mander, general, and champion, one for each of her ma-
jor avatars.

Domain Slot Boards


• Dark Wizardry
• Mind Theft
• War

- 139 -
Nicolas Phaneuf Gohier (Order #31317871)
Nuada Airgetlám possible taking part in the final ritual. Amongst them the Tuatha
agreed they had no choice but to allow all Tuatha to assemble
 (Noo-dah Ar-gyeh-lav) followers as they saw fit. There was simply no time left for rivalry,
mercy, honour, or any kind of limitation.
Nuada Silver Hand Near the end of the council a sinister laugh was heard from the
shadows. There stood Donn, god of death. He took a seat and
A High King of Otherworld congratulated the Tuatha on a good plan, however: “What will
Tuatha de Danann you do about the Norse?” asked Donn. Donn’s smirk turned
Nuada is the ancestral high king of the Tuatha de Danann. He into a hateful scowl as he said: “The Norse are trying to steal the
was the first high king that reclaimed Eire as the homeland of souls of my children, the Gaels!” Donn told the Tuatha he had
his kin, vanquishing the Fir Bolg and the Fomorians during the already acted to punish these winged women by unleashing his
second battle of Magh Tuireadh. Nuada’s physical self was killed own champions to hunt them.
by the dreaded king of the Fomorians, Balor of the Evil Eye. Nu- Seeing an opportunity for a powerful alliance, Nuada soothed
ada’s death was avenged by Lugh. the angered god of death with an oath, assuring him that the
In the mundane world Nuada’s cult has maintained itself amongst plan to save Eire would solve all their problems, and that any
the ruling class, despite the efforts of the Followers of the White who should die on this side of the veil or the other would still be
God to remove all pagan influence. Some of the more perceptive judged in Donn’s hall.
of the church of the Criostai have realized that the wise and fair Placated, Donn rose from his seat, gave a short bow, and was
rule inspired by Nuada is overall favourable, and a strange form then followed by the Morrigan. Donn put his hand on her shoul-
of religious truce has developed. der, shocking her siblings by this familiarity. Nuada sighed and
In Tir na nOg, in Otherworld, Nuada is first amongst the high said that this gathering had come to a close and wished them all
kings that succeeded him after his physical death. Nuada sits in good luck.
a great assembly to give advice and aid to those who share the Status: One of the High Kings of the Otherworlds.
burdens and honours of rulership, and are wise enough to plead
Granted Power: Get Down!
their case on the Hill of Tara.
When the Norse-Gael Godi, who often worship Celtic gods and Code of Conduct
Norse at the same times, started to have visions of tragedy and • Pledge yourself to a worthy leader or uphold rulership with
cataclysm, the word “Ragnarok” spread amongst them. Nuada strength and humility.
tried to gather more information on this foreign word. He even • The needs of your people will always outweigh yours.
promised the Godis supernatural support in exchange for more • Always seek wisdom for your peers.
information. It took Nuada some time to get answers, partly be- • Leave no injustice, no matter how small, unjudged in your
cause other forces were clouding his efforts, hiding key details, realm.
and shrouding the names of those he wanted to investigate. By • Cannibalism is forbidden.
then, it was too late. The sun and moon disappeared. The veil
thinned. Eriu shuddered. Blot & Faining
The Tuatha de Danann were confused. Panic spread. Nuada • Faining: During the curadmir, when you demand to re-
knew then that he needed to lead his kin, not for glory, not for ceive the Champion’s Portion (the first and best piece of
honour but for the survival of all. Thus, Nuada took his place at meat during a feast that acknowledges that you are the hero
Lugh’s side, sharing with him his findings. of the day) you have to instead take that slice of meat and
announce to your host that you’re going to sacrifice it and
Nuada then assembled a council of the Tuatha, calling Lugh, then bury it outside in Nuada’s name.
the Morrigan, Dagda, Ogma, Aine and Manannán mac Lir to • Blot: Swear or renew an oath to your ruler and, in case of
deliberate on how they could save Eriu and her children from failure, give your arm as an offering to Nuada.
the coming oblivion. Nuada proposed a plan that involved using
the veil, and slipping the isle of Eire through it, so that it may be Domain Slot Boards
safe in the Otherworld. To increase the chance of this working as • Perseverance
intended the Tuatha would need to as many faithful followers as • War
• Wisdom

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Nicolas Phaneuf Gohier (Order #31317871)
Ogma (Oh-ma) Code of Conduct
• Never back down from a duel.
• Aim to slay the best amongst your enemies.
General of the Army of the Gods • Protect those you swore to protect no matter the sacrifice.
Tuatha Trinity of the Gods of Skills • Speak honour, speak truth, speak order and speak justice.
The truth must be told, no matter how violent your speech
The scholar amongst the Tuatha de Danann, Ogma was the first has to be. A liar is a traitor, so even if your words will kill
inventor of the oghamic script, the first writing of the Celts. you, you must say them, for a true warrior never stays his
Ogham is the magical tongue of the gods put in writing, to set sword nor his tongue in the name of his duty.
magic in stone and bound the powers of the cosmos in words. • Cannibalism is forbidden.
The oghamic alphabet, based around the names of trees, allowed
the Tuatha de Danann to put magic into written words and oaths Blot & Faining
into contracts, a true revolution that brought much peace and • Faining: Write a poem in his name that contains practical
prosperity to the land. wisdom or advice.
Ogma is also the master of eloquence, vanquishing his enemies • Blot: Issue or accept a duel to death on holy ground and
with poems, mockeries, and debates. He supports his fellow dedicate your victory to him.
fighters with rousing speeches and challenges them with tactical
problems while directing them in battle. Despite his wisdom,
Domain Slot Boards
• Brute
the Tuatha often do little to appreciate this serious and taciturn • Magi
member of their clan. • Songs & Poetry
Although Ogma is amongst the physically strongest of the Tua-
tha, the strongest in both physical strength and offensive magic,
paralyzing his enemies with his powers and killing them in one
fell swing of his stone club, when the Fomorians conquered the
Tuatha, Ogma was only tasked with carrying firewood.
The brother to Dagda and the half-brother to Lugh, Ogma is
forever concerned about living in their shadows. When Lugh
came to court, Ogma was threatened by the appearance of this
upstart. When talks began about the overthrow of the Fomori-
ans, Ogma knew he had to test this newcomer, and so he threw
a great flagstone, that took eight oxen to move, at Lugh. To
Ogma’s surprise, Lugh returned the throw thus gained Ogma’s
loyalty.
In the battle against the Fomorians, Ogma was Lugh’s champi-
on, helping to protect his half-brother from the battle and ensur-
ing that Lugh could face Balor and deal the so important blow.
Even in his moment of greatest glory, Ogma was ultimately as-
sisting someone with a greater purpose than himself.
Ogma still lives, now wandering the cold lands, wondering how
to help the cause of the Tuatha. Despite his wisdom and his
power, he remains plagued by insecurity and struggles against
destiny.
Status: General of the army of the Tuatha.
Granted Power: Conjure Ogham Weapon.

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Nicolas Phaneuf Gohier (Order #31317871)
The
Dark
Ones

D
ark Ones are powerful beings that are spread uncaring for the politics and suffering of others.
neither Seelie nor Unseelie, but some- The Dark Ones’ plans take generations to come to frui-
thing much older. They do not use the tion, and even now it is believed that the larger conflicts
term “Dark Ones”; this is only the way of the world and of its apparent end-times might all be ac-
the Druids differentiate the more sin- cording to their schemes, schemes that are still unfolding
ister of the divine forces that underpin towards an unknown end.
the universe. Amongst the Dark Ones are the Fir-Bolg, an ancient di-
Like other divine forces, The Dark Ones stand apart from vine race driven to the Otherworld long ago. With the
the court system that normally divides the higher powers coming of the Celtic Twilight, they are now reaching out
of the Celtic world, being so ancient that they predate it. into Midgard to awaken their children, the Forgeborn.
They have watched the strange and small squabbling rise These are mortals that have been unaware that their bod-
up in front of them. They are brutal things in their wide- ies carry Fir-Bolg blood.

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Nicolas Phaneuf Gohier (Order #31317871)
Builg (Bwi-lug)
Fir Bolg God of Stone

Fir Bolg
An ancient god of the Fir Bolg, Builg is a god of earth,
stone, magma, metals, and mountains. Builg was infuri-
ated by the Tuatha de Danann when they broke their oath
to let his descendants, the Fir Bolg, rule Connacht as they
agreed. As stone endures through the ages, so do his Fir
Bolg, the “People of Builg”. If Builg has his way, they will
take back what has been stolen from them before Eire is
shifted into the Otherworld. To Builg the earth is made for
the Fir Bolg alone. Builg acts as the nervous system and
surveillance network of Amhlaidh, watching the moves
of everyone on Eire and even in the Otherworlds. Deep
underground he works, slowly tying the noose to seal the
fate of those that would oppose his children.
Status: In the Otherworld, awaiting to be summed into Mid-
gard. Whispering to the forgeborn, awakening the Fir-Bolg
blooded mortals and guiding them to a mysterious pupose
and destiny.
Granted Power: Shapechange Another.

Code of Conduct
• All Fir-Bolg should be treated as allies, even if they have
a difficult personality.
• Seek to open pathways for the return of the old Fir-Bolg
gods and goddesses.
• Help to awaken and gather all of the Fir-Bolg blooded.

Blot & Faining


• Faining: Erect a stone statue in honour of Builg and the
Fir-Bolg.
• Blot: Capture a Fearie and convince them to open a
pathway to a realm where the Fir-Bolg slumber. Use the
pathway to bring an offering to the old gods, and leave
without waking them. A suitable offering is worth 1000
Skatt per Dweller level.

Divine Slot Boards


• Stone
• Hammer and Anvil
• Brute

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Nicolas Phaneuf Gohier (Order #31317871)
Cernunnos (Ker-nu-nos)
The Great Horned God
The Dark Ones
A being of the dark and twisted forests of the Isles, Cernun-
nos is known to the mortals as “The Great Horned God”. He
is the god of transformation, rebirth, and of wild things, and
wild places; areas untouched by mortal interference. He is the
god of the animals, plants, and of those mortals who have given
themselves unto nature. Befitting this, he wears powerful stag-
like horns, and sometimes has a great white stag head in place
of his own. From each horn hangs a golden torc. There are two
ram-headed snakes that forever circle around his waist, giving
him both protection and news of the world of wild creatures.
Cernunnos has countless animals at his beck and call. Cernun-
nos is so powerful a being that he cannot be hurt by any aspect
of nature, not the freezing cold, nor the lack of food. The Isles
are his domain but, even now, he finds his power waning while
mortals claim increasingly more physical, and spiritual, terri-
tory.
Cernunnos is considered great and powerful, and ultimately
unknowable. Very few of the known higher powers amongst
the Celts can be considered “gods”; they usually inhabit a
space closer to humanity, many of them being at one time
human, and ascending in their abilities to become something
more. Not so for Cernunnos. Rumours and old tales state that
he was one of the first beings created during the first cycle—
not born, but came into being—alongside trees, beasts, and the
elements themselves. He is not a member of the Tuatha, nor
is he of the same kind as Crom Cruach or Donn. Cernunnos’
power goes beyond even the definition of a god, and into the
territory of the personification of an endless concept.
Cernunnos is a catalyst of change and personifies all things
“wild”. He is the starter and ender of cosmic cycles, life and
death, darkness and light. Cernunnos is the keeper of the eter-
nal truth that all will die and be reborn anew. He is not benevo-
lent nor malevolent. He does have a personality and goals. It is
his true duty to ensure that no being interferes with the nature
of this reality. It is his interest that the cosmic dance contin-
ues, that which dies transforms, and that all things continue
through nature.
Spirits, elementals and others know that Cernunnos sees what
they were, are and will be, that death to him would only last
a heartbeat. His own physical form, and his spiritual essence,
has died and been reborn a seemingly infinite number of
times. Some of his avatars have even forgotten who they are,
were, and will be once more.

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Nicolas Phaneuf Gohier (Order #31317871)
Cernunnos is uncaring as to the plight of the people who live
outside of the wild. It is only those who have truly given them-
selves unto the wild; the strangest of the Druids or other folk
who live in the wilderness, which he cares for. Mortal agents
sometimes act on his behalf, such as strange wolf-men who
wander the woods and protect them from any who would in-
terfere with their way of life. Even then, humans are secondary
to Cernunnos’ concerns when compared to the plentitude of
creatures of the wild.
Cernunnos can still be reasoned with, but one must exercise
caution when doing so. His mixed band of followers will say
that he doesn’t use words. He compels words through the
listener’s own knowledge. His demands are more collections
of images than real sentences; teaching alien concepts as the
listener’s brain assembles his will, bringing them ever-closer
to cosmic wisdom. Few set out to choose this path, instead
finding themselves drawn to wilder and more untamed places
until they hear what they believe to be the call, and they de-
vote themselves to this “Horned God”.Those chosen by him
can understand the words of beasts, plants, the will of the ele-
ments, and sense the real truth that this cycle is at its end, and
that all must be done to prepare for the new beginning.
Status: Standing by observing the event, waiting for the end
of this cycle.
Granted Power: Shapechange Another.

Code of Conduct
• The cycle of life, death and rebirth is sacred above all
else.
• There is no true end only new beginnings, thus undeath
is an abomination in Cernunnos’s eyes and those who
would use such magic are His foes.
• Cannibalism is forbidden

Blot & Faining


• Faining: Hunt a deer alone in his name, take the meat
you need to sustain yourself, then leave its remains in a
wooded area with a piece of grass in its mouth.
• Blot: Go alone to hunt a prey in his name, the harder the
quarry, the greater the blot, then cut the meat that you
need to sustain yourself, cut the head and turn it in the
direction of your house to leave a trail for Cernunnos to
answer your sacrifice when he can.

Divine Slot Boards


• Beast
• The Green
• Dark Wizardry

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Nicolas Phaneuf Gohier (Order #31317871)
Crom Cruach
 (Krom Kroo-ach)
The Crooked One of the Mound
The Dark Ones
Crom Cruach is one of the most ancient and bloody gods of
the Celtic World. Crom Cruach accepts human sacrifices
in exchange for wishes.
Once he was a solar deity in appearance and manner, but
after being stuck down by Saint Padriag in a mighty bat-
tle, Crom Cruach now takes an almost snake-like shape.
His body now is gargantuan and coiled, with a giant head
that is a cross between snake and man. Covering him are
the gold and bones that were gifted to him, concealing
the malformations that mark him. His name is rarely spo-
ken. More often he is referred to as “The Crooked One of
the Mound”, and “The Bent Creature”.
Once, Crom Cruach was a powerful and shining figure
of the Isles, his followers gladly gifting him with the sac-
rifice of humans and great piles of gold and weapons.
His worship lasted for thousands of years. Sometimes
he lashed out to demonstrate his power, the most well-
known being when he murdered the High King Tigern-
mas and three-quarters of his army. Crom’s lands were
once the Plains of Prostration where there was a gold-
en statue in his honour surrounded by bronze statues
to symbolize the followers that served him. It was here
that Padraig fought against him, wielding a crozier that
burnt and twisted Crom Cruach. At the end of the battle
the golden statue fell and the rest sank into the earth. To
this day, Crom Cruach has not been able to return to that
place.
The power of Crom Cruach and his followers has not dis-
appeared completely. In the time of darkness and cold,
there are plenty of people who will trade a life (and a
mouth to feed) in exchange for a wish. Plenty would sac-
rifice a child in the hope that the rest could survive the
Celtic Twilight. It is widely known that Crom Cruach’s
boons, however, are sometimes tricks. Enough food to
last until you die may only be a single loaf of bread before
he crushes the wisher beneath his bulk. At the whim of
Crom Cruach, the wish may instead be granted cleanly
and without tricks. In these desperate times, many take
the gamble.

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Nicolas Phaneuf Gohier (Order #31317871)
Living beneath the earth, Crom Cruach can travel to
wherever his standing stones are planted. Several are
known, including the Killycluggin Stone at Kilnaver.
Other stones stand in distant and forlorn places.
There is no single day that ties to him. The Followers
of the White God say that he is an evil being, a demon
that should be sent far from these lands. Druids are more
pragmatic, understanding that greed, darkness, and even
death are part of a larger cycle.
With the coming of the Celtic Twilight and the thinning of
the great mist barrier between realms, Crom is gradually
forcing his way through. He has started to influence mor-
tals through dreams and promises, even offering the Red
Thirst to those who are actively seeking his return.
Status: Powering up to unleash his powers on both the
Followers of the White God and Vikings in a glorious tidal
wave of corrupted blood and corpses.
Granted Power: Breath of Acid.

Code of Conduct
• If you are wronged, you have to take revenge.
• Seek and accumulate wealth.
• Be feared, be respected, seek fame or infamy, the
means always justifies the ends.

Blot & Faining


• Faining: Fill a cauldron, half with riches, half with
blood and bury it in Magh Slécht.
• Blot: Take an enemy warrior hostage, sacrifice him on
Magh Slécht and all of your war trophies.

Domain Slot Boards


• Blood & Bone
• Leech
• Murderous Shadow

Donn (Don)
God of Death
The Dark Ones
Donn is the “god-ancestor” of the Celts, and so may have
at one time, long ago, been mortal without any divine her-
itage flowing through his veins. Some Druids say that Donn
as a mortal was never a worshipper of any other gods and
thus does not fear any of them. They say Donn may be the

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Nicolas Phaneuf Gohier (Order #31317871)
remains of a death god whose influence once encompassed
all the Celtic World. They say he may have been the ancestor
Code of Conduct
• Bury your dead with the proper rituals and respect.
of Celts on the continent, the first king of all mortals. Re-
• Slay the Norsemen at every opportunity.
gardless, for more generations than Celtic memory extends,
• Slay all practitioners of necromancy and the undead (not
Donn has been the god of death and mortality to the Celts.
counting his own).
It is Donn who judges the worthiness of the souls of the • Cannibalism is forbidden.
dead, evaluating how well the spirit met in life with Celtic
values and keeping them in his Hall of Tech Duinne until Blot & Faining
he rules on the spirit’s destination. • Faining: Give him the proper offerings during a proper
The spirits of the dead travel to Tech Duinne spending at burial and keening.
least a night in the House of Donn. There the “true” Celts • Blot: Bring one of your kin or kith directly to him in
feast, hunt, and otherwise prepare for their moving on. Teach Duinn to say your farewells and honour the de-
Donn’s realm is a lush island with a great house upon it, ceased by telling his death-tale to ensure a proper judg-
surrounded by a nearly limitless ocean. It is said to be to the ment.
West and near to Hy-Brasil. There are other stories that tell
of many portal tombs beneath his hill on the island that allow
Domain Slot Boards
• Dark Wizardry
people to pass under the sea by supernatural and subterrane-
• Hunting
an tunnels. Tech Duinne is a place of celebration and waiting
• Soul Grip
before the dead are ferried to their final resting place wher-
ever it may be in the Otherworld.
Donn rewards those who are “true Celts”, a criteria large-
ly based on his fickle pleasure. Often he rewards warriors, Elatha (Ey-lah)
great bards, poets, and those he judges as having lived hon-
ourably as embodying the Celtic nature. They enter his ser- Lover of Eriu
vice, aiding him in his hunts if they desire, or look towards
other benefits of his grand and well-apportioned hall. The Dark Ones, Independent
It is also through Donn that the dead can be reincarnated Elatha is a dark one, one of the first amongst the higher
into the world of humanity, rather than being forced to serve beings, forebear of the Fomorians, god of the abyss, the
Donn or some other power of the Otherworld. Donn also en- sea, the sun and the moon, father of many of Tuatha de
sures the dead spirits’ safety from joining the Sluagh or any Danann, and the eternal lover of Eriu herself. Elatha is
of the other restless dead who haunt the Isles and the Other- well known by his title the “beautiful Miltonic prince of
world alike. darkness with golden hair”.
Donn does not let everyone leave his home, however. Should Elatha wooed Eriu as soon as he arrived by sea aboard
someone leave before he has given permission, Donn will a silver boat. What was said between the two was never
take to his pale-white, ethereal horse and hunt them across shared, but their meeting resulted in a lonely Eriu come
any of the many realms to punish them for their failure of morning, pregnant with the first of many children, the Tu-
manners. atha de Danann.
The power Donn possesses is truly dreadful. Being the incar- Elatha lived in his own kingdom under the waves, a
nation of mortality itself, Donn is capable of what the Norse neutral land where Fomorians and Fuath would live as
call “slaine” or god-slaying, capable of destroying the very peacefully as possible. This life would be interrupted
essence of another from reality. by Bres, one of the first generation of Tuatha, who
Status: In open war with the Norse gods and the White God, asked for his father’s support in his conquest to take
allied with Mannanan, the other Dark Ones and Elatha. back the Tuatha throne he lost. Elatha refused, saying
that Bres lost his throne because of his own cruelty and
Granted Power: Drain Life. greed. Despite his refusal, Elatha advised Bres to seek
out a powerful Fomorian king named Balor that may

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Nicolas Phaneuf Gohier (Order #31317871)
grant him aid.
Bres followed his father’s advice, and joined with Balor at
the second battle of Mag Tuired against the Tuatha. Elatha
joined the battle as well, but only as the guardian of his
son Dagda’s harp, to keep its power out of the field. Elatha
refused to kill any of his children, and so looked on as they
killed each other.
Seeing his offspring fall against each other in battle
changed Elatha, made him fatalistic and even more aloof
than before. He returned under the waves to rule in se-
clusion, maintaining the kingdom without passion. His
only comfort was Eriu’s gift, a pendant in the shape of a
harp that emanated a soft warmth for as long as her heart
was his.
Then, the pendant went cold. Terror gripped Elatha, then
endless fear gave way to endless fury. He roared as he
threw his spear into the abyss, screaming.
Elatha assembled his court for war. After feeding all the
Norse he could find to his garden of corpse coral, Elatha
called his banners and contacted his allies amongst the
Dark Ones, calling on all his might and resources to save
or avenge his beloved Eriu.
Status: Assembling his forces to save his beloved Eriu, in an
alliance with Manannan and the Dark Ones.
Granted Power: Breath of Hoarfrost.

Code of Conduct
• Do your duty, follow the laws.
• Let the gods play their silly games, stay neutral in their
wars.
• Saving Eriu at all costs is all that matters, kill all those
who would stop you.

Blot & Faining


• Faining: Sacrifice half of your gold to him during a full
moon.
• Blot: Enough blood has been spilled between his chil-
dren, there is no need to add more, Elatha does not ac-
cept Blot in his name.

Domain Slot Boards


• Ice Blade
• Seas & Their Rivers
• Thunderstorm

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Nicolas Phaneuf Gohier (Order #31317871)
The High Rat King
Ard Ri na Francaigh
 (Ard-ree nah Fran-kay)
The Great Crowned Rodent
Master of Passages
The Great Wise Gnawer
The Dark Ones, Independent
Though he has many names, he is usually known by his most
simple title of High Rat King. According to the High Rat King
himself, he is an ancient entity created the moment the first
thief flipped a coin into a well for good luck towards his next
illegal endeavor. That coin was caught by a rat. The rat an-
swered the thief and promised success in exchange for a part
of his loot. Success came and the rat’s luck gained infamy.
More bandits sought the rat’s blessing. Warbands and pirate
crews sought the rat’s advice on raids and easy plunder. One
selfish man after the other curried favour with the rat, and
each time the rodent became more powerful and increased in
size until he became more a “ratboy”, a Fear Dearg.
Eventually the Unseelie fey took notice, and one greedy
fey after the other sought the Fear Dearg’s favour until
he grew and grew to reach his massive self, a being on
the very cusp of godhood. This constant growth made
his body strange to behold. Now the High Rat King is the
size of a Norse warship, his shoulders holding up multi-
ple heads, and multiple tails swish at his back.
The High Rat King cemented his power by trapping, swin-
dling, or straight up killing other Unseelie fey kings and
queens, until those who remained treated him with the fear
and respect that he felt his mightiness deserved.
Now the High Rat King rules in his own Otherworldly
realm. He has also set up “courts” in all major cities to
connect with, empower, and potentially control all crimi-
nal activity in the mundane Celtic World.
From this position of power the High Rat King was in-
strumental in protecting the Celtic World against invad-
ers from the south and their invading gods. He devoured
rival entities, body and soul, in public display. The High
Rat King is prejudiced against southerners and Followers
of the White God. He is prone to sending his rat swarms
to devour their books to steal their knowledge, grain,

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Nicolas Phaneuf Gohier (Order #31317871)
cheese, booze, and relieve themselves in their cellars.
In the chaos of the Celtic Twilight the High Rat King sought
new opportunities, strengthening his ties with organizations
such as the Blotskadi, and forged new alliances with the god-
dess Gulveig, Amhlaidh, the Dark Ones, and even greedy
members of the church of the White God.
The High Rat King knows that Eire is the safest place if he
wants to escape with as many mortal followers as possible
from this Norse mess and to set up a base for the coming
war. Thus he decided to grant his power to his own cast of
Druids to assist the other Tuathan loyal Druids and help
shift Eire behind the mists.
Status: Allied with the Dark Ones and Elatha.
Granted Power: Run to Shadow.

Code of Conduct
• Anything goes when the objective is to seize more
wealth or power.
• Pay your tithe to the Rat King (who can call for a Fain-
ing at random times).
• Killing rats is forbidden.
• Take part in his court, his “Mischief”, his secret so-
ciety.

Blot & Faining


• Faining: Pay your impromptu tithe, giving it to the
Rat King or an agent of his that will inevitably step
out of the shadow, as long as it’s shiny, it works.
• Blot: If you kill a rival, mortal enemy or nemesis, de-
vour his heart if he is edible and won’t poison you,
then sacrifice the body to the Rat King.

Domain Slot Boards


• Leech
• Mind Theft
• Murderous Shadow

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Nicolas Phaneuf Gohier (Order #31317871)
The Rules

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Nicolas Phaneuf Gohier (Order #31317871)
Glossary of Terms
Before you begin reading the rules, here is a handy list of terms that will
help you keep your bearings, Key words are always capitalized in rules text.
Accept a Wound: The player will choose and move a rune from Overcome: Paying the Overcome cost will negate all effects for 1
Essence, In-Hand, Contingency or In-Play and will place it in the round, but the Condition intensities will remain the same.
Wounds zone. Parry: The item’s bonus when performing a reaction action
Action Value (AV): The total numerical effect of your action. versus a physical attack.
Bloodied: A Character is Bloodied when at least half of their Play a Rune: Move 1 rune of your choice from the In-Hand zone
runes are in Stun, Wounds or Death. to the In-Play zone.
Character: A personality in the story/game, can be a Dweller or Protection Factor (PF): The defender’s innate defence. A
a Denizen. difficulty rating that reduces the attacker’s Action Value.
Condition: A lingering effect upon a Character. Quality Rating (QR): The quality of an item. QR reflects the
Consume: One numerical value can be reduced, in order to bonuses conferred on the wielder as well as the value of the item.
generate another effect. Rank: Talents can be selected multiple times, Rank keeps track of
Damage Factor (DF): A keyword that indicates X damage how many times it was selected and bound to runes.
(specified as Physical, Mental or Spiritual). Reaction Value (RV): The total numerical effect of your action
Denizen: A Character controlled by the Norn. that is attempting to oppose another’s action.

Destiny: The amount of runes drawn at random on Wyrd. Restore: Reduce X total intensities from a non-emotional
Condition that affects you.
Difficulty Rating (DR): A value the Norn may subtract from a
Dweller’s Action Value to determine the result of an action. Rounding: When performing a division of numbers, the result is
always rounded up.
Divine Potence (DP): Points that are used to measure one’s
divine power. These points can be spent for divine effects and will Rune Morphing: When playing runes into In-Play, combine two
regenerate over time. runes of the same Trait (colour) to convert them into 1 rune of
another Trait (this new rune has no symbol).
Dweller: A Character controlled by a player (not the Norn).
Size: This unit is utilized for gauging the rough size of an object or
Effect: The numerical result of Action Value minus Reaction individual. Size 4 is human sized.
Value and Difficulty Rating.
Social Attack Factor: Social Attack damage (AV).
Empower: A +X bonus added to number values in Spell type
powers. Social Defend Factor: Active defense (a rune must played) versus
Social Attacks to obtain this value as RV.
Essence: The number of runes a Character has in their bag. It
represents health, knowledge and memories. Social Protection Rating: Passive defense versus Social Attacks.

Essence Bag: The Essence runes contained in a bag. String: A piece of information about a Character that is relevant
enough to grant a +2 bonus to your AV or RV in either Social or
Focus: A +X bonus added to number values in Spell type powers Physical combat. Some Strings are only useful once, while others
(with some exceptions). may circumstantially continue to be used.
Hex: A unit of measure for distance. 1 Hex is equivalent to 6’ or 2 Swarm Threshold: After a Swarm loses an amount of runes from
meters. Using minis, a hexagonal playmat can be used. their Essence equal to the Swarm Threshold, a Swarm Denizen
Inflict: This is a keyword that applies X intensities of a Condition. dies.
Initiative: During tense scenes, an Initiative order is set to Thane: A Dweller’s loyal human companion.
determine the Character turn order. Upkeep: The second phase of a combat round.
Innate Social Defense: Passive defense equal to number of Men- Weight: This unit is utilized for gauging the rough weight of an
tal and Spiritual runes In-Hand, Contingency and In-Play. object or individual. Weight 4 is roughly human weight.
Interrupt: An action type that allows a reaction action to be Worthy Foe: An opponent who is no less than 5 Denizen Levels
played in response to another action. below the Level of your Dweller, or is of greater Level than your
Meta Tags: Runes that are added to a rune that was played for an Dweller.
action, creating a rune-chain. Wyrd: To draw your Destiny number in runes from your Essence
Norn: The player who is the game master (GM), telling the story bag. This typically happens at the beginning of each turn, but
and resolving the action. some powers may trigger wyrding an additional rune.

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Nicolas Phaneuf Gohier (Order #31317871)
Runic Game System

T
he Children of Eriu is a role-playing-
game (RPG) powered by the Runic
Gaming System version 3 (RGS3).
One player volunteers to be the Norn
(GM or game master). Their job is to
tell a story and frame a scene where
everyone else’s Characters will interact.
The other players each make a Character called a “Dwell-
er”. This is the persona that they will project into the sto-
ry. The Dweller has a personality of their own and goals and
ambitions based on the world and the story presented by the
Norn. The players should not project their own personality
nor ambitions, but rather role-play those of their Dweller.
Characters controlled by the Norn are called “Denizens”.
The Norn will control countless Denizens as the game
progresses. Many will be monsters that get defeated by the
Dwellers.
To play this game:

Norns Will Need


• A copy of these Runic Gaming System 3 (RGS3) rules.
• A complete bag of Elder Futhark Runes.
• Several play-mats to track Denizens.

Players Will Need


• A play-mat and Character sheet each.
• At least one set of runes. For a beginning game it is
possible for all Players to share a single set of runes,
divided between their own Rune (Essence) Bags. (The
Norn will still need to keep a separate bag of runes for
themselves.)
• As Dwellers advance, the Essence they have will likely
increase, at which point more sets of runes will be nec-
essary to accommodate all the Dweller’s Rune Bags.

It is quite possible that Dwellers die in the course of events.


The Dweller’s tale may not be over since RGS3 has afterlife
game-mechanics. In most cases the player will be invited to
make another Dweller that will be inserted into the game’s
story at the time chosen by the Norn.

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The Elder Futhark Runes Red runes are
Both Dwellers and Denizens possess powers and skills that make Physical
them unique and interesting. Those powers and skills are bound
to runes.
Runes are ancient symbols that were used to write in Old Norse.
RGS3 uses the Elder Futhark set of runes, engraved on wood,
stone or metal tiles. The full set contains 26 tiles, 24 letters and
2 special runes. The names of the runes can be found on page
page 199.
The 24 symbols are broken down into three groups of eight
symbols, called an “Aett”, each with a unique colour. The
three groups represent the three Traits in the game: Physical,
Mental, and Spiritual.
The more runes of a certain colour someone has in their rune
bag, the higher their potential trait score, and the better they
will be in those related skills and activities.

Blue runes are


Mental
Physical Mental Spiritual

1 3 2

Green runes are


Spiritual

The Void rune is explained


on page 201.

The Valknutt rune is ex-


plained on page 205.

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Essence and Destiny
A Character’s relationship to runes is governed by two numerical attributes: Essence and Destiny. When you create your
Dweller (see page 198) you will spend points to buy Essence and Destiny. In brief, Essence is how many runes your Charac-
ter possesses, and how many are in your Essence Bag. Destiny determines how many runes you draw at random from that bag
each turn. The number of runes that you draw represents your available actions. If you draw 2 runes, then you have 2 actions.
If you draw 3 runes, then you have 3 actions. Since each rune is bound to a unique idea (a magic spell, a skill, a combat ma-
noeuvre, and so forth) Essence represents your arsenal of abilities.

Essence Destiny
Everything that you are. Everything that you do.
Your health, memories, powers, and abili- The effect you can cause on the world around you.
ties.
Mechanically, the value indicates how many Mechanically, it’s the number of runes that you
runes you will have in your Essence Bag. draw from your Essence Bag every time you need
to interact with the world around you in some
meaningful way.

Essence Bag
Each Character’s Essence number in runes are placed
in their own Rune Bag, which is kept off to the side,
but within reach. Each Player will have their own Rune
Bag, also called an Essence Bag, filled with only their
own runes.

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Runes & the Playmat
Next, you will need a poker sized playing card (or index/cue card) to act as your basic playmat. The playmat and runes will
track the state of your Character, minimizing the need for pencil and paper. You can download and print the card used in
the following examples from the Fate of the Norns website (www.fateofthenorns.com) Extra Wounds track cards are also
provided for a less lethal game experience (see page 179).

Positions on the Playmat


There are 4 zones around the In-Hand card. To the top we
have the In-Play zone. To the right is Stun, below is Wounds Wyrd
and to the left is the Death zone. The term “Wyrd” in Old Norse means “reveal your
destiny”. In game terms it means the Dweller should
draw a number of runes equal to their Destiny score,
from the runes remaining in the Essence Bag.

Other Playmats
The playmats come in a few formats, and all can be found as
free downloads at www.fateofthenorns.com.
Some playmats include everything on a single sheet, such as
multiple Wounds tracks as well as Condition areas for token
markers.
The runes and the playmat eliminate the need for a pencil and
paper in order to keep track of your Dweller’s state. The only
thing you will need a paper and pencil for, will be to keep track
of adventure notes and treasure. For more on Damage, see
page 176.

Drawing Runes
At the start of a scene, or a new round of combat, all play-
ers will “Wyrd”, which means to randomly draw a number of
runes equal to their Destiny score out of their Essence Bag.
Runes that have been drawn are placed on the “In-Hand”,
position represented in the middle of the card. Place the
runes on top of the In-Hand card face-up.
For example, a Destiny of 2 means 2 runes are drawn
from the Essence bag and are placed on the playmat.

Clean Up
At the end of the round or scene, the runes go back in your
Essence Bag. There are a few exceptions. For more informa-
tion see Combat on page 188.

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Actions
D
uring most of the game, everyone will be weaving a story together, with the Norn setting the scene. Dur-
ing this back and forth storytelling there won’t be any reason to use the runes nor the rules of the game.
In most cases, you can perform actions by describing what your Dweller does. These are actions that your
Dweller can conceivably pull-off without difficulty: walking somewhere, talking to someone, or lifting
something appropriate for their Physical trait score. However, when your Dweller wants to attempt some-
thing challenging, something with an interesting chance of failure, or something unique, they’ll need to
make an Action. The different types of Actions form the backbone of the RGS3 system.

Action Basics Basics of Success and Failure


There is no “to hit” measurement in RGS3. In most cases,
The runes In-Hand represent the Dweller or Denizen’s if you played a rune then the Action occurred in roughly the
potential for action. When performing an Action, you will way it was intended. There are two exceptions to this.
signify this to the Norn and to the other players by pushing
a rune forward on your playmat, into the top zone called In- Action Value
Play, directly above the In-Hand card. In some cases, when training is put into practice or danger is
involved, if you must determine if your Character succeeded
One Rune, One Action and by how much, you will need to calculate an “Action Val-
Each rune you use represents one thing that your Character
ue” (or “AV”). For how to calculate Action Values see page
does. One rune is always equal to one Action. A rune cannot
the full breakdown of AV on page 164.
represent several simultaneous behaviours. There are times
when this rule bends when using some Talents or Passive
Powers (more on those later), but generally, when you push Difficulty Rating
a rune forward into In-Play, it represents one behaviour of Once the AV is calculated the Norn may affect it by subtract-
your Character. ing from it a “Difficulty Rating” (or “DR”) representing the
world, and how hard to is to do what you proposed in general.
For more on Difficulty Ratings see page 165.

Reaction Value
If there is active opposition, like a foe who is trying to pre-
vent your action from being successful, then it may be further
reduced by any of the foe’s passive defence such as armour
(Protection Factor) or an active defence, such as when they
used a Defend Actions (RV). For more on Reaction Values
see page 165.

Effect
If the final number, the “Effect” then becomes zero or a neg-
ative number as a result, the action was not successful. If the
final effect is positive, then it was successful. See page 165
for more on Effects.

Margin of Success
In some cases it is important how much something is a suc-
For instance, a single rune could represent cess or not a success. For instance, there are several Skills
called “Lore” where for each success you get a new point of
• Negotiating a peace treaty. information. Margins of success are also important for Col-
• Moving up to your allowable movement rate. our Challenges. For more on those see page 168.
• An attack with their whole body. (You would not
have separate runes for attacking with your left
and then right arms, for instance.) Effect = Action Value -
Anything the Norn designates is not just a description Reaction Value - Difficulty Rating
of your Character requires you to play a rune.

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with the correct symbol. Upon Character creation, the player
Initiative will bind colours and symbols to their Character’s abilities.
Sometimes timing is important. When it is, the Norn will estab-
Briefly, the kinds of Talents each Dweller has are:
lish an order of actions, called “Initiative”. When you perform
actions under tense situations requiring Initiative, they will be 1. Active Talents: These actions cover very unique and
managed round by round. Each round represents roughly 6 powerful abilities that have instantaneous activation.
seconds of time. You will Wyrd (draw runes from your Essence Due to their speed, they are valuable during combat.
Bag) and the runes will indicate how many actions you may take 2. Social Talents: These actions will help the Character
within that time. (See Initiative on page 188.) influence the world around them. They will also bestow
Emotional Conditions that can affect gameplay in many
Levels of “Crunch” interesting ways.
3. Skills: These are Actions that use the Character’s
In RGS3, players can commit Actions using several different knowledge and training. These types of Actions usually
levels of “crunch”. In role-playing-games, “crunch” refers take longer than other Talents, but most of them have an
to the complexity level of the rules. Low crunch means few- application in a combat or other tense situation.
er rules and less to keep track of during play. High crunch The various Talent types are fully explained on page 169.
means the rules are more complex and the Character’s ac-
tions are resolved with more detail. Within RGS3 each play-
er can move through these levels of crunch seamlessly and
Meta Tags Crunch 3
Play a Chain of Runes
whenever they want; a player is never locked into a level.
You may also choose to use a Talent and improve it by creat-
This crunch variation allows Norns and players to play the ing a rune chain; adding more runes to augment the behav-
kind of game they want to play individually. Different players iour of an Action. This is the highest level of crunch. To use
around the table can even be using different levels of crunch a Meta Tag you will need a specific symbol match on the rune.
for their own Characters. Narrative players get to enjoy the Details on Meta Tags can be found on page 172. The Meta
game by using narrative descriptions. On the other side of Tags themselves are on page 173.
the spectrum, Talents with Meta Tags allow the combo min-

Contingency Actions
max player to play how they enjoy the game.

Cinematic Actions Crunch 0


Sometimes you may wish to delay your action, and need your
Play Any Rune
rune to follow some pre-set event. This is called a Contingen-
All possible actions can be handled by Cinematic Actions.
cy action. This is declared during the Action phase in com-
When you wish your Character to do something appropri-
bat, and cannot be declared during Upkeep.
ately cinematic or general in nature, that is not tied to any
specific Talent the Dweller has, then you are performing a An example of a contingency action may be that you drew a
Cinematic Action. Simply describe what you want to do, and rune that is bound to a Heal spell, but no one in your war-
for each verb you use, it’ll cost 1 rune. As a guideline: band is wounded, so you’d like to delay that action to later
in the round until an ally takes damage. You would do so by
• Play any 1 rune per verb used.
pushing the rune into the Contingency zone, which is strad-
A bonus will be given if the rune colour matches the kind dling on-and-off the top of the card. You would state: “I put
of action you want to perform. (Cinematic Actions are ex- my heal in Contingency until an ally is wounded. I want this
plained on page 160). action to resolve if they are in range of this heal spell.”
Contingencies are tied to player order. You cannot state
Colour Challenge Crunch 1 a contingency that would allow you to perform an action
Play Runes of the Same Colour against a foe before your turn in the Initiative order. Full de-
When the Norn wishes to express a series of events simply, tails can be found in the Initiative section on page 188.
they will call for each player to Wyrd, and tally how much of
a certain colour (also called Trait) of runes they each have.
This number will be affected by a Difficulty Rating, and the
results will be dictated by the Norn. Complex situations can
be resolved this way in a single round. (See page 168.)

Talents Crunch 2
Play A Specific Rune
When the Norn and players want to give greater detail to
events (usually combat oriented, be it physical or social) they
can use Talents. To use a Talent is to perform a specific abil-
ity tied to your Character. To do this you will need to Wyrd
the specific rune; specifically a rune of the correct colour or

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Cinematic Actions

Cinematic Actions
The most basic and common level of play in RGS3 is to make
a Cinematic Action. This is crunch level 0, meant for the
player who loves narrative descriptions and for situations
where it is not relevant to get into the specific details of the
Character’s Talents.

One Rune for Each Verb


For a Cinematic Action the player simply describes what they
want to do, and then they play a rune for each verb (action
word) they used. The amount of narrative actions are limited
to the Dweller’s action economy, ie. their Destiny score.

You find out the man across the table from you is an assassin
that was sent to kill you. When asked what you would like to
do, with your Destiny of 3, you could say: Draw
“I draw both of my swords. Then I jump over the table and I
stab him in the face.” This would cost you 3 runes (Actions).
1. Draw your swords.
2. Jump over the table.
3. Stab him in the face.
It’s as simple as that! As a general rule, crunch 0 doesn’t care
what symbols and colours are played. Now it’s up to the as-
sassin to use his runes to deal with your attack.

Specific Trait
Sometimes the Action you are doing will be pushing the lim-
its of a certain Trait, and the Norn may ask you to play a spe-
cific rune for that action.

For example, if you stated that you wish to push a boulder to


seal a hole, the Norn may state that instead of a rune of any Draw Jump Stab
Trait you must play 1 Physical (red) rune.

Rune Morphing
If you didn’t have a rune of the right Trait In-Hand, you could
opt to combine 2 runes of the same Trait to generate 1 rune
of another Trait. This is called “Rune Morphing”. This can
come in handy when you need a specific colour when playing
Meta Tags as well. Rune Morphing does not generate a spe-
cific symbol, only the colour.

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Generic Cinematic Assess
Actions
When someone wants to analyze or assess something or
some situation, be it through perception, problem solving,
or searching their memory, they can use any verb that would
indicate this: discern, discover, assess, etc.
Cinematic Actions can be just about any verb that your
Dweller can conceivably pull off. You cannot use a verb that
requires training or specific knowledge that your Dweller
does not possess. Your Norn would probably overrule your
statement “I read the magical runes on the scroll I found” if For instance, the Assess action would allow Pwyll to detect if
your Dweller doesn’t have a Skill that indicates your ability to he is about to walk into an ambush. He plays a Mental rune
read magical runes. Every Cinematic Action starts with base granting him an Action Value of 2 (1 base + 1 for a Mental
value of +1 to Action Value for playing the rune, and relevant rune). He doesn’t have anything else that gives him a boost,
bonus’ are added from there. be it a Skill, Lifepath or Characteristic. The Norn sets the
Difficulty Rating to “Challenging “, which is going to re-
duce Pwyll’s AV by 2. (See DR chart page 165.) Since the
Here follows some examples of Cinematic Actions that could
net Effect of Pwyll’s Action is 0, and therefore not a positive
be undertaken by any Character. The sample Dweller that we
number, Pwyll fails to detect if there is an ambush, and the
will use for the following examples will be named Pwyll, and
Norn describes the room: “While there is a lot of furniture
will have the following runes and equipment:.
big enough to conceal attackers, you fail to see anyone else in
the room...until it is too late!”
If the Action Value (AV) of an Assess Cinematic Action
Pwyll reaches at least 4 AV, you could potentially get a String on
the subject of your study. There is not always a relevant
Level 8
Size 4 (human)
4 2 String to be learned. See page 162 for more on Strings.

Assist
Investigative, Loyal Essence Destiny While Characters perform an Action, an ally may offer to As-
sist them in their endeavour. This can apply to any Action,
be it a Cinematic Action, Talent, or Skill. There’s a single
sequence that governs how assisting works.

For the example below Pwyll wants to Assist his ally and

4 1 1 friend, Helga.
• Does the Norn permit Pwyll to Assist at this time?
Axe Herbalist Bear Cloak • Pwyll must perform the same type of Action as Helga (or
explain how a different type of Action can help).
(DF) Book (SoAF) • Pwyll must calculate his AV, and it must be within +/-1
point of Helga’s AV. If it is, then Helga gains a +1 on
her AV. The reason it must be within 1 point of the AV
is because someone with vastly different skill level won’t
1 5 1 be able to give a meaningful advice/help (either incom-
petent, or so advanced that its on a different level).
Leather Magic • Usually only 1 person will be able to Assist, but in some
Herbalist cases the Norn may allow more individuals to Assist.
Armour Kit Brooch
(PF) (Focus) The possibility to Assisting a Cinematic Action is left up to
the Norn. This is handled on a case by case basis since there
are simply too many verbs being used. If someone is trying
to pick a lock, the Norn may say that it’s impossible to Assist.
But if someone is trying to climb a wall, then maybe others
could help by boosting them or pulling them up.
Aid
Cinematic Actions can always use the Aid Meta Tag
Hexes are units of measure
with any rune. For more on Meta Tags see page 172.
1 hex is equal to 2 yards/metres

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1. You cannot ask them to do something that opposes their
Characteristics
Strings 2. The defender doubles their Social Protection Factor
Strings are pieces of information. They are versus a Compel attack. (For more on Social Protection
like having a puppet’s “strings” over your Factor, or SoPF, see page 190.)
enemy. Strings are used for a +2 AV or RV
bonus later. 3. The resulting Social damage must empty the victim’s
Essence bag
Physical Strings: To spot a weakness in a
foe’s fighting tactics, to notice a limp, or to As usual with social combat, Strings and certain Emotional
see a fault in the Construct you attack that Conditions will help the attacker make up their Action Value
can be exploited. (AV), and the relevant Trait will help the defender with Pro-
tection Factor build their Reaction Value (RV). For more on
Social Strings: Blackmail a foe with their se- Conditions, see page 183.
cret, recognise their resemblance to a local
Jarl, or use a Lifepath or Characteristic they
The Favour
have against them to charm or intimidate.
If the Compel is a success, then the attacker gets to ask a fa-
A String is personalized by individual. Con- vour of the victim. The favour can be anything that would be
text will dictate if it is only usable once (like within reason. This isn’t magical compulsion; you cannot ask
the shocking information that their father is someone to kill their best friend, but rather it’s an effect that
still alive) or many times (like an extortion has someone behaving irrationally. If this is performed on a
scheme.) The Norn is the final arbitrator. Dweller, the player should remember that this is an opportu-
nity to role-play. They shouldn’t feel like this is taking away
their player agency. Everyone has a friend that behaved way
out of their norms when they were charmed or frightened by
someone that to this day remains memorable. Their behav-
Attack iour could be categorized as irrational and out of Character,
When someone wants to punch or kick someone, or attack but that is exactly what a Compel action can do.
them with a weapon, then they will be performing a Cinemat-
ic Attack action. An Attack action introduces two concepts: Bigger Favour
If, after dealing at least 1 social damage, the defender’s Es-
1. Fighting without weapons that includes attacks from
sence Bag is empty, then the attacker gets to ask for 1 ad-
punches, claws, biting, etc, that is grouped as Unarmed
ditional favour/action, or some kind of bigger or more im-
damage (AV 1).
pacting favour, as agreed upon between the Player and Norn
2. When fighting with weapons, humans can potentially
as fitting.
wield 2 weapons, a weapon and shield or 1 larger weap-
on that requires both hands. Weapons Sized equal to
or smaller than the wielder’s Size are one-handed, and Defend
weapons 1 or 2 Sizes larger than the wielder are 2-hand- The Defend Action is an Interrupt type Action (this can be an
ed. Weapons 3 Sizes or larger cannot be wielded. When Action performed during someone else’s turn, in response
attacking with 2 weapons, damage is summed up. to their Action). Before performing it, ensure that you have
applied all passive defence bonuses from armour/items and
This kind of Action is necessarily Physical in nature. For So- other effects that grant a Protection Factor. When playing
cial Attacks, see Compel, Provoke, or Question. the Defend Action, you begin the tally with the Cinematic
base 1 RV plus possible Trait match, plus any items that may
Blend-In help. This works for all manner of attacks, Physical, Mental,
When someone wants to hide in plain sight, they could at- Spiritual, or Social. For more on calculating Reaction Value
tempt to Blend-In using one of or a combination of shadows, see page 165.
objects to hide behind, their confidence, or a disguise. Add-
ing to this action’s AV would be any possible bonuses from
disguises or the environment.
Grab
When trying to move an unwilling subject, they get an op-
portunity to resist the action by performing a reaction (gen-
Compel erating a Reaction Value, or “RV”.) action.
When you wish to make someone perform an Action that
they are unwilling to do, then you must perform a Compel
social attack.
In this case Pwyll is trying to grab a bandit‘s weapon from
Steps to Compel their hand. Pwyll plays 1 Physical rune for 2 AV (one for play-
To Compel is the hardest of all social attacks in several ways: ing a rune and +1 because it’s Physical). The bandit needs to
play a Physical rune, or 2 same Trait runes for a Rune Morph

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to Counter Pwyll’s attempt, otherwise Pwyll will grab the the drawn runes matching the relevant Trait will help the defend-
weapon. A Mental or Spiritual rune would only grant 1 AV, er with Innate Social Defense (ISD).
and a second rune couldn’t be added to boost since it wasn’t If after dealing social damage the defender’s Essence Bag is
Physical. Important note: the defender wins ties since attack- empty, then they get an additional +1 intensity to that Condition
er’s AV is less than 1. For more on Counter, see page 180. (up to the maximum allowable).
If someone is already affected by 2 Emotional Conditions, an-
Inflict other one cannot be applied unless the new Condition being
applied has equal to or more levels of intensity than one of the
Sometimes you need to attack someone with some flair, and
you declare “I light the bear on fire with my torch”, or “I Conditions already affecting the Character.
throw sand in her eyes to blind her”. This simply requires a You can also attempt to provoke a beneficial Emotional Condi-
rune to be played as an Inflict Action. If successful, it will tion upon an ally. If you do, they may choose not to play a rune
Inflict 1 intensity of a Condition. to oppose the action, however their Innate Social Defense (ISD)
To defend, someone can simply say “I duck away from the and Social Protection Factor (SoPF) will still reduce the Provoke
attempt”, and the Counter action would be to play a rune to action’s AV, and Strings cannot be used to boost the attack.
reduce the Inflict to 0. After a Character is targeted by a beneficial Condition (result-
Remember, when there is no Difficulty Rating (DR) to indi- ing in success or failure), they are immune to more attempts at
cate how inherently challenging the action is, and if there’s boosting that Condition for a period of 1 hour.
no Reaction Value (RV) of a foe opposing you, all you need to
succeed at anything is to have a positive value for an Effect.
Some situations of an Inflict Action may necessitate an active
Restore
Removing a Condition intensity from yourself or another
opposition, such as trying to light someone on fire (which combatant is called a Restore Action which is fully detailed in
would mean their RV would reduce your AV) or lighting the Conditions section on page 180.
someone on fire when they’re wet (a difficult thing to do, so
the AV would also be reduced by both their RV and what the
Norn decides is the DR.) However, if your opposition wanted Question
to be set on fire, only a single success is needed. This is a kind of Social Attack. When an amicable conversation
For every 4 AV of your Inflict action a Condition increases by breaks down and one individual is avoiding answering ques-
1 intensity. See page 180 for more on Conditions. tions. This can be approached on all 3 Traits. Trying logically,
you can perform a Mental Attack to trick them into revealing
what they wish to keep hidden. Likewise using a Spiritual Ac-
Move tion, you may rile them up emotionally that they get flustered
When someone wants to move to somewhere else in the and blurt it out. Physical torture is also an option, and while it
scene/battlefield, they can use any verb that would indicate may benefit from torture devices, it will likely turn the subject
this: move, run, leap, etc. into a motivated enemy.
A Character can move as many hexes (or 6’ / 2m increments) The attacker will declare whether it’s a Mental or Spiritual At-
as the Effect of the Move Action. While on a mount, your Char- tack. Then they will use a rune from In-Hand to perform the
acter’s played Action rune will use the mount’s movement rate. Question Attack Action and will add up all item values that grant
Social Attack Factors (SoAF).
Defending against a Question Action would most assuredly use
the same trait as the attacker, but role-playing can alter that out-
Pwyll wants to run, so he pushes one rune up to In-Play. come. The defender will have Innate Social Defense (ISD) equal
He will get to move 1 hex for playing the rune, +4 hexes to their relevant Trait score, and will add any relevant Social Pro-
for his Size (Humans are typically Size 4), an addition- tection Rating (SPR) from equipment. Then if they play a rune
al +1 hex if it was a Physical rune, and more if he has a to defend, they can add any Social Defense Factor (SDF) .
Passive Power that boosts movement. Let’s say he plays a
Physical rune, and has no Passive Power to help, Pwyll gets The result of a successful Question Action is that the victim must
to move 6 hexes for one Action. answer as many questions as the Effect Value. If the attempt
failed, the victim is immune to more attempts for a period of 1
hour. Repeated failures will grant them permanent immunity at
Provoke the Norn’s discretion.
This is a kind of Social Attack. When you wish to charm or in-
timidate someone, you may be looking to Provoke an emotion- If at least 1 point of damage was done and the defender’s Es-
al response. If you succeed in dealing at least 1 point of Social sence Bag is empty after a Social Attack, then one bit of infor-
damage, then you apply +1 intensity to an Emotional Condition mation gained is especially useful and can be a String. Strings
(see page 181 for a complete rules, and page 183 for a complete are pieces of information that make future social attacks easier,
list of Conditions). because the sensitive information can be used to charm/intimi-
date/blackmail the defender.
As usual with social combat, Strings will help the attacker and

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Action Value
Let’s assume a Cinematic Action. If you try to perform an at-
When you perform an Action (playing a rune), it is some- tack on an opponent with your axe, you must play a rune from
times important to be able to quantify how potent your out- In-Hand to In-Play.
come is. This is where an Action Value (AV) comes into play.
You add up all relevant values and bonuses to get a numerical • By playing a rune you get base 1 AV.
value that represents your Action Value. • An attack action with an axe feels like a Physical action
so if you play a Physical rune to perform the Action, gain
Overview of Action Value (AV) a +1 AV.
Simply add up the following after playing the rune (if appli- • Then you’ll consider the weapon’s damage factor as
cable): added AV, let’s say the small axe has a DF +3.
• Then you convince the Norn that your Characteristic of
1. Base: By playing a rune, you gain a base value of 1, then
“seeks revenge” is relevant since you are attacking the
add other bonuses based on the type of action:
killer of your kinsmen. The Norn grants you one more
• Cinematic Action: Just base value (page 160)
+1 AV.
• Skill: 1+ the Skill rank (page 169)
• Then you are attacking from higher ground upon your
• Talent: 1+ the key value in the description (page
horse, and the Norn decides that it’s worth a +1 AV sit-
343)
uational modifier.
• Social Powers: 1+ the key value in the description
(page 393)
Your total AV for the Action would have an effect of 7. That’s
2. Items: Any relevant item values (see “Equipment” page
7 damage being dealt to the opponent... if they were inca-
266). Examples:
pacitated or unconscious. If the enemy is mobile they can try
• Attack actions will use the Damage Factor value
to react and if they are wearing armour it could reduce the
• Defend actions will use the Parry value
damage. More on this scenario following the Opposed Ac-
• Social actions will use appropriate social bonuses
tion rules.
3. Passive Powers: As relevant, add their values (page 451)
4.
5.
Lifepath: A relevant Lifepath adds +1.
Characteristic: A relevant Characteristic adds +1.
Weak Actions
In some cases your Action may be designated as “Weak”.
6. Trait Match Bonus: if the rune played matches the type This may happen due to a power or Condition, so some situ-
of action (ie. Physical rune for physical action), more ational status. Weak simply means halve your AV and round
runes matching the action’s Trait can be added, played up any fractions.
for cumulative +1 bonuses.
7. Miscellaneous: Any situational/environmental modifi-
ers, such as Conditions, or Strings. Division Math
When dividing numbers, all fractions are rounded up. For
The AV will then be compared with a Difficulty Rating (DR) example, if you get a bonus equal to half your Level, and your
or another individual’s AV if they are reacting to the Action Level is 13, then the bonus is +7. If your Level is 27 then the
and trying to oppose it- called Reaction Value (RV). The big- bonus is +14, and so on.
ger the number, the better the possible outcome.

Trait Match Bonus


Examples of Physical Actions: Move, at-
+1 tack, push, lift, dodge, carry, leap, build a
structure.

Examples of Mental Actions: Negotiate,


remember information, find a solution,

+1 comprehend mechanism, convince some-


one, use magic.

Examples of Spiritual Actions: Sense


danger, beseech a god, use magic, provoke

+1 an emotion, sense motives, understand an


omen.

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Nicolas Phaneuf Gohier (Order #31317871)
Effect Reaction Value (RV)
After someone tries to affect you in a harmful way, you get
To figure out the final effect of an Action, the Action Value is the opportunity to defend yourself, even when it’s not your
reduced by the Difficulty Rating and/or by a Reaction Value turn in the Initiative order. This usually occurs in Physical
(when an Action is actively being opposed). In some instanc- or Social combat, or when you’re targeted with a spell or a
es it is possible to be reduced by both (and even equipment). Physical/Emotional Condition.
Just as Actions can be Cinematic Actions, Talents or Talents
Action vs. World with Meta Tags, the same latitude is granted for Reaction Ac-
tions.
Suppose you are trying to oppose an Attack that was per-
Effect = Action Value - Difficulty Rating formed as a Cinematic Action, you will be allowed to defend
yourself with your own Reaction Value being a Cinematic
dodge, or perhaps a power that has {Interrupt} speed (see
Some actions are inherently difficult, having a chance at fail- page 170 on power types) allowing you to react with a special
ure. These Action Values will be reduced by the Difficulty ability.
Rating (DR). The Difficulty Rating scale is described in the Armour PF and Social Defense Rating is considered a DR
table below. when doing the math.
In the case of combat, Effect will most likely mean damage,
either physical (see page 176) or social (see page 178).
Rating Difficulty Rating (DR) There are other possible effects such as Knockback. In this
0 Easy case, the Effect may mean how many hexes the combatant is
1 Average thrown backwards. Because this is a role-playing-game, and
2 Challenging RPGs have innumerable possible actions and outcomes, it is
3 Ambitious up to the Norn to decide how the effect value is implement-
4 Difficult ed. Reaction Actions win on tied results.
5 Fantastic
6 Legendary
7 Nearly Impossible
8 Beyond Human Ability A great example of an opposed Action would be sneaking at
night, wearing a black cloak, trying to avoid a guard watch-
ing the gate. You start with a base 1 AV from playing a rune.
Then add your Sneak Skill Rank (+2) assuming that you have
If the Effect is greater than zero, then the Action was a suc- chosen the Sneak Skill twice when creating or levelling-up
cess. The amount of points by which it succeeded is also your Character. Add your black cloak bonus (+1) while un-
important, since Actions like the Lore Skills will grant 1 der the cover of night. If your Wyrd had drawn 2 Spiritual
additional piece of information based on the number of suc- runes, you could Rune Morph them into 1 Physical rune for
cesses. the Trait bonus.
DR is mostly used when someone is attempting to use one
of their skills or interacting with the environment (ie. climb-
ing). For complete rules on skills, see page 71.
1 2 1 1
Opposed Action Base Sneak Skill Black Physical
Value Rank Cloak Rune
Effect = Action Value -
Reaction Value - Difficulty Rating

Sometimes two individuals may be in a competition against


one another. When that happens, their Action Values are
compared against one another, and the higher value prevails.
The person responding is said to be making a “reaction” and
must play a rune to do so. A Difficulty Rating may or may not
be relevant in this case.

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Nicolas Phaneuf Gohier (Order #31317871)
The total AV for the sneak is 5. Now it is time to see how the
guard performs in trying to spot the Dweller.
Items and Equipment
The guard has an Alertness skill rank (+1) and drew 2 Mental
runes for his Mental action. One is played for the action (+1) When a Character buys or finds items and equipment, they
and since it’s a Mental rune, it grants a Trait bonus of +1. will find it useful since items will boost their Actions. Why
Then the other one is played to boost this Action. Runes that punch when you can swing an axe? Why try and remem-
are used to boost are rotated 90o. To summarize: ber some occult knowledge when you have a book that has
more information than you can remember? Trying to in-
timidate someone, well it’s harder when they’re wearing a
crown.

Maximum Equipped Items = 4

Items will grant all manner of bonuses, it is up to the Norn


and the players to apply the bonuses during relevant situ-
ations.

Limit of 4
A Character can benefit from no more than 4 equipped
items at any given time. So while you may be carrying an
arsenal in your backpack, at any given time your Dweller
must commit to which 4 items are equipped.

1 1 2 Changing Items
To switch around which items are “equipped”, an Action
Base Alertness Mental to do so must be declared and a rune must be played for
Value Skill Rank Runes that Action. The Norn may deem that some items may take
longer to equip, for example a full suit of armour.
The guard generates a Reaction Value (RV) of 4. The effect
of the sneak attempt is 1 (5 minus 4). That is enough for a
success. Quality Rating
No two items are alike in quality and that quality is meas-
As you can see, it is entirely probable that AV comparisons
ured in a Quality Rating (QR). You may start your adven-
are done using different Traits.
turing career with a hand-me-down rusty dagger that pro-
vides a +1 to your Damage Factor. This would be an item
with QR 1. Later in your adventures you may be gifted an
axe that adds +2 to your Damage Factor and it would have
Some abilities and actions are guided by the player’s de- a QR of 2. As a rule of thumb, the numerical QR value is
scription of how they do something. the number of points imbued in the item for various types
Let’s assume the Dweller is looking for a key and wishes to of numerical bonuses and non-numerical effects. Another
use their perception. The player could say... item of equal QR to that QR 2 axe could be a QR 2 sword
that grants +1 Damage Factor but also adds +1 Parry. In
“I walk into the room and I scan to see if anything is out of
this case the 2 points of QR were split between different
place”
types of bonuses, one helps with attacks, and the other
...saying it in this way makes it a MENTAL action. will help you when you’re attacked. Some item attributes
“I walk into the room and cut open the mattress, check the generate more than 1 QR per point, an example would be
walls and floor for secret compartments and I ransack the Protection Factor (PF) which generates 2 QR per point of
furniture”...saying it in this way will make it a PHYSICAL PF. These exceptions are all outlined on the next page.
action.
Size
You can even try it using your SPIRITUAL Trait... Unless the item is magical, the Size of an Item is usually
the same as its QR. You could then quickly look at a sword,
“I charm the chambermaid putting her at ease. Then I men-
and knowing it has a Damage Factor of +2 and a Reach of
tion the key and see where she looks.”
1, deduce that it’s QR and its Size are both 3. The crafting

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Nicolas Phaneuf Gohier (Order #31317871)
process also allows a blacksmith to miniaturize items, mak-
ing higher QR items wieldable.
An item will not encumber the character if its Size is less than
or equal to the character’s Size. If larger, encumbrance pen- QR Cost Effect
alties apply: 1 Small non-magical effect (it floats, it
is a container, it is combustible, etc.)
• Weapons: 1 to 2 Size larger than the Character makes it 1 Heal +1 (bonus when healing)
a 2-handed weapon
1 Physical DF +1
• Armour: 1 Size larger applies a -1 penalty to Move.
1 Parry +1 Physical
• Armour: 2 Sizes larger makes all moves Weak.
2 Parry +1 Mental

Item Attributes 2 Parry +1 Spiritual

When an item is created, the QR points are spent on vari- 1 Reach +1


ous attributes (see page 432 for the complete list). Some 2 Range +4
attributes boost attacks, while other attributes will reduce 1 Physical DF +1
damage. By paying the QR cost, the numerical value is add-
ed to the item. The numerical value can be further increased 2 Mental DF +1
through stacking the effect, paying the QR cost each time. 2 Spiritual DF +1
Some attributes aren’t numerical, and instead the QR is 1 Move +1
spent for effects such as the item emitting light, or the item
3 Focus +1
can be easily concealed. The item crafting system suggests
QR costs for various effects and the players and the Norn can 8 Empower +1
extrapolate acceptable costs that players may come up with 2 Physical PF +1
during the adventure.
3 Mental PF +1
3 Spiritual PF +1
Higher QR Starting Items 4 Adding a Meta Tag
Most Dwellers begin their adventuring careers somewhere
between the levels of 8 and 12. However, there are cases 4 Inflict a Physical Condition
when a Norn might want to begin the Dwellers at a higher 1 +1 Social Attack Factor (SoAF)
level, and those Dwellers will need better items to reflect the
idea that they had been adventuring for some time before 1 +1 Social Defend Factor (SoDF)
play began. Each Archetype begins with a suggested pack- 2 +1 Social Protection Rating (SoPR)
age of Equipment that is valued at 15 QR. For every 2 levels
higher than 12 for a starting Dweller, grant them a +1 QR
bonus on each item they start with (ex: level 16 is +2).

Meta Tags on Items


Items can also have Meta Tags. These are added effects that
are evoked when a rune is played in addition to the rune that
was played for the Action using the item in question.
• When the Meta Tag on an Item is “positive” in nature
(as in, does something good or beneficial) then the Meta
Tag applies to its wielder. +1 Impeded
Attack
• When the Meta Tag on an Item is “negative” in nature Condition
(as in, it does something harmful or detrimental) then
the Meta Tag applies to the object of the wielder’s at-
tack.

For example, Pwyll attacks by playing a rune as a Cinemat-


ic Action. He swings with his battle-axe which has a “Ham-
string” Meta tag that applies the Impeded Condition. By
playing a rune to attack he will deal some damage, but by add-
ing another rotated rune alongside it (any colour or symbol),
the victim will receive 1 intensity of the Impeded Condition.

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Nicolas Phaneuf Gohier (Order #31317871)
Colour Challenge

Colour Challenge
There are cases where the situation dictates a little more
Rating Difficulty Rating (DR)
crunch than Cinematic Actions, but not quite enough as to
0 Easy
assemble an Initiative list and break down Actions and Tal-
1 Average
ents round-by-round. This is the role of the Colour Chal-
2 Challenging
lenge.
3 Ambitious
This is also for situations where the outcome is foregone 4 Difficult
in the warband’s favour, but we still need to know the ram- 5 Fantastic
ifications of the battle or scene. The question is more what 6 Legendary
the situation will cost the Dwellers. 7 Nearly Impossible
8 Beyond Human Ability
Steps for a Test
For a test of this kind the Norn and players follow these
steps:
1. The Norn declares the situation with enough clarity
Difficulty Rating
The Norn will use the chart above to determine the Difficulty
for the players to make informed decisions about their
Rating (DR) to subtract from each Dweller’s AV.
Dwellers.
2. Players Wyrd for their own Dwellers.
3. Each players identifies a Trait (Physical, Mental, or Test Results
Spirit) based on how their Dweller will interact with the Depending on each Dweller’s final AV different effects oc-
situation. cur, as directed by the situation and the Norn’s decision.
4. Each player adds up all the runes they Wyrd of the Trait
they identified. Positive Result: If the Dweller’s AV, minus the Norn’s DR
5. Each Dweller may add relevant bonus’ to their AV based results in a positive number.
on different aspects of their Character. • Win by up to 4 AV:  Success, but nothing else is gained.
6. The Norn declares a Difficulty Rating for the Test. For • Win by more than 4 AV: Success at the task, and also
each Dweller individually, this subtracts from their total an advantage is gained, such as a Positive Condition, a
Action Value (AV) to make an Effect. String, you acquired an Item relevant to the situation, or
See below for a list of relevant bonuses, and the outcome. gained a new piece of vital information.
• Win by 8 AV or more: Success at the task, but also a
Relevant Bonuses tremendous advantage, such as a positive Condition at
maximum intensity, or two smaller advantages.
A Dweller can add to their test the following bonuses. They
must make sense and be relevant to the situation.
Negative Result: If the Dweller’s AV minus the Norn’s DR
• Lifepath: Cite a Lifepath for +1 results in a zero or negative number.
• Charactertisc: Cite a Characteristic for +1 each.
• Passive Power: Cite a single Passive Power for an ad- • Loss by up to 4 AV: The task was a success, but at a cost.
ditional +1. The Dweller is afflicted by some disadvantage, such as
a negative Condition, the loss of an item, or a negative
String.
• Loss by more than 4 AV: The task was gruelling, while
Rune Morphing it can still be considered a success, the Dweller is af-
At any time a character can play 2 runes flicted by a terrible disadvantage, such as a negative
of a Matching Trait to generate a rune of Condition at maximum intensity, two different negative
another Trait. For example 2 Spiritual Conditions, has lost a key item, or circumstantially has
runes can be played to generate a 1 made a new, powerful enemy.
Physical rune. Rune Morphing does not • Loss by 8 AV or more: Should any one Dweller have a
allow the generation of a specific runic final AV of negative 8 or some greater negative, then the
symbol. task was failed, and the Dweller is afflicted by a terrible
disadvantage.

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Nicolas Phaneuf Gohier (Order #31317871)
Talents

Overview of Talents
Okay, now let’s move up a level of crunch to crunch 2.

Active Talents Social Talents Skills


Highly trained, superhuman, or Exceptional abilities for manipu- Training, experience, and abili-
supernatural abilities that can lating the minds, emotions, and ties honed from years of practice,
manifest instantly under intense actions of others. such as crafting, survival, or ath-
situations. letics.
Detailed on page 190
Detailed on page 170 Listed on page 393 Detailed and listed on page 409
Listed on page 343

Colour Match
Play the rune that corresponds to a specific Talent (Active
Talent, Social Talent, or Skill) or a rune of the same colour,
and you will perform that Action.

Talents Are Specific Draw Lunging


During Dweller creation each rune is bound to three differ- Attack
ent Talents, one each of: Active Talents, Social Talents, and
Skills. Each of them do something a little different. Playing a
rune will never play an Active Talent, Social Talent, and Skill
all at once, even though they are all bound to the same rune.
You must announce the Talent you intend to use when mov-
ing the rune from In-Hand to In-Play on your playmat.

One Talent Per Rune Played


There are no limits to the number Talents you can evoke, if
you have 3 Destiny then you can evoke 3 Talents that turn.
Lunging Attack
Manoeuvre
Combat: Perform a Weak Move
action and an Attack action (in
any order).
Let’s continue the same scenario as the one in Cinematic
Actions. Suppose the runic symbol “Tiwaz” was bound to
an Active Talent called “Lunging Attack”. Instead of playing
just any rune to Move and another to Attack, using Talents
you could instead play any red rune (because Tiwaz is red) to
trigger Lunging Attack. Since Lunging Attack both Moves
Ranks
If the same Talent is chosen again during character creation
and Attacks, this saves you a rune for another Action.
or during Level Up, then the rank of the Talent is 2. The
highest rank a Talent can achieve is 2. If the rank is greater
than 1, bonus effects will be imparted upon the Action.

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Nicolas Phaneuf Gohier (Order #31317871)
bonus is equal to the Trait score that matches the rune played
Types of Talents as the root of the Active power. This bonus is applied before
resolving the meta tags (if any).
Active Talents are abilities that are very quick to execute and There are a few numerical values that Providence will not
have been learned or are innate to the Character. Powers boost: Divine Potence, Faith, Condition intensities, Flow,
range from the mundane, such as being especially quick and Focus and Wyrd.
nimble, being able to combine a movement and an attack in
a single action, to something a lot more occult and esoteric
such as casting a spell or transforming your body into that of Shapechange
a wolf. This Power Action transforms parts of the Characters body,
There are several types of Active Talents. Some are Manoeu- granting them new abilities and attributes (think of a were-
vres, while others can be Spells or even Interrupts. Each type wolf). These new abilities remain while the rune for the Ac-
of Talent has some aspect as to how those Actions are played tion remains In-Play. Some Meta Tags such as Maintain (see
and resolved. Talent types are denoted between brackets { } page 107) can extend it past end of round.
within the power description.
A power may have more than a single type, meaning that the Spell
type-based effects are cumulative. This Talent Type invokes the supernatural power that is im-
possible for those who are unskilled in magic. Magic is an ex-
Faith act art and science, so Spell Actions can easily go wrong. Any
combatant within Adjacent range to the person performing
Faith is a type of Active power which is granted to the Crio-
stai (missionaries, crusaders, etc.). These powers represent the Spell action may spend a rune to interrupt and cancel the
the power of the White God or saint amplifying the effect Spell Action.
and are denoted as [Faith]. Faith powers aren’t spells, so they There are several schools of magic in the Fate of the Norns
cannot be interrupted and do not gain any bonuses from Fo- universe. Spell type Talents have sub-types that define how
cus, instead they gain a bonus equal to the Miracle Condition a school of magic works. While certain Fate of the Norns
intensity. All numerical values that appear in Faith powers books will elaborate on the list of schools, the ones relevant
are boosted by the current Miracle Condition intensity. Un- to the Celtic setting are listed here.
like Focus, Faith bonuses are included when playing Amplify
Metas. There are a few attributes Faith will not boost: Faith, Divine Spell
Condition intensities, Flow, Focus, and Wyrd. Divine magic involves channelling the will of higher powers.
Higher powers include gods, jotuns, land spirits, elves and
Interrupt other immortal beings (anyone with Divine Potence see page
205). These Powers are denoted as [Divine Spell]. Higher
This Talent type can be performed in response to someone
else’s Action, meaning it doesn’t need to wait until it is your powers have three dispositions towards the spell-caster: an-
turn to resolve. Simply resolve the original action and then gered, uncaring or pleased. Breaking the deity’s imposed
resolve the interrupts that were played in response to that codes of conduct will move the relationship towards angered,
action in Initiative order. Social Talents use Interrupts in the while appeasement through sacrifices (the Blot/Faining
very same way for Social Combat. Skill see page 411) will improve the disposition.
A deity that is angered makes all [Divine Spell] Powers be-
come Weak. A neutral one applies no modifiers. A pleased
Manoeuvre deity will bestow a bonus [Divine Spell] bound to the Char-
This is a Talent type that utilizes one’s body. This type of ac- acter’s Void rune (see page 201). There are some Passive
tion is hampered by certain Physical Conditions. Performing Powers (see page 175) that trigger whenever a [Divine Spell]
a Manoeuvre with a ranged weapon such as bow can be tricky is cast. Some archetypes offer [Divine] powers that are not
when enemies are adjacent–they can play any rune to inter- spells.
rupt your ranged Manoeuvre.
Seelie or Unseelie Spell
Spells of this kind gain a free Amplify Meta Tag when cast
Providence at sites of great power, where the intersection between the
Providence powers are only available to those with a Maxi- mundane world and the Otherworld is weak. For example:
mum Divine Potence (MDP) greater than zero. within a ring of toadstools, within a henge of great stones, or
Providence powers apply a bonus to all valid numerical val- otherwise anywhere the Druids would perform ceremonies
ues in an Active power, with exceptions noted below. Num- or identify the place as ceremonial or sacred grounds.
ber written out as a word are not boosted by the bonus. The Also, spells of this kind are treated as Weak if used while on

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Nicolas Phaneuf Gohier (Order #31317871)
land sanctified by the Criostai, such as the grounds of their
churches, grave sites of that faith, and locations where great
miracles by famous Saints were performed. Spell Effects
There are some Talent effects that boost numbers within
Spell Song Spell type Active Powers. They are described below:
Song magic covers those who are blessed by the Mead of Po-
etry. Their songs carry magical effects that are imparted on
allies and inflicted upon enemies. These powers are denoted Focus
as [Spell Song]. By default they apply a free Area Meta Tag, Focus is a pool of bonuses that can be distributed to vari-
but they affect both friends and foes. A rune played as an Area ous numerical values in a spell’s description. If the Spell has
Meta Tag on a Spell Song can either: (1) increase the area of more than a single numerical value, the Focus value may be
effect, or (2) allow the caster to choose who is affected in the split as a bonus to those values, chosen by the caster. There
area. In a single round a caster can only use one Spell Song. are a few exceptions, Focus cannot boost Condition intensi-
ties, nor can it boost Focus or Empower.Empower
Transmute Spell
This Talent Type brings a Companion into being at a Qual-
ity Rating (QR) of 50% of your Dweller Level. Companions Empower
when brought into being this way have their Size, a free Crea- Empower will apply its value to all numbers within a spell’s
ture Type, and a Meta Tag they can activate from amongst description, without exception. It does not need to be split
common Meta Tags (Absorb, Deflect, Degenerate, Imped- like Focus, it applies its total value to each and every numeric
ed, Vulnerable) or a cost of 4 QR for an uncommon Meta value.
Tag. Remaining QR can be spent from the Craft Attributes
Table on page 432. All QR must be spent before bringing the
Companion into play.
If the transmutation is Destroyed, or when it is dissipated,
then the caster must Accept a Drain. Unless Maintained or
otherwise specified in the Talent the Companion vanishes or
collapses into an inert state (as appropriate) at the end of the
round.

Stance
When someone gets into a certain posture, fighting style
or dance, they are said to be performing a Stance Power Ac-
tion. This Action, by default, lasts until the end of the round,
and during the Cleanup phase (see page 188) the player can
choose to keep the stance In-Play rather than returning the
rune to the Essence bag. A Character may only benefit from
the last Stance Action that they played.

Transform
This Talent Type changes Character’s entire body into that of
another creature (including speech). All Talents are bound to
the new form’s Talents (Character’s runes are bound to the
Talents listed under the transformation description). These
new abilities remain while the rune for the Action remains
In-Play. Some Meta Tags such as Maintain (see page 174) can
extend it past end of round.

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Meta Tags

Meta Tags
Now let’s take a look at crunch 3, meant for the combo min- Let’s assume our hypothetical Dweller has a Destiny of 4,
max players who love to optimize. Crunch 3 is all about com- and so Wyrded 4 runes from their Essence bag and put them
bining your runes to change the way Talents work. In-Hand.
After you move a rune up to In-Play to represent a Talent, you
can attach other runes to it to change its effect.

Lunging Attack
Manoeuvre
Amplify Multi Swift
You perfectly balance mobility and
aggression by striking in one loca-
tion while starting or ending up in
another.
Combat: Perform a Weak Move
action and an Attack action (in any
order). The player decides to play “Lunging Attack”, and so moves
its corresponding rune to In-Play. Note that this is the very
rune it is bound to, “Tiwaz”, and not just the same colour.
Let’s say the assassin sitting across the table from you has 2
Symbol Specific friends sitting on either side of him. You could choose to add
In order to play a rune as a Meta Tag on a Talent you must a Mental rune as a Meta Tag to Lunging Attack in order to
have played not only the correct colour for the Talent, but use the Multi Meta Tag, which means you gain a reach +1 and
also the very rune symbol. The rune you play must be the ex- the ability to strike up to 2 more targets. Pretty cool right?
act rune the Talent is bound to, otherwise you cannot play a
Meta Tag to augment its effect.

Tag Traits
Each Talent comes with only their three specific Meta Tags,
which are listed with the description of the Talent. These
Tags correspond to the 3 Traits listed in the order of Phys- Draw Lunging Multi
ical, Mental, then Spiritual. Attack Meta Tag
You must use a rune of the same Trait to activate a Meta Tag.
For instance, you would need a red rune to add a Meta Tag
to a Talent to change it by its text in red. In the example of
“Lunging Attack”, only a Physical (red) rune would result in
the Meta Tag “Amplify”.
Playing a rune as a Meta Tag will never activate more than
one Meta Tag at once. You must announce the Meta Tag you
intend to use when joining it to the Talent’s rune.

Multiple Meta Tags


There are no limits to the number of Meta Tags you can add
to a Talent. If you have 3 Destiny then you could add 2 Meta
Tags to a Talent. You can add the same Meta Tag multiple Remember that you can mix and match crunch levels at your
times to increase its effect. heart’s content. If you have a Destiny of 4, you can play a rune
to draw your swords, another 2 runes to play a Multi Lunging
Attack and then your last rune can do something else entirely.

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Nicolas Phaneuf Gohier (Order #31317871)
List of Meta Tags Augment
You benefit from your relevant Trait, be in Physical, Mental
This section describes the effects of various Meta Tags. Meta or Spiritual. By default this Meta Tag adds +1 AV to a Skill
Tags can be found on Talents as well as items such as weap- result, but if the Meta Tag’s rune Trait is relevant to the Skill,
ons, shields, armour, and magic items. Meta Tags associated in the way that it is being applied as agreed upon with the
with items can be triggered by playing any rune in addition to Norn, then this Meta Tag adds +2 bonus instead of +1 AV.
the rune-chain that makes use of the item. The most common
Meta Tags are defined below. Benefit
You may take advantage of the assets of your current environ-
Abate ment to ply your Skill all the better. By default this Meta Tag
The Abate Meta Tag only appears in {Interrupt} type Tal- adds +1 AV to a Skill result, but if you are within a conducive
ents. Abate will remove the rightmost Meta Tag from the environment to the Skill activity that is proposed, as agreed
rune-chain that you are reacting to; effectively retroactively upon with the Norn, then this Meta Tag adds +2 bonus in-
cancelling the removed Meta’s effect. The removed rune is stead of +1 AV.
immediately returned to the Essence Bag.
Combo
Absorb The Combo rune allows an adjacent ally to play runes as {In-
This {Interrupt} Defend action rune-chain negates 2 intensi- terrupts} to aid your rune-chain. For every rune they play
ties of a harmful Condition being inflicted. that matches a trait of a non-Combo Meta Tag in the Talent’s
Meta Tag list, it triggers that Meta Tag for your rune-chain
Aid and they choose to immediately Move 1 hex or Heal 1. Those
Call on your allies to assist your action by contributing runes. runes return to their owner’s Essence bags during the next
An ally within +1 hex distance from you can play runes as {In- Cleanup phase.
terrupts} to aid your rune-chain. If you play additional Aid
Metas, the number of allies you can call upon increases by Condition
+1 each, and the number of hexes away they can help from Sometimes Conditions can be added as Meta Tags, usually
increases by +1 hex each Aid Meta played. on items or on Companions. The Meta Tag is activated by
For every rune your ally plays from In-Hand into In-Play that paying a rune of any Trait as Meta Tags normally are. The
matches the Trait of the Action you are making, or matches effect is the corresponding Condition listed. For instance,
the required Skill, you gain +1 to your AV or RV. So, 2 runes a Quarterstaff has the Meta Tag of the Condition “Vulnera-
played that match the Trait would add +2 per rune played by ble”, because the Quarterstaff can knock a foe to the ground,
an ally aiding. If 2 runes are played and one of them is the putting them at a disadvantage. By playing a rune into the
same Skill as what you are attempting, then you would have rune-chain of having attacked with the Quarterstaff, the
+3 to your final AV or RV. Dweller can inflict the “Vulnerable” Condition in addition
to the Quarterstaff’s normal damage.
If the Skill cannot be attempted without at least 1 Rank, then
the ally must have at least 1 Rank in the Skill in order to Aid. When a Meta applies a Condition, it is inflicting a +1 inten-
sity of the specified Condition.
Amplify
Double the Talent’s AV/RV. Only numbers that are in nu- Deflect
merical form in the Talent’s description are amplified. Num- This Meta Tag triples the total PF (Protect Factor) and Parry
bers written as words are not amplified. Numerical values ap- values of its rune-chain. Multiple instances of Deflect in-
plied by Conditions are applied before Amplify is calculated. crease the multiplier by 3 (ie. x3, x6, x9, etc.)
Bonus to Focus is always added after Amplify has been calcu-
lated. Additional Amplify Meta Tags increase the multiplier Dodge
by +1, so a single Amplify is x2, two Amplify Meta Tags make The Dodge Meta Tag only appears in {Interrupt} type Tal-
it a x3, etc. ents. It allows an immediate Wyrd of 3 runes with the first
placed in Stun, and the second and third placed into Con-
Area tingency. Those runes in Contingency can only be used in
The rune-chain’s area of effect increases by a radius of +2 Reaction Value rune-chains. They may be used immediately
hexes. Everyone within that space is affected, but the owner and can be added to the rune-chain that includes the Dodge
of the rune-chain may choose to not to be affected. Addition- Meta. If not used before the Cleanup step, all runes in Con-
al Area Meta Tags increase the radius by another +2 hexes tingency are returned to the Essence Bag.
or can allow the initiator of the rune-chain to choose who is
affected within the rune-chain’s area of effect. Efficient
When used with a Skill, the required materials are halved.
Should another type of Talent require material components,
such as a ritual, then only half are required.

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Element Maintain
The Element Meta Tag will change a Talent’s (usually a The Maintain Meta Tag permits a rune-chain’s effect to last
Spell’s) basic element, or grant it an Element if it does not indefinitely. The rune-chain may be kept In-Play during the
have one. Elements have added side effects, such as fire Cleanup phase. The rune chain may also be released at any
burning combustible materials. When playing the Element time, immediately returning all runes to the Essence Bag and
Meta Tag, the caster must declare which of the following ending the rune-chain’s effect.
Elements are being used and which variant (benevolent or
detrimental): Multi
• Air: A benevolent use will grant +4 Move or Reach/ The number of targets of the rune-chain’s effect are in-
Range. Conversely a detrimental use will force any De- creased by +2. The Reach of the effects are increased by +1,
fend action versus this Rune-chain to be Weak. and the Range by +4 hexes.
• Dark: A benevolent use will Inflict Shroud upon the
recipient. Conversely a detrimental use will reduce 1 Range
intensity of Shroud [Counter S]. The rune-chain’s Range by default, unless specified other-
• Earth: A benevolent use will grant +2 PF. Conversely a wise, is self or adjacent combatant. Each added Range Meta
detrimental use will Reduce an opponent’s damage by Tag adds +8 hexes to the Range. Instead of adding Range, a
-4 [Counter S] until end of round. Range Meta Tag may also be added to make the effect into a
• Fire: A benevolent use will grant +4 damage for Attack beam, hitting everything in a line within range.
actions this round. Conversely a detrimental use will in-
flict Degeneration [Counter S]. Sinister
• Ice: A benevolent use will grant +1 Range/Reach and When added to a Social attack, you deny one of the victim’s
+1 Focus. Conversely a detrimental use will Inflict Vul- Characteristics as a bonus.
nerable [Counter S]. Remember that when Compelling a Character you cannot
• Light: A benevolent use will grant +4 Parry bonus until Compel them to do something against their Characteristics,
end of round. Conversely a detrimental use will inflict unless you deny that Characteristic with the Sinister Meta
Blind [Counter S]. Tag.
• Water: A benevolent use will grant +4 Heal. Conversely
a detrimental use will Inflict Impeded [Counter S].
Swift
Combining more than a single Element will simply add both When Swift is added to a Skill rune-chain the time required
elemental effects, but there are some Passive Powers that will is halved. This Meta Tag can also be added to Attack actions.
grant special bonus effects when certain Elements are pres- If an opposing {Interrupt} Talent is played as a Defend ac-
ent in the same Rune-chain. tion, then the reaction values (RV) are halved. The next Swift
Meta Tag would divide the RV in a third; the one after it into
Experience a fourth; the next a fifth, and so on.
You benefit from your Lifepath and/or Characteristics. By
default this Meta Tag adds +1 AV to a Skill result, but if your
background is relevant to the Skill, then this Meta Tag adds
a+2 bonus instead.

Invert
This Meta Tag inverts a Talent’s effect:
• Heal becomes damage or damage becomes Healing.
• Inflict becomes Restore or visa-versa.
All relevant modifiers that boost the original effect apply be-
fore the inversion.

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Passive Powers

Passive Powers are a Character’s abilities that are omnipres-


ent, not requiring an activation by playing a rune. If their ef-
fect applies to the current Character’s situation, the player
simply states the Passive Power and applies its effects. Let’s continue the example from earlier. If our hypothetical
Dweller had certain Passive Powers it would change our ex-
Passive Powers come in a few varieties:
ample situation considerably.
• Some are always active, such Fleet-Footed, which gives
This was the situation without a Passive Power in place. Let’s
a Character +1 Move in all circumstances.
say our Dweller has the Quick Draw Passive Power, which has
• Some are only applicable when the environment or
the following description:
other circumstance changes, such “Woodland Cover”,
which penalises the foe’s Reach by 2 and Range by 4,
but only if you are in woods or other dense vegetation.
• Some only “trigger” on a certain event, such as receiv- Quick Draw
ing damage, or healing an ally. In some cases a Passive Feat
power will trigger when a Condition is received.
• Yet other Passive powers only occur at a certain moment Effect: You do not need to play a rune to draw
in time. These powers are usually combat related and your weapon, or to switch weapons.
trigger during the Upkeep phase.
In all cases the Passive power description will state the effect
and the activation, timing and/or situation.
With Quick Draw no rune needs to be played for the Char-
For the detailed list of Passive Powers, see page 451. acter to draw their weapon, so the same turn resolves like so:

Base Powers Lunging Multi


Similar to Passive Powers, the Norn’s Denizens often have Attack Meta Tag
“Base Powers”. These are Talents and Passive Powers that
are derived from their very nature. They are racial and hered-
itary at heart. For example: a Shadow Skui from the magical
realm of darkness called Svartalfheim will have Base Powers
that permit them to see in darkness, even magical darkness.

Types of Passive Powers


Feat
Feat Passive Powers are those confered through mundane
(non-magical means); be it physique, intellect or charisma.

Enchantment
Enchantment Passive Powers are those confered through
some magic; be it oghams, an blessing or charm.

Innate
Innate Passive Powers are those confered by the nature of
the being; be it hereditary or the physical composition of the
body.

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Damage
T
here are several types of damage in RGS3, but they’re all represented the same way: moving your runes
to different positions around your playmat. The types of damage in RGS3 are: Physical, Mental, Spiritual,
and Social. Each are handled a little differently. When no type of damage is specified, then it is assumed to
be Physical damage, because that is the most common type. Other damage types are rarer; some strange
magic powers do Mental or Spiritual damage instead, but these are exceptional.

Overview on Damage Physical Damage


The different types of damage are not wildly different and all This is the type of damage that Characters will receive (and
share the same basic mechanics. inflict) the most. It is also the simplest kind of damage to un-
derstand. When a Character takes Physical damage:
Stun • A rune is taken out of the Essence Bag at random and is
At the end of every scene or combat round, all runes from placed in Stun, which is to the right of the playmat.
Stun are returned to the Essence Bag. This is for all types of • If the Character is taking more than 1 damage, the rune
damage - Stun is a forgiving damage zone. gets moved into the next regions, one for each damage tak-
en, in the order of Stun, then Wounds, then finally Death.
Bloodied • The rune stops in Death. If there is still more damage
A Character is said to be “Bloodied” when at least half of to be accounted for, then a new rune is randomly drawn
their runes are in Stun, Wounds, and/or Death. Certain from the Essence Bag and the process repeats.
powers and abilities get bonuses when a combatant is • If at any point the Essence Bag is empty, then the runes
Bloodied. are moved from In-Hand, In-Play, or Contingency (de-
Healing •
fender’s choice).
If there is a rune in transit, meaning in Stun or Wounds,
When being healed by magic or traditional means, the runes
it will be moved before any other rune.
move counter-clockwise and back into the Essence Bag.
Runes in Stun and Wounds are chosen first, then runes from
Death. The only exception to this is for Spiritual damage.

Death
When the last rune has moved into Wounds, the defender is
rendered unconscious. If that last rune moves to Death, then
the combatant is dead.

In this example the Character has a Destiny of 2 and Wyrd-


ed two runes onto In-Play. Then they took 2 damage, and so
drew a random rune from their Essence Bag and moved it to
Stun, then moved it to Wounds.

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These points line up with the numbers on the arrows on the
example that follows.
For this example, imagine a Character that has 3 Essence 1. If there is a rune in transit, meaning in Stun or Wounds,
and 2 Destiny. Receiving and applying 2 Physical damage will it will be moved before any other rune.
take a random rune from Essence Bag (your Rune Bag) and will 2. If the rune being moved has hit Death and there is still more
place it in Stun (count 1 damage), and then to Wounds (count damage to be taken, another rune would be drawn from the
2 damage). Essence Bag. In this case the Essence Bag is empty.
3. If there is more damage that needs to be assigned, and the
Let’s make the example a little more complicated. Before you Essence Bag is empty, then runes must be moved from
take more Physical damage, let’s assume you play one of the In-Hand, In-Play or Contingency; the defender decides.
runes from In-Hand to In-Play for an action of some sort. The implication of a rune leaving In-Hand means 1 less
action. The implication of a rune leaving In-Play means
either nothing (if the action was instantaneous) or some
effects immediately cease (if the action has a duration
while In-Play).
3

Mental Damage To summarize the order of operations when assigning


Mental damage:
Mental damage is pretty rare, and is usually associated with
1) Attacker chooses 1 zone from this list: In-Hand, In-
spells dealing with thoughts and emotions. Damage is dealt
Play, Contingency.
to the In-Hand and In-Play (and Contingency, see page 159)
zones instead of the Essence Bag. Those runes are assigned 2) Every point of Mental damage returns 1 rune from
damage and returned to the Essence Bag. Once the target that zone into the Essence Bag. Defender chooses which
zone is empty, damage proceeds as Physical. runes are assigned damage first.
3) If the zone is empty and more Mental damage needs
to be assigned, proceed with the Physical damage rules.

1 In the example, we as-


sign 3 Mental damage.
The attacker chooses
2 In-Hand. The 3rd point
of damage is pulled ran-

3
domly from the Essence
Bag.

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Spiritual Damage To summarize the order of operations when assign-
ing Spiritual damage:
Spiritual damage is pretty rare, and is usually associated with 1) Runes that are face-up in Death are chosen first,
spells. The only difference between Physical damage and flipped over face-down for every point of Spiritual dam-
Spiritual damage is that Spiritual damage will bring runes age being resolved. If there are more than 1 rune face-
past Death and into a unique zone called “Drain”. up, the defender chooses which runes flip into Drain.
To represent the Drain zone on the playmat keep the rune in 2) If there aren’t any runes in Death, resolve dam-
the Dead zone but flip the rune face-down. age as you would Physical damage until there is a
Each point of Spiritual damage will flip 1 face-up rune in rune in Death that can be put
Death. If there aren’t any runes that are face-up in the Death into Drain.
zone, then damage is assigned as Physical.

In this example, one rune is already in Death when 5 Spiritual


damage is dealt.

1 2

3 Healing Spiritual Damage


No one can heal runes that are in Drain. On
4 average (or to be determined by the Norn)
every hour, 1 rune moves from Drain into
Death, which can then be healed as per Phys-
ical healing rules.

Social Damage
When a Character takes damage from a Social attack,
the procedure is a little different.
• When dealing Social damage, runes are moved 1
from the Essence Bag and into the Stun zone
only.
• If at any point the Essence Bag is empty, then So-
cial attack effects gain extra bonuses. (Full rules
for Social damage can be found on page 190.)
• Any additional Social damage done when the Es- 2
sence Bag is empty is ignored.
• Social damage never removes runes from other regions
(like Wounds or Death) unless the Social attack power
For this example, imagine a Character that
explicitly states to do so.
has 4 Essence and 2 Destiny. Receiving and applying 3
Social damage will take the runes from Essence randomly
Healing Social Damage and will place them in the Stun zone. In this example, only
Because at the end of every combat round all runes in Stun re- 2 damage are applied, as the 3rd point of damage is ignored
turn to the Essence Bag, Social damage is particularly forgiving. because the Essence Bag is empty.

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Other Types of Damage
Circumstantially other types of damage can come
up during play, such as the desire to inflict or re-
ceive less lethal outcomes.

Subdual Damage
Sometimes the intent of your physical attack is to
subdue the opponent rather than kill them. In that
case the attacker must declare that their attack is
going to be to subdue, and when Physical damage
is assigned, runes are counted as if they descend to
the Death zone, but are instead stopped at the last
Wounds zone. This will allow an attacker to knock
out an opponent instead of killing them.

Less Lethal Damage


The card playmats are modular, and you can add a
second card under your main playmat card in or-
der to add more Wounds zones. This means each
rune will have a longer road until death, making the
game more survivable.
At the beginning of the game (campaign), all play-
ers democratically decide how lethal they’d like
their adventure to be. Then all players including
the Norn will use the same lethality level for both
Dwellers and Denizens.
With the extended Wounds card, the runes gain 2
more travel zones (effectively acting as hit points/
HP) before reaching Death. This also increases the
rune travel distance when healing.
For those truly terrified of glorious death, they can
stack another Wounds card to add yet another 2
Wounds zones.
There is no end to how many additional platmats
can be added to belay death, but for the sake of re-
solving combat efficiently no more than 2 addition-
al playmats are advisable.

Injuries
Optional Damage Rule
Instead of moving the last rune into Death, a Player
may choose to move the rune into the zone before
Death and take an “Injury”. INJURY INJURY
Injuries are very serious consequences that are Lost Limb
Brain Trauma
permanent and cannot be healed even by magic You cannot equip/use
Your Wyrd and Essence
(without direct intervention from a much higher 2-handed items or more
are reduced by 1
power). than a single one-handed
item

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Conditions
C
onditions are descriptions that can be applied to a Character to summarise their circumstance. Characters,
both Dwellers and Denizens, will gain and lose Conditions throughout the game. Some Conditions are
physical, such as being blind or hidden, while others are Emotional, such as being humiliated or being
brave. Conditions can be beneficial (positive), detrimental (negative), or both. Unlike injuries, Conditions
are temporary. You can find a complete list of Conditions on page 183, and you can also download Condi-
tion cards from the website (www.fateofthenorns.com). You can track them using the cards, or marking
them on the larger advanced playmats that have the Conditions printed upon them (simply put tokens to manage intensity).

Overview of Conditions • If a Condition is reduced to 0 intensity, you no longer


suffer that Condition.
The following section lists the various Physical, Mental,
Spiritual, and Emotional Conditions and describes their ef-
fects. Applying Conditions
• Physical Conditions will change the way someone’s Conditions don’t use an Action Value (AV). Instead, to In-
body interacts with the world around them. flict a Condition a Character is required to play a rune (Cin-
• Mental Conditions will change the way someone’s ematic, Talent or Meta tag), and defenders must play a rune
thoughts are processed. to Counter. Inflict and Counter are keywords an in and of
• Spiritual Conditions are afflictions of the soul. themselves and can be Cinematic Actions.
• Emotional Conditions will alter someone’s emotional
state, having a myriad of effects. With a Cinematic Action
Sometimes you need to attack someone with some flair,
Multiple Conditions and you declare “I light the bear on fire with my torch”, or
A Character may have upon them multiple Conditions at a “I throw sand in her eyes to blind her”. This simply requires
time, and there is no limit to the number of Conditions that a rune to be played as an Inflict Action. If successful, it will
can be applied. The exception to this is Emotional Condi- Inflict 1 intensity of a Condition.
tions. A Character is only capable of having up to two Emo-
tional Conditions at a time. Any new Emotional Condition To defend, someone can simply say “I duck away from the
supplants an old one of the lowest intensity. Should players attempt”, and the Counter Action would be to play a rune to
seek more roleplaying challenge they could raise that cap. reduce the Inflict to 0.
Some situations may grant automatic defence, such as trying
Positive vs. Negative to light someone on fire while they’re wet.
Some Conditions are “positive”(beneficial) in nature and
some of them “negative” (harmful). A few rare Conditions With a Talent
are both positive and negative, such as Possession, and can be Conditions often appear as the Talent’s effect, or they can be
used as either positive or negative. The Norn will adjudicate present as a Meta Tag.
any discrepancy in these rare cases.
A Talent will apply the Condition more aggressively, either
Intensity Inflicting more than a single intensity of a Condition (such as
All Conditions have 4 levels of intensity. When you are af- the Amplify Meta Tag) or applying 1 intensity of two different
flicted with 1 instance of a new Condition, the Condition Conditions.
is considered to be at intensity 1. When a Condition is “ap- Defensive Talents may Counter some Conditions and may
plied” to someone who already has the Condition, such as by have some other bonus effect, or may Counter 2 intensities/
a weapon Meta Tag, the intensity is increased by +1. If you Inflicts. Defence will always maintain the ratio of 1 Inflict
are afflicted by more than 1 intensity, the Condition raises needs 1 Counter to negate the attack.
by that number.
When a Condition is successfully Inflicted, the Condition
• The effect of a Condition within intensity 1 to 3 is identical. card is rotated with the intensity 1 marker pointing down-
• At maximum intensity, 4, the effects of the Condition wards. If the intensity increases, the card is rotated clockwise
are replaced with more severe effects. to reflect the new intensity number.
• You cannot have an intensity in a Condition greater than 4.

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During Upkeep take 2 damage (cannot be
During Upkeep take 4 damage (cannot be
reduced by armour or actions)

Degeneration
reduced by armour or actions)

reduced by armour or actions)


During Upkeep take 4 damage (cannot be

Degeneration
During Upkeep take 2 damage (cannot be
reduced by armour or actions)

2
Intensity
ity 1
Intens

Resolving Conditions than zero, such as Restore 2, or if the Talent is Amplified (see
Meta Tags on page 173) then 2 intensities may be reduced;
Some Conditions stay in effect at all times, while others may either 2 intensities from a single Condition, or 1 intensity
only trigger once per combat round (usually during the Up- from two different Conditions.
keep phase). A Restore can also be done as its own Cinematic action. Dur-
Conditions afflicted by Cinematic Actions are not rigorously ing the Action phase, any one rune can be played as a Restore
defined and can be resolved circumstantially by the decision Action, such as dousing someone who is on fire, bandaging
of the Norn. Conditions inflicted with Talents can only be re- a gaping wound, or wiping the sand from their eyes. The Re-
solved as indicated by the text on the Talent, but all adhere to store action can be performed on oneself or on an adjacent
certain practices, outlined below. Exceptions for Emotional Character.
Conditions are noted in that section later on this page. The Restore Action must be performed during the Action
phase. This cannot be done during the Upkeep phase since
Consume that is when many Conditions trigger/resolve.
Some Talents can reduce Condition intensity via the “Con-
sume” mechanic. When a Talent states “Consume 1 Alert- Outside of the adrenaline-filled moments of conflict, time
ness in order to” it means reduce 1 intensity of Alertness in reduces Physical Conditions by 1 intensity per minute of
order to gain some specified effect. You cannot Consume a rest, and Emotional Conditions by 1 intensity every 6 hours
Condition’s intensity if the intensity is at 0. of in-game time.

Emotional Conditions
Counter
Any Condition can be rebuked or “countered” by playing a
number of runes equal to the intensity being applied. Every
rune played will reduce the incoming intensity by 1. If the Emotional Conditions follow the Provoke rules for both ap-
Condition is being applied via a Talent, typically a specific plying and attempting to Counter. See page 163 for more on
Trait must be played in order to Counter. In those cases they Provoke.
will be listed in the Talent’s description in the form “[Coun- If someone is already affected by 2 Emotional Conditions,
ter Trait]”. So if it states [Counter S], it means a Spiritual another one cannot be applied unless the new Condition be-
rune must be played to Counter 1 intensity. ing applied is being applied for more intensity levels than one
of the Conditions already affecting the Character.
Overcome In that case the new Emotional Condition will replace the old
All detrimental Condition effects can be put on pause for 1 Emotional Condition of least intensity. If there is a tie, then
combat round by playing the Overcome cost. During Up- with the Norn’s approval, the Player may role-play which one
keep, a Character must push into In-Play a number of runes gets replaced.
equal to half the Conditions that affect them (round up). Pay-
ing the Overcome cost will negate all Condition effects for 1
round. The Condition intensities will remain the same when
Beneficial Conditions
While beneficial (positive) Emotional Conditions may be
they return. A Character can only do this once per combat. desirable, not everyone is easily roused to those emotions.
Restore The person provoking the emotion must still perform a social
attack on the recipient, but the recipient may opt to not play
Condition intensities can be decreased, the key word being
to “Restore”. The keyword Restore also comes up in the de- runes in defence, however the base/passive defence values
scription of many Talents. If the Talent states a value greater still apply.

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With a Cinematic Action
As with Physical Conditions, Emotional Conditions can hap-
pen as a matter of circumstance within play. This requires a
rune to be played as an Inflict Action, and if successful in-
flicts 1 intensity of the Emotional Condition. Counter runes INSANITY
can be played to reduce the intensity to 0. Dementia
Emotional Conditions applied in this way are especially sub- You are unable to remem-
ject to the Character’s Lifepaths and Characteristics. For ber anything prior to the
more on those, see 208. last 48 hours.

With a Talent
Emotional Conditions sometimes are part of the description
of a Talent. If this is the case, they are probably arrived at
magically rather than socially, such as being inflicted with a
supernatural bout of Fear.

Resolving Emotional Conditions


These are states of mind and spirit that are more entrenched
and harder to dislodge. It is very difficult to try and swing
someone out of Fury and into a friendly state of mind. INJURY
Lost Foot
To perform a Restore on a Social Condition, one must per-
form a Provoke action (or Talent that has Provoke). Remem- Move actions are always
ber that the victim’s Innate Social Defense (ISoD) is added, Weak.
making the Restore action tougher. Whether ISoD uses the
Mental or Spiritual Trait is up to the given scenario, or the
Norn may simply use the higher of either value.

Permanent Conditions
Injuries
If your adventure requires the application of long-term Con-
ditions, you can use various injuries and insanity. These
Conditions are beyond normal and magical healing and
require cures that are near impossible to achieve. After all, INSANITY
even gods live with injuries. Odin lost his eye and could not Psychosis
restore it, likewise Tyr lost his hand and never found a cure. Your Wyrd and Essence
If a Dweller takes an injury, such as with the optional rule are reduced by 1 (due to
for avoiding death, the Norn should make it very clear that hallucinations)
this is a long term commitment. The effect should at a min-
imum hamper some aspect of the Character by at least 25%
to a maximum of 50%. Examples would be the loss of an arm,
making duel-wielding and two-handed weapons impossible.
A Character losing their sanity may become paranoid, mak-
ing them unable to gain beneficial Emotional Conditions,
or someone with psychosis may lose Destiny based on the
severity of their hallucinations (those lost runes represent
continuous distractions).
The Norn is encouraged to customize the madness or insan- INJURY
ity to their storyline and specific events. Some examples are Lost Hand
provided on the column to the right. You cannot equip/use
2-handed items or more
than a single one-handed
item

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List of Conditions they are under the Fear Condition when Brave is gained,
all intensities of the Fear Condition are reduced to 0.
• Your Attack Action versus a higher Level foe gets a free
Alertness Amplify Meta Tag.
Mental
Your senses are heightened, protecting you.
Degeneration
Physical
• You May Consume 1 Alertness in order to Counter 1 Your strength and ability to act is sapped, such as from
intensity of a Condition being applied to you. exhaustion, poison, drowning, exposure to harsh weather, a
• Gain a +1 bonus to RV. bleeding open wound, or being set on fire.
Intensity 4: Draw 1 rune and reduce this Condition to 0 • During Upkeep Accept a Death (cannot be reduced by
intensity. armour or actions).

Anger Intensity 4: During Upkeep Accept 2 Death (cannot be


reduced by armour or actions).
Emotional
You are consumed with violent thoughts and seek to lash out. Divine Favour / Wrath
Complex thought is difficult. Spiritual
• Your Melee Attack actions gain +2 damage, Ranged The god or gods either approve or disapprove of your
Attack actions suffer -2 damage. actions, and you are blessed or smitten accordingly. Favour
• Your Provoke to Fear attacks gain +2. Your Question and Wrath are mutually exclusive; this Condition may be in
actions suffer -2. Favour or in Wrath, never both at the same time.
Intensity 4 • Favour: Your {Divine} Talents heal allies 1 if they are
• Your Melee Attack actions gain +2 damage and gain a within Far Range.
free Swift Meta Tag. • Wrath: Your Talents are Weak.
• Your Ranged Attack actions suffer -4 damage and are Intensity 4
Abated. • Favour: Your {Divine} Talents gain a free Amplify Meta
• Your Social Protection Rating (SoPR) gain +2. Tag and your {Divine} Talents heal allies 2 if they are
• Your Social Attack Factor (SoAF) gain -4. within Far Range.
Blind • Wrath: Your Talents are Abated.
Physical
Your senses are dulled or inhibited, be it from injury or Drunk
obstruction. This most commonly affects the eyes, but this
Mental
Condition is also relevant to the loss of other senses within
Through intoxication or through love, your behaviour is
context such as hearing or taste.
affected by a chemical force.
• Play a Rune in order to target someone/something for
• Physical and Social Actions gain +1 AV per intensity of
the round.
the Drunk Condition.
• Move -1.
• Mental and Spiritual Actions gain -1 AV per intensity of
Intensity 4: the Drunk Condition.
• Accept a Wound and play a rune to target someone/ • Initiative -1 Rank.
something for the round.
Intensity 4: Fall immediately unconscious.
• Move -1.

Brave Fear
Emotional Emotional
The courage is summoned within you to do greatness. The will of your emotions is beyond your control, making the
• Your Attack and Defend Actions gain +4 AV versus urge of flight overwhelming.
higher Level foes. • Attack Actions versus the source of your fear are
• You cannot gain intensities of the Fear Condition, and Abated. Defend Actions versus the source of your fear
are immune to attempts to inflict Fear. If you are under suffer a -2.
the Fear Condition when Brave is gained, all intensities • Move +2 when moving away from the source of your
of the Fear Condition are reduced to 0. fear.
Intensity 4 Intensity 4: All Actions are Weak while within a Far (8 hex)
• Adjacent allies cannot gain intensities in the Fear Range of the source of your fear.
Condition, and are immune to attempts to inflict Fear. If

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Nicolas Phaneuf Gohier (Order #31317871)
• All of your Social Actions suffer a -1 penalty.
• Skill Actions suffer a -2 AV while in public (more than a
Friendly dozen people in the scene).
Emotional
Your emotional alliance with another makes them of more Intensity 4
vulnerable to social combat between you, but also unites you • You cannot perform Assist Actions.
against those unfriendly. • All of your Social Actions suffer a -2 penalty.
• Skill Actions suffer a -4 AV while in public (more than a
• Gain a Social Attack Factor (SoAF) of +2 and a Social dozen people in the scene).
Defend Factor (SoDF) of -2 when interacting with
someone with whom you’re friendly. Impeded
• Gain a +1 AV per friendly adjacent ally assisting your
Physical
Action (to a maximum of 6).
Your ability to progress is hampered, such as swimming,
Intensity 4 carrying a heavy burden, an injury to your legs, being
• Gain a Social Attack Factor (SoAF) of +6 and -6 when restrained, actions taken while underwater, or encountering
attempting to resist a Compel Action when interacting any resistance to your physical progress such as trying to
with someone with whom you’re friendly. walk through a bog or mud.
• Gain a +1 AV per friendly adjacent ally assisting your
• Attack Actions have a -2 damage penalty.
Action (to a maximum of 6).
• Move -2.
• Gain +1 Parry per adjacent friendly ally.
Intensity 4
Fury • Attack Actions are Weak.
• Move Actions are Weak.
Mental
Not simply mundane anger, Fury is nearly a supernatural state
of wrath that consumes you and aids in your actions of violence. Inspired
• Attack Actions gain +3 damage. Emotional
• Move +1. The spirit moves you to apply your knowledge to do great
Intensity 4 things in your area of expertise.
• Attack Actions gain +6 damage. • Choose 1 Skill for the day, and gain +1 AV for those
• Move +2. Skill checks.
• Focus +1.
Grief Intensity 4
Emotional • Choose either 2 Skills for the day to gain +1 AV for those
This emotion consumes the soul and prevents you from Skill checks, or one Skill to gain +2.
performing well, causing lethargy unless your actions are • Gain +2 Focus.
directed towards revenge.
• Skills and Move Actions are penalized by -1. Miracle
• Actions that honour the target of the Grief, or dole out Spiritual
revenge, gain +1 AV. The White God blesses your efforts, but in his mysterious
Intensity 4 ways you are not in control of how this manifests.
• Destiny -1. • {Faith} Talents gain a bonus Meta Tag chosen by the
• Actions that honour the target of the grief, or dole out Norn.
revenge, gain a free Amplify Meta Tag.
Intensity 4
• {Faith} Talents gain a bonus Meta Tag chosen by the
Humiliated Norn.
Emotional • Wyrd +1 rune each round if a supernatural being is within
You are hampered in your social interactions with others as Far Range. The rune must be used against that foe as a
you struggle with shame. Root rune or Meta Tag.
• Your Assist Actions are Weak.

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Nicolas Phaneuf Gohier (Order #31317871)
• Any enemies in Nearby Range must use 1 of their runes
to attack you unless they Accept a Wound in order to
Possession ignore you.
Spiritual • Parry +1.
A spirit enters the body of the one under this Condition. It
may be a spirit of the dead, a sidhe from the Otherworld, or Intensity 4
the influence or agent of a god or powerful Tuatha. Some • Any enemies in Far Range must use 2 of their runes to
actions are stripped from your control and given to the attack you unless they Play a rune in order to ignore you.
invading spirit. • Parry +2.

• At the end of the Wyrd phase, lose control of 1 random Trance


rune In-Play until end of turn. The rune is placed in
Spiritual
Contingency and will be controlled by the Norn.
Your body is carried into a state of greater spiritual
• Focus +2.
awareness. This may manifest as babbling incoherently,
Intensity 4 sitting quietly with your eyes closed, or dancing.
• At the end of the Wyrd phase, lose control of all runes
• Foes who wish to pay a rune to disrupt your spell casting
In-Hand that match 1 random Trait, until end of turn.
must pay an additional rune.
• Focus +4.
Intensity 4: Empower +1 (see page 171).
Remorse / Guilt
Emotional Vulnerable
Your emotional capacity is sapped as consuming regret All Types
hampers your actions. You are caught in a strategically poor position and your
• Suffer -2 Social Defend Factor (SoDF). ability to defend yourself has been inhibited. For instance:
• Suffer a -2 Parry penalty. you are knocked down to the ground, caught unaware,
someone has used your trust in them against you, or you have
Intensity 4: Once per Initiative, lose access to 1 random been betrayed. Mentally, Vulnerable can also encompass
Trait for the duration of the combat/scene. It cannot be used mental fatigue that causes you to ignore danger or properly
for Meta tags, although it retains its colour and symbol. assess threats.
• Physical Defend Actions suffer a -2 RV penalty.
Shroud • Social Defend Actions suffer a -2 RV penalty.
Physical
You are hidden or otherwise obscured. This may be as Intensity 4
mundane as hiding amongst trees, choosing to stick to • Physical Defend Actions are Weak.
the shadows, or working in your foe’s blind spot, or as • Social Defend Actions are Weak.
supernatural blurring upon your body, a compulsion for
others to look away, or a protective blessing upon you,
making you invisible.
• Someone who wishes to target you this round must play
an additional rune to do so.
Intensity 4: Someone who wishes to target you this round
must play 2 additional runes to do so.

Taunt
Mental
Your draw enemies to you baiting them to target you instead
of another.

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Nicolas Phaneuf Gohier (Order #31317871)
Condition Hierarchy
If inflicting a Condition comes into conflict with a pre-existing
Condition, consult this hierarchy of ascending importance:

Condition Trait Disposition


Miracle Spiritual Positive
Divine Favour / Wrath Spiritual Positive / Negative
Blind Physical Negative
Rage Physical Both
Degeneration Physical Negative
Impeded Physical Negative
Possession Spiritual Both
Trance Spiritual Positive
Fury Emotional Positive
Vulnerable All Types Negative
Alertness Mental Positive
Anger Emotional Both
Grief Emotional Negative
Brave Emotional Positive
Remorse/Guilt Emotional Negative
Fear Emotional Negative
Friendly Emotional Positive
Flow (DotN book) Physical Positive
Drunk Mental Both
Inspired Physical Positive
Shroud Physical Positive
Taunt Mental Both
Humiliated Emotional Negative

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Nicolas Phaneuf Gohier (Order #31317871)
States
S
tate refers to a circumstance that can affect a Character or an Item that is beyond the definitions of a Con-
dition. While Conditions have intensities and rules for countering and reducing, States are finite. You are
either in the State of unconscious, or you are not. This will also apply to allies called “companions” who
track their own individual state.

States For Characters Damaged


If an item sustains any injury to itself then it takes on the
Throughout play a Character will find themselves in various Damaged State, and everything it does will be Weak (round-
States of being. Some of these may trigger certain Talents or ed down.) If it is again injured it will enter a Broken State.
Passive Powers, so Players should be mindful of the State of their
Characters.
There are skills that allow someone to repair an item. These
Bloodied skills will describe the process, time, tools and materials re-
If half or more of a Character’s Essence in runes are in Stun quired to restore an item back to working form.
or below (as in Stun, Wounds, Death, or Drain) then they

States for Companions


are considered to be in a Bloodied State. Healing will move
enough runes to Essence and Stun, removing the Bloodied
state.
Although Companions are (typically) living beings, for the
sake of simplicity they follow the rules for States of Items;
Dead that is to say if they receive any damage that exceeds their QR
If all of a Character’s runes are in the Dead zone or Drain,
and/or level then they are effectively Damaged, and if they
their spirit has left their body and is set to proceed onto the
receive any further damage they are effectively Broken.
afterlife. Rules on the Afterlife are on page 204.
To “repair” a companion, they need to receive Healing in an
Healthy amount equal to or greater than their QR and/or Level.
If a Character is not Bloodied or Unconscious, they are con- Rules for Companions and other Thanes can be found on
sidered more or less to be in a Healthy State, even if afflict- page 192.
ed by several Conditions. This is the default State and most
Characters spend most of their time in a State of Health.

Unconscious
If all of a Character’s runes but one are in Death, then they
have triggered a State of Unconsciousness, and will lose con-
trol of their body as it falls inert.
When the body regains consciousness is up to the current
circumstance and the Norn.

States for Items


If an Item is damaged via an attack or circumstance then it
can become damaged, and a damaged item can become bro-
ken.

Broken
If an Item has entered the Broken State then it is unusable for
its intended purposes and is functionally inert. It still main-
tains its relevant physical dimensions and weight, but cannot
be equipped or employed.

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Nicolas Phaneuf Gohier (Order #31317871)
Combat
W
ithin RGS3 combat can take many forms. Most basic conflict can be dealt with using Cinematic Actions
or the Colour Challenge, but when a more detailed encounter is necessary then turn order and phases
within a turn become more important. Combat can be physical, social or a mix of both. Both are outlined
in detail below.

Combat Phases Initiative


Unless combat can be resolved with a single strike, combat Initiative order is determined once at the start of a tense
will necessitate ordering events. Each combat round has 4 scene (such as combat) and is a living list- anyone can play
phases as outline here. Successive combat rounds are played a rune from In-Hand to In-Play on their turn to change their
until one side achieves victory, or violence ends. Initiative order by one position up or down.
Steps to follow for each combat:
1. Initiative: Set the initiative order of combatants. This
only needs to be done in the first round of combat, and Denizen 1
can be followed thereafter.
2. Wyrd Phase: Each combatant Wyrds their Destiny in runes.
3. Upkeep Phase: Each combatant resolves their personal Dweller 1
Upkeep effects including applicable Conditions. These
are detailed on your Talents if any apply.
4. Action Phase: Resolve actions in Initiative order for all
combatants (including Social Actions). You can use any Denizen 2
combination of “crunch” levels to do so, including Cin-
ematic Actions, a Colour Challenge (if the Norn finds
it appropriate), the use of Talents, or the use of Talents
with Meta Tags. Take 1 tile per Dweller and Denizen in the scene and shuffle
5. Clean-Up Phase: Return runes from Stun, In-Play, them and then lay them out in a line, top to bottom.
Contingency and In-Hand to the Essence Bag. Main- The first one to act is the name on the top, and after their
tained Talents and runes in Wounds, Death and Drain action is complete, the next name in the list gets to act. Af-
remain on the playmat. ter that Dweller or Denizen has acted, the Initiative tile is
These phases persist each Round until the situation is sat- nudged to the right to indicate that their turn is done.
isfied. After everyone in the list has acted, then a “round” has been
completed. The next round begins with the person at the top
of the list. This continues until the scene is resolved. If it’s a

Dweller 1

Denizen 1

Denizen 2

combat, then it ends when all foes have been defeated.


During a Dweller or Denizen’s turn, they can play a rune to
move up or down the Initiative track. Movement down the

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Nicolas Phaneuf Gohier (Order #31317871)
track will not grant another action phase, since the tile will al-

Pwyll
ready have been nudged to the right, indicating that no more
actions are possible. There are exceptions however, some
powers and actions such as interrupts and defend actions can
be performed during another combatant’s turn. Level 8
4 2
Essence Destiny
Physical Combat
Physical combat Actions use the following key terms:
Protection Factor (PF): Automatically reduces the at-
tacker’s AV (defender doesn’t need to perform a Defend
Action to benefit from it).
3 3
Axe 2nd Axe
Damage Factor (DF): This number is added to the At-
tack Action’s AV when a rune is played for the Action. (DF) (DF)
Parry: This number is added to the Defend Action’s RV
when a rune is played for the Action. Parry will specify

Bandit
which Trait it blocks (Physical, Mental and Spiritual). If not
specified, Parry will block Physical damage by default.
Physical Conditions: Physical Conditions have an in-
tensity range of 1 to 4 (low to high). Level 7
3 2
Essence Destiny

When Pwyll attacks the bandit, he deals 1 damage for play-

2 3
ing the rune, +1 damage because it’s a Physical rune, and +6
damage from using his two axes. (And he still has a rune to
spare.) The Bandit has no armour, so won’t reduce the in-
coming attack by his Protection Factor. The Bandit willl play Sword Shield
a Physical rune as a Defend Action. This reduces Pwyll’s AV
(DF) (Parry)
by 1 (for playing the rune) +1 (for it being a Phyiscal rune)

AV 6 RV 5
minus minus
Attack 3 Defend
Shield Bandit took the
damage of the
difference

and an additional +3 from the Parry of the Bandit’s Shield.


The Bandit’s final RV is 5 (1 + 1 + 3). This means Pwyll deals
1 Physical damage to the bandit (6 minus 5).
If Pwyll chooses to use their remaining rune for anoth-
er attack, it will only do 5 damage since he needs to play a
Spiritual rune. The Bandit would similarly have a total de-
fence of 4, and would again take 1 damage.
Pwyll could instead keep his remaining Spiritual rune, and
place it in Contingency, just in case the Bandit is going to Reach bonus based on Size =
retaliate when it comes to be the Bandit’s turn. For runes on
Contingency, see page 159.
Size divided by 4 (round up)

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Nicolas Phaneuf Gohier (Order #31317871)
Social Combat not need to match attacker) and calculates RV. Just like cal-
culating any other RV, Talents, Equipment, Lifepaths, and
Social Combat can be a stand alone action, or it may be part Characteristics could all add to this total. The Defender
of a tense scene such as a combat, requiring Initiative. Com- also gets a Social Protection Rating equal to the number of
bat can be all social, all physical, or can also be a mix of phys- runes In-Hand, Contingency, and In-Play that match the
ical and social. chosen defence Trait.
5. If Effect is greater than 0 it succeeds.
Key Terms in Social Combat 6. If the Defender’s Essence Bag is empty, the attack has
a special bonus described for each social attack meth-
Social Combat Actions use the following numerical values:
od. What happens when the Essenge Bag is empty is
Innate Social Defense (ISD): The sum of all Mental or detailed under the entries for Question, Provoke, and
Spiritual runes a Character has In-Hand, in Contingen- Compel in Generic Cinematic Actions page 162.
cy and In-Play. This affects Social Protection Rating.
Social Protection Rating (SoPR): The number that is
automatically reduced from the attack’s AV in a social
attack. The defender doesn’t need to perform a Defend Pwyll plays a Spiritual rune looking to fluster his opponent
action to benefit from it SoPR. into giving him a much needed answer. Playing a Spiritual
Social Attack Factor (SoAF): This number is added rune for the Question action grants AV 2 (base 1 +1 Trait
to social attack AV when a rune is played for the action. Match). We will also give him a bonus from having the “In-
Social items, Lifepaths, and Characteristics can all add vestigative” Characteristic that grants him +1 on his emo-
to this total. tional Question attack, for a total AV 3.
Social Defend Factor (SoDF): This number is added Since the Bandit wyrds a Mental rune, that means he’ll get
to Social Defend action’s RV when a rune is played for 1 Innate Social Defence. The Bandit uses the Mental Rune
the Action. (attempting to reason to deflect the Question). Adding to the
Innate Social Defence is +1 for playing the rune, and another
Emotional Conditions: Emotional Conditions have an
+1 because the rune is Mental. The Bandit’s total RV is 3,
intensity range of 1 to 4 (low to high).
granting him success against Pwyll.
Steps of Resolving Social Attack Since Pwyll fails to deal at least 1 point of damage, he doesn’t
There are a few special steps involved with resolving a Social get an answer to his question.
Attack Action that makes it a little different than its physical
equivalent, but the principals are all the same. Lifepath & Characteristics
Characteristics can play a major role in Social Combat. Char-
1. Attacker describes a logical or emotional attack (Mental
acteristics such as “Investigative” and “Paranoid” can help
or Spiritual respectively).
with social attacks and defence. It is up to the player and
2. Attacker chooses a Social Attack Action (almost every so- Norn to articulate how those are used in the context of the
cial interaction falls into: Question, Provoke or Compel). conversation.
For details on each of these see Generic Cinematic Actions
page 161. Social Damage
3. Attacker calculates AV. Just like calculating any other Remember that any damage done from a Social Attack only
AV, Talents, Equipment, Lifepaths, and Characteristics ever goes to the Stun zone, and that any damage in the Stun
could all add to this total. zone is swept back into your Essence Bag during the Clean-
4. Defender describes reaction to be Mental Spiritual (does up Phase. See Social Damage page 178.

al
Spir itu Mental
AV 3 RV 2
minus minus
Question 1 Defend
Social
Protection
Rating

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Nicolas Phaneuf Gohier (Order #31317871)
Range
Objective Range
When any sort of action is performed, whether a shout, an For battle-mat and miniatures players, range is calculated
attack, or a spell, it’s necessary to take range into considera- by hexagons or squares (preference on hexagons). This is
tion. In other words, can the effect reach its intended target. referred to as an “objective range” since each hex is count-
RGS uses two types of notations that cover most types of ed as 6’ (2 yards/Metres) distance.
gamers: theatre of the mind (Abstract), and those who prefer
Movement is tracked by a number of hexes, as is spell
to play with a battle-mat and miniature figurines (Objective). range and area range. These numbers are explicitly spec-
ified under powers and abilities. Melee weapons have a
Abstract Range Reach attribute score, while ranged weapons have a Range
For theatre of the mind players, range is broken down into attribute score.
4 distance categories- this is called “abstract range”. Melee
attacks are all considered to happen at adjacent range. The Dweller in the diagram below in red has a reach 2 me-
lee weapon. Meaning he can reach Denizen 1, but cannot
reach Denizen 2, who is 3 hexes away.
Abstract Range
The theatre of the mind variant abstracts range into 4
categories:
Adjacent: Anyone next to you
Nearby: Anyone within 4 hexes (8 yards/Metres)
Far: Anyone within 8 hexes (16 yards/Metres)
Battlefield: 16 hexes (32 yards / Metres) or anywhere
within the scene or battlefield

If someone performs a Move Action, they can get closer by 2


range categories. Having a Physical Trait score greater than
zero, or having a Passive power that increases movement al-
lows a combatant to get anywhere on the battlefield by per-
forming a Move Action (playing a rune).
Bear in mind that in a theatre of the mind game, if you move
towards someone, it may also mean you are moving away from Range Meta Tags add 8 hex range, while Area Meta Tags cre-
some other combatants. For complex battles with many ene- ate a +2 hex area of effect around the combatant.
mies, sometimes a battle-mat and miniatures are preferable.
Similarly if someone adds a Range or Area Meta Tag to their
effects, Range will reach 2 categories away while area will in-
crease the area by 1 category. More on Meta Tags see page
172.

For gaming purposes 1 yard = 1 Metre


and 1 hex is 2 yards/Metres

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Nicolas Phaneuf Gohier (Order #31317871)
Thanes

A
llies can either be player Dwellers or non-Player Thanes. This section explores the most common types
found in this book, the Maven and Companion Thanes.Thanes are simple companions that accompany a
Character. They are either introduced via the storyline, or are generated by certain Talents and/or Passive
powers.

Thanes are Characters that accompany a Dweller on their ad-


ventures. Two types of thanes are explained in this section.
Thanes found in other books such as the Core Rulebook have
more advanced attributes and require more bookkeeping.
QR Effect
Companions 1 +1 Size
Companions are simplified Thanes that are treated me- 1 Heal +1 (bonus when healing)
chanically as items, and as such do not have an Essence or 1 Physical DF +1
Destiny score. They also derive their level as a percentage of
the Dweller’s level. This level is then utilized to derive their 1 Parry +1 Physical
statistics such as Move, DF as well as their Attributes and 2 Parry +1 Mental
possible Skills. Typical Companions include horses, hunting 2 Parry +1 Spiritual
hounds, hawks, and any other trained “pet” animals. Excep-
tional Companions may include Ghosts, Cu Sidhe, or other, 1 Reach +1
stranger beings. 2 Range +4
1 Physical DF +1
Level
2 Mental DF +1
A Companion’s level (the companion’s QR is equal to Lev-
el) is usually 50% of the Dweller level. If the Talent has been 2 Spiritual DF +1
raised to Rank 2, some talents will boost the Companion’s 1 Move +1
level to 75% of the Dweller’s level. The Level/QR is then
3 Focus +1
spent on the table on the next page in order to acquire at-
tributes for the Companion. As the Companion gains levels, 8 Empower +1
they increase/acquire more attributes. 2 Physical PF +1
Unless otherwise specified, a Companion starts at Size 1 and 3 Mental PF +1
Move 1 for free.
3 Spiritual PF +1
Combat 4 Adding a Meta Tag
A Companion becomes Damaged if it receives damage in 4 Inflict a Physical Condition
excess of its QR/Level, and if already Damaged, it then be-
comes Broken. To remove these states, the Companion can 1 +1 Social Attack Factor (SoAF)
be Healed - again the Heal must exceed the QR/Level in or- 1 +1 Social Defend Factor (SoDF)
der to remove one of the above states (Broken before Dam- 2 +1 Social Protection Rating (SoPR)
aged). A 6 hour rest will also remove the Damaged condition,
and an additional 6 hours for the Broken condition. QR Maven Only Effect
1 Gains The Sight
Actions
Usually a Companion gets 1 free action per round, then per 4 4 Aos Si Denizen attribute
AV of the relevant Talent, it gains +1 additional action.

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Nicolas Phaneuf Gohier (Order #31317871)
Companion Rules • Unless told otherwise, Companions follow their Dwell-
General rules: Companions have their own set of simplified er when they make a Move action and stay as close as
rules. they were before, even if the Dweller’s Move would ex-
ceed the Companion’s ability to Move.
• Companions have no Level, Essence, or Destiny runes
of their own. • Outside of combat Companions can move of their own
accord and act independently, and roaming as far away
• Companions also have no position on the Initiative as it is commanded. Once outside of communication
track. they will attempt to obey the orders they were given,
• Instead, they are represented much like a piece of then return.
equipment at the disposal of their Dweller. Taking Damage: Since a Companion has no Essence or
• Companions still occupy space (hexes), have a relevant Destiny, special rules govern its health to represent the
Size, Move, and are usually capable of doing damage to training that the Dweller has imbued that the Companion
other Characters. can recall under dire circumstances.
• Companions always count as an Ally to the Dweller who • To harm a Companion a foe must do damage in excess of
commands them. its QR, which is usually half the Dweller’s Level, unless
the Skill used to command the Companion is Ranked
Actions: A Companion has 1 free action per turn, but addi-
Up, in which case it is 75% of their Dweller’s Level.
tional bonus actions must be commanded using a Dweller’s
runes via the use of a Talent. • If a Companion would suffer any kind of damage, the
Dweller may pay a rune for their Defend action and the
• Like a weapon or armour, a Meta Tag can be applied to
Companion’s Parry is added to their QR, no matter how
the Companion’s actions from the Dweller’s runes.
far away they are.
• If it is an offensive Meta Tag or negative Condition, then
• If a Companion is afflicted with any amount of damage
it can be applied on a foe any time they make an Attack
it takes on a “Damaged” Condition as an item would.
Action.
(All of its relevant functions are Weak, with all its num-
• If it is a defensive Meta Tag or positive Condition, it can bers halved and rounded down as per damaged items
be applied to themselves only when they make a Defend rules.) Once Damaged, if it takes damage again it is
Action. considered Broken (incapacitated until the end of com-
Moving & Communication: Companions always stay Near- bat or the end of scene unless a special Talent is used to
by (within 4 hexes) of their Dweller unless ordered to be far- heal them).
ther away. • Companions can take on any Condition, except for Pos-
• Communication with a Companion is made freely, and tell- session (they are immune, out of loyalty). If a Compan-
ing them to stay does not count as a Cinematic Action. ion suffers Degeneration, they are “Damaged” upon
next Upkeep, and “Broken” on the following Upkeep
• If the Companion is Nearby when combat begins then
phase.
Companion begins adjacent to their Dweller.
• If a Companion is going to take on a negative Condition, you
• If combat begins and the Companion is Far away or fur-
can pay a rune of any Trait to Counter. During Upkeep a rune
ther (8 hexes or more) then it is considered unready and
may be played to reduce a Condition’s intensity by 1 (1 per
the Dweller must spend an Action to summon it (play
rune played).
a rune). The Companion becomes ready the turn after
it was summoned if it was within sight, or two turns af- • A Companion can be “repaired” from Damaged or Bro-
ter summoned if it was out of sight but within earshot. ken with the use of certain Talents.
Companions not within earshot cannot be summoned, There are several Companions that are granted by Arche-
and will only return when the task they were assigned is types. They are listed in the section below.
completed to the best of their abilities.

Common Companions Table

Companions Size DF Move MetaTag Skill Check


Bronze Idols 3 Weapon 3 (Construct) Deflect Fidchell
Falcon 1 1 (Talons) 1 / 6 (Flight) Blinded Falconry
Ghost 4 1 Spiritual 4 (Haunting) Possession Commune with Dead
Hobbie Pony 5 2 (Hooves) 10 (Quadruped) Absorb Riding
Hounds 6 3 (Bite) 6 (Quadruped) Impeded Houndmaster

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Nicolas Phaneuf Gohier (Order #31317871)
Bronze Idols 1,000 Skatt ea. • Unable to affect the material world. It cannot inflict any
Creations of wood and bronze in the shape of Fidchell pieces Physical damage, but is also immune to non-magical Physi-
resembling warriors. These strange constructs have no in- cal damage. Accordingly it is unable to carry or equip any
telligence or will of their own, and work as a single unit in physical items, armour, or weapons. The Ghost carries
combat. with them the spectral image image of the weapon they
wielded in life, even if that weapon is now long gone. It
Size: 3 DF: W Reach: 1 Occupy: 3 hexes* inflicts 1 Spiritual damage at Reach 1.
Move: 3 (Construct) Meta Tag: Deflect • Capable of passing through combatants, terrain, and even
walls without hindrance. A Ghost may share the same hex
Attributes: PF +1 as another combatant, however when the Ghost is struck
Skill to Commanded: Fidchell with a Spell everyone it shares a hex with also gets affected
by the Spell.
Bronze Idols are treated as a Swarm in every regard but one:
the hexes they occupy do not have to be adjacent to each oth- • Ghosts can communicate freely with the one they haunt,
er. As well: but cannot be heard by any other.
• They always face the same direction as each other. • Unable to go more than Far (8 hexes) from their Dweller,
and will stop as though blocked by a magic barrier.
• When they are commanded to act, all Bronze Idols per-
form the same action without variation. For instance, if
given the order to move forward, they all Move in the Hobbie Pony 500 Skatt
same direction and for the same number of hexes. If giv- A fast and agile light cavalry horse, Hobbies are much-loved
en the order to Attack, they all attack in the same direc- in the Six Kingdoms of the Celts, but especially in Eire. They
tion, regardless if there is a foe to attack or not. are smaller than continental horses and better suited to the
rough hills, steep crags, and mountains of the Celtic lands.
• When one of them takes on the Damaged or Broken
Status, they all do. Size: 5 DF: 2 Reach: 1 Occupy: 1 hex
Move: 10 (Quadruped) Meta Tag: Absorb
Falcon 300 Skatt
A small bird of prey common for sport hunting among land Attributes: Capable of being used as a mount
owners, or those who have made a profession of falcon breed- Skill to Commanded: Riding
ing and sale.
Hobbie Ponies cannot be commanded from farther than a Far
Size: 1 DF: 2 Reach: 1 Occupy: 1 hex (8 hex) distance away.
Move: 1/7 (Flight) Meta Tag: Blinded
Pack of Hunting Hounds 700 Skatt
Attributes: Parry +3, SoDF +2 A symbol of loyalty and status in Celtic societies, hounds also
Skill to Commanded: Falconry served a practical purpose for hunting, and aided in matters
of war. Historically hounds meant for combat were trained to
Ghost of a Fallen Ally 0 Skatt drag riders from their mounts.
You are haunted by an ally from a battle long past. Though they As a swam of 6 to 12 hounds, a pack is Size 6 and occupies
fell in battle, they are determined to aid and protect you as they two adjoining hexes. Hounds are trained to act as a pack, and
are able. cannot be separated or given different commands; they act
as one. If, for whatever reason, the two hexes of hounds are
Size: 4 DF: 1 S Reach: 1 Occupy: 1 hex
separated, one hex is considered to be hounds that are scat-
Move: 4 (Haunting) Meta Tag: Possession tered and lost, and the other hex grows into two. Individually
the hunting hounds are Size 1 with a DF of 1, and would cost
Attributes: See Notes.
about 200 skatt each.
Skill to Commanded: Commune with Dead
Size: 6 DF: 3* Reach: 1 Occupy: 2 hexes
A Ghost that is actively haunting a Denizen takes on the
unique Creature Type of “Haunting”, which is different from Move: 6 (Quadruped) Meta Tag: Impeded
the ordinary “Ghostly” Attribute. A Ghost with “Haunting”
Attributes: Parry +2, SoDF -1
is:
Skill to Commanded: Houndmaster
• Invisible, except for a Character standing adjacent to it,
those it attacks, and at all times to the one it haunts.

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Nicolas Phaneuf Gohier (Order #31317871)
Maven Rules Maven’s Needs: If the Dweller passes up a known opportuni-
ty to attend to the Maven’s need, then there is a 33% chance
Mavens are companions that originated in the Otherworld.
Either it was killed in the mundane world and had to retreat, the Maven will abandon the Dweller for the day.
weakened, to the Otherworld, or it is young or of low rank in
its court. Typically weaker fey have to serve stronger fey in
near-slavery for hundreds of years and slowly creep up in the
hierarchy of the courts. Weaker sidhe often gravitate towards
humans, entering in a symbiotic relationship with them. A
maven-bond to a human affords a much quicker opportunity
to gain power as the human does. A more equal rapport is al-
ways better than being forced to serve for aeons. So, the sid-
he has chosen to become a Maven, and bonded with a human
to learn and grow, and join them in high-adventure. Mavens
are treated as Companions mechanically. They also have ac-
cess to slightly different Companion level-up abilities.
Maven Table
Form: Mavens have no:
Availability: Not all of the creatures
• Level, Essence or Destiny. listed on the next page as being poten-
• Effect on the material world. tial Mavens are detailed in the Denizen
entries that follow. Some of them are
• Visible form (except by The Sight). detailed in later books in this series.
• Weight or dimension.
Passive Ability: Mavens grant a bonus Passive ability that
scales with the Dweller’s Level. (Mavens have no level of
their own.) Typically this is a Combat ability, and they also
grant another bonus to Skill Checks during times of Peace.
Bloodied State: The Maven’s granted Passive abilities is for
both Combat and Peace are lost when the Character they are
bonded to enters a Bloodied State, or when the Maven has
Training Table
somehow otherwise left their side. If a Bloodied Character is
Use the chart on the next pages for
healed above the threshold, then the Maven is back in action,
when your Companion gains QR to
applying its benefits to the Character.
teach them new abilities, be they an ani-
Damage to Mavens: Other than a spell with an Area Meta mal, ghost, Maven, thane, or otherwise.
tag, a Maven is not otherwise affected by Attack Actions tar- This chart is displayed based on prima-
getting their Dweller host. If for whatever reason a Maven ry Creature Type. If the Companion
is struck for any amount or kind of damage it will disappear has more than one Creature Type listed
back to the Otherworld, and can only be collected later with then use the one farthest to the left.
a ceremony when the danger has passed.
Choosing a Maven: When a player chooses a Maven when
they gain the Passive Power “Bond With Maven”, they should
consider the following:
• Where the sidhe dwells in the mundane world. If the
Dweller is not from that Celtic Kingdom, why were they
there?
• The circumstance under which the Dweller and Sidhe
met. Did they strike a deal? Did the Dweller inher-
it the Maven from another, a family member perhaps?
Did the Dweller defeat the sidhe in combat, and rather
than strike the final blow that would send them back to
Otherworld as a weak sidhe, strike a deal for them to be-
come a Maven?
• What Archetype the sidhe would prefer to bond to.
This is not a restriction, but some sidhe are more easily
convinced of a Maven bond with certain kinds of hu-
mans.

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Nicolas Phaneuf Gohier (Order #31317871)
Maven Class Locale Combat Peace Needs Arch.
Each-Uisge Fuath Water Move +25% of Level Swim +2 Copious Food Bandrui
Boggarts Goblin All Disarm +25% of Level Animal Empathy +2 Be Un-named Horned
Cluricaun Goblin Taverns Physical PF +10% of Level Drink & Wench +2 Copious Alcohol Fianna
Fear Dearg Goblin Mann SoDF +25% of Level Feather Fingers +2 Stolen Items Bandrui
Fenodyree Goblin Mann Mental PF +5% of Level Riding +2 Noble Quests Fianna
Korrigan Goblin Breizh/Kernow Heal +25% of Level Perform +2 Frequent Music Horned Ones
Lepreuchaun Goblin Eire Blend-in +25% of Level Drink & Wench +2 Copious Alcohol Fianna
Lubber Fiend Goblin Churches Spiritual Parry +5% of Level Lore Arcana +2 Sweet Foods Monks
Mooinjer Veggey Goblin Mann Ranged Attacks Reach Stargazing +2 Music Bandrui
+10% of Level

Redcap Goblin Settlements Physical DF +25% of Level Intimidate SoAF +2 Frequent Kills Bandrui

Wandrering Sidhe Goblin
Eire Spiritual PF +5% of Level Negotiate SoAF +2 Travel Horned Ones

Ceannaí Sí Seelie Settlements SoAF to Negotiate +25% of Appraise +4 You to buy and sell Horned Ones
(Fey Merchant) Level goods
Gille Dubh Seelie Forests SoDF +25% of Level Sneak +2 Sweet Foods Bandrui
Larbha Fuilteach Seelie Settlements Assess Foe +4 Lore Skills +10% of To learn new things Horned Ones
(Fey Scholar) Level
Ollamh Sí Seelie Settlements SoAF +4 Skill Checks for law Legal cases to pre- Horned Ones
(Fey Judge) +25% of Level side over
Buggane Solitary Mann PF +10% of Level Athletics +2 No Holy Ground Bandrui
Bwca Solitary Forests Throw Distance +10% of Level Athletics +2 Sweet Foods Bandrui
Caoranach Solitary Breizh Focus +5% of Level Commune w/ Dead +2 Frequent Kills Bandrui
Co-walker Solitary Eire Mental DF +5% of Level Commune w/ Dead +2 Avoid the Light Bandrui
Phooka Solitary Forests Blend-in +25% of Level Disguise +2 Amusement Horned
Sheerie Solitary Alba Swamps Spiritual Parry +10% of Level Perception +2 Souls to Devour Fianna
Uruisg Solitary Eire Push Distance +25% of Any Skill Check need- Sweet Foods Fianna
Level ed for an act of arson +3
Alp-Luachra Unseelie Ponds/Rivers SPF +5% of Level Oaths +2 Souls and Water Bandrui
Foiche Fuilteach Unseelie All Mental Parry +10% of Level Escape +2 Sweet Foods Bandrui
(Fey Bloody Wasp)
Trow Unseelie Alba Eat items and objects at a Perception +2 Copious Food Fianna
QR of +25% of Level
Barghest Wild Alba, Jorvik Reduce adjacent foe's Heal Hunting & Trapping Domination Fianna
by 25% of Level +2
Cabyll Ushtey Wild Mann Melee Attacks Reach +10% Boating +2 Frequent Kills Fianna
of Level
Cat Sith (Fey Cat) Wild Alba Spiritual DF +5% of Level Sneak +2 Souls to Devour Bandrui
Cu Sidhe Wild All Parry +25% of Level Hunting & Trapping Praise, Attention Fianna
(Fey Hound) +2
Dobhar-chú Wild Eire Grab actions + 25% of Level Swim +2 Swimming Fianna
Each Si (Fey Horse) Wild All Move +25% of Level War Tactics +2 Praise, Attention Bandrui
Préachán Sí Wild Any Forest SDF +25% of Level Navigation +2 Praise, Attention Bandrui
(Fey Crow)
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Nicolas Phaneuf Gohier (Order #31317871)
Companion Types Table

Construct

Twilight
Domain
Aquatic

Undead
Mortal

Quad.
Flight

Ghost
Fey
QR Effect
1 Small Effects X X X X X X X X X
1 Physical DF +1 X X X X X X X X X
2 Mental DF +1 X X
2 Spiritual DF +1 X X

3 Focus +1 X X X
1 Heal +1
1 Parry +1 Physical X X X X X X X X X
2 Parry +1 Mental X X X X X X X
2 Parry +1 Spiritual X X X X
2 PF Physical +1 X X X X X X X X X X
3 PF Mental +1 X X X X X X X
3 PF Spiritual +1 X X X X
1 Move +1 X X X X X X X X X
2 Range +4 X X X X X X
1 Reach +1 X X X X X X
3 Size +1 X X X X X X
1 +1 Social Attack Factor (SoAF) X X X X X X X X X
1 +1 Social Defend Factor (SoDF) X X X X X X X X X
2 +1SocialProtectionRating(SoPR) X X X X X X X X X
0 Weapon Meta Tag X X X X X X
1 Second Weapon Meta X X X X X X X X X X
2 Third Weapon Meta X X X X X X X X X
0 Defensive Meta Tag X X X X
1 Second Defensive Meta X X X X X X
2 Third Defensive Meta X X X X X X X X X
4 Condition (Physical) Meta Tag X X X X X X X X X X
8 Empower X X
8 Creature Type X X X X

X are legal choices for those types of companions

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Nicolas Phaneuf Gohier (Order #31317871)
Dwellers
T
he principal Character controlled by each Player is called a Dweller. Dwellers are Characterised through
their level, Destiny, and Essence. Characters gauge their knowledge, experience and powers in a concept
called “level”. A level 1 Character would be a small toddler, while a king of a country may be level 30, and
a god or jotun may be level 60. As a general rule of thumb, levels 1-7 are reserved for the ordinary citizens
of the world. Player Dwellers would start their adventuring careers between level 8 and 12; what level is
ultimately the Norn’s decision.

Dweller Creation
Steps: Destiny
1. Norn decides the starting level The Dweller levels are used to “buy” Essence and Destiny.
To buy 1 Essence costs 1 level, and to buy 1 Destiny costs
2. Players buy their Essence and Destiny
2 levels.
3. Generate Characteristics and Lifepaths
4. Choose an Archetype and choose specialization
5. Bind runes to Talents and Passive powers
Essence
There are three ways to generate the runes connected to their
6. Set starting equipment Essence and it will be the Norn’s decision which one is used.
For Dweller generation, a full set of runes will be necessary.
All Possible Options Per Level
Level Essence Destiny Method 1
From a full bag of runes, randomly draw a number of runes
3 1 1 equal to Essence. This is the most unpredictable method for
4 2 1 Essence generation.
5 3 1
Method 2
6 2 2
The player chooses 1 Physical, 1 Mental and 1 Spiritual rune
6 4 1 from the full rune bag (assuming at least 3 Essence), and
7 3 2 then any extra Essence runes are drawn at random from the
full rune bag. This is the middle-ground option that reduces
7 5 1
some of the randomness.
8 4 2
8 6 1 Method 3
9 3 3 The player may choose each and every rune from the full rune
bag. This gives the Dweller the most control over their build.
9 5 2
9 7 1
10 8 1 Characteristics & Lifepath
In order to kill two birds with one Viking axe, if random pulls
10 6 2 are being made from a full rune bag, then the Characteristics
10 4 3 and Lifepath can also be generated at the same time. Oth-
11 9 1 erwise after generating the Essence for the Dweller, Char-
acteristics and Lifepath are generated separately (see page
11 7 2 208). Alternatively, the Norn may allow players to define
11 5 3 their own backstories, Characteristics and Lifepaths.
12 10 1
12 8 2 Archetype & Disir Level
12 6 3 Next the player must choose their archetype and archetype
12 4 4 specialization. Some archetypes require a Disir level gerater
than 0, but all new players begin at Disir level 0, simplifying
etc etc etc options.

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Nicolas Phaneuf Gohier (Order #31317871)
Elder Futhark
Tiwaz: Discipline Hagalaz: Storms & Chaos Fehu: Wealth

Berkano: Unseen Naudhneed: Desire & Value Uruz: Strength

Ehwo: Communication Isaice: Stasis & Cold Thurisaz: Barrier

Mann: Self Jethe: Giant Cansuz: Death

Claguz: Creative Eihwas: Distance Raidho: Journey

Ing: Achievement Pertho: Chance Kenaz: Insight

Dagaz: Primal & Nature Elhaz: Protection Gebgift: Gift

Othala: Home Sowsun: Light Wunjo: Wind & Speed

The number of runes of a certain Trait within Essence determines a Character’s Physical, Mental and Spiritual aptitude.

0x No conviction, easily swayed


Prone to illness Slow and dim-witted
emotionally
1x Average human physical norm Average human mental norm Average human spiritual norm

2x Physically fit Shrewd Resilient

3x Above-average strength Strong conviction and pleasant


Cunning mind
and speed personality

4x Strong physique
Nimble mind and innovative Charming and devout
and constitution

5x Sharp mind and an ability


Astonishing strength Charisma that inspires loyalty
to outwit most

6x Peak human faith


Peak human physique Peak human mental acumen
and conviction

7x Superhuman endurance
Superhuman understanding Superhuman spirituality
and agility

8x Demi-god intuition
Demi-god reflexes and might Soul of a demi-god
and knowledge

9x Divine-level constitution, strength and Divine-level intelligence, wisdom and Divine spirit, an unshakable rock of
dexterity intuition faith that inspires others

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Nicolas Phaneuf Gohier (Order #31317871)
Archetypes What are my mannerisms? What is my trademark saying or
action?
An archetype defines one’s roll in society. A Dweller arche-
Where do I live within the Celtic World?
type may be defined by their job, or their skill-set, or their
relation to those around them. An archetype will also provide What is my family like? How many siblings do I have? What is
a defining set of abilities that makes that individual unique. my relationship with them?
While two Characters may share the same archetype, within What does my Dweller hold sacred?
the archetype, there are many ways for a player to define a
unique set of Talents and Passive powers. It isn’t necessary to have all the answers during Dweller cre-
ation. Some elements of the Dweller will materialize as you
When choosing an archetype in the Fate of the Norns uni- play the game.
verse, you must ask yourself a series of questions in order to
make a more informed choice. Bind the Void Rune
The player should ask themselves: what is my Dweller con- The first step will be to choose one of the three specializa-
cept? Do I want to be a brawny warrior, or a more academ- tions. The Void rune will then be bound to the Active talent,
ic druid? Do I follow the old gods, or the new White God? Social talent, Skill, and Passive power.
Would I enjoy crafting items and/or potions? These ques-
tions will help narrow down the decision. Bind Essence
After choosing an archetype, more questions will help round The second step will be to bind each and every rune from the
out a more interesting Dweller. Essence bag to each of the archetype’s 7x7 talent board. That
means all runes will be bound to Active talent, Social talent,
Am I a tragic hero, or perhaps an aspiring apprentice looking and Skills.
forward to a promising career? What defines my Dweller if I
had to summarize them in a few sentences?
Starting Equipment
What do I look like? What conclusions will someone draw Each archetype specialization also has a list of starting equip-
from my appearance? ment that should be noted on the Dweller sheet.

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Nicolas Phaneuf Gohier (Order #31317871)
1 The Void rune sits in its own zone

The Void Rune


There is a special rune that is only available to Dwellers, and
that’s the Void rune, bearing no symbol. A Void rune is usu-
ally included in Elder Futhark rune sets and is included in all
official Fate of the Norns rune sets.
During Dweller creation, a Player will need to choose a spe-
cialization from their chosen Archetype. This specialization
provides its own Talents and Passive powers, and those are
bound to the Void rune. The Void rune will also be assigned
a Trait when the specialization is chosen.

2
When a Character performs a Wyrd, they add the Void rune
to their In-Hand zone. Let’s assume a Destiny of 3 for the Wyrd

While it behaves like other runes in many ways such as having


powers associated with it and that it can be used as a Meta
Tag, it differs in several key ways:
• The Void rune is never placed in the Essence Bag, in-
stead it’s default location is on the playmat.
• The Void rune will never be assigned damage, so it can-
not be in Stun, Wounds, Death, or Drain. As a result it is
ignored when checking unconsciousness or death.
• At the Cleanup phase, the Void is returned to the play-
mat. It does not go back into the Essence Bag.
In all other regards it behaves like a rune.
It should be noted that the Void Rune will not be part of a
Wyrd if it is already locked up in a rune-chain that has a Main-
tain Meta Tag.

3 Now let’s play Thor’s Fury with Multi and Maintain


Meta Tags. The Void will not be drawn next round
Let’s assume that an Archetype’s Physical specialization has if the Maintained rune-chain remains into the next
the Thor’s Fury Talent that binds to the Void rune. Playing turn.
the rune, with Metas plays out like this.

THOR’S FURY
[Amplify Multi Maintain]
Effect: Deal 4 Physical DF and then 2
Spiritual DF.
Non-Combat Effect: Call winds when
upon the sea.
Equipment Bonus: Item Focus
Rank Bonus: Physical DF +1 per Rank

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Nicolas Phaneuf Gohier (Order #31317871)
[Amplify Sprint Bull Rush Active Powers:
rs: Cannibalize Attack
Cannibalize Fardrengir
nar Amplify]
Weapon]

Void Rune Binding


, Reckless Reckless
StandThe
of Archetype specialization willLunging
list a column of Talents and Stand of Obliterating
t Whirlwind
a Passive Power that get mapped to the Void rune. The Power
Void
Punishment Attack Presence Blow
y rune receives all of the bindings listed, including the Attack
Attack Trait.

AXE FOR HIRE SPINNER OF TALES NATURE’SWARDEN


ss Reckless
Pained Trait Whirlwind Physical Mental Lunging Spiritual
Raging Power Wounding
g
Strike Attack Charge Attack Attack
k Active Talent Opportunistic Strike Leaping Striker Attack Whirlwind Attack

Social Talent Intimidating Demand Charming Question Change the Subject

Skill Negotiation Survival: Urban Survival: Wilderness

ss
CleansingPassiveRaging
Power Die Hard
ACTIVE Satisfying Stout
Regenerating Protective Nature’s Aid
ive
Attack Attack POWERS Attack Attack Impulse
lt
Let’s say the player chooses the Nature’s Warden specializa-
tion, then their Void rune becomes Spiritual (green). When
played as a Talent, it can be played as any of the following:
’s Whirlwind Attack, Change the Subject, or Wilderness Sur- Some Talents may have different Meta Tags than the default
our vival. The Dweller also gets access to Nature’s Aid as a Pas- ones listed in the Talents chapter, but remain identical in
Dirt) Desperation is always active.Thundering
Vaulting
sive Power that Frenetic every other way. These Talents
Piercing will be given a new name on
Improvised
fy Attack Attack Blow actions orCharge the Talent board
Attack and the original
AttackTalent name will appear in
The rune can also be played for Cinematic used as parenthesis.
fy a Spiritual Meta Tag.
]
Binding Essence Runes Fylgia’s Fury
Next the Player needs to bind their Dweller’s Essence runes. (Formulating
us
StandThose
of are mapped to powers onReckless
Leaping a 7x7 board. TheAggressive
Player be- Stand of Attack)
l gins at the centre of the boardThundering
and can unlock anything that
Impunity Attack Assault Domination [Amplify
ng Blow
is adjacent to the board in any of the cardinal directions (no
diagonal moves). Cannibalize
Weapon]
Once a Talent/Passive is chosen, then it is bound to the runic
symbol (and colour). Then the options increase, the original
remaining 3 are still options, but also every option next to Cross-
- the unlocked Talent/Passive is also available for the next rune
Fylgia’s Archetype
pe Lead Reckless
binding. This Feral until all of the Essence runes are
progresses Armageddon
Rallying Snare Active
wers: the Charge Pounce on that 7x7 board.
bound to Talent/Passives Strike
Strike Powers:
d
An Archetype has more than a single board, meaning this will Blacksmith
Let’s assume the Dweller we’re building has a Destiny of 2
be repeated for every rune in Essence until all Archetypes and an Essence of 4. We need to assign 4 runes to the fol-
boards have been bound to the Essence Bag’s runes. This lowing board. The outer beige ring is only accessible with a
means that each rune will have a number of Talents/Passives Disir level of 1 or greater.
bound to it equal to the number of Archetype boards.

Rank-Up Increase
A Talent or Passive power can be selected259
more than once, up
to a maximum of twice. Once a rune is bound, one more rune
can be bound to that same Talent/Passive in order to unlock
the Rank-Up effect. This means by playing either rune, that
Talent can be evoked with possible Meta Tags, and if both
runes are of different colours, then both colours could be
played to evoke the Talent.

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Nicolas Phaneuf Gohier (Order #31317871)
1 Cross-
Archetype
Howl, Hati’s
Victory
Fylgia’s Scorn
(Cleansing
Attack)
Reckless
Invincible Reckless
Cross-
Archetype
2 Cross-
Archetype
Howl, Hati’s
Victory
Fylgia’s Scorn
(Cleansing
Attack)
Reckless
Invincible Reckless
Cross-
Archetype
Active [Amplify Wounding Active [Amplify Wounding
[Amplify Sprint Bull Rush Active Powers: [Amplify Sprint Bull Rush Active Powers:
Powers: Cannibalize Attack Powers: Cannibalize Attack
Cannibalize Fardrengir Cannibalize Fardrengir
Ulfhednar Amplify] Ulfhednar Amplify]
Weapon] Weapon]

Howl, Reckless Reckless Howl, Reckless Reckless


Stand of Lunging Stand of Obliterating Stand of Lunging Stand of Obliterating
Heart Whirlwind Power Heart Whirlwind Power
Punishment Attack Presence Blow Punishment Attack Presence Blow
of Fury Attack Attack of Fury Attack Attack

Reckless Reckless Reckless Reckless


Pained Whirlwind Raging Power Wounding Pained Whirlwind Raging Power Wounding
Raging Lunging Raging Lunging
Strike Attack Charge Attack Attack Strike Attack Charge Attack Attack
Attack Attack Attack Attack

Reckless Reckless
Cleansing Raging ACTIVE Satisfying Regenerating Protective Cleansing Raging ACTIVE Satisfying Regenerating Protective
Aggressive Aggressive
Attack Attack POWERS Attack Attack Impulse Attack Attack POWERS Attack Attack Impulse
Assault Assault

Fylgia’s Fylgia’s
Splendour Splendour
(Throw Dirt) Desperation Vaulting Thundering Frenetic Piercing Improvised (Throw Dirt) Desperation Vaulting Thundering Frenetic Piercing Improvised
[Amplify Attack Attack Blow Charge Attack Attack [Amplify Attack Attack Blow Charge Attack Attack
Amplify Amplify
Echo] Echo]

Fylgia’s Fury Fylgia’s Fury


(Formulating (Formulating
Furious Reckless Furious Reckless
Stand of Leaping Aggressive Stand of Attack) Stand of Leaping Aggressive Stand of Attack)
Bestial Thundering Bestial Thundering
Impunity Attack Assault Domination [Amplify Impunity Attack Assault Domination [Amplify
Mauling Blow Mauling Blow
Cannibalize Cannibalize
Weapon] Weapon]

Cross- Cross-
Cross- Cross-
Fylgia’s Archetype Fylgia’s Archetype
Archetype Lead Reckless Feral Armageddon Archetype Lead Reckless Feral Armageddon
Rallying Snare Active Rallying Snare Active
Active Powers: the Charge Pounce Strike Active Powers: the Charge Pounce Strike
Strike Powers: Strike Powers:
Druid Druid
Blacksmith Blacksmith

3 Cross-
Archetype
Howl, Hati’s
Victory
Fylgia’s Scorn
(Cleansing
Attack)
Reckless
Invincible Reckless
Cross-
Archetype
4 Cross-
Archetype
Howl, Hati’s
Victory
Fylgia’s Scorn
(Cleansing
Attack)
Reckless
Invincible Reckless
Cross-
Archetype
Active [Amplify Wounding 259 Active [Amplify Wounding259
[Amplify Sprint Bull Rush Active Powers: [Amplify Sprint Bull Rush Active Powers:
Powers: Cannibalize Attack Powers: Cannibalize Attack
Cannibalize Fardrengir Cannibalize Fardrengir
Ulfhednar Amplify] Ulfhednar Amplify]
Weapon] Weapon]

Howl, Reckless Reckless Howl, Reckless Reckless


Stand of Lunging Stand of Obliterating Stand of Lunging Stand of Obliterating
Heart Whirlwind Power Heart Whirlwind Power
Punishment Attack Presence Blow Punishment Attack Presence Blow
of Fury Attack Attack of Fury Attack Attack

Reckless Reckless Reckless Reckless


Pained Whirlwind Raging Power Wounding Pained Whirlwind Raging Power Wounding
Raging Lunging Raging Lunging
Strike Attack Charge Attack Attack Strike Attack Charge Attack Attack
Attack Attack Attack Attack

Reckless Reckless
Cleansing Raging ACTIVE Satisfying Regenerating Protective Cleansing Raging ACTIVE Satisfying Regenerating Protective
Aggressive Aggressive
Attack Attack POWERS Attack Attack Impulse Attack Attack POWERS Attack Attack Impulse
Assault Assault

Fylgia’s Fylgia’s
Splendour Splendour
(Throw Dirt) Desperation Vaulting Thundering Frenetic Piercing Improvised (Throw Dirt) Desperation Vaulting Thundering Frenetic Piercing Improvised
[Amplify Attack Attack Blow Charge Attack Attack [Amplify Attack Attack Blow Charge Attack Attack
Amplify Amplify
Echo] Echo]

Fylgia’s Fury Fylgia’s Fury


(Formulating (Formulating
Furious Reckless Furious Reckless
Stand of Leaping Aggressive Stand of Attack) Stand of Leaping Aggressive Stand of Attack)
Bestial Thundering Bestial Thundering
Impunity Attack Assault Domination [Amplify Impunity Attack Assault Domination [Amplify
Mauling Blow Mauling Blow
Cannibalize Cannibalize
Weapon] Weapon]

Cross- Cross-
Cross- Cross-
Fylgia’s Archetype Fylgia’s Archetype
Archetype Lead Reckless Feral Armageddon Archetype Lead Reckless Feral Armageddon
Rallying Snare Active Rallying Snare Active
Active Powers: the Charge Pounce Strike Active Powers: the Charge Pounce Strike
Strike Powers: Strike Powers:
Druid Druid
Blacksmith Blacksmith

The same process will then be repeated for all other Archetype boards. The Player can choose different paths on each board.
259 259

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Nicolas Phaneuf Gohier (Order #31317871)
Dweller Levelling Dweller Funerals
When a Dweller dies their funeral determines if their spirit
When a saga is completed, the Norn may award 1 or more passes on to the appropriate afterlife.
levels to the Dwellers.If the saga was a short, say 4-8 hour of
The surviving Dwellers must gather and raise their drinking
gameplay, that could warrant a +1 level. If the saga was long,
horns for their fallen member recount all the epic deeds they
say 16+ hours, then maybe the Norn will award everyone +2
can remember from the life of their fallen ally. For each tale
Dweller levels.
of epic bravery or memorable feat, the player will get +1 ran-
When a Dweller gains a level, they may choose to boost Es- dom rune pull from a full rune bag. The Norn will also be
sence by +1 or gain a half-Destiny. pulling from a full rune bag.

Destiny Boost In the Dweller’s Favour


If Destiny is chosen, then half-Destiny is added. If there was The Norn will make additional pulls in the deceased Dwell-
already a half-Destiny added in a prior level, then the Destiny er’s favour according to these:
is now boosted by +1. While a Dweller has a half-Destiny,
• If there was a keening over the body, +1 pull.
they are allowed to Wyrd 1 extra rune (if possible), and then
• If there was a wake for the body attended by family mem-
must immediately choose and put 1 rune back in their Es-
bers, +1 pull.
sence bag.
• If the Dweller received a proper burial/cremation +1 pull.
Essence Boost • If the Dweller’s most prized possessions were buried or
If Essence is chosen, then a new rune is randomly drawn from burned with the body, +1 pull.
a bag filled with runes not already in the player’s Essence • If a religious official relevant to the Character performed
bag. That rune is then bound to either a new Talent/Passive, an appropriate ceremony for their death, +1 pull.
or can be bound to an added Rank in a Talent/Passive. • If a pagan the Dweller died in battle +1 pull.
• If a Follower of the White God Dweller died in the service
Rank Up of the White God, +1 pull. This may include sacrificing
Instead of the new rune in Essence being bound to a new yourself for another, dying when performing a holy mis-
Talent, it can be bound to an existing one. Taking another sion, or to give up one’s life in service to the Church.
instance of a Talent a Dweller already possesses results in • The Norn will have kept an account of whenever a Fol-
increasing the rank of the Talent. The same rules apply for lower of the White God took action that exemplified one
Passive Powers. Each Talent will indicate what the benefits of the 7 Virtues: prudence, justice, temperance, cour-
are for increasing the rank. A Talent or Power can only be age, faith, hope, or charity, to the detriment of them-
“Ranked Up” once. selves or the party. Each of these instances are good for
+1 pull. (But will be weighed against the 7 Deadly Sins!)
Starting at Higher Levels
Generally, each Archetype begins with a total of approxi- Smirch Upon the Dweller’s Soul
mately 15 QR in items and equipment. If the Norn desires Then, the Norn reveals the account of the Dweller’s misdeeds,
to start a Dweller at a higher level than 12, they are consid- subtracting randomly from runes already pulled in their favour.
ered to have adventured for some time, and their items gain • For each time the Dweller stole from a recently killed
+1 QR per 2 Dweller levels in new items and equipment, or foe, or looted a grave, reduce the runes pulled by 1 per
in improvements to items and equipment they have, as ap- desecration.
propriate. All equipment upgrades or changes are subject to
Norn approval. See page 266 for equipment, and the Craft • The Norn will have kept an account of whenever a Fol-
Attributes Table page 432 for how that equipment could po- lower of the White God took action that exemplified one
tentially be upgraded. of the 7 Deadly Sins: pride, greed, wrath, envy, lust,
gluttony or sloth. Each of these instances reduces the

Afterlife rune pulls by 1 for each indiscretion.

Afterlife Result
In the Fate of the Norns universe there is a chance that upon
The player whose Dweller has died will Wyrd 1 rune per epic
a Dweller’s death, they are called up into one of the many
deed that was recounted by their comerades while lifting
“heavens”.
drink in salutation, minus any smirches (Norn deicdes if the
For Celtic pagans, the dead are judged only by Donn, the deeds were in deed worthy). Then the Norn Wyrds 1 rune,
god of death, in his hall in Tech Duinn after Manannan de- plus a number of runes based on the “dweller’s favour” list.
livers them to him. If there is a rune symbol match between any runes pulled by
For Followers of the White God, the soul’s deeds are re- the Dweller or the Norn, then the Dweller moves on to the
viewed by Sanctus Petrus before admittance into Heaven. afterlife, and the Player gains +1 Disir level.
This has a mechanical impact on the future Characters of that
Player.

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Nicolas Phaneuf Gohier (Order #31317871)
Epic Retirement rune returns to the Void pile unless it is part of a Maintained
or Open (Meta tag) rune-chain.
There is another way to increase Disir levels without requir-
ing the death of one’s Dweller. The Valknut rune may also be used to activate magic items.
Items infused with Immortal powers may only be evoked us-
When a Dweller has achieved everything they’ve wanted to
ing the Valknut.
in life, and have gained so many levels that they are beyond
kings (level 30), they can opt for epic retirement. The player Unlike the Void Rune, the Valknut rune may be rebound
opts to never play that Dweller again, and can perform the more than once. Every time the immortal gains a level, they
same afterlife Wyrd as if it were a funeral. may rebind the Valknut rune to a different specialization for
their chosen Archetype. This choice will be binding until
Disir they achieve a new Dweller level.
One of the most unique aspects of the RGS system is that not The Player may rebind half of their runes (round up) to the
only is there a Character level, but there’s a Player level as Immortal Archetype Board. Immortals usually have “death”
well, called “Disir”. and “transformation” trauma that they need to overcome and
Disir are the family spirits of one’s ancestors. If the Player details are specific for each of the immortal archetypes.
has a Disir level then their next Character has the aid of a
Disir. These spirits are benevolent and help guide a family Divine Potence
member to greatness. Divine Potence is the representation of a great being’s divin-
ity and immortality. The higher the value, the more miracu-
Each Disir level opens up new options during the Dwell-
lous their abilities and the harder they are to kill.
er creation process. Some advanced archetypes require a
minimum Disir level. Each book will have its own list of set- Divine Potence (DP) is represented on the game table by to-
ting-appropriate Disir level rewards. As an example: kens. Player controlling Immortal Archetypes have access to
DP. Any higher power, including Norn-controlled Denizens
Ancestor Spirit (Fylgia) [Cost 1 Disir] who have access to DP, will accrue these tokens.
For a pagan Celt, the presence of an Ancestor Spirit grants Maximum Divine Potence (MDP): The maximum Divine
access to the coloured outer ring of the Talent/Passive Potence attainable at any given time. Base MDP is calculated
boards. An Ancestor Spirit accompanies the Dweller but as Disir level - 4.
cannot be seen nor heard except on rare occasions by the
Current Divine Potence (CDP): The current Divine Po-
especially magically astute. An Ancestor Spirit cannot affect
tence after some of it has been spent or lost.
the mortal world.
Note: MDP may be increased (see page “Increasing Maxi-
Guardian Angel [Cost 1 Disir] mum Divine Potence” on page 206).
For a Follower of the White God, a Guardian Angel grants
access to the coloured outer ring of the Talent/Passive Spending Divine Potence
boards. A Guardian angel follows the Dweller, but cannot An immortal begins combat with a number of DP equal to
be seen nor heard except when the Dweller is near death. A their CDP. When DP is spent to perform actions or power
Guardian Angel cannot affect the mortal world. certain effects, the CDP is reduced by the DP cost of the ef-
fect. An immortal cannot spend DP they do not have, so CDP
Immortal [Cost 5 Disir] must be equal or greater than the DP cost of the effect.
You can play a previous Dweller who has died and gone to No more than 1 DP token may be added to a single action or
the heavens. rune-chain.

Immortal Rules
Options in combat:
• 1 DP token may be spent to add any valid Meta Tag to
When a player reaches Disir level 5, they can bring back an an Active power rune-chain. Valid Meta Tags are those
old hero that died and moved on to the afterlife. That hero already listed for the power in question. The rune-chain
can return to play as an immortal. cannot have any Open or Maintain Metas.
• 1 DP token may be spent to perform an Attack, Defend
Immortal Archetypes are an addition to the de- (during Action phase only), or Move action (during Up-
ceased Dweller’s mortal Archetype. Immortals get keep or Action phase only).
a second Void rune, and the one with the Valknut • 1 DP token may be spent to take 1 rune from the lower
symbol is used from the Fate of the Norns Elder damage piles (Stun, Wounds or Death) and place it back
Futhark rune set. in their Essence bag. While conscious and as an {Inter-
The Valknut rune resides in the Void pile when not in use. rupt} before resolving the damage.
When a Dweller must Wyrd (for any reason such as combat or • 1 DP token may be spent to perform a [Counter] against
a Skill Check), both the Void and the Valknut are drawn into an undesirable effect.
the In-Hand pile. During the Cleanup phase, the Valknut • 1 DP token may be spent to reduce the cost in overcom-

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Nicolas Phaneuf Gohier (Order #31317871)
ing Blind or Shroud. Each DP is equivalent to a rune.
• 1 DP token may be spent to reduce 1 intensity of a Con-
dition affecting you. Table1: DP Through Faining
• 1 DP token may be spent to add +1 success to a skill
check. Number of Mortal DP Restored
Options out of combat: Worshippers
• 1 DP token may be spent to understand someone who is
speaking a language you do not know. 0 0 per hour
• 1 DP token may be spent to take 1 rune from the lower
damage piles (Stun, Wounds or Death) and place it back 1-10 1 per 30 minutes
in their Essence bag.
• 1 DP token may be spent to add +3 to a Skill Check. 11-100 1 per minute
• 2 DP tokens may be spent to receive divine inspiration
(an answer to a dilemma). 100-1000 1 per combat round

son. Anyone who would use such means to permanently kill


another immortal will have a stigma attached to them within
the immortal community.
FAINING
A Faining is a burnt sacrifice honouring a deity. Slaine weapons hunger for Divine Potence. These terrifying
weapons are used sparingly by the immortals.
This is performed when looking to curry favour,
or obtain a blessing. Increasing Maximum Divine Potence
The base Maximum Divine Potence (MDP) is derived from
BLOT the Disir level, as a result Disir levels must be augmented
A Blot is a blood sacrifice. This is performed when into order to increase the starting MDP. In addition, Immor-
seeking forgiveness for a transgression. Usually tals may increase their MDP through worshippers, accom-
only an ordained godi knows the proper rituals. plishments, as well as legend and infamy.

Immortal Death
When an immortal is struck down, with their last rune going
to Death or Drain, if their CDP was greater than zero, their
body will fade from existence and they will re-materialize
Regaining Divine Potence within 24 hours at their place of rebirth (typically Donn’s
DP naturally regenerates at 1 point per hour. Hall at Tech Duinn in the Otherworld). If the immortal has
Some Characters are considered deities, because they have a CDP of zero when struck down, they will be permanently
attracted mortal followers. The number of worshippers in- eradicated.
creases the DP regeneration rate. When worshippers per-
form a Faining, the immortal immediately regenerates 1 Worship
DP. Based on the total number of worshippers, an averaged Some immortals strive to improve the universe around them.
Faining rate can be determined from the table above. Due to When they touch the lives of mortals, they may end up at-
game world circumstances, the Norns may alter the Faining tracting a following. When these mortals devote themselves
rate. to their patrons, the immortal gains many divine benefits.
Higher powers gain tangible benefits from worship in the
Note: For every 1000 worshippers, regeneration increases
form of DP regeneration and bonus MDP.
by a cumulative +1 per combat round.
Immortals gain a permanent +1 MDP level per 100 worship-
An immortal with druids or other professional worshipper
pers.
followers may expect to receive Blots. Every 24 hours, it is
assumed that some worshipper, somewhere, has performed a Immortals may worship other immortals, but it has no effect
Blot. A blood sacrifice will restore CDP to maximum (MDP). upon divine rewards. For the immortal to receive the bonus-
The Norn will choose the time when this will occur. es, only mortal worship will fuel the divine rewards.

Draining Divine Potence Granted Power


Some attacks and some weapons have the capability to lower A fraction of the worshippers will be druids. The immortal
the CDP in others. This is usually frowned upon within the will bestow upon their druids a custom granted Talent. Some
immortal community. There is an unspoken rule that such lesser immortals may only have the option of bestowing a
powers or items are not to be used without a profound rea- Skill.

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Nicolas Phaneuf Gohier (Order #31317871)
The bestowed Talent can be revoked at any time should the Physical Trait is 5. When Immortal’s Brilliance is activated,
immortal be displeased with the worshipper. Harbingers and before the Meta Tags are applied, add 5 to the damage bonus
Horned Ones who have lost the blessing of their patron may for a total bonus of +6.
restore their favour with a suitable Blot. Immortals also gain access to new types of Passive Powers.

Faining and Blot Bloodline


When worshippers perform Blots and Fainings, the immor- A Dweller and Denizen cannot have more than a single
tal receives bonuses. A Faining will increase the DP by +1, Bloodline Passive power. The first one obtained is the only
while a Blot will restore the DP to maximum (MDP). The one which will be active, no matter how another may have
averaged frequency of Fainings and Blots are determined by been obtained.
the total number of worshippers.
Performing a Blot or Faining are time intensive rituals and Primal
cannot be performed during combat. For this reason, im- Immortal Passive powers are known as Primal. They cannot
mortals will not be entering battles with worshippers acting be used if MDP = 0, so it is useless to infuse them into magi-
as DP “batteries”. The acts are spontaneous and occur when cal items that are to be used by mortals.
followers complete their devotional activities.

Infamy & Fear


You can gain MDP through infamy if you are feared by many,
and your evil deeds make others fear mentioning your name.
By burning down a village and sending the survivors into ex-
ile, an immortal may gain infamy.
+1 MDP per 100 beings who genuinely fear or hate you.

Accomplishments
When you build something great, and word of your deed
spreads far and wide, your legend grants you DP. If you rav-
age and destroy someone’s home town, your vile deeds grow
your infamy. Any of the following accomplishments would
grant a permanent +1 MDP:
• Your worshippers erected a shrine in your honour that
is the greatest one ever erected in your name.
• Per higher level immortal you killed permanently (must
be 1 on 1 combat)
• Saved a beleaguered outpost and its inhabitants from
destruction

Providence
Immortals gain access to a new type of Active power called
“Providence”.
Providence powers are only available to those with a Maxi-
mum Divine Potence (MDP) greater than zero.
Providence powers apply a bonus to all valid numerical val-
ues in an Active power, with exceptions noted below. Num-
bers written out as a word are not boosted by the bonus. The
bonus is equal to the Trait score that matches the rune played
as the root of the Active power. This bonus is applied before
resolving the Meta Tags (if any).
There are a few numerical values that Providence will not
boost: Divine Potence, Faith, Condition intensities, Flow,
Focus and Wyrd.
Example: Immortal’s Bash (If your DP > 0, perform an Attack
action with +1 DF bonus and apply Knockback [Counter
P]) has been bound to the Tiwaz rune. The Son of Muspel’s

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Nicolas Phaneuf Gohier (Order #31317871)
Lifepaths &
Characteristics

D
uring creation, Dwellers and Denizens are defined by both Lifepaths and Characteristics. Lifepaths
are events, people, jobs and places that left an impact earlier in their lives, while Characteristics are
elements of their personality, ambitions and set of values. Both may grant bonuses or apply limitations
during gameplay, especially when using Skills or performing Social combat. Lifepaths will also grant
the Character a set wealth and starting gear. Lifepaths and Characteristics may also form the basis of an
adventure or a side-quest for the Character and their adventuring group.

Introduction Early Life Table


During dweller creation, players and Norns may choose to Lifepaths
invent their own backstories, Characteristics and Lifepaths,
The Early Life table (on the following page) helps place a
or they may choose to make it random and use the tables in
dweller in the world. It gives them familial connections and
this section (useful when the play group wishes to quickly
a couple of critical events in their lives. These key events can
draft up a background).
be used to anchor the story of your Character and are not
A full rune bag (excluding the Void and Valknutt runes) meant to be definitive.
should be used for all pulls on the tables appearing in this Perform 1 Wyrd per column.
section. Those players wishing to create a Criostai background
First the player who is the designated Norn for this adventure devoted to life in service of the White God, should only
should take some time to describe the parameters of the ad- Wyrd from a bag of red runes. All red rune results are for
venture. Where is it taking place? During what time period? followers of the White god exclusively. Pagan dwellers can
What are the acceptable archetype choices that are available have a mix as their backgrounds would be more varied.
in this setting? What type of adventure will it be? This will
help players in formulating who they would like to play.
Brushes With Power
Personality & Motivations Lifepaths
Characteristics The Norn may wish that you have had touches with higher
Wyrd once for each column to determine your dweller’s powers and other pieces of greatness. You have previously
personality and primary ambition. met people and beings in either high or low places. Wyrd
on this table in accordance with the goals of your cam-
paign. You can use the system of one Wyrding for every
ten years of life, or according to something else the Norn
desires.The Norn will decide which columns should be
used based on the mythic scale of their planned adventure.

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Nicolas Phaneuf Gohier (Order #31317871)
Dweller Relationships
Basic Gear:
Characteristics • Two sets of clothes
Each pair of players may each choose to Wyrd to see how • Winter furs
they know each other. This will show the circumstances • Snowshoes or skis
and state of affairs of their relationship. Two runes should • Backpack/travelling chest
be drawn, one for each column. Even a set that are seem- • Rations for a week
ingly contradictory are an opportunity to dig deep and • Cooking pots and utensils
find out ways to reconcile these two things for the nar- • Rope
rative. • Lantern and oil

Social Connections Nature Gear:


Lifepaths • All Utility Gear
A connection is someone who is on very friendly terms • Insulated tent
with the dweller; they may be a sibling or a very close • Climbing gear
friend. They can be called upon in a time of need, and • Camouflage tarps
the Norn should factor in the connection into the current • Traps and hunting
saga and should be “reachable” by the dweller, i.e. in the equipment (bow,
same kingdom. harpoon, etc…)

Social Standing & Net Worth


Lifepaths Trade Gear:
Wyrd once to set your dweller’s occupation prior to the • All Utility Gear
onset of the Celtic Twilight. This will determine the • Merchant cart/sleigh
dweller’s net worth and possible starting equipment and and an animal (horse,
ox, etc)
training/education.

The table will determine the starting gear, based on hav-


ing an adventure during the Celtic Twilight. If the adven- Adventure Gear:
ture is during another period, the Norn should adjust the • All Utility Gear
lists below. • One spectacular
weapon (bonus +1
to either DF or Parry)
Administrator Gear: • A suit of armour
• A land owner’s deed
• Large comfortable home
• All items that would be found
• In a more luxurious lifestyle Lord Gear:
• A dozen slaves or fewer for • Deed for your kingdom
menial work • Keep (a very large home that includes
fortifications)
• All items that would be found in a very
luxurious lifestyle
Utility Gear: • A dozen administrators or fewer who
• All Basic Gear manage individual towns and territories
War Gear: • A land owner’s • Dozens of slaves who handle the menial
• All Utility Gear deed work
• Two weapons of • Small modest home
choice • Complete ward-
• A suit of armour robe
• Tools of the trade

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Nicolas Phaneuf Gohier (Order #31317871)
Personality & Motivation

Rune Personality Motivation


Persuader: You are an informal leader with strong persua- Identity: Your greatest wish is to become famous/infamous
sion skills. for your deeds.
Entertainer: You love to make others happy; you love Experiences: Life is about experiencing the emotions that
excitement and live in the moment. arise from different types of achievements.
Craftsman: You always try to optimize the path to a solu- Accomplishment: You wish to achieve tangible and memo-
tion; crafting is a means to an end. rable goals that skalds will recount to future generations.
Artist: You appreciate the sensory aesthetics around you; Travel: You have a strong desire to see all of the Other-
beauty holds much value for you. worlds.
Overseer: You are responsible, logical, and focused in Survival: Risks are not worth taking. Every decision needs
achieving your goals. to be weighed against personal harm.
Socialite: You love interacting with others, and always enjoy Thrill-Seeker: The adrenaline rush is what makes life worth
attention. living.
Defender: You are especially empathic to the suffering of Appetite: The love of a good meal is important and plans for
the weak and the oppressed. the day revolve around the choice of meals and drinks.
Lone Wolf: You dislike interactions with others and have a Power Hungry: You feel the world must be controlled and
strong preference to do things your own way. dominated.
Chief: You are a born leader with strong organizational Pleasure of the Flesh: Physical pleasure rules your priori-
skills. ties. Your carnal desires need to be met on a regular basis.
Originator: You are creative and develop many new ideas
that are most likely worth pursuing. The Hunt: You go after a goal with zeal.
Strategist: You have an analytical mind and will often strate- Love: You wish to share in both platonic and romantic love
gize before choosing the best course of action. throughout your life.
Alchemist: You have an inquisitive mind and your wish is to Independence: You have a strong desire to be free and
understand the universe around you. independent.
Dependable: Very hard-working, you will always give your Divine Worship: Your life is devoted to exalting a higher
all to anything you do. power (god/faeries).
Chameleon: You are capable of taking on various personas Conform: It is critical for you to fit in and to be considered
that are best for the situation at hand. “normal” in social circles.
Egomaniac: You must be the centre of attention, must be Joy of Life: Life should be spent enjoying the finer pleas-
loved, and others must focus on your needs. ures. It is important to avoid boring and repetitive work.
Bully: You like to cow everyone around you into obedience
– you must remain in control in all situtations. Avarice: You desire great wealth.
Mentor: You have an altruistic desire to spread knowledge, Puzzles: The mind needs to be challenged. Anything that is
believing that communal knowledge is for the greater good. a mystery draws your interest and effort.
Advocate: Your strong convictions are worth defending Benevolence: Life must be spent making the world a better
(moral, cultural or foundations of society). place.
Confidant: You take the time to bring out the best in oth- Competition: Life is a competition. You turn everything
ers. You are supporting and emotive. you do and undertake into a competition with your peers.
Dreamer: You are a highly creative Dweller and are some- Revenge: Nothing satisfies you more than exacting revenge
times disconnected from reality. on those who have done you wrong.
Cynic: You enjoy taking the unpopular stance on topics and Extermination: You have chosen to rid the world of some
prefer to focus on the shortcomings of any plan. pest (you can define which).
Lazy: You are especially good at finding the best way to Secrecy: What you desire brings you guilt, so you keep your
achieve your goals with minimal effort. motives hidden at all time (choose the secret motivation).
Morally Ambiguous: You ignore the concepts of good/evil; Escapism: Something traumatic happened in your past, and
personal gain is your guiding principle. you do everything to avoid a similar fate.
Victim: You are dominated by a phobia of your choosing Addiction: You are not in control - you have an addiction
(e.g. agoraphobia, arachnophobia, etc.). that has taken over your motivations and ambitions.

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Nicolas Phaneuf Gohier (Order #31317871)
Early Life Table

Rune Birth Place Family Defining Event Scarring Event

Clonfert Orphaned You created a great work, either a weapon Believed that you sold out Followers of the
or poem or something else entirely White God to the Druids
Bangor Estranged from
You are owed many favours Been at the suffering end of trauma
Near Fort One surviving
Cruachan You know an otherwise forgotten ballad Last surviving member of your Clan
Cathedral of Two surviving You are known for your deep piety and vast
Kildare knowledge of the White God’s liturgy You were left for dead
Clonmacnoise Three surviving You angered an Abbey Lubber who always
A Monastery owes you a favour
pranks you if you enter any Criostai site.
Iona Four surviving You are known for the High Crosses and
intricate tombstones you sculpted Were stolen into slavery
Clonard Five surviving You have suppressed the memory of some
Escaped from Viking slavery
great wrong
Killeaney Six surviving
Lived through famine & plague Lost a body part
Knocknarea Orphaned
Marked by the Druids at birth Lost in the mists
Uisneach Estranged from
parent/sibling Marked by the Druids at coming of age You owe a higher power
Gwynnead One surviving Served the clan well and were declared Believed that you sold out your allies to
Champion Vikings
Alt Clut One surviving Believed that you sold out Druids to the
Was lost amongst the mists Followers of the White God
Dun One surviving Believed you greatly wronged the
Aonghasa Saved someone’s life and were rewarded
Fomorians
Mona Island Two surviving
A great poem has been written about you Lover was killed
Ath Cliath Two surviving
Met and was marked by Faerie Suffered betrayal
Aileach Two surviving
Met and was marked by Fomorians A member of your family wants you dead
Tara Three surviving You tried and failed to banish one of the
You once glimpsed one of the hidden isles Dark Ones who cursed you in reprisal
Limerick Three surviving Witnessed a ritual of the Crooked Man
You’ve endeared yourself to a King and it still haunts your dreams
Cashiel Four surviving Made your way through an underground
It is said you will wield a treasure of Eiru cave into another world and got lost
Glendalough Five surviving Were found washed up on the shore
You have seen far off lands in your dreams suffering great loss
Knowth Six surviving
A Faerie owes you a favour You were forced to swear fealty to a Faerie
Connachta Seven surviving An important choice you made resulted in
an ally and an enemy You have been divorced
Munster Eight surviving
Led a great battle against a rival tribe You lost the signs of your past, torcs and all
Leinster Nine surviving It is said that some great power will give
you a gift when you need it most Someone/something is hunting you

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Nicolas Phaneuf Gohier (Order #31317871)
Rune Civil Royal Divine
You fought as a champion, preventing a You attended a grand feast of the King of While on an expedition, you faced off against
larger conflict. Aileach, hearing of his plans. Fomorians, learning a little of their ways.
You served under a King who is long One evening you found yourself joined
You have met the King of Wessex and by Dagda at your campfire. He drank and
dead, and their dynasty doesn’t exist in have come to his attention.
the way it once did. feasted with you.
While involved in some grave robbing, you
You met an abbot who profoundly You have aided in a slave breakout from found yourself face to face with an undead in
changed your view of the world. Ath-Cliath. one of the tunnels beneath a Royal Site.
While exploring the coastline, you came face
You received some education from a The royal family of Munster owes you a to face with Crom Cruach and you owe him
Monastery, learning of their ways. debt. a favour.
The King of Jorvik believes that you Upon a Royal Site, you came face to face with
You have travelled extensively through- have been part of a raid against his a Fairy that promised you greatness if you
out the Great Isles. people in the past. did exactly what they said.
You once bent the knee to a King who Trading with a mysterious traveller, you
You were involved in attempted peace wanted to unite Eiru, but he perished in received a map that they claim will take you
proceedings to end a conflict between the attempt and has been forgotten by to the land of Apples, a land of great plenty
the Criostai and Pagans on Eiru. history. and peace.
You have travelled further than most You have heard a legend that you have a You had a dream once wherein you were
by boat, and believe you have seen lost claim to the throne of the lands of Tara. visited by Lugh and he said that one day you
places. would find his weapons.

While travelling between islands, you At least once in your past you have found
For your service against Alt Clut, you found an island not on any map, and your way to the Otherworld, though you do
have a death warrant there. you had a grand meal with people who not remember all that happened there.
claimed to be of the Tuatha de Dannan.

You travelled far to the South, meeting On the way to a battle you once encountered
You received some education from the the Frankish Kings who rule the lands an old crone who begged for aid. Upon giving
Druids, learning of their ways. bordering Brittany. They threatened it, she said you would survive the battle, and
you and your people with great violence you did.
should you betray them.
During a sighting of the Sluagh, you were
You were hired by a warband that raided You performed a favour for a Chieftain terrified to see a copy of yourself riding with
the Vikings. and are owed a debt of gratitude. them.

You met a group of cannibals inhabiting You have been promised lands in Jorvik You have made an appearance at an Unseelie
Alba, believing them to be tied to ancient should you serve the King of Wessex in Court, though the memory of what happened
Albannaich. his quest. there is muddled.
The kings of the Cymru kingdoms have
sworn their fealty, but many remember
Once you were able to hear one of the a time of independence. You have been You once found a beautiful horse. Upon try-
ancient tales from a an Ovate, and you made privy to a conspiracy for them to ing to tame it, it was revealed to be a Kelpie.
have learned greatly from it. break free once the Norsemen are dealt You managed to escape, but only barely.
with.

Once, you were called before a Seelie court


You worked to reclaim some of the an- You have been summoned to report to as a witness for some crime. You weren’t able
cient sites for a grander design that you Queen Medb to swear fealty to the “true to understand what the crime was, but they
did not fully understand. ruler of the Island”. appeared to like your testimony.

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Nicolas Phaneuf Gohier (Order #31317871)
Brushes With Power Table

Rune Civil Royal Divine


You fought to bring one of the smaller While serving in a mercenary band,
chieftains back in line under their you came to the attention of the King of While you were taming a horse, you found
King, and have never been fully forgiv- Ulster, though his opinion of you is not were visited by a gargantuan horse-like crea-
en for it. high. ture. It distracted you and the horse escaped.

You have attended a Thing on the Isle You are owed a favour by the rulers of While sailing between the Isles, you saw the
of Mona. Iona. boat The Wave Sweeper, and Manannan was
at the prow.

While under the rule of Sitric, you Visiting the land of Alba, you were sent into
You know of a hidden cave on the learned the horrors that the Norsemen the mountains as part of a party trying to
nearby coast that is nearly unknown to can commit. you became part of a band of rescue lost mercenaries. You came across a
others. You have been able to use it to warriors that pledged to oust them from great castle in the mountains, and you met
hide valuables. the lands of the Celts. Beira while there.

You have met and spoken with the man The Kernowyon nobility is aimed towards You have heard the great Taliesin speak and
who claims to be the saviour of the
Celtic world in Cymru, finding him to strengthening the position of Wessex, heard one of his great stories. It marked you
be little more than a man. and they want you to help with the task. forever, and changed you.
While hunting for food in the forest, you once
found a grand and great creature that looked
Serving with the Kernowyon, you have The Queen Aethelflaed has heard of you like a man with antlers upon his head. He
learned of a rich vein of metal that and has requested you meet with her for nodded to you and later while hunting you
could mean great wealth. an important message. found a great stag that was killed with a single
arrow.
While drinking, you entered into a
conflict with a Druid and ultimately While serving the King of Wessex, you You helped a young woman once, not know-
slew him. It is said that you are cursed saw his bloodthirst first hand, and you ing fully who she was. She revealed herself to
by this deed, but you can’t see any know what he will do for more power. be Aine, and she said that someday she may
evidence of it. give you a boon.

Earlier in the Celtic Twilight, you found your-


While hunting you sighted a great self facing off against a plentitude of Goblins
White Stag that haunts your dreams to Your failure to bend the knee has turned
the Gwyn app Nudd against you. that attacked. You were not able to fully
this day. You were unable to slay it. understand why, but it appears that they were
after some relic they believed that you had.

You’ve been to the court of the Queen You have fought against the Dark Ones once
Medb and she has taken notice of you. You owe a favour to the King of Aileach.
when they attacked your camp at night.

You have sailed to both the Isles of You once served under the King of Jor- While travelling in Alba, you wronged the Cat
Mists and to the lands of the Norse, and vik, pressed into service but with Celtic Sith through some failure to act that it forever
know a little of each of their ways. ancestry instead of Norse. has held against you.
You have met with the Druids and been While fishing, you spotted the hidden
brought into the larger conspiracy of island inhabited by Arthur before it You witness a ritual that brings forth a Faerie
their aims. vanished into the mists again. Queen into Midgard.

You have sailed around much of the A king who was deposed in a coup has While picking over a battlefield shortly after
Isles of Mists and found, far to the met with you, asking you to help restore a battle, you found yourself with a presence
North, that it has a community of great them to the throne. behind you. Looking about, you saw Am Fear
warriors living on them. Liath Mor, before it disappeared from sight.

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Nicolas Phaneuf Gohier (Order #31317871)
Dweller Relationships Table

Rune Circumstance State

Drinking buddies Mistrust

Related: distant family Anger

Employer / employee Platonic affection

Good friends (or lovers?) Mutual respect

Have gambled together Whimsical

Travelled together Curious


Saved the other’s life Looking forward to collaborating together

Were robbed by the same criminal Indebted

Made a bet, will travel together until someone wins the bet Bound in purpose

Both are teacher and student, exchanging wisdom One person waiting on the other to fulfill some bargain
Entered into a legal agreement that is mutually beneficial Enjoyment of each other’s company
Employed to spy on one another by rival/competing organ-
izations Oath to protect one another

Both survivors of a massacre Pushing each other to ever greater epic deeds

Prisoners who escaped together Rivalry


Both worked together building a longship or a crannog
for a community in need Fear and/or Uncertainty
A common omen stitched both destinies together Greed

Shared reverence for same (or similar) divine power(s) Jealousy

Paid off a weregild for the other’s misdeeds Shared plans for achieving a specific goal

Hunting the same prey (monster, outlaw, etc…) Enemies: keeping friends close, but this particular enemy
even closer
Running away from the same danger Desire for power or to overthrow unjust power

Met at a wedding Shared wanderlust and desire for exploration


Met at a funeral Religious or spiritual connection
Woke up together after a heavy night of drinking Mystery
(possible memory blackout?)
Fighting over the ownership of an item of value Regret

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Nicolas Phaneuf Gohier (Order #31317871)
Social Connections Table

Rune Social Connection


Thrall: You have a slave as a connection (not necessarily a slave you own); good for getting help.

Labourer: Someone who works in the craft trade or in a service; good for help and connections to tradesmen.

Thief: A career criminal; good for getting cheap goods and using his skills.

Beggar: Someone who has lost all wealth and lives on the streets; good for information.

Prostitute: A lady/man of the night; good for certain information and a good time.

Fence: Someone who buys and sells hot/black-market goods; good when needing to procure something special.
Barkeep: An owner of a tavern; good for certain information and drinks.

Town guard: Works for the local lord/council; good for extra muscle, as long as it does not compromise work.

Hunter/tracker: Spends many days out in the wilderness catching game; good for wilderness skills and knowledge.

Merchant: Buying and selling goods; good for some discounts.


Blacksmith: Talent in creating necessities; good for discounts on weapons and armour.

Monk: In the service of the White God; good for introductions to monasteries and abbeys.

Animal farmer: In the business of breeding and raising animals; good for obtaining horses or other animals.

Black-market goods runner: A merchant that deals in illegal/illicit goods; good for smuggling services.

Horned One: A servitor of a higher power (god/goddess); good for mystical information and blessings.

Harbinger: One who walks before the gods; good for enchantments and consultations on arcane matters.

Fianna: A sell-sword; good for no-questions-asked muscle jobs.

Cu Setanta: A warrior of great worth; great for extra hired muscle.

Bandrui: A druidess in the service of the Morrigan; good for consultations.

Bard: A songwriter and poet; good for chronicling great deeds and spreading the word.

Druid of Donn: One who prepares the dead for their last journey; great for funeral services.
Cletic Clan Chieftain: A local lord/lady who oversees a small kingdom; good for influence (detailed-oriented).

Viking King or Earl: A king or earl that has conquered foreign lands; great for dealing with invaders.

Faerie Queen: A supernatural being; good for assistance from the Otherworld.

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Nicolas Phaneuf Gohier (Order #31317871)
Rune Social Standing
Thrall: You were a slave and someone else’s property. You start with 5 skatt and gain +3 bonus Social Connections (the Norn
may choose not to use this option for some campaigns).
Liberated Thrall: You are no longer a slave and have purchased your freedom. Since then, you have been working in service to
a business. Your wages have been enough to eke out a living. You have 125 skatt, you gain +1 extra Social Connection and start
with basic gear but with no property deed.
Varg (Outlaw): You have been cast out of your community for a heinous crime or transgression. No laws protect your life, and
your slaughter would carry no consequence. You have lost the standing and respect of your old friends and you must now make
new friends with those who share your fate. Your Dweller starts with basic gear, +1 Brushes with Power and 150 skatt.
Farmer: You were a farmer before the start of the Celtic Twilight; now, you have had to improvise using your skills to deal with
the perpetual darkness and cold. You begin with utility gear and 200 skatt.
Manufacturer (cloth goods): You were once a manufacturer of fine cloth goods. You recently began your adventuring career,
and are unsure if you should sell your business or restructure so someone else can run the business for you. You start with utility
gear and 300 skatt (+2,000 if you sold). If you keep your business, you have a profit of approximately 700 skatt per month.
Manufacturer (leather goods): You were a manufacturer of fine leather goods. You recently began your adventuring career, and
are unsure if you should sell your business or restructure so someone else can run the business for you. You start with utility gear
and 350 skatt (+2,400 if you sold). If you keep your business, you have a profit of approximately 800 skatt per month.

Manufacturer (metal goods): You were a manufacturer of fine metal goods. You recently began your adventuring career, and
are unsure if you should sell your business or restructure so someone else can run the business for you. You start with utility gear
and 400 skatt (+2,800 if you sold). If you keep your business, you have a profit of approximately 900 skatt per month.
Local Merchant: Your business revolved around buying goods from manufacturers and hunters and selling them in town. You
have been forced to mark up your prices on necessities and the hottest products since the Celtic Twilight set in. Competition is
fierce and your life and business have been threatened. You start with trade gear and 450 skatt (+3,000 if you sold). If you keep
your business, your make a profit of approximately 1,000 skatt per month. Wyrd 1 rune every month: if you Wyrd a Physical
rune, your business is burned to the ground by aggressive competitors.
Foreign Import Merchant: You used to buy goods and moved them to places of high demand throughout Midgard. Since the
Celtic Twilight has set in, overland travel is perilous – not only because of the biting cold and snow, but because of bandits and
the desperate actions common folk are driven to. The dense clusters of icebergs make passage by sea increasingly risky. You start
with trade gear, a longship, and 500 skatt (+3,500 if you sold). If you keep your business, you make a profit of approximately
2,000 skatt per month. Wyrd 1 rune every month: if you Wyrd a Physical or Mental rune, your monthly shipments have been lost.
Hunter/Trapper: You used to spend many days and weeks away from home and make a modest living. With the Celtic Twilight
setting in, the hunt has become too difficult to sustain. With no crops growing, animals are scarce due to overhunting and the
cold can be deadly. You start with nature gear, +1 Social Connection, +1 Brushes with Power, and 400 skatt.
Mercenary: Life was good before the Celtic Twilight came, but now everyone needs a mercenary. As your business has begun
to thrive, so has the peril. The jobs are getting more and more dangerous, and you fear getting your throat slit while you sleep.
You start with war gear and 300 skatt. You are also in demand, sought out and offered jobs every week while you are in an urban
center. These jobs offer your level multiplied by 100 in skatt.

Personal Guard: You were employed by a rich person of considerable influence (Wyrd from a bag of green runes on the Social
Connections table). A week ago, however, your employer was murdered and you now find yourself and the widow persecuted by
those responsible. The widow offers to retain you for 20 skatt per day if you accept. If you accept she will be on the run with you
until you get far enough away, or you deal with those who hunt you. The Norn defines your enemies, but can do this collaborative-
ly with you as well. You start with war gear and 1,000 skatt.

Town Guard: The town you worked for used to pay well. However, it has come upon hard times and your salary has plunged. You
start with war gear, +1 Brushes with Power, and 400 skatt.

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Nicolas Phaneuf Gohier (Order #31317871)
Social Standing Table

Rune Civil
Hermit: You fled for solitude many years ago. This solitary contemplation has given you insight into the workings of the worlds
beyond The Veil. However, with the coming of the Celtic Twilight, your self-sustaining methods have started to fail you. Hunters
have thinned your herds, your crops have withered and frozen over, and the cold has become unbearable. You start with nature
gear, 200 skatt and you may Wyrd +1 Motivation.
Guide/Runner: Your business was running as a courier between towns. It was good pay, but with the coming of the Celtic Twi-
light, your routes have become very dangerous. You heard of colleagues being killed by cannibalistic peasants who were starving.
You start with nature gear and 300 skatt.
Religious Official: You were responsible for maintaining the faith for the higher power that you work for (choose a deity). With
the Celtic Twilight, faith has been washed away in some cases and fanned to zealot proportions in others. You have come to
realize that keeping the flock has become very difficult and may be untenable. You start with administrator gear and 400 skatt. If
you keep your temple/grove/alka, your recurring donations amount to approximately 600 skatt per month. Wyrd 1 rune every
month: if you Wyrd a Physical rune, you take in only half the donations; if you Wyrd a Mental rune, your donations are doubled;
if you Wyrd a Spiritual rune, you have a fanatical zealot who is attempting to usurp you.
City Bureaucrat: Working for the local town has been a pleasure for many years. However, now that the town has come upon
hard times, people blame you for the difficulties they face. Corruption has also taken on new levels as town officials are looking
out for themselves. You start with admin gear and 400 skatt and +1 Brushes with Power. If you chose to skim from the village
coffers, you may start with 800 skatt instead and then Wyrd on the Social Connections table for someone being a witness.

Explorer/Cartographer: You have always had the desire to explore. The fact that you were paid to do so was always a bonus.
Map-making has become increasingly difficult since sun and moon were devoured by the celestial wolves, so people pay your
higher rates. The further you travel, the more it costs, but the more interesting places you visit. You start with nature gear and
800 skatt. You may choose to reduce your starting skatt by -200 for each bonus Wyrd you’d like to do on the Brushes with Power
table.

Exiled Chieftain: You were the head of a small kingdom. A rival chieftain has annexed and ravaged your lands, deposing you as
ruler. You have several truested informants who remain in the kingdom, Wyrd +3 times on the Social Connections table. Every-
one else has shifted their allegiance. You are also threatened with assassination attempts when you enter an adjacent kingdom
(double the chance if you return to your old kingdom). You start with lord gear and 2,000 skatt.

Jarl: You are responsible for a vast territory that includes several towns of varying size. You are a Viking king’s proxy in these
lands and must do his bidding. There are complex politics at play that you must manage if you are to retain your station. Gael pa-
gans, Christians and Norse Vikings will come to you with their troubles, looking for you to solve them. If you maintain oversight
of the territory, your recurring share of the taxes is approximately 5,000 skatt per month modified by a Wyrd: red rune = +50%,
blue rune = same, green rune = -50%. You start with lord gear and 1,000 skatt.
Hero of Renown: You have always been sought out for dangerous and high-profile work. Your reputation precedes you and gets
you free room and board. For every successful quest conmpleted you gain +1 Social Connections. You start with adventure gear
and 600 skatt.

You Died! The Celtic Twilight is a dangerous time. Time to restart the Dweller creation process, and your new Dweller knows
this recently deceased Dweller and is looking to exact revenge.

Unknown Hero: Your prior life has thrust you into the current one (high adventure). Your exploits were grand but have been
forgotten. You want to establish your place in the world, but are a complex individual, +1 Wyrd on Personality & Motivation
table. You start with adventure gear and 400 skatt.
Emissary of the Otherworld: You work for a Faerie Queen. She is demanding but provides you with support in unexpected ways
(at the Norn’s discretion). Since the start of the Celtic Twilight, you are occasionally called on for dangerous and epic missions
that interest higher powers. You start with adventure gear and 800 skatt.

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Nicolas Phaneuf Gohier (Order #31317871)
Disir Levels

J
ust as there exists a Character level, there is also a player level in Fate of the Norns: Ragnarok. The more
a player plays the game, the higher their Disir level becomes. Disir are the spirits of the family’s ances-
tors, and the Disir level increases when a player’s Dweller succeeds in attaining the desired afterlife. The
Dwellers epic deeds are the main factor when determining the percent chance of success in attaining
Heaven or passing successfully through Tech Duinne. Higher Disir levels allow for more options during
future Dweller creation.

Using Disir Levels Disir Options


When a Dweller dies, they have a chance to become a worthy This next section is for players with at least 1 Disir level. Be-
ancestral spirit known as a Dis. A collection of these ances- low, you will find a list of Disir options that are obtainable
tral spirits are called Disir. Disir bestow blessings upon their during Dweller creation. Each option will list the minimum
family, sept and clan. The result is that future heroes arise Disir requirement and the Disir level cost (if any). Norns may
with greater backstories and more varied opportunities. alter some of these based on their adventure parameters and
Every player begins at Disir level 0. As a player increas- player capabilities. The Norn has final say if some options are
es their Disir level, the dweller creation process becomes not available in their campaign and/or world.
more interesting as new options open up to the player. Some If an option introduces Talent or Passive power boards, they
choices improve the Player’s Dweller, while others improve are considered add-ons to the archetype’s existing boards.
the whole warband, meaning all Dwellers in the play group When Essence is assigned to an Active Power, it may be as-
will reap some benefit from this. signed to the archetype’s Active board or the Disir option’s
Active board, not both. Disir option boards work like Dwell-
er and Denizen boards, where choices begin in the centre of
Minimum Disir the board.
Some options have a requirement of minimum Disir level,
and those requirements usually mean that the choice re-
quires some expertise in the Runic Game System since more
complex rules will be added, and as well knowledge of the
Battlesmith Archetype
Minimum Disir Level Requirement: 1
Fate of the Norns: Ragnarok world lore, since the option re-
quires knowledge based role-play. Disir Level Cost: 0
You may choose the Battlesmith archetype. The Battlesmith
is not an option for starting players due to the more complex
Disir Cost and intricate item crafting system. It dives deep into creation
Some options require one or more levels to be spent in order and modification of mundane and magical items.
to acquire the option, in which case less levels are available
for Essence and Destiny purchases during Dweller creation.
This means that the very first step of Dweller creation for
Harbinger Archetype
Minimum Disir Level Requirement: 1
players with Disir levels greater than zero, is to choose which
options they would like. Disir Level Cost: 0
Disir levels are never lost, and can carry over from campaign You may choose the Harbinger archetype. The Harbinger is
to campaign, even to different play groups. not an option for starting players due to the more complex
use of Divine Favour/Wrath and the vast knowledge re-
quired to role-play relationships with various Deities.

For more on Afterlife mechanics, see page 218


For more on Dweller creation, see page 198

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Nicolas Phaneuf Gohier (Order #31317871)
When one of these beings falls in love with a human it’s al-
Knocker-Blooded most always from the mining or crafting communities be-
Minimum Disir Level Requirement: 2 cause it’s in their nature to fall for one’s hard work before
Disir Level Cost: 2 one’s soul. When their wee one is born they go back to work
but always watching and providing to ensure both safety and
The little folk of the mines, Dwarves and even their distant
nutrition until they are old enough to provide for themselves.
cousins, the Spriggans (the protectors of buried treasures
in cairns and graves) are part of the underfolk, underground The child will soon “hear the earth” and start to shape its
dwelling fae going back to a primordial age. gifts. It could be what grows from it or the ores hidden in it
but it will always play a major part of their life’s work.

Advancing Arcane I Won’t Make Publicly Bestow Crafter’s Clear-headed


Catharsis Budge Demands Infuse Forge Miniaturize
Stance Shell Humiliate Conviction Promise Defense

Ballad Of ACTIVE Arcane Negotiate SOCIAL Ignore Blunt Battle- Boating SKILL Build
Heroes Shield PASSIVE Hardened
Disposition

Awaken Emotional Familiar Realm


Turn Away Silver Knocker
Call Stone Improvised Bull Rush Idolcraft Bastion Burrow Jewelry
Idol Barrier Arguments Ores Wonderworks

doned straight away, an uneasy relationship begins as Fomo-


Fomorian-Blooded rian blood courses through their veins, oftentimes with warp
Minimum Disir Level Requirement: 2 spasms or mutative bursts caused by violent emotions. They
Disir Level Cost: 2 also seem to always be surrounded by a sense of dread mak-
ing them difficult to trust or ally with. The last, but not least,
Gain Size: +1
thing about them is their size. They always grow to be head
The dreaded sea giants leave more than scars, corpses and and shoulders above the rest of the rabble.
trauma in their raids. They sometimes leave an offspring,
All these peculiarities make them prime targets to be exiled
more often than not a poor child destined to kill its own trau-
from society. The most lucky become labourers, the vast ma-
matized mother in its birth, but not always.
jority become warriors.
When both survive the ordeal, and the child is not aban-

Voice
Aqua Make Lean On
Athletics Hunting
Power Over
Of Ill Hulk, Regenerating &
Riastrad Demands Brutalize Trapping Brawling
Wells Armour Tidings
Weakness Slamming Fury

Will
Balor’s Voice Of SOCIAL Titanic Clearheaded Survival
Aqua Axe ACTIVE Not PASSIVE Defense SKILL Escape
Eye Fury Size Wilderness
Budge

Furious Furious Predator’s You Can’t Reveal A Superb Bask In Survival


Tantrum Swallow Gaze Be Serious Half-Truth
Perception Swim Navigation
Parry Swimmer Blood Instincts

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Nicolas Phaneuf Gohier (Order #31317871)
the forge and unending willpower. The Forgeborn have lived
Forgeborn most of their lives thinking they are mere human mortals, but
Minimum Disir Level Requirement: 2 very talented ones. However, with the coming of the Celt-
Disir Level Cost: 2 ic Twilight, Builg, the great god of the Fir Bolgs, began to
intrude upon the dreams of the Forgeborn. He reveals the
The serious, stable and sturdy Fir Bolgs are more than a
sacred Oghams, and with these mystical symbols, he awakens
match for the Children of Danu through sheer strength, skill
the Fir-Bolg blood that runs in the veins of the Forgeborn. As
and grim determination. Only trickery tipped the scales of
they learn more Forgeborn talents, Builg’s voice can now be
battle and granted victory to the Tuatha De Danann and that
heard while they are awake – guiding them to one another, to
came at great cost. The clans and kith that descend from
a destiny only known to Builg.
this mighty clan all share their endurance, innate ability at

Blessing
Behead Assisting Line Of
Accuse Growl
Battle Attuned Brilliant Trapped Survival Tailteann
Of The
(Dícheann) Attack Questioning Mantra Weapon Arms Spirit Otherworld Games
Sun God

Cleansing ACTIVE Awaken Attack Base


SOCIAL
Friendly Companion
Forge SKILL Stargazing
Block Criticism In Arms
PASSIVE Bastion
Statue Assumptions

Blessing Of Blackheart
Battle Double Gritted Predator’s Cool Crafter’s Bond Blood Lore
The Emain
Dance Dare Gaze With Lore Fey
Blade Teeth Head Promise Smithing Arcana
Ablach Maven

Their offspring are always humans of great beauty with


Seelie Soul slightly bigger almond shaped eyes and light skin and hair.
Minimum Disir Level Requirement: 2 Their eyes glow faintly at dawn and high noon, these traits
are always passed down and never skip a generation no mat-
Disir Level Cost: 2 ter how far back the union goes.
Long ago men and supernatural beings interbred to com- Seelie Souls can be recognized by the Fey, and are accorded
plete each other, seeking access to what their realms could the benefits of the Seelie and offered spite by the Unseelie.
offer or passionate love to kindle their desire to bring life.
Those belonging to what humans call “Seelie ‘’ belong to the
Light, Order and Life.

Face Of Bond
Uncanny The Green Running Seduce
Shameless Best Companion Awareness
Learned Lore Fey Omens &
Disarm Friends With Portents
Triskelion Flattery In Arms Of Breath Maven
Man
Blessing
Blessing Of The Boast Of Drinking
Of The ACTIVE SOCIAL Befriend Charismatic Battle Perception SKILL &
Greatness PASSIVE
Sun God Bolg Leadership Mantra Wenching
Gréine

Uncanny Uncanny Concentrated


Flirt Tease
Manipulate Courtly Awareness Combat Survival
The Sight Otherworld
Hound
Ambush Jab Attack Emotions Etiquette Of Danger Awareness Master

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Nicolas Phaneuf Gohier (Order #31317871)
by their mortal parents, the terror of seeing the nightmare
Unseelie Soul repeat itself or even worse is enough to ensure their safety
Minimum Disir Level Requirement: 2 until they are old enough to survive on their own.
Disir Level Cost: 2 These hybrids are always unique in their physical traits, they
The fey of darkness, chaos and sorcery often try to influence can have unnatural or animalistic eyes, fangs, claws, talons,
mankind to serve their inscrutable schemes. Those who feathers, grey, ashen or translucent skin, in the most extreme
fall victim to their ilk often only remember these events as cases, they can even have scales, limbs with additional joints
a nightmare filled sleepless night and are horrified when ei- or of abnormal length. The hate inflicted on them since be-
ther their offspring are left to be raised on their doorstep or fore they were born often lead to a “alone against the world”
when their belly becomes round with the unwanted babe. mindset and they put their skills to accumulate wealth and
power by any means necessary to ensure their security.
The children born from these rapes can never be abandoned

Battlefield
Feather Control Cold Gritted Inflict Dance of Pawn Of Cool Lore
Of Stare Teeth Terror Lore Fey The Sight
Storm Opponent Feathers The Queen Head Poison
Bramble

Hand
Cailleach’s ACTIVE Stay Feather
PASSIVE Cauldron
Emotionally Survival
Of The SOCIAL Roar SKILL Otherworld
Kiss Quiet Guarded Of... Fingers
Queen

Battlefield Resistance Dance Resistance


Dark Skin Predator’s Animal
Of Mag Servant Growl Ignore To Of The To Escape Disguise Shapeshift
Juxtaposition Gaze Degeneration
Findargat Possession Flagellant

Examples of legendary and infamous Characters would be


Legendary / Infamous Heritage King Arthur, Cu Chulainn, Fionn Mac Cumhaill, Cormac
Minimum Disir Level Requirement: 2 Mac Airt, Saint Padraig and others.
Disir Level Cost: 2 They are bestowed a wide array of abilities that make them
Heroes and villains have marked the Great Isles for far longer stand apart from others. These powers allow them to shine
than collective memory is able to preserve. Sometimes a and assist their allies in memorable ways.
spark is passed down, kindled to ignite the flames of change,
a famous name or a physical likeness to a prophesied being
or the ability to use forgotten magic or draw a mythical blade
from a stone. All these possibilities are double edged swords,
in this world, those who shine the brightest are often snuffed
out the quickest.

Don’t
Ballad Of You Are Unbreakable Resistance Lore of
Battle Bow To Even
Beneath Drive Champion’s
Behead Me Think Of
To Curadmir Common
Dance Heroes Me Mind Back Eye
Asking
Deterioration Folk

Blessing I
Don’t
Of The ACTIVE Black Demand Unwelcome
Question SOCIAL An PASSIVE Stout Athletics SKILL Oaths
Emain Flame Me
Motivation
Ablach Answer

Channel
Cascading Death Make You’re a You Will Work In Reistance to Rallying
Learned Tailteann
Feel My Lore
The Demands
Blades Charge Joke Words concert Vulnerable Pack Howl Games Personas
Oakshee

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Nicolas Phaneuf Gohier (Order #31317871)
er creation), they must seek out Crom and drink his blood,
The Red Thirst greying their skin, turning the white of their eyes crimson,
Minimum Disir Level Requirement: 3 turning their canines into fangs and filling them with the di-
Disir Level Cost: 2 vine wrath of Crom Cruach. If they do so, then one Talent or
Passive power can be increased by +1 Rank, to a maximum of
The Red Thirst is given only to Crom’s faithful and forces the
Rank 3, stacking the Rank 2 bonus an additional time.
Dweller to obey his will or the will of his immortal agents: the
Crimson Manipulators or the senior members of the Gold- Upon becoming a Crooked One, they hear their god’s voice
en Teeth, the Crooked Ones, who can bound the Dweller by at all times, and must obey his directives. He will grant his
making him or her drink their accursed blood. Crooked Ones with Strings on his foes. Crom is thirsty and
much blood will be spilled!
If the Dweller wishes to fully awaken the Red Thirst and be-
come a Crooked One (this cannot be unlocked during Dwell-

Preserve Howl, Delight


Run To Base Boast Of Keen Terrifying Secretive Blot & Speak in Rites &
The Old Banshee’s In Bad
Shadow Insinuations
News
Greatness Senses Satisfaction Disposition Faining Tongues Rituals
Ways Wail

Commune Scorn
Battlefield ACTIVE Sacred Disturbing Morrigan’s PASSIVE Terrifying
Blackmail SOCIAL With SKILL
Of Mist Slash Facts Shadow Domination Pole
Dead

Embodiment Defend
Run The Familiar Intimidating Line Of Hidden In Commune Lore
Jumpscare Of War/
Dark Path Arguments Threats Questioning The Old Fangs Sneak Poison
Mist With Gods
Chaos/Death Ways

very fact that some who try to understand His plan instead of
simply following it, is, in fact, an heretical act.
Blessed One
Minimum Disir Level Requirement: 2 Those who have been elevated to venerable, are blessed and
saints are those who walk with the White God, and answer his
Disir Level Cost: 2
call. Sometimes very unlikely candidates, flawed individuals,
The ways of the White God are mysterious even to those who become the instruments of His work. As a result this option
would blindly follow His creed and sometimes he will turn can be added to pagan archetypes if there will be a complex
his gaze towards the most unsuspecting lambs amongst His story involving the virtues.
flock, empowering them for seemingly random reasons.
All Active powers are Faith type in addition to their other
Theologians theorize that some bloodlines may be chosen types.
through the deeds of their ancestors but others argue that the

Holy Hunt The Duty Of Are You Impassioned Demand Turn The Holy Shining Animal Burial Commune
Deflection Wicked Community Serious? Plea Confession Blade Vision Clash Empathy With Gods

You
Distant Holy Can’t Bestow Holy
ACTIVE Befriend SOCIAL PASSIVE Fidchell SKILL Prayer
Mercy Strike Be Faith Spirit
Serious

Blessed Change Vow Of Lore Of


Duty To Duty Of Clever Familiar Strong Read &
Is Thine The Arguments Non- Hover Common Learned
Fight Care Questioning Faith Write
Flock Subject Violence Folk

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Nicolas Phaneuf Gohier (Order #31317871)
gain half of the Base Powers (round up and chosen by
Aos-Si (Fey) player) and average the size between both spe­cies.
Minimum Disir Level Requirement: 3 Whenever you gain a level, you may dip into these
Disir Level Cost: 2 boards for powers or skills (instead of your other
boards-ie. Archetype and other Disir).
All Aos-Si can perfectly see and interact with other Aos-Si.
Alfar are one with the Aos-Si and both can see one another
without issue. Hired by a King
Minimum Disir Level Requirement: 1
The Aos-Si live in the otherworld and cannot be seen without
special skills or circumstance. To anyone without the Aos- Disir Level Cost: 1
Si attribute, they are considered to have Stealth rating 8 for Grants a bonus to all players at the table
purposes of Perception and even if they can be spotted, they
are hard to discern and are considered to have Shroud 4. This You and your warband were hired by a king for your
Shroud cannot be negated, nor decreased without specific work. You triple your own starting skatt and double
skills and powers meant to spot the Aos-Si. everyone else’s skatt in your warband.

The Sight is a skill/power that allows one to see those be-


yond the Veil. Those with this skill or those with Alfar blood Knocker Benefactor
will negate all penalties regarding the Aos-Si under specific Minimum Disir Level Requirement: 1
light conditions- a narrow window at dawn or at dusk.
Disir Level Cost: 1
During the winter, the Veil is partially lifted and the penalties
are halved (Stealth 4 and Shroud 2). Grants a bonus to all players at the table

Omens & Portents have a chance to reveal the Otherworld, Your warband knows a Knocker who owes you a life-
and during these visions the Aos-Si may be revealed. debt. They will craft each member of the warband an
item equal to 75% of the Dweller’s level.

Mutant
Minimum Disir Level Requirement: 1 Watched by the Morrigan
Disir Level Cost: 2 (+2 more for each extra mutation) Minimum Disir Level Requirement: 1
You gain one of these abilities, any more than one is only Disir Level Cost: 1
with Norn permission : Grants a bonus to all players at the table
• Quadruped : Double move speed but cannot equip any You and your warband were marked by the Morrigan
weapons. as she has interest in you. Once per day, each member
• Flight : Can fly 3’ above the ground per Dweller level. of the warband can re-Wyrd a rune draw they did not
like.
• Aquatic : Aquatic denotes a creature which is at home in
and un­der water. The creature does not require air, can
move in water without penalties and can float in place World Fame
(without expending runes to tread water).
Minimum Disir Level Requirement: 1
• Aware : Aware creatures cannot be robbed of their sens-
Disir Level Cost: 1
es. They are immune to the Blind condition and have
360-degree awareness within a 10 hexes (60’/20m) ra- Grants a bonus to all players at the table
dius. They do not have extra senses beyond the human Your warband is renowned for fulfilling dangerous
spectrum, therefore they do not gain bonuses against missions with exceptionalism. You are regularly
Shrouded opponents. sought out by rich patrons who wish to hire you for
• Twilight vision : Perfect vision in absolute darkness. short quests that pay exceptionally well. Receive a
String in all Compel actions when negotiating the
price. With each success you score above and beyond
Half-Breed the defender’s total, double the offer.
Minimum Disir Level Requirement: 4
Disir Level Cost: Base level of Denizen
You may choose any humanoid Denizen species that could
have conceived with a human (Norn approval required). You

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Nicolas Phaneuf Gohier (Order #31317871)
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Nicolas Phaneuf Gohier (Order #31317871)
Divine Boards

D
ivine Boards are specialized 3x3 boards that encompass some sort of cosmic domain and theme.
They are a collection of Talents and Passive powers that best represent that concept. These Divine
Boards are also facets of the Celtic gods and goddesses, imparted upon mortals who have entered
into a spiritual relationship with the deity. Some of these Divine boards are also imparted to Deni-
zens who embody some natural aspect of the cosmos - usually the faeries of the Celtic realms can be
built using these slot boards.

Slot Board Usage Once a Dweller chooses a slot board, unless otherwise re-
stricted, the 3x3 board can be slotted into 1 or more posi-
Divine Boards are 3x3 “slot” boards that are meant to be tions within the composite board. If they have access to 3
slotted into other 7x7 and 5x5 “composite” boards. The different slot boards, then any combination or permutation
Horned Ones and Harbinger archetypes are two examples of of those slot boards are allowed on the composite board. The
composite boards that slot in Divine Boards into the shaded only restriction is that you must respect board types and can-
spaces. Some Higher Powers may also place a restriction on not place a Social slot board onto an Active power composite
which Divine Boards can be used, reducing the number of board. Social slot boards can only fit on Social composite
available options. boards.

List of Divine Boards


• Beast • Might
• Beauty • Mind Theft
• Brute • Murderous Shadow
• Dark Wizardry • Perseverance
• Festive Revelry • Safeguard
• Blood & Bone • Seas & Their Rivers
• The Green • Songs & Poetry
• Hammer & Anvil • Soul Grip
• Homestead & Livestock • Stone
• Hunting • Thunderstorm
• Ice Blade • War
• Law & Justice • Weapons
• Leech • Wild Flame
• Life • Wind
• Magi • Wisdom

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Nicolas Phaneuf Gohier (Order #31317871)
Beast
Active Social Passive Skill
Howl of Wild Faol Feather Cold Gritted Inflict
Athletics Hunting
Keen &
Survival Shape Storm Stare Teeth Terror Agility Pounce Senses Trapping Brawling

Shape Stay Hidden In


Skin Winged Tame Roar Leaping Survival Animal
-change Quiet Rain and Fangs Escape
Servant Shape Striker Wilderness Empathy
Another Snow

Howl, Predator’s
Bull Artio’s Growl Ignore Bask In Survival
Furious Gaze Burrow Perception Swim Navigation
Rush Aid Blood Instincts
Roar

Beauty
Active Social Passive Skill
Presence Drinking
Befriend Shameless
Satisfying Friend Of Of The Manipulate Voice Of Courtly Dramatic Animal
Flattery Emotions Perform &
Provocation Flames Warrior Authority Etiquette Personality Empathy Wenching
Queen

Other- Resistance Land


Rising Control Insulting Flirt Incite Tame Aura Of Disguise Steward- Forge
Spirit Opponent Attack worldly To
Influence ship
Beauty Degeneration

Battle Laugh Charismatic Timeless Mysterious Survival Lore


Mimicry Backstab Tease Seduce Appraisal Personas
Dance It Off Leader Movement Rider Urban

Brute
Active Social Passive Skill
Voice Intimidating Bow To
Bull Power Of Ill Battle Blunt Repair Survival
Trample
Rush Attack Tidings Threats Me Hardened Sadist Disposition Equipment Wilderness Curadmir

Chain Furious Throw Demand Make Undermine Drinking Technique


Of
Attack Tantrum Enemy Answers Demands Credibility Brutalize Fomorian Vitality & Fomorian Brawling
Size Wenching Spear

You Are
Behead Smack Whirlwind Barrage of Intimidating Beneath Natural Emotional Coward’s Athletics Tailteann Oaths
(Dícheann) down Attack Questions Demand Me Instigator Tirade Condem- Games
nation

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Nicolas Phaneuf Gohier (Order #31317871)
Dark Wizardry
Active Social Passive Skill
Dark Verbal Been Cauldron Commune Lore
Breath Of Juxtaposi- Manipulate Disturbing Manipula- Hidden Lore
Blight Emotions Facts There of Knowl- With The Arcana
Acid tion In Mist Fey
tion Done That edge Dead

Skin Nether Lean On Cryptic Rhyming Parlay Scorn Rites & Omens &
Mimicry Aura Of Arcane
Servant Touch Weakness Reply Reply The Pole Rituals Portents
Influence Strange Drums

Mental Dark Running Trick Make A Umbral The


Tenebrous Aura Of Negotia-
Torture Castigation Triskelion Answer Storytelling Plan Ring Suffering tions
Burial Sight Fidchell

Festive Revelry
Active Social Passive Skill
Strike Of Regener- Touch Of Friendly Laugh
Bereave- ating Losgann Flirt Drunk Suave Drunken Lore
Criticism It Off Sneak Perform Personas
ment Block Leg Songs Singer Swagger

Verbal You
Run Away Run Away Double Manipula- Can’t Be
Combat
Charismatic Merry Manoeu- Survival Drinking
Laughing Swallow Mocking Dare tion Serious Leadership Disposition vrability
&
Urban Wenching Curadmir

Touch Of Rousing Sense


Satisfying Battle Seduce Drunken Drunken Feather
Nathair Disguise
Provocation Dance Skin
Speech Motives Heckler Nimble Brawling Fingers Appraisal

Blood & Bone


Active Social Passive Skill
Lunging Need For Power Boast Of Charged Regener- Tailteann
Growl Tribal Brawling Burial
Attack Blood Attack Greatness Demand ating Overcome Games
Loyalty Fury

Bloody Voice Of Drinking Speak


Behead Enrage Incite Battle Bask In Blood Blood
Backstab Arch (Dícheann) Fury & In
(Stua Fola) Mantra Blood Lust Smithing
Wenching Tongues

Channel Double Impas-


Vengeful The Inflict Sense Blood Scorn War
Bloody Attack sioned Nimble Athletics
Parry Lady
Terror Plea Motives Drinker Brutalize Pole Tactics

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Nicolas Phaneuf Gohier (Order #31317871)
The Green
Active Social Passive Skill
Defend
Sprig Of Wooden Sprig Of Reveal a Cryptic Parlay Herbalist Hound
Keen The
Ash Weapon Alder Half-truth Seduce Reply Senses The Old
Disguise Medicine Master
Woods Ways

Face Of Battlefield Laugh Predator’s Bond Wood- Survival Animal Hunting


Branches The Riddle Woodland
Green Of It Off Gaze With land Other &
Of Arrows Man Bramble Cover Maven Run -world Shapeshift Trapping

Sprig Of Sprig Of Sprig Of Manipulate Rhyming Disturbing Other- Parlay Parlay Drinking Lore
Mistletoe Birch Holly Emotions Reply Facts worldly The The & Fidchell Poison
Beauty Strange Waters Wenching

Hammer & Anvil


Active Social Passive Skill
Power Enchant Sprig of Demand Cold Intimidating Silver- Realm
Destroyer Voice of tipped Mining Appraisal
Attack Flesh Ash Answers Stare Demand Hide Authority Weapons Ores

Strike of Elemental Throw Voice of Knocker


Sense Get My Attuned Equipment Bestow
Bereave- Strike Weapon Ill Build Wonder Boating
Motives Way Weapon Mastery Insight
ment Tidings works

Bloody Thundering Steel Bestow Ogham Repair


Disarm Roar Negotiate Interrogate Infuse Forge
Arch Blow Skin Conviction Armour Equipment

Homestead & Livestock


Active Social Passive Skill
Defend Gird Cold Stay Heart
Sprig Of Ignore Tight Animal
The Your Stare Calm Stout Of A Riding Swim
Heather Lipped Empathy
Weak Loins Poet

Land
Bestow Rising Bestow Negotiate Sense Tame Trick Mysterious Combat Build Steward- Forge
Wisdom Spirit Faith Motives Manou-
Riding Rider verability ship

Power Best Tactfully Familiar


Sprig Of Bestow Master Cauldron Repair
Over
Hazel Insight Wells
Friends Deflect Arguments Sailor Stubborn Of Motion Equipment Mining Appraisal

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Nicolas Phaneuf Gohier (Order #31317871)
Hunting
Active Social Passive Skill
Touch of Stay Predator’s Lean On Tech
Trample Gearr Hamstring Trick Long Hound Animal
(Rabbit)
Calm Gaze Weakness Duinn’s Riding Shot Master Empathy Falconry
Celerity

Uncanny Fly Shameless Make A Stay Hide In Combat Mighty


Boating Hunting
Maime & Survival
Ambush True Flattery Plan Quiet Rain & Awareness Arm Trapping Wilderness
Snow

Touch of Scavenger You Can’t Boast of


Throw Ignore Sea Fleet Keen
Losgann Be Serious Greatness Swim Perception Riding
Stone Slash Legs Footed Senses
(Frog)

Ice Blade
Active Social Passive Skill
Power Mist You Are Repair Survival
Beneath Storytelling Get
Mist- My Cool
Over On The Way Striker Swordplay Equip- Other- Stargazing
walker Me Head
Mists Battlefield ment world

Draw
Field Technique War
Ogham Inversion
Aura of From Calm Stay Sense Turn
of Mag Ally Calm Motives of the Boating of Knocker Tactics
Frost Nature Armour
Findargat Ice Blade Sword
(Det)

Breath of Cold Stay Tactfully You Can’t Eye of Emotionally Survival Blot & Rites
Riposte Quiet Deflect Be Serious Stubborn
Hoarfrost Lance Water Guarded Wilderness Faining & Rituals

Law & Justice


Active Social Passive Skill
Divine Furious Throw Demand Bestow Cool Drive Rites &
Accuse Interrogate Confession Burial Oaths
Sigil Parry Enemy Conviction Head Back Rituals

Preserve Defend Line of Attention Interro-


Familiar Sense Read &
the Old the Catharsis Ques- To Patient Perform Learned
Arguments Motives gator Write
Ways Weak tioning Detail

You Are Emotionally Lore of


Beneath Deliberate OhWay
Furious By the Get Lore Lore
Disarm Riposte
Clang Me
Thick Back! Overcome Personas Common Locales
Skinned Folk

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Nicolas Phaneuf Gohier (Order #31317871)
Leech
Active Social Passive Skill
Venomous Corrosive Unseelie Base Manipulate
Tease Overcome Desperation Glib Perform Disguise Sneak
Bite Touch Touch Insinuations Emotions

Take
Regen- Regen- Verbal
Manipu- Advantage
Drain Disturbing Blood Secretive Blood Speak In Lore Survival
erating erating
lation Weakness Facts
Life Of Lust Disposition Drinker Tongues Poison Urban
Attack Block

Rot The Syphon Shameless Lean On Cryptic Stealthy Tricky


Blight Flattery Weakness Reply Sadist Perception Escape Burial
Flesh Soul Striker Personality

Life
Active Social Passive Skill
Geyser Blessing Demand Double Impassioned Aura Drinking
Watch Of Sacred Of The Honest Bestow Animal The
Out! Bolg Confession Dare Plea Of &
Water & True Faith Empathy Sight
Gréine Suffering Wenching

Blessing Urge The


Of The Fly Laugh Eye Of Quiet Lore Lore Herbalist
Catharsis Hero You Incite Stout
Emain True It Off Stone Disposition Poison Personas Medicine
Know
Ablach

Touch Of Best Rousing


Spirit Seduce Brilliant Work In Survival Tailteann
Call Oak Nathair Friends Speech Vitality Oaths
Lance Arms Concert Wilderness Games
Skin

Magi
Active Social Passive Skill
Verbal Been
Wooden Battle Call Clever Manipu- Passing Bestow Read & Lore Feather
Weapon Dance Waves Questioning lation Remark Tactition There Write Arcana Fingers
Wisdom Done That

Sorcerous Timely
Arcane Arcane Riddle Storytelling Aura Of Wondrous Enchanted Rites &
Empow- Distraction Learned Stargazing
Shell Veil Influence Magic Prowess Rituals
erment

Power Sense Cryptic


Call Call Interrogate Motives Umbral Arcane Silent
Over Reply Stubborn Perform The Sight
Wind Stone Negotiation Drums Tongue
Mists

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Nicolas Phaneuf Gohier (Order #31317871)
Might
Active Social Passive Skill
Presence You Are Dispas- Intimidating
Throw Of The Beneath sionate Drive Mighty Tailteann Curadmir
Enemy Hound Of Bull Rush Me Interest Demand Back Stout Arm Games Mining
Culann

Power Smack Make Get My Lean On Steel


Riastrad Demands Way Weakness Stubborn Might Brawling Bash Athletics
Attack down Skin

You Are Will Not You


Attack Thundering Will Drinking
Thundering From Feel My Emotionally Fathach’s Coward’s Build Oaths &
Roar Above Blow Dismissed Budge Words Guarded Might Condem- Wenching
nation

Mind Theft
Active Social Passive Skill
Howl, Delight Attack
Uncanny Mental Banshee’s Tactfully Feather
Overcome Arcane
In Bad Base Aura Of Fidchell Perform
Disarm Torture Deflect Drums Suffering Fingers
Wail News Assumptions

Channel Caul-
The Mental Spiritual Mob Reveal A En- Silent
Blackmail Half-truth dron Of Master- Disguise Escape
Bloody Assault Scapegoat Rules chanted Tongue
Knowl- mind
Lady Prowess
edge

Uncanny Mental Control Trick Break You’re A Combat Clear-head- Commune Lock-
Jab Confusion Opponent Answer Down Joke Aware- ed Defence Glib Sneak With picking
ness Dead

Murderous Shadow
Active Social Passive Skill
Run The Surprise Stay Emotional Accuse Courtly Aura Of Stealthy Survival Silent Lore
Dark Path Attack Backstab Quiet Barrier Etiquette Suffering Striker Urban Tongue Poison

Shadow Friend Of Dark Jux- Get My Voice Of Make A Hidden In Timeless Aura Of Hunting
Parasite Daggers taposition Way Ill Tidings Plan Rain and Movement Influence Burial Sneak &
Snow Trapping

Delight
Sacrifice Run To Feint Disturbing Inflict Lore Scorn
Burrow Hidden
In Bad In Fleet Riding
Position Shadow Attack Facts Terror Mist Footed Personas Pole
News

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Nicolas Phaneuf Gohier (Order #31317871)
Perseverance
Active Social Passive Skill
Regen-
Sprig Of erating Sprig Of Tactfully Stay Interrogate Bestow Resistance Battle Athletics Build Repair
Alder Mistletoe Deflect Quiet To Equipment
Block Conviction Blindness -hardened

Enchant Dark Ignore Negotiate Stay Protective Turn The Resistance Lock-
Flesh Castigation Catharsis Calm Fury To
Blade Impeded picking Oaths Swim

Regen- Familiar Emotionally


Sprig Of Sprig Of Read &
Heather erating Birch
Deliberate Flirt Arguments Impression- Companion Bastion Write Mining Boating
Attack InArms
able

Safeguard
Active Social Passive Skill
Throw Gird Your Bury Lore Of Herbal
Riposte Ignore Negotiate Drive Battle Common Medicine Oaths
Shield Loins Emotions Bastion Back -hardened Folk

Change Survival Land


Living Ballad Of Defend Tactfully Stay Companion Protector Tribal Survival
The Wilder- Stew-
Shield Heroes The Weak Deflect Calm In Arms Loyalty Urban
Subject ness ardship

Furious Shield Watch Timely Friendly Survival


Get Wyrd Honest Rites
Parry Bash Out! Distraction Criticism Chime In Back! Ways & True
Other- Burial & Rituals
world

Seas & Their Rivers


Active Social Passive Skill
Breath Of Bestow Ride The Cold Make Laugh It Repair Hunting
Eye Of Courtly Keen Survival
Hoarfrost Gills Storm Stare Demands Off Equip- &
Water Etiquette Senses Wilderness ment Trapping

Aqua Battlefield Friend Of Get My Storytelling Parlay The Superb Master


Seduce Brew Swim Appraisal
Axe Vortex Waves Way Waters Swimmer Sailor

Geyser Power Rhyming Impassioned Hidden In Silver Cauldron


Aqua Tame
Of Sacred Armour Over Reply Plea Rain & Weapons Of Athletics Boating Fidchell
Water Wells Snow Motion

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Nicolas Phaneuf Gohier (Order #31317871)
Songs & Poetry
Active Social Passive Skill
Warpaint Blessing Of Warpaint Of Manipu- Shameless
The Emain Bradán Il-
late Flirt Fox’s Dramatic Carried Read & Survival Feather
Of Éal Glas Ablach Dath {Spell
{Spell Song} {Spell Song} Song} Emotions Flattery Tongue Personality By Song Write Urban Fingers

Blessing Of Verbal Push Your


Satisfying Best Lore Of Survival
The Bolg Ballad Of Provocation Manipu- Emotions Drunken Suave Common Perform Other-
Gréine Heroes {Spell Song} Friends lation Songs Singer Eye Of Air Folk world
{Spell Song}

Warpaint Of Warpaint Of Warpaint Of Drinking


Publicly Cauldron Courtly Bestow Lore
Bearbhán Torc Dubh Tarbh Bán Befriend Incite & Curadmir
Humiliate Of Poetry Etiquette Insight Personas Wenching
{Spell Song} {Spell Song} {Spell Song}

Soul Grip
Active Social Passive Skill
Soul Soul Shadow Sense Lean On Inflict Keen Cauldron Scorn Lore Sneak
Barbs Chains Parasite Motives Weakness Terror Of Stubborn Pole Personas
Senses Knowledge

Soul Spectral Cailleach's Cryptic Demand Intimidating Aura Of Spirit Aura Of The Commune Omens &
Shroud Shift Kiss Reply Confession Demand Influence Dominion Suffering Sight With Dead Portents

Run To Syphon Spirit Reveal a Shameless Undermine Rites


Bestow Enchanted Voice Of Lore
Shadow Soul Lance Half-truth Flattery Credibility & Oaths
Faith Prowess Authority Arcana Rituals

Stone
Active Social Passive Skill
Feint Furious Stay Cold Sense Cool Battle- Silent
Disarm Disguise Fidchell
Attack Guard Quiet Stare Motives Head hardened Tactitian Tongue

Dispas-
Behead Enchant Regener- Ignore sionate Stay Steel Destroyer Unbreak- Survival
ating Calm able Mining Brawling
(Dícheann) Flesh Interest Skin Hide Urban
Block Body

Resist-
Gird Call Power Familiar You Are Bury Rigid ance To Protector
Your Stone Attack Arguments Beneath Emotions Mind Degener-
Build Athletics Learned
Loins Me
ation

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Nicolas Phaneuf Gohier (Order #31317871)
Thunderstorm
Active Social Passive Skill
Power Royal Will Not Resistance
Fight Whirlwind Roar Eye Of Quick Survival
Over Tantrum Budge To Perform Athletics
On! Attack Fire Draw Wilderness
Wind Impeded

Thundering Draw From Thundering Inflict Get My Hidden


Nature Incite Attuned Unwelcome Lore
Blow (Det.) Roar Terror Way In Rain Weapon Motivation Locales Stargazing Brawling
& Snow

Lunging Ride The Throw Charged Voice Of Ill Barrage Of Drinking & Riding
Desperation Leaping Protective Bash
Attack Storm Dirt Demand Tidings Questions Striker Fury Wenching

War
Active Social Passive Skill
Presence
Of The Need for Lunging Get My Rousing Bask in Combat
Enrage Tactician Awareness Brawling Athletics Fidchell
Hound Of Blood Attack Way Speech Blood
Culann

Intimi-
Fight Friend Of Hack & Demand Voice Of Companion Battle Martial Hound War
dating Oaths
On! Blades Slash Answers Fury In War Mantra Prowess Master Tactics
Threats

Presence
Howl, Wooden Of The Double Work In Battle Equipment Lore
Furious Incite Roar Riding Curadmir
Weapon Warrior Dare Concert -hardened Mastery Locales
Roar Queen

Weapons
Active Social Passive Skill
Take
Aqua Wooden Lunging Stay Demand Advantage Turn
Axe Weapon Attack Quiet Answers Of Nimble The Agility Fidchell Athletics Oaths
Weakness Blade

Intimi-
Get My
Riposte Elemental Fight Incite dating Equipment Attuned Sgain Tailteann Repair
Strike On! Way Threats Mastery Weapon -Dubh Games Equipment Perform

Conjure Disturbing Inflict Tactfully Tribal


Power War
Disarm Ogham Facts Terror Deflect Weapon Swordplay Tactition Appraisal Brawling
Attack Tactics
Weapon Toss

- 234 -
Nicolas Phaneuf Gohier (Order #31317871)
Wild Flame
Active Social Passive Skill
Warpaint Dragon’s Delight Resist-
Black Laugh ance To Brilliant Desperation Repair Perform
Of Cú Befriend In Bad Athletics Equipment
Breath Flame It Off Degen- Arms
Dearg News
eration

Conjure Weapon Of Blessing You Omens Speak


Ogham Morrigan’s Of The Can’t Be Enrage Get My Eye Of Inversion Driven Oaths & In
Way by
Weapon Wrath” Sun God Serious Fire Of Fire Emotions Portents Tongues

Blessing Verbal Drinking


Of The Bolg Breath Of Friend Of Seduce Manipulate Manip- Shining Resistance & Perception Curadmir
Flames Flames Emotions ulation Nimble To
Gréine Clash Blindness Wenching

Wind
Active Social Passive Skill
You Are
Fly Mobile Whirlwind ChangeThe Interrogate Beneath Fleet Drive
Subject Agility Swim Riding Falconry
True Stance Attack Me Footed Back

Power Timely Tactfully Une- Cauldron


Call Battlefield Roar Resistance combered
Over Distraction Deflect Of Escape Boating Perform
Wind Gael To Impeded
Wind Dodger Motion

Attack You Are Make What A Combat


Winged Flying Quick Silent Lore
From Dismissed Demands Joke Manoeu- Hover Stargazing
Shape Charge Draw Tongue Locales
Above vrability

Wisdom
Active Social Passive Skill
Concen- Calm Sense
Snap To Heedful Voice Of Wondrous Keen Lore Lore
trated Clarity Charge Ally Motives Negotiate Authority Magic Senses Locales Personas Learned
Attack

Sorcerous Warpaint Touch Of Line Of Land


Empow- Of Bradán Nathair Deliberate Make A Ques- Bestow Unbreak- Read Steward- Lore
Plan Tactition Wisdom able & Write Fey
erment Il-Dath Skin tioning Mind ship

Dark Change Clever Lore Of


Rising Spiritual The Ques- Interrogate Master- Arcane Survival Lore
Juxtapo- Common Build
Spirit Scapegoat Subject tioning mind Drums Instincts Arcana
sition Folk

- 235 -
Nicolas Phaneuf Gohier (Order #31317871)
Archetypes

- 236 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Introduction

D
wellers are not only defined by their Lifepaths and Characteristics, but also by their arche-
Figures of
type. An archetype is not a job, but more of an identity and a role in the world. There are
three types of archetypes in Fate of the Norns: Ragnarok, but the Children of Eriu focuses the Isles

on mythic archetypes (presented in this chapter). There are also Mundane and Immortal ar-
chetypes that cover regular folks (Mundane) and immortal divine beings (Immortal) which The Rules
appear in other books.
Archetypes

Denizens

Mythic Archetypes Talents &


Powers
The archetypes cover the types of heroes one would meet
when travelling across Eriu - from druids, to warriors, to Adventure
monk saints, to knocker trained blacksmiths.
The Children of Eriu includes seven archetypes as choices for
Dweller creation. Two of which are reserved for players who
have a Disir level of one or more, since they introduce more
evolved play and lore. Each archetype has three specializa-
tions, giving players a grand total of 21 choices. When a spe-
cialization is chosen, the Talents for that specialization are
bound to the Void rune and the Void rune receives a Trait,
becoming Physical, Mental or Spiritual. This choice is final
and cannot be changed with the rules as written, but if the
Norn deems that because of the story, a Dweller warrants a
specialization change, then they are free to do as they will.
Essence runes are then mapped to each of the four arche-
types Talent and Passive power boards. Each rune in the Es-
sence bag will have an Active power, Social power, Skill and
Passive power.
In order to populate their world with interesting Characters,
the Norn may use these archetypes for Denizens as well. An
archetype applied to a Denizen will use the four Talent and
Passive boards, but the specialization won’t be used since
Denizens do not use the Void rune. If the Norn wishes to
use the powers in the specialization, they may choose to bind
them to a rune symbol.

ARCHETYPE S - 237 -
Nicolas Phaneuf Gohier (Order #31317871)
Bandrui
Mysterious War Druidess
The “bandraoidhean” are druidesses in a divine sisterhood
dedicated to the war-goddesses called the Morrígan. The
Bandrui emulate the goddesses’ principals of war, sovereign-
ty, the land, fate, death, madness, and dedication to livestock.
The sisterhood has been rendered furious by the devastation
caused by the Celtic Twilight, and they look to the Morrigan
to set the world right.
The Morrigan favours her Bandrui, sending omens, divine
visions, and sometimes even sidhe to guide them on secret
missions in a grand plan that only makes sense to the Mor-
rigan herself. The Bandrui trust in their goddess and feel
empowered to slay on her behalf with impunity. Since the
Bandrui are driven by often confusing signs brought by the
Morrigan, they must sometimes do strange things like wan-
der alone in their work for great distances, and make strange
alliances.
Role in the Group: Hit and run warriors and mobile
spell-casters who prefer to visit terrible curses upon their
foes, but are still capable combatants if they need to be.
In History: Examples of Bandrui in history include the Sil-
ver Raven, Airgid Carog, and also the Queen of Tara herself,
Gormflaith ingen Flann Sinna. The peak historic example
is likely Queen Mebd, who is largely considered the per-
fect Bandrui; the epitome of magical, societal, and martial
capacities. Queen Mabd is remembered for being the most
formidable and feared High Queen that ever ruled in Eire,
even often considered a living avatar of the Morrigan herself
by poets and bards.
A small number of males occupy the ranks of the Bandrui as
“crows”. They eschew the garments and any obvious show of
allegiance as a Bandrui in favour of practical clothes catered
to the task of infiltration into a nobleman’s court, a merchant
guild, or even the church of the White God. Where the Mor-
rigan sends them, they go.

- 238 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Sun of Battle Crow Daughter of
Womenfolk Neman
The “Grian Banchure” (Grayne The “Badb Catha” (Bah-b Kath- Neman, one of the three avatars of
Ban-shure-e) are the warri- bah) are the mistresses of fear on the Morrigan, is the incarnation of
or-queens of old incarnate. They the battlefield, falling into a trance battle madness and carnage. The
are fearsome riders who scream and moving at flying speeds. Their Daughters run from battlefield to
before charging enemy lines lead- enemies only hear a sinister screech battlefield, screeching like ban-
ing warriors to achieve battlefield before being impaled on a Battle shees, and sprinting towards their
victories for her divine patron. Crow’s long spear. Then, the Battle foes to tear them apart as sacrifices.
They collect heads as divine trib- Crow is gone again, leaving only a They are known to paint their bodies
utes, adding them to a pole of feather behind in a pool of their en- with the blood of their victims in in-
skulls named the Mesrad Mache to emy’s blood. tricate and beautiful designs.
better worship the Morrigan.

Blazing War Chariot of Terrifying Visage Swing of Madness


Manoeuvre[Multi Range Amplify] Stance[Amplify Swift Multi]
Queen Mebd (May-ve)
The Morrigan rules over the Ban- Your mind is precariously balanced
Spell[Area Area Amplify]
Summon a war-chariot of shining shees. This power lets you momen- and this has readied you for any
Active light. Perform a Move action and in- tarily deform your visage to horrify event. If attacked from behind, gain
Power flict 1 Blind Condition [Counter P] your foes. 1 Trance Condition and perform a
to any anyone adjacent. The chariot You cast your gaze upon an enemy up Weak Attack action with your melee
cannot move fewer than its maximum to Far (8 hexes) away. Inflict 1 Fear weapon on the attacker within
number of hexes unless it collides Condition [Counter M] and cause Reach. You do not change position.
with an obstacle. Knockback for 2 hexes [Counter P].

Social Cryptic Reply Defend vs. Question Inflict Terror Provoke Fear with +4 Delight in Bad News Provoke to
+4 if already questioned. bonus. Remorse +2, Strings +2.
Power [Aid Amplify Abate] [Aid Amplify Sinister] [Aid Amplify Sinister]
Riding [Physical] The care of, and Perform [Physical] Make a Stargazing [Various] Gain physical
command of, a mundane mount presentation of song, dance, or orientation, inspiration, and maybe
Skill such as a horse. other learned athletic skill. a sign.
[Experience Benefit Swift] [Experience Aid Benefit] [Swift Benefit Augment]

Passive Shining Path [Enchantment] Your Dance Against Magic Anguish Driven [Enchantment]
path can be easily tracked by your [Enchantment] Gain 1 Trance when When a negative Condition gets to
Power allies. afflicted by a foe’s Spell. max, make a Move action.
Hobbie Pony, Macha Skull Pole, Crow Feather Cloak, Leather Leather Armour, Tribal Woad, any
Equip Black Wolf Pelt, and your choice of Bracers, Long Spear, Javelins, and one two-handed sword, Dagger, and
weapon. the Feather of a Raven. a Healing Potion.

ARCHETYPE S - 239 -
Nicolas Phaneuf Gohier (Order #31317871)
Bandrui Active Talents
Presence Corrosive Fir Bolg
Cu Sétanta Final Run The Run To
Of The Touch Battlesmith
Archetype Attack Dark Path Shadow
(Attack +2 / Drain) Swift Sidhe (Move + Fear) (Move + Shroud) (½ Attack Reach +1,
Damaged) Archetype
(½ Move is Move)

Ride the Blessing Of


Mental Mobile Shadow Battlefield
Storm Emain Ablach Drain Life
Assault Stance Parasite (4 DF + Heal 4) Gale
(2 M DF + Vulnerable) (Move on unstable
surfaces) (Reach +1, Move +1) (Move with foe) (Isle of Apples) (Range -8 to all)
(Heal 4 + Shroud)

Mental Lunging Run Away Switch The Dark


Mimicry Catharsis
Confusion (Heal 4 + Attack Laughing (Restore 1 + Heal 4)
Puppets Juxtaposition
Shapechange) (Teleport Battlefield (Switch Places +
(2 M DF + Blind) (½Move + Attack) (Move + Heal 4) with Possession) Illusion)

Howl Of The Weapon Of Bandrui Control Hand Of The Rot The


Banshee's Channel The Morrigan's Active Opponent Queen Flesh
Bloody Lady
Wail (4 M DF) Wrath Talents (Possession
+ control rune)
(1 M DF + Possession
increase)
(Degeneration +
Vulnerable)
(2 M DF + Fear + Area) (M DF +1)

Unseelie Dark Aura Of


Sprig Of Ash
(Heal 4 + Reduce 2 Touch Castigation Battle Dance Snap To Clarity Feather Storm
(Consume Trance + Frost
(Damage convert (Defend Parry +3 / (Reduce + Trance) (4 DF + Area) (2 DF + Impeded +
Blind) Possession)
½ Mental) Drain + Move / Drain) adjacent)

Conjure Sprig Of
Winged Blight Sorcerous Sprig Of Birch
Ogham Arito's Aid Holly
Weapon Shape (Counter S DF +1
+ Area + PF +1)
Empowerment (HealPossession)
4 + Reduce 2 (Shapechange) (Heal 4 + Reduce 2
(Shapechange) (Trance? Trance) Divine Wrath)
(Create Weapon)

Feint Blessing Of Power Over Horned


Fianna Call Wind Cailleach's Bolg
Attack Gréine Ones
Archetype (No armour Kiss Mists
Interrupt Move) (1 DF + Vulnerable +
Next Parry +3) (Empower 1) (Sun Bubble) (Blind + Area) Archetype
(Reduce+ S Parry +2)

Bandrui Social Talents


Disturbing Demand We Won’t Do We Are Fir Bolg
Cu Sétanta Confession Roar One
Facts (Bloodied? As You Say Battlesmith
Archetype (Provoke to Grief (Question or Compel
Defend +3) (Defend vs. Compel (Defend vs.
+2, Strings +2) +3 if foe Humiliated
or Grief ) +4 if Outnumber) Provoke +4 if
Outnumber)
Archetype

Voice Of Ill Fuelled By Demand


Stay Calm Enrage Ignore Riddle
(Defend vs. (Provoke to Anger Tidings Agony (Defend +3 if Answers (Question +3,
Provoke +3) +4) (Bloodied? already attacked) (Question +4 if Inflicts Condition)
(Provoke Grief +4) Attack +3) Emotional)

Shut Your Delight In Passing Inflict Change The Clever


Bäd Coppe
Mouth Bad News Remark Terror Subject (Question +3 Ally Questioning
(Defend vs. Compel (Provoke Remorse (No Emotion? (Defend +M & S Aid adds Abate) (Question+4iffoe
(Provoke Fear +4)
if foe lower Status) +2, Strings +2) Provoke +4) In-Hand & In-Play) Emotional)

Verbal Bandrui Sense Line Of


Tame Blackmail Motives Interrogate
(Compel +4 to tame Manipulation (Compel +1, Social (Question +3) Questioning
wild beasts) Strings +1) (Question +4 for
(Compel+3) Talents intent)
(Question+1,Strings+1)

Double Oh By The Barrage Of


Dare Deliberate Stay Quiet Growl Güd Coppe
(No Emotion? Way (Defend +1. No (No Emotion? (Defend vs. (Question +3 Ally Questions
Defend vs. Compel (No Emotion? Defend Emotion? Strings +2) Defend +3) Question +3) Aid adds +3) (Question +4 if
+4) vs. Provoke +4) Outnumber)

Let’s Talk About Rhyming Give it Little Off-Hand You Can’t Cryptic Dispassionate
Something Else Reply Afterthought Request Be Serious Reply Interest
(No Emotion? Defend vs. (Defend +3 if in (Defend vs. Remorse/ (No Emotion? (Defend vs. Question (No Emotion?
(Defend vs. Compel +3)
Question+4) rhyme) Guilt or Vulnerable +4 ) Compel +4) +2 if already defended) Question +4)

Gritted Tactfully Reveal A


Fianna Deflect Cold Stare Will Not Horned Ones
Teeth (No Emotion? Half-Truth Budge
Archetype (Defend vs. Anger (Defend vs. Question
+4 if no Strings on Attack +3) (Defend vs. (Defend +2) Archetype
or Fear +4) Question+4 to hide)
you)

- 240 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Bandrui Skills
Technique Fir Bolg
Cu Sétanta Lore Locales Lock- Lore
Of Fomorian Swim Battlesmith
Archetype Picking Personas
Spear Archetype

Lore Drinking & Survival Tailteann Herbalist Feather


Athletics
Folklore Wenching Urban Games Medicine Fingers

Repair Survival
Boating Sneak War Tactics Fidchell Disguise
Equipment Otherworld

Champion's Bandrui Lore


Eye Perception Riding Skills Brew Lore Arcana Fey

Omens & Blot & Lore


Escape Appraisal Stargazing Perform Portents Faining Poison

Hound Animal Commune


Scorn Pole The Sight Burial Oaths
Master Empathy With Dead

Fianna Animal Survival Sacred Wood Silent Horned Ones


Learned
Archetype Shapeshift Wilderness Binding Tongue Archetype

Bandrui Passive Powers


Leaping Secretive Emotionally Mysterious Fir Bolg
Cu Sétanta Mastermind
Striker Disposition Thick Skinned Rider (String +1 to Compel Battlesmith
Archetype (½Move? Next (SoDF vs. Allies)
Attack +2) Questions +3) (1st SoDF gains Meta) (Shroud on mount) Archetype

Hover Reclaim Tech Duinn’s Bond With Courtly


Momentum Interrogator Cool Head Etiquette
(Walk above
ground level) (Move twice? Celerity (Question +2) (SoDF vs. Provoke +2) Maven (Court SoAF +1,
(Move 1 / Drain) (Companion)
Reclaim 1) SoDF +1)

Aura Of Morrigan’s Parlay The


Suffering Agility Fleet Footed Rigid Mind Eye Of Air
(Adj foes Take (Full Move) (Move +1) (SoDF +1) Shadow Strange (M DF? +2)
Stun to Reduce) (Shroud) (Speak with birds)

Tenebrous Been There Bandrui Dance Of Pawn Of The Unseelie


Ring Get Back! Gift
Done That (After Spell, adj Passive Feathers Queen
(Accept Stun add Allies can ½Move) (Empower +1 per 4
Spell Area Meta) (2nd Spell Free Meta) Powers (Foe -1 Range / Trance) (M DF? Trance) Drain)

Enchanted Battle Combat Unbreakable Dance Of The Umbrial


Overcome Negotiations
Prowess (Bloodied? Foe Mantra Awareness Mind Lost (Swap 1 Rune
(Condition? Condition +1) (Behind? Defend not (Bloodied? Mental
(Ally Bloodied? ½Move) (Max Trance? Heal 4) in Drain with 1
Spell? Focus +1) ½Defend) PF +1) in-Hand)

Reclaim Turn The Keen


Shining Brilliant
Magical Nimble Blade Striker Senses
Energies (Parry +1) (If Defend < 0 then Clash (Reach +1, Range +5) Arms (Overcome
(2nd Defend? Blind) (Reduce foe Shroud)
(Spell? Reclaim 1) foe Attacked) Shroud)

Fury From Reclaim Attuned Silver-tipped Reclaim the Horned


Fianna Sorrow Aggression Light
Weapon Weapons (Ally or Ones
Archetype (Grief, Remorse, or (Attacked? foe Shroud?
Guilt to Fury) Reclaim 1)
(DF +1, Parry +1) (Double Weapon Meta)
Reclaim 1) Archetype

ARCHETYPE S - 241 -
Nicolas Phaneuf Gohier (Order #31317871)
Cu Sétanta
Warrior Emulating a Legendary Hero
Following in the footsteps of the legendary champion Cú
Chulainn, one of the, if not the, most revered hero in all the
Celtic World.
Some warriors seem more thirsty for battle than others and
none more so than the Cu Sétanta. This faction of warriors
has abandoned everything to follow in the footsteps of the
great Cú Chulainn, swearing to give up their very names to
seek glory and become legends of their own.
To chase the path of Cú Chulainn is not without its advantag-
es in war. The Cu Sétanta are the embodiment of Cú Chu-
lainn’s divine rage. All of them, either through their blood-
line or because of a pact with the gods, have the “ríastrad”,
the warp-spasms. These turn them into monsters of bulging
muscles, glowing eyes, that are blinded by the wrath of the
gods, killing like mindless beasts until they collapse of ex-
haustion or are restrained by their allies.
The Cú Sétanta focus on one aspect of their hero, since even
these glory-seeking fighters know that they cannot be equal
to Lugh’s son.
Role in the Group: The Cu Sétanta use taunts to lure ene-
mies, and summon their fury to deal with them. Over-eager
warriors, the Cu Sétanta are always found on the front line,
hacking and slashing, often wading in deeper than they can
handle.
In History: Cú Chulainn is remembered as the epitome of
bravery, strength, honour, and loyalty. The name Cú Chu-
lainn was chosen for him by the druid Cathbad. Before then
the hero was called Sétanta. After he killed the prized hound
of Chulainn the blacksmith, Sétanta swore to uphold the
hounds duty. Cu meaning hound, Sétanta became the hound
of Chulainn. The Cu Sétanta in turn are the hounds of Sétan-
ta.

- 242 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Head-hunter Dubán Glory-Seeker
Head-hunters seek out the champi- The Dubán took on the name of Cú The Glory-seekers emulate Cú Chu-
ons and lords amongst the ranks of Chulainn’s ashen shield “Blackie” lainn’s lust for glory and would sac-
their enemies and challenge them to and strive to become the best de- rifice honour, reason, and their very
one on one duels. Once a head-hunt- fenders and bodyguards possible, soul to become legends. They are of-
er identifies a worthy target they in order to protect their leaders and ten sent after isolated enemy units,
roar challenges, hurl insults, and friends with the same unrelenting wiping them out in one furious rush,
act as the biggest thorn in the side fervour as their hero. tearing limbs, heads, and leaving
of their enemies until they get their Most Duban wear furs, jewellery broken bodies in their wake. There
personal combat. The Head Hunter and tunics showing imagery of war- is no danger a Glory-Seeker will not
works through the ranks of their foes hounds, beasts that are revered as face and they just may have the skill
like this, one after another, killing protectors and are the namesake of to survive it.
the chain of command. their hero.

Challenge to Champions Sreng’s Duty Heroic Death Tale


Manoeuvre[Amplify Range Amplify] Interrupt[Maintain Abate Amplify] Spell[Amplify Amplify Amplify]
Call-out to a Worthy Foe across the Perform a Defend action to protect The Violent Death of Cú Chulainn.
Battlefield (16 hexes) and challenge an adjacent ally. Raise your shield to If Bloodied you may let loose a primal
Active them [Counter S]. They must engage protect those behind you with a PF scream to the gods. Immediately
Power you or Accept a Wound. Anyone equal to your shield’s Size. Excess Heal +2 and gain 1 Bravery
else attacking you, or your chosen damage falls on you alone. Condition and 1 Fury Condition.
enemy, must Accept a Wound to
do so. This circumstance ends only
when your enemy is defeated.

Social Enrage Provoke Anger +4. Encourage Ally Provoke Inspired Boast of Greatness Provoke
[Aid Amplify Sinister] +4 to an Ally. Friendly +2, Strings +1.
Power [Aid Amplify Sinister] [Aid Amplify Sinister]
Champion’s Eye [Mental] Search Technique of Fir Bolg Shield Tailteann Games [Physical] Excel
the battlefield for the strongest [Mental] Attempts to disarm or at friendly sport such high jump,
Skills opponents and those of the damage a shield you hold are distance running, wrestling, and
greatest rank. increased by your AV. throwing rocks.
[Aid Benefit Range] [Maintain Maintain Benefit] [Experience Experience Benefit]
Fury of the Manhunter [Feat] Gain Fury to Protect the Weak [Feat] Fury of Boiling Blood [Feat] Gain
Passive 1 Fury when your direct foe gets a Gain 1 Fury when an ally within Far 1 Fury when you first receive a
Power Wound the first time in a round. Range (8 hexes) first gets a Wound Wound this round.
this round.
Belt of Severed Heads, Chainmail Black Shield, Fur Tunic with Chainmail Armour, Tribal Woad,
Armour, Dagger, your choice a Hound Decoration, Leather Torc of a Warrior, Javelins, and your
Equip of weapon, and the Feather of a Armour, and your choice of a one- choice of a weapon.
Seabhac (Hawk). handed weapon.

ARCHETYPE S - 243 -
Nicolas Phaneuf Gohier (Order #31317871)
Cu Sétanta Active Talents
Fianna Enchant Hamstring Bandrui
Behead Throw Dirt Bull Rush
Archetype Flesh (½Attack +1 +
Impeded) (Fear + Taunt) (Move + Blind) (Move + Push) Archetype
(PF 2 + Parry 4)

Sprig Of Run Away Flying Run Away Satisfying Shield Bash Throw
Alder Laughing Charge Mocking Provocation (1/2 Attack +1 +
Impeded)
Stone
(Reduce 2 Impeded) (Move + Heal) (Move + ½Attack +1) (Move + Taunt) (Heal 4 + Taunt) (1 DF + Shroud)

Strike Of Furious Regenerating Living Shield Throw


Bereavement Final Attack Smackdown
(½Attack +1 + (Attack +2 / Drain) Sprint (Attack + Taunt) Block (Defend adj Ally.
Consume for PF 2)
Shield
Area Heal 7 / Drain) (Move + Fury) (Defend + Heal 2) (Defend Ally at Far)

Presence Of
Howl, Furious Cu Setanta Trwyd's Vengeful
Riastrad The Hound
Furious Roar Tantrum (Fury Shapeshift) Active Talents Posture Parry Of Chulainn
(Fury + Heal 5 + Area) (Damage + Fury) (PF +1) (Defend + Push)
(½ Defend is Defend)

Dragon's Need For Scavenger Furious Defend The Furious Riposte


Breath Blood Slash Clang Weak Parry (½Defend +1 and
(Damage is Size (If Fury 2 then + (Attack +3 if foe (In Fury Attack +2 / ½Attack+1)
(Attack + Fury) (Defend +1 / Fury)
+2 in Cone) Degenerate) Bloodied) Bloodied Ally)

Blessing Throw
Hack & Slash Whirlwind Furious Throw
Chain Attack Of The Sun Enemy
(½Attack +2 + Multi + Attack (Attack +3 foe’s ally) Guard Weapon
Self Degeneration) (Attack + Multi) God (Defend + Fury) (½Attack +
Grab + Far)
(Attack + Far)
(Reduce + Fury)

Flanking Unrelenting Ballad Of Feather Horned


Harbinger Maim
(Impeded + Attack Barrage Heroes Storm Ones
Archetype Degeneration) (Attack +3 if Ally (Move 1 / Fury +
attacked) ½Attack + Fear) (Fury + Area) (4 DF + Area) Archetype

Cu Sétanta Social Talents


Emotional Intimidating Push Your Predator’s You Should
Fianna Blackmail Threats Emotions Gaze Listen To Us Bandrui
Archetype (Foe Emotional? (Provoke Fear +2, (Provoke Anger (Provoke Bravery (Attack +3 if Archetype
Provoke +4) Strings +1) +2, Strings +1) +4 to Ally) Outnumber)

Attack Base Timely Share Your Inflict Rousing Intimidating


Mob Rules
Assumptions Distraction Mood Terror Speech (Provoke +4 if Demand
(Provoke Vulnerable or (Provoke (Provoke Bravery to a Outnumber) (Compel +4 if
(Emotion? Provoke +4) (Provoke Fear +4)
Humiliated +3) Vulnerable +4) crowd +1, Strings +1) Outnumber)

Make Charged Urge the Hero Voice Of Ill Disturbing


Break-down Enrage
Demands (Provoke Remorse/ Demand (Provoke Anger +4)
You Know Tidings Facts
(Compel +4 if Guilt +4) (Provoke Brave +2, (Provoke Grief +2,
(Emotion? Attack +3) (Provoke Grief +4)
target lower Level) Strings +1) String +1)

Impassioned Cu Setanta You Will Feel Royal


Negotiate Accuse Incite Tantrum
(Compel +4 for a (Compel to Plea Social (Provoke +3)
My Words (Provoke +4 on
deal or sale) inflict Taunt) (Emotion? (Provoke +4 on target
Compel +4) Talents of lower Level)
target of lower
Status)

Positive Too Distracted Bury Voice Of Base


Thoughts Befriend Tease
(Defend vs. to Listen Emotions Fury (Provoke Friendly +3 (Attack, Strings +1)
Insinuations
Grief or (Emotion? Defend vs. (Emotion? (Question +1 / or Question +2) (Provoke +1,
Humiliated+4) Question +4) Defend +3) Fury) Strings +1)

Passing Demand Flirt Shameless


Don’t Even I Can’t Best Friends
Remark (Emotion? Defend vs. (Emotion? Defend Answers (Provoke Friendly +4)
(Provoke Friendly
+2, share Lifestyle or
Flattery
(No Emotion? Provoke +4) vs. Compel +4) (Emotion? (Provoke Friendly
Provoke +4) Question +4) Characteristic +3) +3 to high Status)

You Do It Friendly Seduce Horned


Harbinger Growl Roar
(Defend vs. First (Bloodied? Criticism (Provoke Friendly Ones
Archetype Question +3) (Defend vs. Compel Defend +3) (Provoke +4 well- +5 in romance, if
+1, Strings +1) known friend) already Friendly) Archetype

- 244 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Cu Sétanta Skills
Fianna Survival Speak In Blot & Bandrui
The Sight Scorn Pole
Archetype Otherworld Tongues Faining Archetype

Lore Lock-
Navigation Boating Swim Stargazing Sneak
Locales Picking

Silent Survival Feather


Burial Brawling Bash Escape
Tongue Urban Fingers

Champion's
Perception Athletics
Cu Setanta Drinking & Fidchell War Tactics
Eye Skills Wenching

Animal Tailteann Repair


Falconry Oaths Perform Disguise
Empathy Games Equipment

Curadmir
Hound Survival Lore Lore Herbalist
Appraisal (Champion's
Master Wilderness Personas Poison Medicine
Portion)

Fir Bolg Horned


Harbinger Hunting & Riding Shield Learned Brew Ones
Archetype Trapping Technique Archetype

Cu Sétanta Passive Powers


Drunk Regenerating Protective Fury From Clear-headed
Fianna Sorrow Defence Bandrui
Archetype Regeneration
(Heal / Drunk)
Fury
(Fury? Heal 1)
Fury
(Ally Bloodied? Fury) (Grief? Humiliated? (Consume Fury Archetype
Fury) gain PF 3)

Stout Drunken Fury From Deepen Fury From Battle- Tribal


(Reduce Fury Anger Fury Bravery hardened Weapon Toss
Condition) (Heal 2, Reduce (Consume Fury,
(Drunk? Fury) (Anger? Fury) (Fury? Fury) (Brave? Fury) Condition) throw Weapon)

Drunken Drunken Drunken Martial Reclaim Desperation


Swagger Brawling Quick Draw
(Move 1 / Heckler (Drunk? DF +1 Prowess (No rune to draw) The Kill (Bloodied?
Damage +3)
(Drunk? Taunt) (Weapon Damage +1) (Kill? Reclaim 1)
Drunk) Imp. Weapons)

Pounce Leaping Combat Survival Tribal


Striker Cu Setanta Protector Loyalty
(1st Attack +
Impeded) (½Move? Next Manoeuvrability Passive Powers (Defend Allies) Instincts (Ally Bloodied?
(No foe? Move) (Bloodied? Parry +2)
Attack +2) DF +1, Parry +1)

Stubborn Fuelled by Equipment Fomorian Natural Bask In Blood


(Costs 2 Runes to Crowd Mastery Size Instigator Blood Drinker
Counter) (Nearby Bloodied? (Heal 2 or 4 if
(Move / ½ foe) (Items Size -1) (Size +1) (Provoke +2) Heal 1) Bloodied adj)

Emotionally Dramatic
Burrow Bastion Drive Back Sgain-dubh Blood Lust
(½Move in
(Adj foes? PF 2) (Attacks have (Have knife)
Demanding Personality (Foe Bloodied?
ground) Knockback) (Emotion? (Emotion? Damage +3)
Compel +3) Provoke +3)

Harbinger Vitality Fathach’s Bond With Horned Ones


Steel Skin Glib
Archetype (Consume for PF 3) (Heal 1 /
Condition)
Might (Emotion? SPF +1) Maven Archetype
(Attacked? +4 DF) (Companion)

ARCHETYPE S - 245 -
Nicolas Phaneuf Gohier (Order #31317871)
Fianna
Wandering Noble Survivalist
The Fianna are a fraternity of landless nobles who survive in
the wild. They are heroic by disposition but unbound by nor-
mal laws, as they live between tuaths. Given their unique legal
status, Fianna are sometimes employed as tuath champions
or as mercenaries, using their hunting skills to track down
criminals, dangerous creatures, and oath-breakers.

Someday a Fiann may come into their inheritance and ac-


quire land, take on the responsibility of their lordly title, and
lead a calmer life. Until that time the Fiann is motivated by
food (as a woodland existence always lends to hunger) and to
protect the Six Kingdoms against invaders in the name of the
gods, kin, and heroic glory.

Role in the Group: Fianna are experts at avoiding attack,


sneaking, and ambushing. They are at their best in the wild
and work well with beasts.

In History: For hundreds of years it was a proud pagan tradi-


tion for noble Celtic families to foster their youths. Sometimes
the foster parents were related and at other times they were paid
so the youth could gain valuable trade skills. After the fosterage
was over and before the youth inherited their land, they were in
a sort of legal limbo. This is how the fraternity of Fianna began;
landless nobles banding together in the wild. Their stories grew
to be the stuff of legend. Before the Celtic Twilight, the Fianna
of old had already ceased to be, in part due to the Church of the
White God discouraging fosterage by characterizing the Fian-
na as bandits. Now the pagan traditions are being revived in the
Twilight, and a new fraternity of Fianna has risen secretly, ready
to defend the Isles.

Notable Fianna in history include Fionn mac Cumhaill, Oisin,


and Oscar Deer-friend, and, although they lived about two
hundred years after these events and the pagan influence is ex-
cised, the English folkhero Robin Hood and his merry men are
certainly cut from the same cloth as the Fianna.

- 246 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Hobelar Ceithernach Gallóglach
(Hob-lare) Lightly-armoured cav- (Sith-er-nash) Ceithernach are (Gallow-Glash) Warriors of shared
alrymen, riding their “hobbies” lightly-armoured ambushers, rush- Celtic and Norse heritage who have
bare, without any saddle, bridle or ing out of the woods to fell their foe merged both their cultures and
stirrups to make them as fast as pos- before they have time to respond. the best of their fighting practices,
sible. Experts in scouting, harassing Known for leading packs of trained Gallóglach are battle-hardened and
and guerrilla tactics, their mobility dogs in the charge, their hit-and-run beset by war on all sides from invad-
and opportunistic nature make them tactics have been the staple of Celtic ing Vikings and by Celts trying to re-
a force on the battlefield and in the warfare since before antiquity. claim their land. The Gallóglach are
countryside. haunted by the ghosts of fallen allies.

Neit’s Revenge Biting Spear (Prioctha Sleá) Lamentation of the Dead


Manoeuvre[Maintain Amplify Multi] Manoeuvre[Amplify Range Swift] Spell Song[Maintain Area Amplify]
Grab an enemy [Counter P] the Perform an Attack action and set Provoke your Companion ghost
Active same Size or smaller and perform a your hounds on your foe, moving to wail wherever it is, dealing 2
Power Move action, dragging them behind them 1 hex in any direction and +2 Spiritual damage, and inflicting 1
you and dealing 1 damage per 2 hexes per rank in the Hound Master Vulnerable [Counter S].
hexes travelled. Released unless Skill. [Counter P per hex].
Maintained.

Predator’s Gaze Provoke Bravery Tame Compel +4 to improve the Voice of Ill Tidings Provoke to
Social +4 to another ally. disposition of a wild beast. Grief +4.
Power [Aid Amplify Sinister] [Aid Amplify Sinister] [Aid Amplify Sinister]

Riding [Physical] The care of and Hound Master [Various] Control, Commune with Dead [Spiritual]
command of a mundane mount, command, rally, and care for a pack Speak with and even command allies
Skills typically a horse. of hounds. amongst the dead.
[Experience Benefit Swift] [Multi Experience Benefit] [Aid Benefit Augment]
Hooves and Iron [Feat] While on Give Chase [Feat] Once per turn Guardian [Enchantment] When
Passive a mount, gain +1 PF for every rank if an opponent is Bloodied and you assist an ally by giving them an
in the Riding Skill. This bonus also flees with a Move action, you may Attack, Defend, or Move action, it
Power applies to the mount. immediately perform a Move action gains a +1 bonus.
to pursue them.
Hobbie Pony, Torc of a Noble, Pack of Hunting Hounds, Fur & Belted Plaid, Leather Armour, Torc
Lasso, and a Dirk, and your choice Hide Armour, Torc of a Noble, of a Noble, and your choice of any
Equip of a Shortspear or any Size 3 sword. and your choice between a Skenes two-handed weapon. As well, the
Sword, Javelins, or a Shortbow. ghost of a long-dead ally haunts you.

ARCHETYPE S - 247 -
Nicolas Phaneuf Gohier (Order #31317871)
Fianna Active Talents
Running Branches To Ride the Death Insulting
Cu Sétanta Triskelion Arrows Storm Charge Bandrui
Archetype (Allies Move +2 / (Tree does 2 DF (Move on unstable (Move +2, ½Attack Attack Archetype
(½Attack +1 + Taunt)
Condition, Alert) + Far Area) surfaces) +1 in a row)

Bloody Arch Riding Riding Blessing Of The Face Of The


Fight On! Fly True
(Stua fola) (Battlefield-wide (Ranged Attack Switch Joust Emain Ablach Green Man
(½Attack +2 DF + Allies ½Attack+1) anywhere) (½Move + (Shroud+Alert+
(Move + Attack) (Heal 4 + Shroud) Impeded+Awareness)
Knockback + Multi) Steal mount)

Double Twin Cover Attack From Throw Get Running


Attack Strike Ally Above Stone Down! Recovery
(Attack +1 on (½Attack + Ally (½Attack + (1 DF + Taunt or
(Attack +3 Above) (Ally Shroud, PF +1) (Move + Heal 4)
2 foes) ½Attack) Ally ½Move) Shroud)

Elemental Flanking Assisting Fianna Run To Surprise Mistwalker


Strike Attack Attack Active Shadow Attack (Move + Teleport
(Attack +3 if Ally (Attack +3 / Shroud in mist)
(½Attack + Element)
attacked) (Attack foe of Ally) Talents (Move + Shroud) Consumed)

Concentrated Watch Uncanny Uncanny Gird Your Touch Of Sacrifice


Attack Out! Disarm Ambush Loins Losgann Position
(Attack + Vulnerable + (Heal 4 + Full (Parry +3 / Shroud
(Ally Alert) (Disarm + Alert) (Attack + Alert) (Parry +2)
Consume Alert) Move Water) Consumed)

Hack & Slash Uncanny Jab Wooden Wild Faol Roll Out Of Skin
The Way Call Oak
(½Attack +2 + Multi +
Self Degeneration) (1 + Alert + Parry 3) Weapon Shape (Defend + Parry / Servant (New tree PF 4)
(Conjure Weapon) (Shapechange) (Companion)
Alert)

Fir Bolg Battlefield Howl Of Heedful Touch Of Horned


Hamstring
Battlesmith (½Attack +1 Of Bramble Survival Charge Gearr One
+ Impeded) (Reduce Condition (Parry 4 +
Archetype (2 DF if Move) + Move) (Move + Parry 4) Jump ½Move) Archetype

Fianna Social Talents


Manipulate Rousing Predator’s You Should Trick
Cu Sétanta Emotions Speech Gaze Listen To Us Answer Bandrui
Archetype (Provoke to
Vulnerable +2,
(Provoke Bravery to
a crowd +1, Strings (Provoke Bravery (Attack +3 if (Defend vs.
Question +1, Archetype
+4 to Ally) Outnumber)
String +1) +1) Strings+1)

Boast Of Encourage Timely Positive


Befriend Make A Plan Growl Thoughts
(Provoke Friendly Greatness (Provoke Inspired +2, Ally Distraction (Defend vs. (Defend vs.
+3 or Question +2) (Provoke Friendly Strings +1 (Provoke Inspired +4 (Provoke Question +3) Grief or
+2, Strings +1) an Ally ) Vulnerable +4) Humiliated+4)

Friendly Shameless Royal Base


Flirt Chime-In Tame
Criticism (Provoke Friendly Flattery (Defend Ally within (Compel +4 to
Tantrum Insinuations
+2, share Lifestyle or (Provoke +4 on
(Provoke +4 well- (Provoke Friendly Far Range) Beasts) (Provoke+1,
Characteristic +3) target of lower
known friend) +3 to high Status) Strings+1)
Status)

Seduce Storytelling Fianna Acknowledge You Are Charged


Laugh It Off Me Peasant
(Provoke Friendly
+5 in romance, if
(Defend vs.
Question +4. Failure (Defend vs. Compel Social Dismissed Demand
+4 if dangerous) (Attack +3 if target (Compel +4 if target (Emotion?
already Friendly) gives String) Talents lower Status) lower Status) Attack +3)

Best Rhyming You Are Verbal Turn Away Answer Me Sense


Friends Reply Beneath Me Manipulation (Defend vs. Question
+4 if target lower
Peasant Motives
(Defend vs. Question (Defend +3 if target (Question +4 if target (Question +4 to
(Provoke Friendly +4) (Compel +3) Status)
+3 if in rhyme) lower Level) lower Status) discern intent)

Don’t Even Don’t Make Shut Your You Do It


Think Of Negotiate Hmph
Question Me Demands (Compel +4 for a deal
Mouth (Defend vs. Provoke First
Asking (Defend vs. Question (Compel +4 if target or sale)
(Defend vs. Compel
+4 if target lower
+4 if target lower
Status)
(Defend vs.
Compel +1,
(Defend vs. Compel +4 if +4 if foe lower Level) lower Level)
target lower Level) Status) Strings +1)

Fir Bolg Don’t Even I Demand Horned


Get My Way Incite Mob Rules
Battlesmith Try It An Answer (Attack +2) (Provoke +3) (Provoke +4 if One
(Defend vs. Provoke (Question+4 if Outnumber)
Archetype +4 if foe lower Level) target lower Level) Archetype

- 248 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Fianna Skills
Cu Sétanta Blot & Silent Bandrui
Oaths Swim Navigation
Archetype Faining Tongue Archetype

Commune Lore Repair


Burial With The Stargazing Boating Escape
Locales Equipment
Dead
Lore of the
Drinking & Lore Lore
Common Athletics Riding Falconry
Folk Wenching Personas Arcana

Survival Read Land Fianna Survival Hunting & Herbal


Urban & Write Stewardship Skills Wilderness Trapping Medicine

Curadmir
Animal Hound
Learned Fidchell War Tactics Perception (Champion’s
Empathy Master Portion)

Technique
Feather Animal Survival
Disguise Perform Sneak Of Knocker
Fingers Shapeshift Otherworld Sword

Fir Bolg Lore Lore Rites & Horned One


Battlesmith Appraisal The Sight
Poison Fey Rituals Archetype
Archetype

Fianna Passive Powers


Cu Sétanta Bond With Fey Favours Fangs Survival Fathach’s Bandrui
Archetype Maven (SoAF +1 and
SoDF +1 for Fey)
(Unarmed DF +1,
Parry +1)
Instincts Might Archetype
(Companion) (Bloodied? Parry +2) (Attacked? +4 DF)

Fox’s Parlay The Awareness of Woodland Silver-tipped Striker


Cover Swordplay
Tongue Woods Danger (Foe Reach -2, (Sword? Parry +2) Weapons (Reach +1,
Range +5)
(SoAF +1) (Speak with beasts) (Parry 1 per 2 Alert) (Double Weapon Meta)
Range -4)

Uncanny Uncanny Uncanny Woodland Parlay the


Nimble Master Sailor
Adaptability Danger Sense Opportunist Run (Parry +1) (Skill Checks Waters
(Full Move +1 at Sea +1)
(Consume + Alert) (Surprised? Alert 2) (Condition? Alert) (Speak with fish)
in woods)

Charismatic Uncanny Companion Fianna Stealthy Hidden In Reclaim


Leadership Assistance In War Passive Striker Rain and Snow Footing
(1st Social Attack (Ally Move, Attack, (Attack +2 (Foe Defended?
gets Meta) Defend? Alert) (Adj Allies Attack +1) Powers from behind) (Weather? Shroud) Reclaim 1)

Tribal Cauldron Of Battle Merry Hidden In Battle-


Mighty Arm
Loyalty Motion Mantra Disposition (Attack +2 Ranged Mist hardened
(Ally Bloodied? (Ally Riding or (Ally Bloodied? (SoDF vs. Provoke Weapon) (Heal 2, Reduce
(Mist? Shroud)
DF +1, Parry +1) Swimming) ½Move) +2) Condition)

Mysterious Courtly Voice Of Honest


Protector Long Shot Sgain-Dubh
(Defend Allies) Rider Etiquette Authority (Range +3 / (Have knife)
And True
(Court SoAF +1, Alertness) (SoDF vs. Provoke
(Shroud on mount) (Compel +2)
SoDF +1) +3 honesty)

Fir Bolg Trick Heart Of A Silver Awareness Horned


Battlesmith Poet Tongue Keen Senses One
Riding (Emotional? (Chiefs SoAF +1, Of Breath (Overcome Shroud)
Archetype (½Move as Move) Provoke +3) SoDF +1) (Heal 1 per 2 Alert) Archetype

ARCHETYPE S - 249 -
Nicolas Phaneuf Gohier (Order #31317871)
Fir Bolg Battlesmith
Option Requires Disir Levels
1
Awakened Bloodline of Craftworkers
Until recently there were but a handful of Fir Bolg left in the
Otherworld, and nothing remained in the mundane world but
a few drops of blood within human veins. Long ago, before
their defeat at the battle of Mag Tuired in Eire, the Fir Bolg
were comparable to their enemies the Tuatha de Danann in
personal strength and power, but years of oppression by the
Milesians forced the Fir Bolg to drift and dilute their blood.
Their profound strength and crafting knowledge faded into
ancestral memory. They were all but gone from the Celtic
World.

Then came the Celtic Twilight. Builg, an old dark god of


stone and metal, and once-patron to the Fir Bolg, awoke. He
sent dreams to awaken the Fir Bolg heritage in what blood re-
mained. Commoners who never held a hammer found them-
selves swinging against anvils, crafting wondrous objects and
weapons. The dreams of Builg awoke the Fir Bolg, and the
chief amongst them was their protector class, the Fir Bolg
Battlesmiths.

Some Fir Bolg Battlesmiths have taken on a strange appearance:


bronzed skin, or stone-like skin; shining eyes, or metal teeth, but
most remain as they were, but with new knowledge now born in-
side them.

Role in the Group: The Fir Bolg Battlesmith knows simple


techniques but uses them strategically to drive back foes,
support their allies–in some cases with powerful healing
properties. Most of all they use their skills at crafting to cre-
ate powerful and useful items and effigies.

In History: The Fir Bolgs invaded Eire before the Tuatha. Some
say the Fir Bolg were born of the Nemedians, the group that pro-
ceeded them, others claim they were Greek refugees. What is com-
monly held is that the Fir Bolg were strong and skilled craftsmen,
who–though just–were defeated by the Tuatha, then subjugated by
Milesians, even as the Milesians became the Gaels, until history
forgot about the once proud Fir Bolg.

- 250 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Iron Rider Idol Master Nuada’s Hand
Stories are still told of the Fir Bolg Inheritors of the traditions of the an- The fraternity of Nuada’s Hand
who rode to war on the backs of cient Fir Bolg battle strategists and seeks to reclaim the credit for the
humanoid giants made of iron and masters of two great skills: crafting craftsmanship of the silver hand
stone. Such glorious tales are surely effigies for battle, and mastery of the and arm of the Tuathan king Nuada.
just legend! There are also stories of board game of gods and nobles, Fid- Though it was a Tuathan smith who
some who have found a giant statue chell. Even the Tuatha agree that the forged the hand, the secrets of sil-
buried in the earth, and they say that universe is a grand game of Fidchell, ver were long the known right of Fir
if someone of Fir Bolg blood–how- and that all are simply bronze piec- Bolg craftsmen, gifted from Builg
ever diluted and forgotten–should es upon its board. The Idol Masters himself. The fraternity pledges to
touch it, the giant construct will would claim such glory for them- stitch the wounds of their allies and
awaken, and the Iron Riders will re- selves in battle, by wit and by craft. replace lost limbs with silver, and set
turn. the legend right.

Power Iron Behemoth Fidchell Formation Silver Healer


Shapechange[Combo Combo Element] Transmute Spell Spell[Amplify Invert Element]
Mount an iron and stone giant [Amplify Element Maintain] The target of this spell gains Heal
Active human-like statue and gain Size +6, Throw up to 3 Fidchell pieces +4 and gets to swap 1 rune from
PF +2, and Move -6. You occupy 3 to the ground Nearby (within Wounds with 1 from Contingency.
Power hexes and have +2 Reach. The giant 4 hexes) in a formation of your
is used instead of your weapons and choosing. They grow to Size 3
armour. Bronze Warrior Companions, who
act as one at all times.

Social Cold Stare No Emotion? Make a Make a Plan Provoke Inspired +2, Dispassionate Interest No
Social Attack with a +3 bonus. and relevant Strings +1. Emotion? Question +4.
Power [Aid Mastery Area] [Aid Amplify Sinister] [Swift Aid Multi]
Mining [Physical] Assess stonework Fidchell [Mental] Assess fellow Silver Jewellery [Spiritual]
and rock. Gather raw ore for players. Command Bronze Idols Craft delicate jewellery with
Skills Crafting purposes. Fidchell pieces. enchantments.
[Swift Efficient Benefit] [Efficient Benefit Benefit] [Efficient Benefit Augment]
Protective Monstrosity [Feat] Effigy Mirror [Enchantment] Reclaim Silver [Enchantment]
Passive When you are down to your last Perform a Manoeuvre and play When you Heal on yourself Reclaim
rune you automatically shapechange a rune of any Trait as a Meta tag 1. When you Heal on an ally they
Power into mounting your Iron Behemoth to have all deployed Bronze Idols Reclaim 1.
statue. mimic the action.
Chainmail Armour, Tattered Ancient Halstatt Sword, Light Metal Silver Hammer, Medium Robes,
Black Cloak, Basic Tools, Mining Shield, Fine Clothes, Fidchell Board Pouch of Silver Powder, Feather of
Equip Equipment, and your choice of any and 18 pieces, Basic Tools, Feather of Druid Dhubh, Masterwork Tools
weapon Size 5 or less. Seabac. (QR 6).

ARCHETYPE S - 251 -
Nicolas Phaneuf Gohier (Order #31317871)
Fir Bolg Battlesmith Active Talents
Whirlwind Insulting Obstinate Wounding
Cu Sétanta Hamstring Bandrui
Attack Attack Posture (½Attack +1 Attack
Archetype (Attack + Multi) (½Attack +1 + Taunt) (M Parry +1) + Impeded) (½Attack +1 + Archetype
Degeneration)

Catharsis Cleansing Advancing Formulating Presence Of The Snare


Balor’s Eye Attack Attack
(Reduce Condition +
Heal 4) (DF in Size in a beam) (½Attack + Heal 1 + Stance (½Attack+1, Warrior Queen (½Attack +
Impeded + Grab)
(Knockback 1, Move 1) (½Attack is Attack)
Reduce adj.) +/- Initiative)

Flanking Chain Power Smash Lunging Vengeful


Attack Attack Attack Disarm Parry
(Attack +3 if Ally (Attack +3 Attack (Attack + Attack (½Attack + Disarm) (Defend +
(Attack + 2 DF) (½Move + Attack)
attacked) foe’s ally) Knockback 2) Knockback 2)

Sundering Fir Bolg Versatile Mobile


Trwyd’s Ferocious Combat
Spry
Posture Stance Blow Battlesmith Stance Posture
(PF +1) (DF +2) (½Attack +1 DF +
Damaged) Active Talents Manoeuvre (Reach +1,
Move +1)
(Parry +2)
(Attack+1 / Defend +1)

Sprig Of Awaken Cleansing Running


Improvised Awaken Regenerating Superiour
Heather Statue Block Parry Block Recovery
(Heal 4 + Reduce 2
Vulnerability)
Idol (Companion) (Defend + Heal 2) (Defend + Parry 2) (½Defend + Parry 1 +
Reduce adj.)
(Move + Heal 3 +
Re-Equip)
(Companion)

Presence Of
Defensive Regenerating Healing Riposte Gird Your
Repositioning The Hound
(Move, +/- Initiative) Stance Attack Stance (½Defend +1 and Loins
(PF +1) (Attack + Heal 2) (Heal +2) ½Attack+1) Of Chulainn (Parry +2)
(½Defend is Defend)

Presence Insulting Horned


Harbinger of the Swift Rising Spirit Apotropaic Channelling
(S Parry +2 Posture Parry (ReduceCondition, Ones
Archetype Sidhe M Parry +2) (½Defend + Parry 1 inflictCondition+1)
(½Move is Move)
(S Parry +1) + Taunt) Archetype

Fir Bolg Battlesmith Social Talents


Trick You Do It Shut Your Turn Away
Cu Sétanta Deliberate Bandrui
(Defend +1. No Answer First Mouth (Defend vs.
Question +4
Archetype Emotion? Strings
+2)
(Defend vs.
Question +1, (Defend vs. Compel (Defend vs. Compel
+4 if target lower if target lower Archetype
+1, Strings +1) Status)
Strings+1) Status)

We Won’t Give It Little Double Acknowledge


You’re A Joke You Can’t Be Hmph
Listen To You Afterthought (Defend vs. Grief Dare (Defend vs. Provoke Me Peasant
(Defend +3 if (Defend vs. or Humiliated +2, (No Emotion? Defend Serious +4 if target lower (Attack +3 if target
Remorse/Guilt or Strings +1) (Defend vs. Compel +3) Status)
Outnumber) vs. Compel +4) lower Status)
Vulnerable +4 )

Gritted You’re Not Oh By the Let’s Talk About What A Joke


We Are One Stay Quiet
(Defend vs. Provoke Teeth Threatening (No Emotion? Way Something Else Provoke
(Defend vs
+4
+4 if Outnumber) (Defend vs. Anger (Defend vs. Anger or Defend +3) (No Emotion? Defend (No Emotion? Defend vs.
or Fear +4) Fear +2, Strings +1) vs. Provoke +4) Question+4) if foe Emotional)

Familiar I Won’t Fir Bolg Passing Undermine Are You


Negotiate Battlesmith
Arguments (Compel +4 for a Budge Remark Credibility Serious?
(Defend +2 per deal or sale) (Defend vs. Compel Social (No Emotion? (Defend +3 if foe (Defend vs. Compel
String) +5 for trade deals) Provoke +4) Emotional) +4 if foe Emotional)
Talents
Storytelling Emotional Off-Hand Get Your
(Defend vs. Growl Ignore Befriend Story
Question +4. (Defend vs. Barrier (Defend +3 if Request (Provoke Friendly Straight
Failure gives Question +3) (Defend vs. Friendly already attacked) (No Emotion? +3 or Question +2)
or Vulnerable+4) Compel +4) (Defend vs. Question
String) +4 if foe Emotional)

We Won’t Dispassionate Lean On


Answer Roar Sense Motives Stay Calm Enrage
(Defend vs. (Bloodied? (Question +4 to (Defend vs. Interest (Provoke Anger +4)
Weakness
Question +4 if Defend +3) discern intent) Provoke +3) (No Emotion? (Attack +3 if foe
Outnumber) Question +4) Emotional)

You Are Tactfully Don’t Even Change the Horned


Harbinger Deflect Cold Stare
Beneath Me Try It (No Emotion? Subject Ones
Archetype (Defend +3 if target (Defend vs. Question (Defend vs. Provoke Attack +3) (Defend +M & S
lower Level) +4 if no Strings
on you) +4 if foe lower Level) In-Hand & In-Play) Archetype

- 252 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Fir Bolg Battlesmith Skills
Cu Sétanta Animal Trapped Hunting & Bandrui
Lore Fey Escape
Archetype Empathy Spirit Trapping Archetype

Knocker Tailteann Blood


Learned Wonder Sneak Infuse Burial
Games Smithing
Works

War Curadmir
Tactics (Champion’s Build Forge Minimize Oaths Bash
Portion)

Fir Bolg
Read & Survival Repair
Boating
Write Urban
Battlesmith Mining Athletics
Skills Equipment

Lore of the
Drinking & Lock-
Disguise Common Appraisal Brawling Swim
Wenching Picking
Folk

Silent Herbalist Lore Lore Survival


Falconry Realm Ores
Tongue Medicine Personas Locales Otherworld

Horned
Harbinger Feather Omens & Land
Lore Poison Perform Ones
Archetype Fingers Portents Stewardship Archetype

Fir Bolg Battlesmith Passive Powers


Ogham Unbreakable Destroyer
Cu Sétanta Attention Bestow Bandrui
Armour Will Hide
Archetype To Detail Conviction Archetype
(String +1) Enchantment Spiritual
(Bloodied?
PF +1) (Allies S PF +1) (Counter P or
Weapon Damaged)
(S PF +1)

Blunt Attuned Crafter’s Stubborn


Promise Burrow Might Destructive
Disposition Weapon (QR +4 vs. Broken (½Move in ground) (DF +1) (Broken Items)
(Costs 2 Runes to
Counter)
(Question +2) (DF +1, Parry +1) or Damaged)

Forge Combat Aura Of


Mob Equipment Drive Back
Bastion Of The Awareness Suffering
(Adj foes? PF 2) Mentality Mastery (Attacks have
(DF +2 if Ally adj.) (Items Size -1) Underground Knockback) (Behind? Defend not
½Defend)
(Adj. foes Take
Stun to Reduce)
(Craft Site)

Unbreakable Reclaim Repetitive Fir Bolg Support Unbreakable


Body Footing Motion Battlesmith Allies Tactician Mind
(Bloodied? PF +1, (Foe Defended? (2nd Manoeuvre (Initiative +/-1) (Bloodied? Mental
Parry +1) Reclaim 1) Free Meta) PassiveTalents (Combo Nearby) PF +1)

Vitality Reclaim Silver Companion Bestow


Idolcraft Tongue Protector In War
(Heal 1 /
Condition) (Companion) Craftwork (Chiefs SoAF +1, (Defend Allies) (Adj Allies Attack
Wisdom
(Reclaim 1) (Allies M PF +1)
SoDF +1) +1)

Honest Bond With Courtly Silver-tipped Work In Companion


Silver Limb
And True Maven Etiquette Weapons Concert (Heal +1, In Arms
(SoDF vs. Provoke (Court SoAF +1, replace limbs) (Heal +1 / adj.
(Companion) (Double Weapon Meta) (Allies Heal 2 + Move 2)
+3 honesty) SoDF +1) Allies)

Aura Of Umbrial Companion Horned


Harbinger Wyrd Ways Overcome
Influence (Contingency? Negotiations (Bloodied? Foe In Life Ones
Archetype PF +1) (Swap 1 Rune in Drain Condition +1) (Healing? adj.
(Adj. new +1 hex) with 1 in-Hand) Allies Heal 1) Archetype

ARCHETYPE S - 253 -
Nicolas Phaneuf Gohier (Order #31317871)
Harbinger
Option Requires Disir Levels
1
Fickle Champion of a Pagan God
When the Celtic Twilight fell, many devotees to the White
God returned to the old faith. Most Harbingers were once
zealots devoted to the White God, but seeing a pagan end
of days appear plainly with the Celtic Twilight, seeing mist
overtake the land and monsters spew forth from it, seeing the
fields of the dead, and seeing no help from the White God’s
church, they turned their fanaticism towards gods who active-
ly responded with the power necessary to survive, overcome,
seek revenge, or allow them to die sword in hand.
Harbingers offer aid to Druids or the leaders that also re-
turned to the old faith, and will act as protectors, military ad-
visors, champions, and enforcers. The most glorious thing of
all to a Harbinger is open battle. They walk to battle as living
altars of the gods, covered in religious symbols, fetishes, and
baubles, swinging massive weapons to cleave their way to vic-
tory in the most ostentatious way.
However, Harbingers are unreliable as champions of faith.
Yes, much of their power derives from currying favour with
the gods, but most Harbingers are just as likely to anger,
spite, and insult their gods and the power they’ve invested.
Harbingers channel the wrath of the gods nearly as much as
their favour.
Why do the gods allow this? Grateful or not, the Harbingers
do kill in their name. A Harbinger may abuse the godly power
they are given, but in the Celtic Twilight, victory is victory.
Role in the Group: Slow but tough and strong, they swing
mighty magical melee weapons, and are sometimes blessed
and sometimes cursed by the gods.
In History: Harbingers are merely a natural consequence of
the Celtic Twilight. Though beings roughly matching a Har-
binger are noted to crop up in history during times of war,
mass death and chaos, such descriptions can just as easily be
applied to monsters.

- 254 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
of War of Death of Chaos
A heavily armoured figure covered in Drawn from the sole survivors of These Harbingers are “over-alive”,
blood-red robes, clinking with ritual communities obliterated by disease, their bodies covered in fur, moss, or
blades, blood augury vessels, spiked starvation or the evils of war, Har- bark, with bony protrusions break-
chains and over-large two-handed bingers of Death often enter in the ing through their skin; their mouths
weapons. These Harbingers are service of gods that can take care of filled with fangs or tusks and claws
drawn from those who were once their dead loved ones in the afterlife. instead of nails. Their blood runs
Crusaders of the White God, and They take their duty as guides to lost thick as sap, and when it spills on
they apply the same zealotry to their souls as a mercy in these dark times a weapon it is slowly taken over by
new faith now. and the sacrificing of their foe’s moss and flowers. Where they step,
souls as fair payment. nature restores.

Vindictive Strike Spectral Chains Overgrowth


Divine Stance[Amplify Amplify Amplify] Divine Manoeuvre Divine Spell[Multi Range Amplify]
When receiving damage, store half [Range Multi Amplify] Bend nature to your will, moving the
Active the value (note type). When at- A necrotic chain shoots from your landscape and vegetation as easily as
tacking, you may add it as a bonus. body to pull a foe from up to Far (8 clay in your hand. Range is equal to
Power When receiving damage Consume 1 hexes) away to the nearest adjacent 4 hexes per rune in Drain. Move 1
Divine Wrath to double the damage hex, and inflicts 1 Mental damage hex (125 cubic feet) of terrain by 1
stored. Consume 1 Divine Favour for each rune they have in their Stun, hex per rune in Drain.
when using stored damage to Heal. Wounds or Death.
Voice of the War Beast: Defend vs. Voice of Doom: Defend vs. Voice of Chaos: Defend vs. Provoke
Social Compel +3, or +4 if under Divine Question +3 bonus, or +4 if under +3 bonus, or +4 if under Divine
Power Favour or Wrath. Divine Favour or Wrath. Favour or Wrath.
[Amplify Amplify Amplify] [Amplify Amplify Amplify] [Amplify Amplify Amplify]
Sacrifice to War [Spiritual] After Sacrifice to Death [Spiritual] Sacrifice to Chaos [Spiritual] Call
battle, melt a foe’s best item to gain Dedicate killed Worthy Foe to a upon a higher power in a sacred
Skill +1 Divine Favour. higher power, +1 Divine Favour. space, +1 Divine Favour.
[Aid Benefit Augment] [Aid Benefit Augment] [Aid Benefit Augment]
Sacrificial Kill [Enchantment] Hateful Reanimation [Ench] Briarheart [Enchantment] Root the
Passive When your melee attack kills, the When last rune enters Death, next ground. For every rune in Death,
Power body explodes, harming everyone round Wyrd from Death. If you fail gain Size +1, Reach +1, and Move -1.
adjacent to it. to kill, you die.
Banded Mail Armour, Blood Red Chainmail Armour, Tattered Black Creeping Body Vines, Fur & Hide
Equip Cape, and your choice of Size 6 or Cloak, Druidic Sickle, and your Armour, Holy Symbol, and your
lesser weapon. choice of a Size 5 or lesser weapon. choice of a Size 5 or lesser weapon.

ARCHETYPE S - 255 -
Nicolas Phaneuf Gohier (Order #31317871)
Harbinger Active Talents
Fir Bolg Retribution Bulwark Of Bulwark Of
Battlesmith Slash Faith Judgement
(1 Condition / 5 (Attack +4 / Wrath, (Attack +2, Consume
Archetype damage received) PF +1 / Favour) to Inflict)

Divine Anger The Awaken The Invoke


Dash Gods Alter Glory Divine Board
(Move +1 / Favour
or Wrath) (Attack +4, Divine Wrath) (S DF Nearby Foes) (Divine Favour Nearby)

Rend the Blight Divine Come At Me


Earth (Attacked? 1 S DF
Adj. and 1 PF)
Sigil (Move + Taunt)
(Attack all 2 hexes) (S DF +1)

Stance of the Invoke Harbinger Favoured Wrath And Discordant


Warband Blasphemy Hook Attack Active Strike Glory Strike
(Runechain of 2? (Divine Wrath? (Attack + Pull) (Attack +1, Reach +1 / (Attack S DF with Wrath (½Attack + Taunt +
Reclaim 1) Wrath Nearby) Talents Favour or +2 / Wrath) or ½M DF with Favour) Reach +1)

Slash The Preserve Drinker Of


Sacred Slash Sorrows
Air The Old Ways (Attack. Favour or
Wrath? Favour) (Attack +1 / Favour,
(Attack + Reach +2) (Heal +4, +1 / Favour) Heal +2 / Wrath)

Divine Immovable And Cascading Well Of The


Divine Board Breath Resolute Blades Beast
(PF all Traits+1 / (Pull Nearby,
(Heal +4, Restore 1) (Attack +2 / Combo)
Favour or Wrath) 2 S DF)

Embodiment Blackheart Glorified Bandrui


Of War/ Blade Armour Archetype
Chaos/Death (Weapon Clone Attack) (PF +4)

Harbinger Social Talents


Fir Bolg You Should Don’t Even
Ignore Be Ashamed Try It
Battlesmith (Defend +3 if (Defend vs. Remorse/ (Defend vs. Provoke
already attacked)
Archetype Guilt or Vulnerable, +2,
Strings +1)
+4 if target lower
Level)

Don’t Don’t Even


Stay Calm Roar Question Me Think of Asking Divine
(Defend vs. (Bloodied?
Provoke +3) Defend +3) (Defend vs. Question (Defend vs. Compel +4
if target lower Level)
Board
+4 if target lower Level)

Timely I Demand You Are


Distraction Enrage An Answer Beneath Me
(Provoke (Provoke Anger +4) (Question+4 if target (Defend +3 if target
Vulnerable +4) lower Level) lower Level)

Make You Will Feel Harbinger Voice Of The Demand


Bow to Me Interrogate
Demands My Words (Attack +3 if target Social Divine (Question +3)
Answers
(Compel +4 if (Provoke +4 if target lower Level) (Question +2 / (Emotion?
target lower Level) lower Level) Talents Divine Favour) Question +4)

Voice Of Ill Charged Emotional AreYouStill


Tidings Demand Barrier Talking?
(Emotion? (Defend vs. Friendly (Defend +3 if foe
(Provoke Grief +4) Attack +3) or Vulnerable+4) lower Status)

Inflict Share Your Don’t


Divine I Can’t
Terror (Emotion? Defend vs. Mood Even
Board (Provoke Fear +4) Compel +4) (Emotion? (Emotion? Defend
Provoke +4) vs. Provoke +4)

Intimidating Bury Impassioned


Threats Emotions Plea Bandrui
(Provoke Fear +2, (Emotion? (Emotion? Archetype
Strings +1) Defend +3) Compel +4)

- 256 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Harbinger Skills
Fir Bolg Herbalist Survival
Battlesmith Burial Medicine Wilderness
Archetype

Hound Commune Omens & Stargazing Divine Board


Master With Dead Portents

Lore Blot &


Riding The Sight
Arcana Faining

Silent Harbinger Repair War


Etiquette Oaths Scorn Pole
Tongue Skills Equipment Tactics

Commune
With The Appraisal Athletics Fidchell
Gods

Divine Board Read & Write Boating Forge Perform

Curadmir Speak In Bandrui


(Champion's Brawling Tongues Archetype
Portion)

Harbinger Passive Powers


Fir Bolg Fey Favours Defend The Natural
Battlesmith (SoAF +1 and Old Ways Instigator
(Damage Wrath?
Archetype SoDF +1 for Fey) Divine Favour) (Provoke +2)

Silver Ogham Of Fox’s Reclaim The


Tongue Retribution Tongue Kill Divine Board
(Chiefs SoAF +1, (Attacked? Return (SoAF +1) (Kill? Reclaim Rune)
SoDF +1) damage)

Divine Wrathful Heavy


Suffused Interrogator Weapons
Weapon (Question +2)
Hand
(Weapon Size +1 /
(1st Attack +1 DF /
Divine Wrath)
Master
Divine Favour) (DF+1, Reach +1)

Voice Of Reclaim Tight Harbinger Emotionally Galvanized Champion’s Hide Behind


Authority Aggression Lipped Passive Thick Skinned Ghost Strike Emotion
(Attacked? (SoDF vs. Question +2) (Attack? Heal, S PF +1) (Emotional? SoDF +2)
(Compel +2)
Reclaim 1) Powers (1st SoDF gains Meta)

Galvanized Champion’s Galvanized Champion’s


Heavy Armour Ambushing Emotionally Ambushing
Master Adder Strike Unimpress. Adder’s Dash
(PF +1) (Attack? Heal, PF) (SoDF vs. Compel +2) (Move? Heal, PF +1)

Galvanized Champion’s Rigid Galvanized Champion’s In Service To A


Divine Board Hornet Strike Mind CerebralStrike Higher Power
(Attack? Move) (Attack?Heal,MPF+1) (SoDF vs. Compel +3 if
(SoDF +1) angry god)

Merry GalvanizedChampion’s Emotionally


Guarded Bandrui
Disposition Peacock Strut
(Move? Taunt) (SoDF vs. Provoke or Archetype
(SoDF vs. Provoke +2) Question +1)

ARCHETYPE S - 257 -
Nicolas Phaneuf Gohier (Order #31317871)
Horned One
The Druidic Traditions Revived
These are the descendants of the sacerdotal Druids and rit-
ualists of the pagan past of the Celtic World that have come
back to retake their rightful place.
When Eire converted en masse to the White God’s faith the Dru-
idic caste was pushed to the fringes of society, only the most sec-
ular-minded judges, the Brithemain, and poets, Fili, who chose
appropriate subjects for their poems and songs, were free from
persecution.
With the Celtic Twilight upon them, now these same exiled
Druids return with their powers renewed by the thinning of
the Veil between the realms. It was the Fili who prophesied
the start of the Celtic Twilight, and so the Druids were pre-
pared.
No longer are the Horned Ones pushed aside as simply bar-
gainers for mundane blessings, potion makers, and charla-
tans. Under the direction of Mug Ruith, the Horned Ones are
healing the sick, sparing the dying and feeding the hungry,
and by doing so they are swaying vast numbers of the popu-
lace to their faith. All this while they open portals for the Fey
to once more dwell in the Six Kingdoms in great numbers.
The Horned Ones are now poised to step out from the shad-
ows and become a political and mystical power in the Celtic
World.
Role in the Group: The Horned Ones choose to avoid bat-
tle when they can, acting as diplomats, diviners, healers and
priests. Direct conflict is not their strong suit, but if caught
in the fray they command awesome powers of terrain manip-
ulation, magically strengthening the attributes of allies, and
cursing foes with various afflictions.
In History: All the most famous Celtic magic users were
Horned Ones, from Merlin, to Cu Roi (when he was mortal),
Cathbad, Gwydywon, and many others.

- 258 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Fiordhtaoi Brithemain Fili
(Fee-orth-dao-ee) The wandering (Brith-ee-mane) These are the judg- (Fee-lee) A Fili is a high poet, a
courtless Druids are the traditional es that uphold the ancestral Brehon person touched by a divine spark
negotiators between mortals and laws. Their word is law, where ever of creativity that allows them to see
the Fey. The Fiordhtaoi wander the they go. glimpses of the future through poet-
mundane wilderness at intersection In the wake of the Twilight their ic frenzy. The Fili are the masters of
points with the Otherworld. To most words became amplified by the verbs and verses that can glorify or
Celts they are merely nomadic med- weakening of the Veil and took on curse other people. They hex, heal
icine-folk, herbalists and diviners. the magic properties of old. and bridge the worlds by poetry,
Secretly they are also the informants some becoming so good that they
and spies of the reborn Druidic or- While one Brithem might wander, end up being taken by the sidhe as
der laying rumours and omens to adjudicating legal matters as they entertainers for all eternity.
slowly but surely sow dissent and please while being put up in luxu-
ry by a local chief, another Brithem Some say there are more human Fili
accusations against the White God, in the Otherworld, plying their trade
and to position the Horned Ones might stay in one location to make
their rulings from a central location. at Fey courts, than are left in the
well in the coming conflict. mundane world.

Wild Shift Grinnthoil (“Lucid Intent”) Seanchaí  (“Revered Tale”)


Shapechange Interrupt[Amplify Amplify Amplify] Spell Song[Range Area Amplify]
[Maintain Amplify Maintain] Interrupt a foe who is moving within Adjacent allies gain 1 intensity
Active Trade weapons and armour for Far (8 hex) Range of you and order of the Bravery Condition and +2
Power Size +2, PF +2, one element of them to stop, reducing their Move Spiritual Parry.
the Element Meta tags and one by 4.
positive Condition. These are
chosen only once.

Social Riddle Question +4 for an answer Barrage of Questions If allies Rhyming Reply: Defend vs.
unknown. If successful, Provokes. outnumber foes, Question +4. Question +3 if in rhyme.
Power [Aid Amplify Sinister] [Mastery Aid Multi] [Aid Amplify Abate]
Survival Wilderness [Various] Perception [Mental] Notice the Perform [Physical] Make a
Navigate, survive, and thrive in a obscured and hidden. presentation of song, dance, or
Skill wild environment. [Experience Aid Benefit] other learned athletic skill.
[Experience Benefit Aid] [Experience Aid Benefit]

Passive Fey Favours When dealing with any Authority of Brehon Law Gain Silver Tongue SoAF +1 and SoDF
Fey, gain SoAF +1 and SoDF +1. SoAF +1 and SoDF +1 in all matters +1 against nobles, chiefs, or other
Power of law. mundane powers.
Antlers, Druidic Robes, Multi- Druidic Robes, Torc of a Druid, Portable Harp, Fine Clothes,
coloured Cape, Torc of a Druid, Ceremonial Wreath, Shillelagh, Common Brat, your choice of Size
Equip Druidic Sickle, and Feather of Iolar Dirk, and 200 skatt. 3 weapon, and the Feather of Eala
(Eagle). (Swan).

ARCHETYPE S - 259 -
Nicolas Phaneuf Gohier (Order #31317871)
Horned Ones Active Talents
Battlefield Power Over Harbinger
Call Stone
(No weapon Vortex Mists
Interrupt S PF 3) (Knockback 4 (Blind + Area) Archetype
clockwise)

Friend Of Spiritual
Divine Call Wind Waves Mist Switch Scapegoat
(No armour (Switch bodies in
Board Interrupt with Move) (Ally with Water + mist) (Taunt +
Impeded) Possession)

Geyser Artio’s
Call Oak Of Sacred Mistwalker
(Interrupt PF 4) (Move Teleport Aid
Water in mist) (Shapechange)
(2 hexes of Heal 4)

Draw From Friend Of Horned Battlefield Draw From


Shapechange Throw Stone Nature
Nature Another Flames Ones Active (1 DF + Taunt or Of Mist (Detrimental)
(Benevolent) (Heal 1 + (Ally with Fire, + Shroud + ½Move) (Battlefield
Element Meta tag) (Shapechange Foe) Degeneration) Talents Impeded)
(1 DF + Element
Meta tag)

Ballad Of Warpaint Of Friend Of Blessing Of


Heroes Torc Dubh Daggers Bolg Gréine
(Ally with blades, (Reduce Condition +
(Fury + Area) (Ally Damage +2) stab owners) S Parry +2)

Warpaint Of Warpaint Of Warpaint Of Arcane Shell


Éal Glas Divine
(Ally Defend, damage? Cú Dearg Bradán Il-Dath (PF +4) Board
Weak Move) (½Move? Full Move) (Ally avoids ally Spells)

Warpaint Warpaint Of Rising


Fianna Of Bearbhán Tarbh Bán Spirit
Archetype Gorm (Ally PF +3) (S Parry +2, M
(Ally Size +1) Parry +2)

Horned Ones Social Talents


Line Of
Blackmail
(Compel +1, Tease Questioning Harbinger
Strings +1) (Attack, Strings +1) (Question +1, Archetype
Strings +1)

Rousing Base Encourage


Divine Make A Plan Speech Insinuations Ally
(Provoke Inspired
Board +2, Strings +1) (Provoke Bravery to a (Provoke +1, (Provoke Inspired
crowd +1, Strings +1) Strings +1) +4 an Ally )

You Do It I Know You Trick


Storytelling Answer
(Defend vs.
Question +4. Failure
First Too Well (Defend vs.
(Defend vs. Compel (Defend vs. Question +1,
gives String) +1, Strings +1) Provoke +1, Strings+1) Strings+1)

You Should Horned Reveal A Deliberate


Tame Mob Rules Riddle
(Compel +4 to (Provoke +4 if Listen To Us Ones Social Half-Truth (Question +3,
(Defend +1. No
Emotion?
Beasts) Outnumber) (Attack +3 if (Defend vs. Inflicts Condition)
Outnumber) Talents Question+4 to hide) Strings +2)

Cryptic We Won’t We Won’t Do Intimidating


Reply Answer As You Say Demand
(Defend vs. Question
+2 if already (Defend vs. Question (Defend vs. Compel +4 (Compel +4 if
defended) +4 if Outnumber) if Outnumber) Outnumber)

Sense We Won’t Verbal


We Are One Divine
Motives Listen To You (Defend vs. Provoke Manipulation
(Question +4 to (Defend +3 if +4 if Outnumber) (Compel +3) Board
discern intent) Outnumber)

Fianna Get My Way Interrogate Negotiate


(Compel +4 for a
Archetype (Attack +2) (Question +3) deal or sale)

- 260 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Horned Ones Skills
Sacred Wood Harbinger
Learned Brew
Binding Archetype

Divine Omens & Herbalist


Lore Fey War Tactics
Board Portents Medicine

Read &
The Sight Fidchell Lore Poison Write

Blot & Rites & Horned Commune


Scorn Pole Lore Arcana Burial
Faining Rituals Ones Skills With Dead

Trapped
Spirit Perception Perform Disguise

Commune
Survival Divine
With The Stargazing Escape
Gods Wilderness Board

Fianna Silent Animal


Sneak
Archetype Tongue Shapeshift

Horned Ones Passive Powers


Wyrd Ways Tactician Stubborn Harbinger
(Contingency? (2 Runes to
PF +1) (Initiative +/-1) Counter) Archetype

Reclaim Arcane Timeless Been There


Divine Magical Movement
Board Drums Done That
Energies (Spell Range) (Move within
Spell Area)
(2nd Spell Free Meta)
(Spell? Reclaim 1)

Wondrous Cauldron Of Cauldron Of Cauldron Of


Magic Poetry Motion Knowledge
(Contingency? (Perform or Read & (Omens & Portents or
(Riding or Swimming)
Focus +1) Write) Commune with Dead)

Parlay The Silver Bestow Horned Hidden In Unencumbered Unbreakable


Waters Tongue Conviction Ones Passive Mist Dodger Will
(Chiefs SoAF +1, (No Armour PF +1, (Bloodied?
(Speak with fish)
SoDF +1) (Allies S PF +1) Powers (Mist? Shroud) Parry +1) Spiritual PF +1)

Parlay The Courtly Work in Fox's


Strange Etiquette Concert Tongue
(Court SoAF +1,
(Speak with birds) (Allies Heal 2 + Move 2) (SoAF +1)
SoDF +1)

Parlay The Bond with Attention To Voice Of Divine


Woods Maven Detail Authority Board
(Speak with beasts) (Companion) (String +1) (Compel +2)

Fianna Mastermind Charismatic Otherworldly


(Gain a String Leadership Beauty
Archetype for a Plan) (First Social Attack (Compel +2, but
free Meta) danger of love)

ARCHETYPE S - 261 -
Nicolas Phaneuf Gohier (Order #31317871)
Monk
Who Amongst the Holy Wanders
Even in the midst of war there are those who cry for peace. While
Crusaders and other factions of the Church take well to war, and
to smiting heathens for their beliefs, Monks are more spiritually
generous. They represent a holy presence on the battlefield, one
of humility and glory, not of might. A Monk is not afraid to be
martyred for the cause of their faith, not if they can support their
allies, and save souls.

Role in the Group: The Monk is almost entirely defensive in


nature. This archetype focuses on mental and spiritual pro-
tection, healing and restoring themselves and others, manip-
ulating the initiative order, and the use of skills in combat. In
terms of physical punishment they are not tough in the way
an armoured warrior is. Most of the Monk’s abilities activate
when they become Bloodied. Whatever few offensive capa-
bilities they have are geared towards inflicting spiritual dam-
age on supernatural foes. If you wish to wander the battlefield
as though putting your head in the lion’s mouth, with your
faith in a higher power, this is the Archetype for you.

In History: While the Relic Keeper is an extrapolation of the


events of the Celtic Twilight - and not a large leap - the arche-
types of a monastic Clerical Scholar and that of an enlightened
hermit such as a Holy Ascetic are nearly ubiquitous in the Celtic
songs and epic poems of the this time period.

The Children of Eriu takes place around the mid 10th Centu-
ry. While nearly all of the Celtic World is converted to Chris-
tianity at this time, there is a great intersection between pagan
and monotheistic beliefs in the Isles, and monasteries have no
real unification in their approach to local faith. (Reformations
standardising European monastic practices wouldn’t happen
until the 12th Century.) It is therefore an excusable as well as
an enjoyable fantasy for a Christian Monk to adopt the medicant
practices a little early and in a bit of a different way, to journey
with pagans and warriors across the Celtic Isles.

- 262 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Relic Keeper Clerical Scholar Holy Ascetic
Raids on monasteries by Vikings, Cloistered in monasteries for many They spent years in prayer, seques-
Angles, Saxons, and even pagan years, some scholarly Monks have tered in a wilderness hermitage on a
Celts have increased since the Celt- chosen to embrace the continental journey to strengthen faith through
ic Twilight began. Some churches medicant practice in vogue and go nature. Then, a holy vision pulled
and monasteries have chosen to en- amongst the people, learning their them from isolation to join a violent
trust their holy relics to the Monks lore, and becoming closer to God warband as their spiritual leader,
of their order most capable of pro- by sharing in the suffering of folk. imparting wisdom and an insistence
tecting them, charging their Relic Even so, clerical Monk pacifists are of mercy. Now they wander through
Keepers to go out amongst the Isles ill-suited to violence, and in their battles as if into the jaws of a lion,
administering the miracles of the devotion to the script are (perhaps putting their faith in their God to
relic to the worthy, and keeping it purposefully) ignorant of the super- guide their actions. A Holy Ascet-
from evil hands. natural forces around them. ic works–as they believe their god
does–in mysterious ways.

Administer Holy Relic Stand and Consider Canticle for Ascesis


Faith[AmplifyAmplifyAmplify] Faith Stance[Amplify Amplify Amplify] Faith Interrupt[Range Range Range]
Active Administer the wondrous properties Gain +1 to any Cinematic Action Counter the effect of a rune chain
Power of the relic you carry, as constructed using the Mental Trait, or any Skill that was violent in nature. You may
under the Blessed Relic Skill. using the Mental Trait that you know Consume a Miracle to take this rune
or may be attempted freely. back into your hand.
Seeking the Martyrs Question +4 The Peace of Our Lord Provoke to Replete with the Holy Spirit
Social on matters of faith. Find a relic as Friendly +5 bonus. Miracle +1 if Compel +4 versus violence. Mental
Power a result, +1 Miracle. [Aid Mastery you averted bloodshed. [Amplify Parry +1, SoDF +1, and SoAF +1.
Area] Amplify Amplify] [Area Aid Amplify]
Sense the Holy [Spiritual] Seek out Scriptoria Orbis Terrarum Life of Humility [Spiritual] At
holy relics for miles around. [Mental] Refer to the wisdom of 4 AV overcome an ally’s failed
Skills [Experience Benefit Augment] your books. Skill Check.
[Experience Benefit Augment] [Augment Experience Augment]
Uncanny Monster Sense The Power of Disbelief Vow of Poverty [Ench] Endure
Passive [Enchantment] Whenever a [Enchantment] Ignore and are hardship and weather. If you carry
Supernatural Dweller enters within ignored by any Supernatural being no Skatt and only wear modest
Power Far (8 hexes), known or unknown, of a lower Level, plus your Miracle clothes gain Spiritual PF +1, Social
gain +1 Alertness. intensity, than you. PR +1, and Parry +1.
Holy Reliquary, Common Claidehb Shillelagh, Monk’s Vestments, Quarterstaff, Holy Symbol
Sword, Leather Armour, Fur Tunic, Blessed Stole, Holy Bible, Holy (Choice), Common Trousers,
Equip and a Holy Bible. Symbol (Crucifix), Rosary, Portable Common Brat, Holy Water.
Harp.

ARCHETYPE S - 263 -
Nicolas Phaneuf Gohier (Order #31317871)
Monk Active Talents
Ferocious Light Of the Apotropaic Enchant Fir Bolg
Cu Sétanta Arcane Veil
Stance White God {Faith} Posture Flesh Battlesmith
Archetype (½Defend + Heal 1 (S PF +3 vs. Spells) {Faith}
(DF +2) + Blind) (S Parry +1) (PF 2 + Parry 4) Archetype

Concentrated Holy Draw From Conjure


Uncanny Living Shield Arcane Shield
Attack {Faith} {Faith} Deflection Nature Ogham
(Attack + Vulnerable + Disarm (Defend adj Ally. (PF +2, S PF +1, M (Convert incoming {Faith}
Weapon
(Disarm + Alert) Consume for PF 2) PF +1) (Benevolent) (Heal
Consume Alert) damage to S) {Faith} (Weapon)
1 + Element Meta tag)

Stand And Flanking Regenerating Rising Spirit Duty Of Stand In Halt Evil
(Miracle?
Be Counted Attack Block {Faith}
(S Parry +2, M
Community Faith Supernatural? 1
(Attack +3 if Ally (½Defend + Nearby S DF, Impeded,
(P Skills +1) (Defend + Heal 2) Parry +2) (S Skills +1)
attacked) Ally +/- Initiative) Blind)

Hunt The Parry Monk Rapid Blessing Of


Holy Strike Catharsis The Emain
Wicked (Attack +1 S DF)
Monster Active Recovery {Faith}
(Miracle?Attack
Supernatural,+1SDF)
(Defend, Parry +3
Supernatural) Talents (Heal 4, +/-
Initiative)
(Restore 1 + Heal 4) Ablach
{Faith} (Heal4+Shroud)

Final Slash The Duty To Duty Of Distant Turn The


Bull Rush
Attack Air Fight {Faith} Care Mercy Other Cheek
{Faith} {Faith} (½Defend Ally, (Move + Push) (½Defend, Heal 1, (Heal 4 across the (½Defend, Heal 1 +
(Attack +2 / Drain) (Attack + Reach +2) ½Attack foe) +/- Initiative) Battlefield) x2 Parry)

Rebuke Evil Nether Insulting Cleansing Geyser Of Soul Chains


(Supernatural? 2 M Touch Parry Spirit Repositioning Sacred Water {Faith}
DF, Degeneration) {Faith} (½Defend + Parry 1 {Faith} (Move, +/- Initiative) {Faith} (2 S DF +
(Convert damage to S) + Taunt) (Move + Restore 1) (2 hexes of Heal 4) Impeded)

Strike Of Cleansing Shadow Blessed is Healing


Fianna Bereavement Block Parasite Thine Flock Harbinger
Archetype {Faith} (½Attack +1 (½Defend + Parry 1 {Faith} (Restore 1 + Heal / Stance Archetype
(Heal +2)
+ Area Heal 7 / Drain) + Reduce adj.) (Move with foe) Sacrifice)

Monk Social Talents


Trick Rousing UrgeTheHero You’re Not You Should Fir Bolg
Cu Sétanta Answer Speech You Know Threatening (Defend Be Ashamed Battlesmith
Archetype (Defend vs.
Question +1, (Provoke Bravery to a (Provoke Brave +2, (Defend vs. Anger or vs. Remorse/
Guilt or Vulnerable, +2, Archetype
crowd +1, Strings +1) Strings +1) Fear +2, Strings +1)
Strings+1) Strings +1)

Tactfully Güd
Deflect Get My Way Make A Plan Accuse Stay Calm Interrogate Coppe
(Defend vs. (Provoke Inspired +2, (Compel to (Defend vs.
(Attack +2) (Question +3) (Question +3 Ally
Question +4 if no Strings +1) inflict Taunt) Provoke +3)
Aid adds +3)
Strings on you)

I Won’t Lean On Sense Fuelled By Verbal Bäd


Negotiate
Budge (Compel +4 for a Weakness Motives Agony Manipulation Coppe
(Defend vs. Compel deal or sale) (Attack +3 if foe (Question +4 to (Bloodied? (Question +3 Ally
(Compel +3)
+5 for trade deals) Emotional) discern intent) Attack +3) Aid adds Abate)

Get Your Are You Monk Timely Demand


Story Straight What A Joke
(Defend vs. Provoke Serious? Social
Break Down
(Provoke Remorse/ Distraction Answers
(Defend vs.
+4 if foe Emotional) (Defend vs. Compel Guilt +4) (Provoke (Emotion?
Question +4 if foe
Emotional) +4 if foe Emotional) Talents Vulnerable +4) Question +4)

Clever Emotional Take Publicly Manipulate Attack Base


Advantage Stay Quiet Emotions Assumptions
Questioning Blackmail Of Weakness (No Emotion? Humiliate (Provoke to
(Question +4 if foe (Provoke +4 if foe Defend +3) (Provoke to (Provoke Vulnerable or
(Compel +4 if foe Vulnerable +2,
Emotional) Emotional) Humiliated +4) Humiliated +3)
Emotional) String +1)

Undermine Demand Disturbing Familiar


Storytelling Deliberate
Credibility Tease (Defend vs. (Defend +1. No
Confession Facts Arguments
(Attack, Strings +1) Question +4. Failure (Question or Compel
(Defend +3 if foe Emotion? Strings +2) (Provoke Grief +2, (Defend +2 per
gives String) +3 if foe Humiliated
Emotional) String +1) String)
or Grief )

Let’sTalkAbout Double Dare Oh By The Publicly Delight in


Fianna SomethingElse (No Emotion? Defend vs. Way Denounce Bad News Harbinger
Archetype (No Emotion? Defend vs. Compel +4) (No Emotion? Defend (Provoke to
Humiliated +2, (Provoke Remorse Archetype
Question+4) vs. Provoke +4) +2, Strings +2)
String +1)

- 264 - ARCHETYPE S
Nicolas Phaneuf Gohier (Order #31317871)
Monk Skills
Curadmir Fir Bolg
Cu Sétanta Lock- Riding The Sight (Champion’s Stargazing Battlesmith
Archetype Picking Portion) Archetype

Drinking & Survival Lore Land


Brew Oaths Build
Wenching Urban Personas Stewardship

Read &
Sneak Appraisal Prayer Learned Perception Navigation
Write

Lore Of
Lore Herbal Monk Rites & Sanctify
Common Burial
Poison Medicine Skills Rituals Relic
Folk

Survival Lore Speak In Repair


Athletics
Wilderness Locales Tongues Perform Equipment
Fidchell

Silent Trapped
Swim Boating Disguise Escape Lore Arcana
Tongue Spirit

Fianna Hunting & Feather Survival Harbinger


Falconry Lore Fey
Archetype Trapping Fingers Otherworld Archetype

Monk Passive Powers


Work In Combat Fir Bolg
Cu Sétanta Wyrd Ways Stubborn Nimble
(Contingency? (Costs 2 Runes to Concert Awareness Battlesmith
Archetype PF +1) Counter) (Allies Heal 2 + (Parry +1) (Behind? Defend
Move 2) not ½Defend) Archetype

Holy Fury Turn The Fox’s Aura Of Aura Of Frightened Bestow


(Inflict Wound? Blade Tongue Influence Holy Light Agility Conviction
Fury) (If Defend < 0 then (SoAF +1) (Adj. now +1 hex) (½Defend? Shroud) (Move +1 / Fear) (Allies S PF +1)
foe Attacked)

Unbreakable Survival Strong Holy Unbreakable


Body Rigid Mind Knowledge Keen Senses Suffering Will
(Bloodied? PF +1, Instincts (SoDF +1) (Take a Stun, (Overcome Shroud) (Wound? Heal 1 (Bloodied?
(Bloodied? Parry +2)
Parry +1) M Skill -2 DR) + S PF 1) Spiritual PF +1)

In Service
Overcome Carried By Desperation Monk Unencumbered Vow Of Non- To A Higher
(Bloodied? Foe Blood (Bloodied? Passive Dodger Violence
Condition +1) Attack +3) (No Weapon M Parry Power
(Bloodied? Move +3) Powers (NoArmourPF+1,Parry+1) +1, M PF) (SoDF vs. Compel
+3 if angry god)

Uncanny Uncanny Battle- Nature’s Dance Of Parlay The


Strong Faith
Adaptability Danger Sense hardened Child (Take a Stun, Feathers Woods
(Heal 2, Reduce S Skill -2 DR) (Foe -1 Range /
(Consume + Alert) (Surprised? Alert 2) (Heal? Heal +1) (Speak with beasts)
Condition) Trance)

Reclaim Dance Bond With


Aggression Tactician Lion Of God Vitality Of The Holy Vision
(Initiative +/-1) (Inflict Wound? (Heal 1 / (Max Trance? Maven
(Attacked?
Reclaim 1)
Alert) Condition) Flagellant Miracle) (Companion)
(Wound? Trance +1))

Fianna Stout Equipment Strong Back Hover Harbinger


Holy Spirit
Archetype (Reduce
Condition)
Mastery (Take a Stun,
P Skill -2 DR) (Possession) (Walk above
ground level) Archetype
(Items Size -1)

ARCHETYPE S - 265 -
Nicolas Phaneuf Gohier (Order #31317871)
Equipment
E
ach Character can equip one held item per hand, such as a weapon and a shield per hand, as well as one
suit of armour, a cloak, a torc, and an additional accessory item. More can be carried, but only 4 items in
total can provide a benefit to the wearer.
Any rune can be played to enact a Meta Tag on an item. A Meta Tag with a positive Condition applies to
the wielder only, and a negative Condition applies to their foe.

Weapons
Any rune can be used to wield a weapon. Weapons that are
the same Size or smaller than the Character are considered
one-handed unless noted with a “*”, in which case they are
wielded with two hands regardless of Size, or in the case of
poles: may be used one-handed while mounted. Weapons of a
Size larger than the Character must be wielded using two hands.

Melee Weapon Size DF Reach Parry Focus Meta Tag Cost


KNIFE Dagger 2 1 1 Degeneration 40
Druidic Sickle 4 1 1 Impeded 90
Saex 2 1 1 Degeneration 60
POLE Battle Maul 6 4 2 Vulnerable 250
Hammer 4 2 2 Vulnerable 190
Longspear* 5 2 3 Degeneration 210
Quarterstaff* 5 1 2 2 Vulnerable 250
Shillelagh 4 1 1 2 Trance 130
Short Staff 4 1 2 1 Vulnerable 20
Shortspear 3 1 2 Degeneration 20
Sparth Axe* 5 3 2 Impeded 280
ROPE Lasso* 3 3 Vulnerable 5
Spiked Chain 6 3 3 Degeneration 360
SWORD Ancient Hallstatt 4 2 1 1 Impeded or Degen. 110
Anglo-Saxon Longsword 5 3 1 1 Impeded or Degen. 220
Calvary Skenes 3 1 1 1 Impeded 80
Claidehb Mor* 6 4 1 1 Impeded 360
Common Claidehb 4 1 1 2 Impeded 140
Roman Spatha 3 2 1 Degeneration 90
Greatsword* 6 2 2 2 Impeded or Degen. 310
Votive 4 1 1 Trance 140

- 266 - unted.
Nicolas Phaneuf Gohier (Order #31317871)
Ranged Weapon Size DF Range Meta Tag Cost
BOW Longbow* 5 2 16 Degeneration 310
Shortbow* 4 2 8 Degeneration 170
GA Ga 2 1 4 Degeneration 40
JAVELINS Javelins 3 2 4 Degeneration 60
Madaris’ 4 2 8 Degeneration 130
SLING Sling* 3 1 8 Vulnerable 100

Ancient Hallstatt Sword: What was ids in their ceremonies, they often look Shillelagh: A heavy piece of blackthorn
once a common Celtic style of sword much like a crescent moon, or a sickle. wood used as a cane, often with one end
from ancient times, shorter than An- Ga (Dart): A heavy Gaelic dart that can filled with lead or another metal to in-
glo-Saxon Longsword. The guard and be thrown to great effect. They are larg- crease the weight and damage it can do.
hilt are often adored with intricate pat- er than most other throwing knives. It is almost never used in a real battle.
terns and artistic motifs. Short Staff: A tool for daily life as
Roman Spatha: A thin double-edged
Anglo-Saxon Longsword: A larger, sword between the length of a Celtic Clai- commonly as a weapon, used by shep-
heavy, double-bladed sword of simple dehb and an Anglo-Saxon Longsword. herds to drive cattle, as a walking
design common amongst the Angles Typically one left over from the Roman stick, and a weapon for self-defense.
and Saxons. occupation. Shortspear: The most common weap-
Battle Maul: A heavy two handed ham- Greatsword: A well-balanced on of war worldwide, the shortspear
mer, often used to demonstrate one’s two-handed sword of good craftsman- and shield combo is as almost as old as
strength in battle by simply wielding it. ship and large size, typically continen- war itself.
Calvary Skenes Sword: The light- tal in origin. Sling: Common, cheaply-made leath-
weight and sometimes curved-bladed Hammer: A flat-sided mace on a pole, er-strapped sling.
Skenes is used most often by light cav- weighted to crush bones and dent ar- Sparth Axe: Large weapons were rare
alry. mour. before the coming of the Vikings. With
Claidehb Mor: A greatsword more Javelin: Common wooden javelin, bal- the Viking invasion, adaptation began,
common to Alba, it is longer than an anced for throwing. including the creation of this great and
Anglo-Saxon Longsword but otherwise heavy axe with a moon shaped blade.
resembles a common Claidehb of the Lasso: 30’ of rope tied to allow a hole The manufacture of axes is still rare.
Celts. to tighten upon tension.
Spiked Chain: A length of chain with
Common Claidehb Sword: A Celtic Longspear: Also called a pike, the spikes affixed at set spaces.
sword designed for slashing and cutting, longspear is often used in tight forma-
tions to create walls of spearheads and Votive Sword: A sword reclaimed from,
it is similar in length to a Roman Gladius. or originally created for, a votive offer-
Like the Hallstatt before it, the guard and to deal with cavalry charges.
ing. Not magical of itself, but considered
hilt of a Celtic Claidehb are often anthro- Madaris: A javelin variant that is sacred.
pomorphic, representing animals or the unique to the Gaels of Eire.
arms and legs of a man.
Quarterstaff: Perhaps the most common
Dagger: A two-edged knife of general weapon of the peasant looking to ward off
utility, adaptable, and a valuable tool, bandits, a quarterstaff is typically a rough
but rarely used for combat because of wooden pole around 6 feet in height, or
the close proximity the attacker must the height of its wielder.
adopt.
Saex: A slightly longer, single-edged
Druidic Sickle: A short curved blade knife meant more for combat than daily
or “Moon Blade”, often used by Dru- utility.

- 267 -
Nicolas Phaneuf Gohier (Order #31317871)
Armour & Shields
Armour Size represents bulk and weight, and can fit up to the wearer incurs a Movement by half. Armour that is the
one Size larger than the wearer. A Size 4 human could wear same Size as the wearer penalizes Movement by 1. Armour
armour ranging from Size 1 to 5. Armour of larger Size than that is smaller than the wearer incurs no penalties.

Armour & Shields Size PF Parry Focus Meta Tag Cost


ARMOUR Banded Mail 5 2 1 Absorb 310
Chainmail 4 2 Absorb 170
Chainmail, Plate-reinforced 5 1 3 Absorb 400
Leather 3 1 1 Absorb 100
Fur & Hide 3 1 1 Absorb 100
ROBE Light 3 1 Abate 80
Medium 4 1 1 Abate 170
Heavy 5 1 1 Abate 240
Druidic Robes 4 1 1 Trance 170
Monk’s Vestments* 3 1 1 Abate 200
SHIELD Black* 4 1 2 Deflect 300
Metal, Light 3 1 1 Deflect 100
Metal, Heavy 4 4 Deflect 160
Oval 5 2 1 Deflect 120
Wooden 3 3 Deflect 110
ACCESSORIES Creeping Body Vines* 4 2 Trance x
Leather Bracers 2 2 Deflect 150
Tribal Woad 1 1 Abate 25
* Denotes items associated with a particular Archetype.

Banded Mail Armour: Mail protec- Fur & Hide Armour: Often worn by Robes: These simple tailored cloth
tive clothing reinforced with iron scales hunters to be both hunting trophies robes of varying thickness empower
or small iron bands. and protection. their wearer with the determination of
Black Shield: Denotes the wearer as a Leather Armour: Often worn by their office.
Cu Setanta Duban. hunters to be both hunting trophies Plate-reinforced Chainmail Ar-
Chainmail Armour: Any chain weave and protection. mour: Also called lamellar armour, it’s
or pattern from a full hauberk for no- Leather Bracers: Common leather made out of iron plates fitted together
blemen and prosperous mercenaries to guards for hunters. with leather strings or straps and rein-
a chainmail shirt for common warriors. forced with mail at the joints.
Metal Shield: A sheet of metal secured
Creeping Body Vines: The writh- by a leather strap. Metal shields come Tribal Woad: Blue ink facepaint deco-
ing vines wrapped around your body in many different shapes. rating some or all of the wearer’s face.
denotes the wearer as a Harbinger of Monk’s Vestments: Standard robes of Wooden Shield: A reinforced slat
Chaos. the clergy. board of simple make with a leather
strap.
Oval Shield: Large oval shields made
of wood and hide with a metal bracing
in the centre.

- 268 -
Nicolas Phaneuf Gohier (Order #31317871)
Clothing
Character clothing follows armour size rules. A Character
may layer clothes, a cloak, and a torc, but may not have more
than one of each kind. These can be worn in conjunction
with armour, robes, and any number of Accessories.

Clothing Size PF Parry Benefit Cost


CLOTHES Common Trousers 4 Blend-in +4 15
Fine Clothes 4 SoDF +3, vs. Compel +2 375
Fur Tunic 3 1 Mental Parry +1 100
CLOAK Common Brat 4 1 Blend-in +2 20
Belted Plaid 4 1 The Shroud Meta Tag 20
Black Wolf Pelt* 3 2 SoDF +1 120
Blessed Stole* 3 Spiritual PF +1 35
Blood Red Cape* 4 Spiritual Parry +2 50
Crow Feather* 3 2 SoAF to Provoke +2 200
Multi-coloured* 3 Spiritual PF +1 150
Tattered Black 3 1 Spiritual Parry +1 10
TORC of a Druid* 1 SoDF vs. Compel +2 120
of a Noble* 1 SoDF vs Provoke +2 175
of a Warrior* 1 SoDF vs Question +2 70
* Denotes items associated with a particular Archetype.

Belted Plaid: A large untailored piece cate make, including a tunic.


of tartan cloth, tied by a belt. It blends Fur Tunic, Hound-decorated: De- Common Clothes
naturally with greenery. Gain 1 Shroud notes the wearer as a Cu Setanta All Celts, unless overruled by oth-
if not moving. Duban. er clothing choices, are consid-
Black Wolf Pelt: Denotes the wearer as Multi-coloured Cloak: Ceremonial ered to wear the following clothes
a Bandrui Sun of Womenfolk. cape of Druids. Fits over a Druid’s nor- upon their person. Celts are typi-
Blessed Stole: Sometimes worn by mal robes. cally bare-foot but those inclined
Monks and Priests of the White God to travel often invest in shoes.
Tattered Black Cloak: Denotes the
for ceremonies. Fits over their normal wearer as a Harbinger of Death.
robes. Belt 2
Torcs: Metal ring, not fully enclosed,
Blood Red Cape: Denotes the wearer like solid, rigid, necklaces. These are Common Trousers 4
as a Harbinger of War. worn around the neck. Torcs are placed Common Brat 4
Common Brat: A common every- on when you are a child and should
day and travelling cloak pinned at the never be taken off (in some cases, due Shoes, Deer-hide 8
shoulder. to the size of the wearer, they can no
Common Trousers: Tailored pants longer be taken off.)
tied by a rope or leather belt.
Crow Feather Cloak: Denotes the
wearer as a Bandrui Battle Crow.
Fine Clothes: Tailored clothes of intri-

- 269 -
Nicolas Phaneuf Gohier (Order #31317871)
Uncommon Items leadership +2. This feather then takes
on the Damaged Condition until it can
be bathed in a pool of milk.
Uncommon Size Benefit Feather of Seabhac (Hawk): The
HOLY Vulgate 1* SoAF to Compel +2 person holding the feather takes
on an air of otherworldly menace,
Rosary 1* SoAF to Provoke +2
strengthening SoAF in matters of
Symbol 1* SoAF to Question +2 hunting and warfare tactics by +2. This
feather then takes on the Damaged
Water 2 8 DF vs. Supernatural
Condition until it can be bathed in a
PAGAN Ceremonial Wreath 1 SoDF vs. Compel +2 pool of milk.
Feather of... 1* Various effects Fidchell Board: A board of marked
Healing Potion, Min 1* Heal +3. One time use. points where two teams of 9 pieces are
set against each other in a game of skill
Healing Potion, Mod 1* Heal +6. One time use. and guile. Pieces are made of wood and
Healing Potion, Maj 1* Heal +9. One time use. bronze in gold and white.

Stag Antlers 3 Focus +1 Healing Potion: A magically enhanced


healing tonic.
WAR Battle Scars 1* SoDF vs. Provoke +2
Holy Vulgate: The holy book of the
Belt of Severed Heads 2 SoAF +1, and SoDF vs. Compel +2 White God’s faith. Followers of the
Fidchell Board 1 SoAF to Provoke +3 White God believe it holds its own
miraculous powers.
Mercenary Insignia 1* SoAF to Question +2
Holy Rosary: A necklace made of a
Portable Harp 2 SoAF to QUestion +4 leather cord lined with beads and a
* A dozen of these items (or a mixed and matched dozen) can be stacked up before it wooden crucifix.
is considered a full Size. Holy Symbol: Fetishes exist both in
the pagan traditions of the Isles and
Battle Scars: Scars are the clear ally and transfer all Intensities of the within the Church of the White God.
sings of a life on the battlefield and a Trance Condition [Counter S] from These object can be medals, small
testimony to one’s survivability. yourself to them. This feather takes on effigies, bones of Saints, or other
Belt of Severed Heads: A collection of the Damaged Condition until it can be objects associated with a particular god
gruesome fetishes that denotes you as a bathed in a pool of milk. or faith.
Cu Setanta Headhunter. Feather of Drui-en (Wren): While Holy Water: Water blessed by a Priest
Ceremonial Wreath: Often worn holding the feather the whisper of your of the White God, and given special
by Druids during specific events and voice can be heard by any one ally on properties to help the faithful combat
rituals, Druids also openly wear them the Battlefield, no matter the din of evil.
to show their status. battle, but you can only express one
word per use. The feather then takes Macha’s Skull-Pole: You carry a
Feather of Bran (Raven): While on the Damaged Condition until it can Mesrad Machae pole. With it you create
holding the feather, sense the nearby be bathed in a pool of milk. a war altar for the Morrigan, planting
presence of corvids - the murders the ritualistic spear in the ground, and
of crows, parliaments of rooks, and Feather of Eala (Swan): The person adding to it a skull of an enemy you
any unkindness of ravens - and know holding the feather takes on an killed. With it you can sacrifice one
the local battlefields, graves, and the otherworldly glamour of beauty and skull of someone you killed in order
circumstances of all recent dead. The grace, strengthening SoAF +2 in to gain favour with the Morrigan for
feather then takes on the Damaged matters of beauty. This feather then the coming conflict. With the ritual
Condition until it can be bathed in a takes on the Damaged condition until performed, in the current battle you
pool of milk. it can be bathed in a pool of milk. face you get a free Abate meta on your
Feather of Druid Dhubh Feather of Iolar (Eagle): A feather was Defend actions. All skulls turn to ashes
(Blackbird): While holding given to you by the Maven of another. at the end of a battle, returned to the
the feather, touch an adjacent It retains great power, according to Morrigan as payment.
the bird. It grants SoAF in matters of

- 270 -
Nicolas Phaneuf Gohier (Order #31317871)
Mercenary Insignia: Often take the form of
coin-sized medals displaying one’s allegiance to a Other Necessities
mercenary warband.
The road is unfriendly and travel is difficult. The following
Portable Harp The word “cruit” (pronounced list of things should be available in almost any village or set-
crowde) is often used to describe a whole array of tlement in the Celtic World, because they are so necessary
stringed travelling instruments, including both lyres for the Celtic way of life.
and harps.
The exceptions are that sailing ships are only available in set-
Stag Antlers: Denotes the wearer as a Horned One tlements along the coast, and realm ores are only available in
of ceremonies. settlements near a mine.

Other Size Notes Cost


PROVISIONS Ale/Mead 1 Repeated ingestion gains +1 intensity of the Drunk Condition. 6
Bannock 1 1 day’s worth of dried bannock; a loaf of barley, dried fruit, 10
nuts, and seeds, honey, and sap.
Flour 1 Stored in a woven sack. Ingredients to feed 20 days. 40
Grain 1 Stored in a woven sack. Ingredients to feed 7 days. 5
Wine 1 Repeated ingestion gains +1 intensity of the Drunk Condition. 30
CRAFTING Ore (Various) 1 Material for Forging, and the making of Silver Jewellery. 5
Leather 1 Material for Forging, and for the Repair Equipment Skill. 5
Wood 1 Material for Building, Boating, and general construction. 5
Realm Ore 1 Material for the crafting of Realm Ore. 1, 000
LIVESTOCK Chicken 2 Simple poultry. Will not stray. Wakes you in the morning. 60
Cow 6 Large herd animal. Does not typically stray. Subject to charge. 300
Goat 4 Small stubborn animal. Does not typically stray. 200
Ox 6 Beast of burden. Call pull its own Size + 1/2 its Size. 400
Pig 3 Intelligent beast. Does not typically stray. 100
Sheep 4 Small herd animal. Does not typically stray. Subject to panic. 150
SURVIVAL Blanket 2 Provides +1 for Checks of cold weather. 7
Flaming Oil 2 When placed in a lantern, burns for one hour. 5
Lantern 1 Illuminates a Nearby (4 hex) radius. Protected from wind. 6
Rope 2 Common cord rope 30’ in length. 5
Tent 4 Can hold up to 6 persons and their equipment. 20
Torch 1 Illuminates a Nearby (4 hex) radius for one hour. 2
VESSEL Sailing Ship 30 Includes sails and oars. Maximum crew of 20. 8, 000
SERVICES Blacksmith Repair X Hire to repair non-magical items in one day. (Size) x 5

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Denizens

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Nicolas Phaneuf Gohier (Order #31317871)
Denizens Introduction

Figures of
the Isles

D
enizens are all Characters that the Dwellers encounter in the game world. Denizens are designed
and controlled by the Norn. This chapter lists many of the Denizens that the Dwellers will meet
The Rules
while adventuring throughout Midgard.They can be mundane in aspect or supernatural, from the
lowliest peasant farmer to the fiercest dragon flown from the Otherworld to ravage the countyside.
Archetypes
Dwellers can also be played using variable levels of Crunch as defined in the main rules.
Denizens

Denizen Creation
Talents &
Size: Humans are considered Size 4. Most of the re- Powers
maining facts you can get about a Character derive
Denizen creation is very similar to the Dweller creation but from their Size. Adventure
differs in only 3 ways: Size is also important for equipping items. Remem-
1. There’s no specialization nor Void rune. ber that one-handed items are equal to or smaller
2. The boards are often 5x5 or other sizes, but Talent/Pas- than the Size of the wielder. Two-handed items are
sive selections work the same way as the Dweller boards. 1 or 2 Size categories larger than the wielder. Items
3. Denizens never map Talents to rune symbols, but only 3 sizes greater cannot be equipped.
to rune colours, allowing them to trigger Meta tags on DF: Unarmed damage is equal to Size -3.
rune colour matches.
Height: Roughly speaking the height for each Size is divided
into 2 to 4 feet for each category.
Physical Dimensions
These markers of description apply to all Characters in RGS, Move: Tactical Movement is a number of hexes equal to your Size.
but will be most pronounced for Denizen whose Size varies Occupy: How many hexes the Character takes up by their bulk.
greatly.
Reach: Natural body reach is Size divided by 4. So, a size 4

Character Size Chart

Size Description Height Weight Occ. DF Reach Move Example


1 Minuscule Less than 1” Up to 25 kg / 50 lbs 1 1 - 1 Cat
2 Tiny 45 cm / 1.5’ Up to 50 kg / 100 lbs 1 1 - 2 Small dog
3 Small 90 cm / 3’ Up to 75 kg / 150 lbs 1 1 - 3 Wolf
4 Medium 1.65m / 5.5’ Up to 100 kg / 200 lbs 1 1 - 4 Human
5 Large 2.6m / 8.5’ Up to 125 kg / 250 lbs 1 2 - 5 Horse
6 Giant 3.50m/11.5’ Up to 150 kg / 300 lbs 2 3 +1 6 Polar Bear
7 ... 4.4m/14.5’ Up to 175 kg / 350 lbs 2 4 +1 7 Ogre
8 ... 5.35m/17.5’ Up to 200 kg / 400 lbs 2 5 +1 8 Sea Monster
9 ... 6.2m/20.5’ Up to 225 kg / 450 lbs 2 6 +1 9 -
10 ... 7.1m/23.5’ Up to 250 kg / 500 lbs 3 7 +2 10 -
11 ... 8m/26.5’ Up to 275 kg / 550 lbs 3 8 +2 11 -
12 ... 9m/29.5’ Up to 300 kg / 600 lbs 3 9 +2 12 -
13 ... 10m/32.5’ Up to 325 kg / 650 lbs 3 10 +2 13 -
14 ... 11m/35.5’ Up to 350 kg / 700 lbs 4 11 +3 14 -
unted.

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Nicolas Phaneuf Gohier (Order #31317871)
human has an arm Reach of 1 for unarmed attacks (armed rune, then all members move. If a Talent is performed, every
attacks use weapon Reach values). member that can perform it (limited by positioning, range
Weight: For gaming purposes 1 kg = 2 lbs and 1 Weight unit and line of sight) will perform the Talent. Each member can
is 25kg/50 lbs. An adult Human, therefore, usually weighs choose different targets.
about 4 Weight or 100 kg / 200 lbs. This is not a perfect • Status effects treat the Swarm as a single entity. When
structure; a horse weighs more than its Size would indicate, attempting to inflict a Condition upon the Swarm, the
but for gaming purposes this schema will suffice. action’s Effect is reduced by the Swarm Threshold. If
How much weight a Denizen is capable of lifting (but not at least 1 Effect gets through, then the whole Swarm is
moving with it) is equal to their Size in Weight Units -2. A affected by the Condition. A beneficial Condition will
Human could therefore lift up something that is 50 kg, or affect the whole Swarm.
100 lbs. The minimum is 1 kg / 2 lbs. • Targeting treats the Swarm as individuals. A Swarm
How much in weight the Denizen is able to carry on their can be targeted multiple times with certain Meta tags
person and walk is equal to their Size in Weight Units -3. A such as Area and Multi.
Horse can therefore carry on them up to 50 kg or 100 lbs in • When receiving damage, treat the Swarm as both
weight in various saddle bags. The minimum is 1 kg / 2 lbs. single entity and individuals. Every time a rune de-
scends to Death, check for Swarm Threshold - if the
Denizen Talents threshold has been reached, remove 1 member from the
For the purposes of easing the bookkeeping of running mul- Swarm.
tiple Denizens, the Norn does not have to match the symbol • When performing attacks treat the Swarm as indi-
of a rune to play a Talent with Meta Tags. The Norn only has viduals. Target Dwellers individually. A Dweller cannot
to worry about colour matching the Talent. be the target of more than 6 melee attacks (if using a hex
Playing a rune will never trigger more than a single Talent, mat and minis), but the Norn is advised to use a lower
even if multiple have been bound to it. cap given terrain and obstacles in the scene.
• When a Swarm performs a Defend action treat the
Swarm as a single entity and individuals. When a
Swarm Rules rune-chain is played for a Defend action, the whole
Swarm receives that bonus versus the first attack. Every
Swarm rules allow a Norn to run many lower-level Denizens individual of the Swarm gets a free 1-time Defend ac-
using a single bag of runes and a single playmat. Overall the tion. For Norns, Protection Factor is an easier approach
Swarm is treated as a single monster that can act in differ- when running Swarms.
ent places upon the battlefield. This is useful when running • When healing, a Swarm is a single entity. If the Swarm
many of the same Denizen, or perhaps a creature with many is healed, then more reinforcements have arrived; add
“destroyable” parts, such as a Kraken with many tentacles. more Swarm members. If this isn’t possible due to the
A “Swarm” refers to a swarm or crowd of creatures. The scenario, then cap the healing to the Swarm Threshold
only requirement for these rules is that all members of the value.
Swarm are the same level and have the same powers. The way • When receiving Mental damage, treat the Swarm as
a Swarm works is as follows: individuals. Every time Mental damage exceeds Swarm
1. Set the level of your Denizen swarm. An easy challenge Threshold, a Swarm member loses all actions for the
is a total level equal to the sum of the Dweller levels. round.
2. Determine the number of actions you’d want every
The rules are meant to make Denizen accounting easier on
member of your swarm to have access to. This is the
Destiny rating of your swarm. the Norn. All of the rules above can be bent and broken to
ensure that the scene remains realistic and coherent.
3. Subtract twice the Destiny value from the level to deter-
mine the total Essence.
4. Divide the Essence by the number of Denizens in the
Swarm. This determines Essence per Denizen. This is
called Swarm Threshold (ST). Swarm Threshold: After a Swarm loses an
When you set Initiative, a Swarm gets 1 Initiative tile, thus all
amount of Runes from their Essence equal to
members act at the same time. the Swarm Threshold, a Swarm Denizen dies.
When the Swarm Wyrds, the runes pulled are for all mem-
bers. Every action/rune-chain played activates every mem-
ber of the Swarm. If a move action is performed by playing a

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Nicolas Phaneuf Gohier (Order #31317871)
A Kraken has attacked the longship. It’s looking to drag the
Creature Attributes
crew overboard with it’s tentacles and won’t risk raising its Every Character in RGS3 has a Creature Type, even Dwell-
head out of the sea. The Norn will use the Swarm rules to run ers who by definition have the Mortal Creature Type. Some
the 10 tentacles. The Dweller total level is 32, so the Norn Denizens will have innate Passive Powers and abilities that
decides that a level 34 Swarm would be a good challenge for are attributes of the race, independent of archetype or rune
the players. The Swarm has a Destiny of 2, and 3 Essence binding choices. Base level modifiers cost levels, taking away
per tentacle (Swarm Threshold 3), summing up to 34 levels. from levels spent on Essence and Destiny.

Aquatic
30 2 Base Level modifier: +1
Aquatic denotes a creature which is at home in and under
water. The creature does not require air, can move in water
without penalties, with a +2 bonus, and can float in place
(without expending runes to tread water). Aquatic creatures
2 1 3 suffer a penalty of -2 to Move on land, to a minimum of 1.

Razors Thick Skin Swipe Ascended


Base Level modifier: +1
(DF) (PF) (Parry) An Ascended being is one which was mortal, but through
death or other drastic means has achieved a new state of re-
ality. They have access to all possessions which were conse-
crated by an Angel of Death and buried with them, or immo-
lated upon their funeral pyre. These possessions encompass
equipment, livestock, slaves and other worldly possessions
owned by the Ascended being. Burial and epitaph rules are
discussed on page 82 in Lords of the Ash.

Aware
Base Level modifier: +1
Aware creatures cannot be robbed of their senses. They are
immune to the Blind Condition and have perfect sensory
360-degree awareness within a 10 hex radius. They do not
have extra senses beyond the human spectrum, therefore
they do not gain bonuses against Shrouded opponents.
The Berkano rune is used to Move all the tentacles adjacent
to the ship. They have a reach of Far (4 hexes), so the Norn Construct
plays the Dagaz rune to attack for 5 damage (1 base + 3 DF Base Level modifier: +1
+ 1 Trait match). The Norn then assigns targets for the 10 This attribute indicates that the creature is an animated be-
tentacles. ing, created from inanimate materials. The creature is:
Every 3 damage dealt to the Kraken will reduce it’s tentacle • Immune to Mental damage and poison.
count by 1. To affect the Kraken with Conditions, the Dwellers • Immune to Emotional Conditions.
must inflict at least 4 intensities of a Condition (exceed ST).
In future rounds the tentacles may not have to move, so the
Domain
Base Level modifier: +1
rune can be saved and used defensively. If 1 rune is played as
a Defend action, then all tentacles will benefit from an RV The creature’s home or immediate domain is treacherous
and will be a hazard to the combatants who are not of its
of 3 Parry (plus any other relevant bonuses) versus the first
Domain. Examples are swamps that drag combatants into
attack against each tentacle this combat round. the mud, lava flows that create fire upon the battlefield, etc.
The Domain receives its own Initiative tile and a Destiny of
2. When its turn comes up, it may play those runes for any

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Nicolas Phaneuf Gohier (Order #31317871)
effects listed by paying the rune cost. Some domains have a G
od lood B
continuous Passive power that applies to combatants. Every Base Level modifier: +2
effect will have an appropriate counter listed (i.e., [Counter
P]). This Attribute does not necessarily imply immortality. It sim-
ply means someone with god blood in their recent ancestry.
A God is a being which has the ability to forge new life forms
Fey and realities. As a result, they have access to at least 1 Void
Base Level modifier: +1 Magic spell which they can evoke with any rune.
The Fey live in the Otherworld and when visiting the mun-
dane world they cannot be seen without special skills or Immortal
circumstances. To anyone without the Fey attribute, they Base Level modifier: +3
are considered to have Stealth rating 8 for purposes of Per- An Immortal gains Divine Potence (see page 205). This
ception. Even if they can be spotted, they are hard to discern represents their ability to survive incredible violence and
and are considered to have Shroud 4. This Shroud cannot be ailments, and should they succumb to the threat, they will
negated, nor decreased without specific Skills and powers be reborn at their place of rebirth (see page 206). Immortal
meant to spot the Fey. Denizens are considered to have an MDP of 1.
All Fey can perfectly see and interact with other Fey. Alfar All mortal Active powers gain the {Providence} type (see page
and Aos-Si are one with the Fey and they can see one another 170). Several Meta Tags change on mortal powers: Multi and
without issue. Area strike anyone upon the battlefield.
The Sight is a Skill that allows one to see those beyond the When Immortals produce offspring with created beings such
Veil. Those with this skill or those with Fey blood will negate as mortal humans, they may pass on some traits to their off-
all penalties regarding the Fey under specific light condi- spring. This is usually in the form of Disir boards which the
tions- a narrow window at dawn or at dusk. offspring may discover as they age. These beings gain access
During the Yule season, the Veil is partially lifted and the to the God Blood upgrade (see above).
penalties are halved (Stealth 4 and Shroud 2).
Omens and Portents have a chance to reveal the Otherworld,
and during these visions the Fey may be revealed.
Legend (X)
Base Level modifier: +X
Legend is a special attribute that rates someone’s fame
Flight throughout the land. It increases with every heroic deed that
Base Level modifier: +1 becomes local legend. The Legend attribute allows one to
The creature can fly or hover in mid-air. Flying creatures leverage bonuses on social interactions. A legendary indi-
move through the air with +3 Move. On the ground, however, vidual could potentially add the Legend rating to skills such
they Move with -1 Move to a minimum of 1. as Negotiation, Etiquette, and others if the Norn deems the
legend would influence the interaction.

Ghostly
Base Level modifier: +1 Light Soul
A ghostly creature is affected thus: Base Level modifier: +2
• It can pass through combatants and terrain without any This being is made from the luminescence shed by the Cru-
hindrance. cible of Life. It pulses with vitality, gaining a Size +1. It can
• It may share the same hex as another combatant. travel quickly and will be able to travel over water, through
• When the ghostly combatant is struck with a spell, every- walls and trees. It will also be able to fly. Double the move-
one it shares a hex with, also gets affected by the spell. ment speed, grant flight and ignore terrain for movement. If
• It takes half damage from Physical attacks, but double it carries a rider, it confers the ignoring of terrain upon the
damage from Spiritual attacks. rider. It cannot exist without light. It must remain within the
• A ghostly creature’s basic attacks are Physical in nature luminous range of a light source or it will die and return to
and suffer a -1 penalty. the Crucible of Life.
• Any Spiritual damage dealt by the Ghostly creature, be
it from manoeuvres or spells (or any other type) is in-
creased by +1. Mortal
Base Level modifier: +0
Mortals have no particular advantages nor disadvantages,
except that when they die their soul goes to Donn’s Hall to
argue for immortality.

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Nicolas Phaneuf Gohier (Order #31317871)
Primal Being Twilight Vision
Base Level modifier: +2 Base Level modifier: +1
A Primal Being is one which was begotten from the Crucible Perfect vision in normal and magical darkness.
of Life. This is a distinction with most other life forms which
where begotten upon one of the realms of Yggdrasil or creat- Undead
ed by gods who used Void magic. These Primal Beings have Base Level modifier: +2
no ancestry or creator per se. Their bodies are spiritual in na-
This attribute imbues the creature with the touch of a death
ture, made from the same essence as the World Tree. It is an
deity. The creature is:
essence that gave the Alfar their form, and Valkyries the abil-
ity to subsume other life forms. These beings have the ability • Immune to Spiritual damage and poison.
to shape their appearance, size and shape through ritual and • Unarmed attacks deal Spiritual damage.
the understanding of the building blocks of the universe. • Sense life within a 5 hex radius granting a +3 bonus on
Perception checks.
While most make their home in the Otherworld, many have
• Sees perfectly in natural darkness, but not in/through
travelled through the Breach. Most Primal Beings have
magical darkness.
learned how to adapt their life-force in order to better fit in
• Does not need breath.
with the worlds they visit and inhabit. This is usually accom-
plished by the use of some powers and/or skills. Vaettirs will
assume avatar form using the land which they call home, es-
sentially becoming a Borghild when needed. Valkyries will
snare a mortal and subsume their life-force. While in that
altered shape/state, they do not gain any benefits conferred
by this “Primal Being” attribute. When they revert to natu-
ral form however, they receive several inherent benefits and
hindrances.
While in their natural state:
• To mortals they have effective Shroud 4 which cannot
be reduced.
• They can change their appearance, size and shape at
will.
• They take half damage from Physical sources but take
double damage from Spiritual sources.
• They move through physical matter as a fish would move
through water.
• A mortal witnessing a Primal Being for the first time will
be forced to suffer 4 Spiritual damage from the immeas-
urable shock and awe. Subsequent viewings will not
trigger this effect.

Quadruped
Base Level modifier: +1
These beings can run on four legs, granting them double the
movement rate. This doubling effect is applied after all other
movement modifiers have been applied. Being quadruped
also reduces Knockback effects by 1 hex.

Supernatural
Base Level modifier: +0
Supernatural is a new keyword found in some power and skill
descriptions. It refers to any creature or being alien to Mid-
gard (ie. the creature’s home realm is one other than Mid-
gard). In terms of species identification, if it’s not present
in present day Earth, it can be considered “Supernatural”.

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Nicolas Phaneuf Gohier (Order #31317871)
Beasts
The natural world can be as dangerous as the supernatural

M
undane beasts are everywhere across
the Isles. As the Celtic Twilight Other Uses
wears on their numbers thin from • Companions. If, however unlikely, a Denizen should
the diminishing of sunlight and the tame a lion, or other unusual beast, this chart can be
perpetual chill that permeates the Isles. used to give the Companion base statistics.
Still, the majority of the Great Isles are • Shapechange Another. There is an Active Talent by this
still wild nature, and nature is not dominated by the castles name that changes its victims into mundane beasts. This
of mankind but by the forests, rivers, and seas, whose chief chart is used to determine how the Dweller or Denizen
denizens are the beasts, great and small. now acts.
• New Beasts. Seeing this structure it is easy for Norns
Representing Beasts to make their own beasts using this table, and the Craft
Attributes Table on page 432. The possibilities to
There are two ways a Norn can incorporate a beast into the create beasts; wild, tame, or fantastic, are limitless.
game events. First, a beast can be represented as a simplified
version, using the Companion rules. The second way to
represent the beast is as a full Denizen with Levels, Essence,
and Destiny. The Dwellers come upon a Stag in the forest and wish
to, together, chase it down and spear it to be their dinner.
Companion Beasts Let’s assume this deer has enough significance to in-game
A beast can be represented as a simplified version, essentially events such that a Skill Check for Hunting & Trapping
using the Companion rules (and possibly Swarm rules when would shorten the conflict too much, but neither is this
running more than one). Base statistics for the various a magical deer that deserves being fully fleshed out with
mortal Companions can be found in the table on the next runes. So, a hunt ensues. The Norn can use the Beast Chart
page. Adding QR/Levels beyond those listed adds bonuses to reference key information about the beast, using them as
found in the Companions table on page 192. an environmental factor while Wyrding for circumstances as
appropriate.
Denizen Created Beasts Legend: The common terms and their uses on the chat are
The more detailed approach is to assign your beast a Level, referenced here:
Essence, and Destiny. The simple approach would to utilize • QR: The Level of the beast when viewed as a Compan-
only Cinematic actions, but Talents could be added and ion
would be bound to colours. Any and all Talents and Passive • Size: The same as any Dweller.
powers would be avalable to mortals. Suggested powers: • DF: The Damage Factor of the Beast’s unarmed attack.
Active Talents: Lunging Attack, Mauling, Heedful Charge, • Move: The number of hexes the Beast moves in an
Flanking Attack, Running Recovery, Snare, any Howl action. This also specifies their Creature Type, which
is relevant to how they move. First number is ground,
Social Talents: Growl, Predator’s Gaze, Cold Stare, Ignore,
second (if appearing) is flight ot swim.
Turn Away
• Parry: The Beast’s Parry bonus.
Skills: Survival Wilderness, Hunting & Trapping, Escape, • PF: The natural Protection Factor to get through the
Athletics, Swim hide of the Beast.
Passive Powers: Fleet-footed, Nimble, Might, Woodland • M PF: Mental Protection Factor.
Run, Woodland Cover, Agility, Unencumbered Dodger, • S PF: Spiritual Protection Factor.
Fangs, Leaping Striker, Pounce • So AF: Social Attack Factor.
• So DF: Social Defence Factor.
• Meta Tag: The Beast can use a rune of any Trait to inflict
this Meta Tag. If it is positive, it inflicts the Meta on
itself. If it is negative it can inflict it on an enemy.

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Nicolas Phaneuf Gohier (Order #31317871)
Parry

SoDF
SoAF
M PF
S PF
PF
Beast QR Size DF Move Meta Tag
Adder 6 1 1 (Bite) 1 (Twilight Vision) 2 3 1 Degeneration
Bear 5 5 5 (+3+Claws) 8 (Quadruped) 2 -2 Degeneration
Boar 9 4 3 (+2+Tusks) 8 (Quadruped) 1 1 1 Fury
Bull 4 5 3 (+1+Horns) 10 (Quadruped) 1 Vulnerable
Cattle, herd 12 20 17 (Trample) 10 (Quadruped) -9 Degeneration
Crane 3 2 1 (Beak) 1/5 (Flight) 2 1 -1 Trance
Crow 3 1 1 (Beak) 1/4 (Flight) 3 2 Taunt
Eagle 6 2 3 (+2+Talons) 1/5 (Flight) 2 2 1 Brave
Falcon 3 1 1 (Talons) 1/6 (+2+Flight) 3 Blinded
Fox 2 2 1 (Bite) 4 (Quadruped) 3 Shroud
Frog 2 1 0 (Struggle) 1/3 (Aquatic) 1 2 2 Possession
Hare 5 2 1 (Bite) 6 (+1+Quadruped) 4 1 Taunt

1/6 (Twilight
Horned Owl 6 3 1 (Pincers) 2 1 2 Degeneration
Vision + Flight)

Hobbie Pony 2 5 2 (Hooves) 10 (Quadruped) Absorb


Hound 3 3 2 (+1+Bite) 6 (Quadruped) 2 Impeded
Lion 2 4 3 (+2+Bite) 8 (Quadruped) -1 Brave
Mouse 1 1 0 (Bite) 2 (Quadruped) 3 1 Shroud
Otter 5 2 1 (Bite) 1/4 (Aquatic) 2 2 2 Taunt
Salmon 5 1 0 (Struggle) 0/5 (Aquatic) 2 2 Inspired
Seal 2 3 1 (Bite) 1/5 (Aquatic) 2 Friendly
Stag 8 4 2 (+1+Antlers) 8 (Quadruped) 1 1 Alertness
Swan 5 2 1 (Beak) 1/5 (Flight) 1 1 2 Remorse / Guilt
Wolf 8 3 3 (+2+Bite) 6 (Quadruped) 1 3 2 Degeneration
Wolf, Pack 10 8 7 (+2+Bite) 6 (Quadruped) 1 3 -1 Degeneration
Wren 6 1 0 (Beak) 1/4 (Flight) 4 2 -1 Alertness

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280

Nicolas Phaneuf Gohier (Order #31317871)


Fomorian
What lurks under the waves and wants your land
Introduction

Figures of
the Isles

The Rules

U
nder the waves on the coasts of Eire, Alba, and Mann, lurk a terrible people; the Fomorians. They
are sea giants, but even to call them that is sometimes a misnomer. Fomorians vary in appearance Archetypes
more greatly than any other race. They are misshapen and strange human-like figures, but no two
are misshapen in the same way. A Fomorian may have too many eyes, or a mouth upon their chest, Denizens
or multiple arms. A rare few are beautiful.
Talents &
However, there is more to the Fomorians than their appearance. There is their ambition. The
Fomorians seek to take Eire, claiming it always belonged to them. With the Celtic Twlight troubling the land, various Powers
petty despot Fomorian Kings lead raids to claim goods and slaves as they see fit. A few bold Fomorians claim territory,
Adventure
eager for the day when Eire can once again be held in Fomorian hands.

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Nicolas Phaneuf Gohier (Order #31317871)
Fomorian (Fow-more-ian)
Plural: Fomorians Most in Eire, some in Alba and Mann

Base Level: +7
Base Powers: Aquatic, Immortal, Twilight Vision, Fomorian Miasma  Passive
Supernatural A hazy cloud of near-invisible gas surrounds the Fo-
Equipment Type: Martial morian. Once per round during Upkeep anyone who
is not a Fomorian and is adjacent to one has inflicted 1
There is greater variation within the misshapen looks of Degeneration [Counter P].
the Fomorian people than any other single race. As such,
their capabilities vary wildly, and not just in appearance but Bursting with Elements Passive
in fearsome capability. Druids have fashioned loose and Once per round a Fomorian may apply any form of the
ignorant designations to distinguish the kind of Fomorian Element Meta Tag to an Action.
that might raid the coast from the one who might weave
magic beneath the waves, or the kind that acts as a tyrant
above them all.

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Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
Fomorian Raider
Base Level Size Move Reach
Social
1
Introduction

+7 5 3/7 1 Physical 1 Figures of


the Isles

The Rules
Raiding Tools  Equipment Mental
-2
Fomorian Harpoon (Longspear), Metal Shield; see Archetypes
Weapons & Armour Charts pages 266 and 268.
Denizens
Spiritual
Talents &
Powers
Don’t
Lunging You’re A
Riastrad Swallow Smackdown Balor’s Eye Question Enrage Adventure
Attack Joke Me

Cleansing Sundering Throw Regenerat- Make Get My Rouse


Rising Spirit Demands Way Emotion
Block Blow Enemy ing Block

Fomorian Tease Shame-


Attack From Smash Social
Raider Active Blight Breath of Acid Merci- less
Above Attack lessly Talents Flattery
Talents

Quill Storm You Are


Death Thundering Corrosive Regenerating Bow To Break-
(Feather Beneath
Charge Roar Touch Attack Me Down
Storm) Me

Furious Dragon’s Elemental Friend of Power Over Barrage Inflict Predator’s


Tantrum Breath Strike Waves Mists Of Ques- Terror Gaze
tions

Ogham Rites &


Hulk, Earth Battle-hard- Hulk, Slam- Stargazing Oaths
Bastion Armour Rituals
Bender ened ming Hulk Enchantment

Drinking
Percep- & Wench- Hunting
Attuned Strong Fomorian Resistance to &
Vitality tion Trapping
Weapon Muscles Size Degeneration ing

Fomorian
Heavy Weap- Raider Passive Oppose the Brawling Skills Swim
Destructive Rigid Mind
on Master Crowd
Powers

Terrifying Fathach’s Hidden in Repair


Master Sailor Stubborn Tailteann
Satisfaction Might Mist Bash Equip-
Games ment

Tech-
Unen- nique Of War
Aura of Parlay the Umbral Ne- Timeless Boating
cumbered Fomorian Tactics
Suffering Waters gotiations Movement
Dodger Spear

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Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
Fomorian Sorceress
Social 3 Base Level Size Move Reach

Physical +7 5 3/7 1
Crystal Mace Weapon
Mental
-2 Size: 5 DF: 12 Reach: 4 Parry: 0 Meta: Fear
Sea Magic Materials  Equipment
Spiritual A circlet, an amulet, and various potions equalling 8 QR.

Don’t
You’re a
Awaken Battlefield Lunging Sundering Question Enrage
Swallow Joke
Statue Vortex Attack Blow Me

Quill Storm Make Get My Rouse


Attack From Regenerating
(Feather Aura of Frost Cold Lance Demands Way Emotion
Above Block
Storm)

Fomorian Tease Social Shame-


Elemental Dragon’s Merci- less
Strike Breath
Sorceress Blight Rising Spirit Talents
Active Talents lessly Flattery

Shapechange Corrosive Friend Of Power Over You Are


Catharsis Bow To Break-
Another Touch Waves Mists Beneath
Me Down Me

Warpaint Of Barrage
Power Over Breath Of Battlefield Inflict Predator’s
The Bradán Mistwalker Of Ques-
Wind Acid Of Mist Terror Gaze
Il-Dath tions

Cauldron Of Blood- Trapped


Attuned Crafter’s Hulk, El- Inversion Of Stargazing
Knowledge smithing Spirit
Weapon Promise dritch Ice
(Coire Fhís)

Strong Fomorian Hide Behind Resistance To Oaths Swim Infuse


Destructive Muscles Size Emotion Degeneration

Fomorian War Rites &


Strong Courtly Driven By Skills
Knowledge Etiquette
Sorceress Rigid Mind Tactics Rituals
Emotion
Passive Powers

Repair
Aura Of Parlay The Hidden In Lore Tailteann
Idolcraft Stubborn Equip-
Suffering Waters Mist Arcana Games
ment

Tech-
Unen- Hunting
Secretive Umbral Ne- Timeless nique Of
cumbered Master Sailor Brawling & Trap-
Disposition gotiations Movement Fomorian
Dodger ping
Spear

- 284 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
Fomorian Tyrant
Base Level Size Move Reach
Social
2 2
Introduction

+8 5 3/7 1
Physical
1 1 Figures of
the Isles

The Rules
Sea Tyrant’s Goods  Equipment Mental
A crown, septor, and treasures worth a combined 8 QR. Archetypes
Corpse Coral Plate Armour Armour
Denizens
Size: 5 PF: 3 Parry: 0 Meta: Absorb Spiritual
Talents &
Powers
Don’t
Furious Death Battlefield You’re a
Balor’s Eye Swallow Question Enrage Adventure
Tantrum Charge Vortex Joke Me

Cleansing Attack From Regenerat- Make Get My Rouse


Smackdown Rising Spirit Demands Way Emotion
Block Above ing Block

Fomorian Tease Shame-


Smash Sundering Breath Of Social
Riastrad Tyrant Active Merci- less
Attack Blow Acid lessly Talents Flattery
Talents

Quill Storm You Are


Dragon’s Thundering Elemental Regenerating Bow To Break-
(Feather Beneath
Breath Roar Strike Attack Me Down
Storm) Me

Lunging Corrosive Friend Of Power Over Barrage


Blight Inflict Predator’s
Attack Touch Waves Mists Of Ques- Terror Gaze
tions

Ogham Blood- Trapped


Hulk, Earth Battle-hard- Hulk, Slam- Inversion Of Stargazing
Armour smithing Spirit
Bender ened ming Hulk Ice
Enchantment

Strong Strong Fomorian Resistance To Rites &


Vitality Infuse Oaths
Knowledge Muscles Size Degeneration Rituals

Fomorian
Attuned Heavy Weap- Tyrant Passive Oppose The Brawling Skills Swim
Weapon on Master Rigid Mind Crowd
Powers

Terrifying Fathach’s Secretive Hidden In Repair


Master Sailor Tailteann
Satisfaction Might Disposition Mist Bash Equip-
Games ment

Tech-
Unen- Hunting
Aura Of Parlay The Umbral Ne- Timeless nique Of War
cumbered & Trap-
Suffering Waters gotiations Movement Fomorian Tactics
Dodger ping
Spear

DEN IZENS - 285 -


Nicolas Phaneuf Gohier (Order #31317871)
- 286 -
Nicolas Phaneuf Gohier (Order #31317871)
Introduction

Figures of
the Isles

The Rules

Archetypes

Denizens

Talents &
Powers

Adventure

The Fuathan
Creatures of the Celtic seas who have their own kingdoms and worries

T
he sea surrounding the Great Isles is rarely engaging with landlubbers. The Fuathan prefer to
full of shipwrecks, buried cities, lost loot shipwrecks than trade with merchants.
treasure, and the Fuathan. “Fuath” So long as the mundane ocean does not freeze, the
is the term used by others to describe Fuathan don’t consider the winter of the Celtic Twilight a
various kinds of fey who live in the problem. Their real problem is the Fomorians, who often
sea. They are a loose collection of press Fuathan into their armies, enslave them to make
unassociated clans, tribes, bands, and kingdoms, and not weapons, or use them as a food source.
a courtly alliance like many other fey folk have.
Though they have nothing to do with each other politically,
one thing the Fuathan share is their greed; the greed of
the sea that refuses to give up the treasures it swallows.
All Fuathan share a disinterest for what’s going on outside
of their underwater holdings. They keep to themselves,
interacting with what comes close to their domain but

DEN IZENS - 287 -


Nicolas Phaneuf Gohier (Order #31317871)
Each-uisge (Ach-ish-keh)
Plural: Each-uisge Sea surrounding the Isles
Base Level: +1
Base Powers: Aquatic
Equipment Type: Minimal
The water-horses called the Each-uisge
are a wide family of vindictive man-eating
aquatic fey. An Each-uisge usually has the
body of a man, a fish or something in-be-
tween that is usually nude, or mostly so,
and with a horse-like head.
Each-uisge are intelligent, vicious, and
manipulative. Individually they scour riv-
ers and swamps to lure people into the
water and drown them for sport. Each-uis-
ge notoriously despise women, especially
beautiful ones, and treat them with special
cruelty. Some Each-uisge even learn how
to shapeshift simply to expand their capac-
ity to do harm.

- 288 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 1
Introduction

+1 5 3/7 1 Physical 1 2 Figures of


the Isles

The Rules
Mental
Sea Axe Weapon Archetypes
Size: 5 DF: 3 Reach: 2 Parry: 0 Meta: Impeded
Denizens
Spiritual
Talents &
Powers

Mobile Mental Lunging Insulting Voice of Adventure


Uncanny Jab Blackmail Seduce
Stance Assault Attack Parry Doom

Manipulate Shameless
Dark Uncanny Flying Growl
Aqua Axe Trample Emotions Flattery
Castigation Ambush Charge

Each-uisge Verbal
Concentrated Friend Of Furious Furious Delight In Social
Active Bad News Manipula-
Attack Waves Guard Dash Talents tion
Talents

Howl Of Death Uncanny Heedful Disturbing Predator’s Trick


Maim Facts Gaze Answer
Survival Charge Disarm Charge

Outnumbered Battlefield Intimi-


Roll Out Of Hack & Emotional
Dexterity Feint Attack Of Mag Roar dating
The Way Slash Blackmail
Stance Findargat Demand

Drinking
Enchanted Survival Awareness Escape Athletics &
Stout Fangs Wenching
Prowess Instincts Of Breath

Unen- Bash Perception Brawling


Unbreakable Coward’s Fathach’s
Brutalize cumbered
Mind Condemnation Might
Dodger

Each-uisge
Awareness Of Superb Passive Uncanny Uncanny Escape Skills Navigation
Danger Swimmer Adaptability Opportunist
Powers

Tech Hunting
Unwelcomed Bask In Blood Lore Fey Swim &
Pounce Duinn’s
Motivation Blood Drinker Trapping
Celerity

Uncanny Commune Survival Champion’s


Unbreakdable Resistance To
Might Danger Fleet Footed With Dead Wilderness Eye
Body Impeded Sense

DEN IZENS - 289 -


Nicolas Phaneuf Gohier (Order #31317871)
Merrow (Merr-oh)
Plural: Merrows The seas of the Isles
Base Level: +0
Base Powers: Aquatic
Equipment Type: Martial
The Merrows are male fishpeople that live under the
waves of the sea. Some believe they are the hideous
male equivalent to selkies and mermaids.
Though they are roughly human shaped the Merrow
are otherwise a varied folk in appearance. Each Mer-
row differently combines characteristics of fish, crabs
or other crustaceans, and sometimes has those of an
octopus, or a jellyfish. Some Merrows have tentacles
for legs or arms. Old Merrows have growths of coral on
them or sprout seaweed from their bodies.
The Merrows have a social structure much like the
Celts above the waves. They are divided into their
own clans, tribes and kingdoms. Some are noble
while others are pirates, traders, hunters, or warri-
ors.
Whole kingdoms of Merrows are enslaved
by Fomorians and tasked to kidnap female
humans for their masters. The Merrows
wait for an opportunity to either align
with the bigger underwater kingdoms
to gain their freedom back from the Fo-
morians or to contact Manannan to beg
for his protection.

- 290 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -4
Introduction

+0 4 2/6 1 Physical 2 Figures of


the Isles

The Rules
Mental
Harpoon Weapon Archetypes
Size: 3 DF: 1 Range: 2 Parry: 0 Meta: Impeded
Denizens
Spiritual
Talents &
Powers

Death Drunken Power Over You’re A We Are Adventure


Furious Dash Channelling Riddle
Charge Stance Mists Joke One

Double Lunging Power Over We Won’t Shameless


Aqua Armor Maim Enrage
Attack Attack Wells Answer Flattery

Merrow Social
Breath Of Flanking Active Chain Breath Of Tease Interrogate
Acid Attack Attack Hoarfrost Talents
Talents

Regenerating Run To Sacrifice Base Trick


Get Down! Disarm Deliberate
Attack Shadow Position Insinuations Answer

Blessing Of
Regenerating Surprise Hack & Laugh It Mob Timely
Uncanny Jab The Emain
Block Attack Slash Off Rules Distraction
Ablach

Animal
Unbreakable Hidden In Morrigan’s Tribal Stargazing Appraisal
Wyrd Ways Empathy
Body Mist Shadow Loyalty

Hunting
Parlay The Inversion Of Sneak & Negotiations
Keen Senses Master Sailor Sadist
Waters Ice Trapping

Merrow Survival
Resistance To Superb Drunken Skills Swim
Degeneration Swimmer
Passive Brutalize Wilderness
Fury
Powers

Uncanny Companion Battle- Drunken Clearheaded Repair


Athletics Bash
Opportunist In Arms Hardened Regeneration Defense Equipment

Technique
Support Fathach’s Work In Deepen Survival
Quick Draw Boating Of Fomo-
Allies Might Concert Fury Otherworld rian Spear

DEN IZENS - 291 -


Nicolas Phaneuf Gohier (Order #31317871)
Nuckelavee (Nukeh-lah-vee)
There is only one Any sea surrounding the Isles
Base Level: +7
Base Powers: Aquatic, Fey, Quadruped,
Supernatural
Equipment Type: None
The Nuckelavee is a being of corruption and violence
and a pestilence of both mind and flesh. It has the
upper body of a humanoid demon in the middle of a
malformed horse. His appearance is horrifying and
invokes images of a plague-filled underwater abyss.
Some believe the Nuckelavee is himself a Forgotten
One, once a divinity of judgment, war, and floods.
Others say he is a cursed Fomorian rendered insane
and hateful by his punishment.
When the Nuckelavee walks upon the land the earth
dries up, crops rot, the living get sick and even the
dead flee because all know that doom follows when the
sound of his hooves are heard. The Nuckelavee’s very
existence makes all beings revolt against him. Fol-
lowers of the White God compare him to the “devil”
of their faith, and have performed miracles to get rid
of him, but he always comes back. Every saint, Dru-
id, or hero who has slayed or banished the Nuckelavee
always dies of a hideous disease a few days later and
the Nuckelavee rises again to terrorize another
corner of the land.
The only thing that can keep Nuckelavee under
control is a primordial elemental spirit native to
the north of Alba, the “Mither o’ the Sea”, who is
powerful enough during summer times to keep
Nuckelavee confined under the waves. The
Celtic Twilight freed him from summer, mak-
ing Nuckelavee an omnipresent risk for any
who go close to the seashore.

- 292 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 4 1 3
Introduction

+7 7 8/12 2
Physical
4 3 2 Figures of
the Isles

The Rules
Plague Incarnate Passsive Mental
During Upkeep, every Dweller or other Denizen in a Archetypes
Battlefield radius (16 hexes) takes one intensity of the
Degeneration condition [Counter P]. Denizens
Spiritual
Talents &
Powers
Outnumbered Answer
Furious Furious Feather Delight In Turn
Dexterity Aura of Frost Me Adventure
Tantrum Parry Storm Bad News Away
Stance Peasant

Accursed
Terrifying Existence Furious Breath Of Intimidate Predator’s
Bull Rush Roar
Bawl (Blessing Of Dash Acid Demand Gaze
The Sun God)

Nuckelavee Social
Rot The Terrifying Attack From Death Voice Of Inflict
Active Fury Talents Terror
Flesh Assault Above Charge
Talents

You Are
Enchant Run The Lunging Flying Howl Of Cold
Beneath Bow To Me
Flesh Dark Path Attack Charge Survival Stare
Me

Presence Of You Will


Dragon’s Outnumbered Nether
Hamstring The Swift Stay Quiet Feel My Hmph
Breath Riposte Stance Touch
Sidhe Words

Scorn Lore
Survival Resistance To Clearheaded Inversion Of Perform
Overcome Pole Arcana
Instincts Degeneration Defence Ice

Omens & War Champion’s


Battle- Regenerating Leaping Portents Tactics Eye
Nimble Striker
hardened Fury Striker

Nuckelavee
Destroyer Superb Swim Skills Navigation
Steel Skin Passive Destructive
Hide Swimmer
Powers

Hunting
Terrifying Survival
Sadist Might Brutalize Stubborn Lore Fey &
Domination Otherworld Trapping

Tech Commune Speak In


Nature’s Terrifying Oaths
Stout Duinn’s Fleet Footed With Dead Tongues
Child Satisfaction Celerity

DEN IZENS - 293 -


Nicolas Phaneuf Gohier (Order #31317871)
Selkie (Sell-kee)
Plural: Selkie In the waters of Alba
Base Level: +0
Base Powers: Aquatic, Supernatural
Equipment Type: Fey
Selkie or “seal folk” are a race of female
shapeshifters. Ordinarily, a Selkie swims
the northern coasts and islands of Alba as a
seal but she can shed her seal skin like tak-
ing off a coat and live as a human woman.
They are good-natured but lonely crea-
tures who often fall in love with humans
that feel a closeness with the sea, usually
sailors and fishermen. A Selkie keeps only
one mortal lover at a time. She visits her
human offspring once a year. Children
born from these unions have tough nails
that grow into claws, webbed fingers and
toes but tend towards a gentle nature.
Some believe a Selkie can only shapeshift
to be human at a certain time of the year;
some tales say in spring, or say they can
only do so in a numbered stream corre-
sponding to the date.
The skin a Selike leaves behind when
she becomes human is valuable as it
could allow a normal human to shape-
shift into a seal as well.

- 294 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -1 -1
Introduction

Physical Figures of
+0 4 2/6 2 the Isles

The Rules
Seal Skin  Active Talent
With a rune of any Trait a Selkie can shapechange into a seal;
Mental
1 2 Archetypes
see Beast Chart page 279. She loses all items and equipment,
absorbed into her new form, but retains all of her Talents and Denizens
Spiritual
Passive Powers. This can be maintained indefinitely.
-1 Talents &
Powers
Draw From Change Line Of You Are
Geyser Of Aqua Regenerating Howl Of The Sub- Question- Dis- Adventure
Nature
Sacred Water Armour Block Survival ject ing missed
(Water)

Touch Of Friendly Passing


Sprig Of Power Over Sprig Of Seduce
Catharsis Losgann Criticism Remark
Hazel Mists Mistletoe
(Frog) Leg

Selkie Social
Assisting Throw Friend Of Battlefield Best Sense
Active Friends Talents Motives
Attack Weapon Waves Of Mist
Talents

Give It
Sprig Of Scavenger Battlefield Power Over Little
Mistwalker Flirt Negotiate
Alder Slash Vortex Wells After-
thought

Get Your
Feint Attack Trip Watch Out! Bestow Gills Mist Switch Push Your
Tame Story Emotions
Straight

Drinking
Combat Turn The Destroyer Fidchell & Sneak
Pounce Striker Wenching
Awareness Blade Hide

Lock- Survival Lore


Parlay The Picking Wilderness Locales
Keen Senses Nimble Stout Overcome
Waters

Selkie Hunting
Superb Cauldron Of Swim Skills &
Master Sailor Passive Protector Trapping
Swimmer Motion
Powers

Secretive Hidden In Work In Animal Survival


Fleet Footed Suave Singer Stargazing
Disposition Mist Concert Empathy Otherworld

Hidden In Rites & Animal Commune


Carried By Mob
Eye Of Stone Rain and Desperation Rituals Shapeshift With Gods
Song Mentality
Snow

DEN IZENS - 295 -


Nicolas Phaneuf Gohier (Order #31317871)
296

Nicolas Phaneuf Gohier (Order #31317871)


Introduction

Figures of
the Isles

The Rules

Goblins
Archetypes

Denizens

Talents &
Powers

Adventure

Sometimes kind sometimes wicked sometimes both

A
s perhaps the most prevalent fey in the them to humans, such as the famed human brewmaster
mundane world, some form of goblin Cormac Mac Cormic’s death and rebirth as a hobgoblin,
seems to occupy every dark corner of but nothing is certain with these folk.
the Isles. The major difference between
goblin-kind and other fey is that goblins
prefer to divest themselves from any fey
Calamity Meat
The goblins in the Isles tend to kill creatures through
court influence. Most goblin folk prefer to act as individuals, matters that could easily be confused for natural
or at most as clans, than to defer to the influence of causes. Animals falling from cliffs or drowning are
otherworldly courts. regular causes of death in nature. Whether the deaths
The physique of most goblin kind are similar to that of a child- were an accident by some supernatural force, the Celts
sized human, but with sharp teeth, hairy bodies, unnaturally view these dead bodies as “calamity meat”. They should
coloured eyes, crooked noses, and in some cases goat horns, not be eaten unless under the direst of circumstances.
or even hooves. The goblin-kind who prefer to spend more Creatures who die this way are believed claimed by
time with humans are usually taller and lack the sharp teeth and the goblin fey who killed them and cursed against
goat-like traits of their smaller cousins. These races of goblin consumption by any other. The most terrible curse
folk are often called “hobgoblins”, “hob” meaning the spirit that could come from eating calamity meat is the rise
of the heath. of cravings that are unnatural, with the person being
Most goblins are mischievous, some even so malicious as to driven by a need to eat from the f lesh of humans and
form bands of cantankerous bandits. Goblins overall have a fey alike.
reputation as tricksy beings that would rather lie for fun than
tell a boring truth. Most hobgoblins, on the other hand, tend
towards solitary lives, and are sometimes said to be helpful
beings with skill in crafting.
“Goblins” and “hobgoblins” are terms coined by the Anglo-
Saxons when they invaded parts of the Isles and confronted
these diminutive beings, so different from their own dwarves.
Some say that the humanoid nature of goblin-kind binds

DEN IZENS - 297 -


Nicolas Phaneuf Gohier (Order #31317871)
Boggart (Boh-gart)
Plural: Boggarts Found all across the Isles
Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Martial
Boggarts are like small humans in size and stat-
ure, though they regularly have twisted spines
leading to painful hunches and bestial features
that make their faces sights of horror.
Boggarts tend to avoid direct confrontation, in-
stead seeking to win battles through a dozen small
victories. A Boggart’s magic powers concern the
souring and spoilage of milk and food and in turn-
ing animals against their owners. They also have a
penchant for hiding important belongings at key
times, like a sword before a great battle, or dig-
ging inconvenient holes that a warrior can turn
their ankle in or stumble over during combat.
Boggarts lust after the homes that humans build,
finding them warm and plenty spacious. However,
Boggarts are exceedingly lazy and will undertake
raids against humans home-owners rather than
build their own. Despite this, if a human abandons
their home to the creature, the Boggart will follow
rather than take the home for its own. Boggarts
long ago learned that without humans to care for
a home, it quickly falls apart. This remains, to the
Boggarts, the greatest magic of humankind.
Boggarts are loath to be given names by humans.
It is one of the things that drives them to fits of de-
struction. Even an accidental name causes them to
rage against the universe around them.

- 298 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -1
Introduction

+0 3 5 1 Physical 3 Figures of
the Isles

The Rules

Small Shillelagh Weapon


Mental
+2 -1 Archetypes
Size: 3 DF: 2 Reach: 1 Parry: 0 Meta: Trance
Denizens
Spiritual
Talents &
Powers

Sprig Of Spiritual Insulting Satisfying Barrage of You’re a


Jumpscare Blackmail Adventure
Alder Scapegoat Attack Provocation Questions Joke

Run Away Behead Terrifying Undermine Gritted You Do


Trip Throw Stone Credibility Teeth It First
Mocking (Dícheann) Assault

Boggart Base Social


Uncanny Run Away Active Run The Mental Incite
Ambush Laughing Dark Path Confusion Insinuations Talents
Talents

We
Surprise Run To Sacrifice Running Publicly Won’t
Backstab Tease
Attack Shadow Position Recovery Humiliate Listen To
You
Take
Lunging Wounding Assisting Running Advantage Publicly Mob
Throw Dirt
Attack Attack Attack Triskelion Of Denounce Rules
Weakness

Drinking
Uncanny Survival
Resistance To Dramatic Tribal Work In & Fidchell
Danger Wilderness
Blindness Personality Loyalty Concert Wenching
Sense

Parlay The Emotional Uncanny Woodland Lore Survival Survival


Brutalize Locales Urban Otherworld
Woods Tirade Opportunist Run

Boggart Hidden In Feather


Quick Draw Sgian-dubh Woodland Skills Escape
Passive Rain and Fingers
Cover
Powers Snow

Lore Of
Stealthy Hidden In Lock-
Fleet Foot Agility Desperation Common Perform
Striker Mist Picking
Folk

Leaping Resistance
Sadist Pounce Burrow Appraisal Lore Fey Mining
Striker To Blindness

DEN IZENS - 299 -


Nicolas Phaneuf Gohier (Order #31317871)
Clúrachán (Clu-ri-chaun)
Plural: Clúracháns Any tavern or on any road across the Isles
Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Fey
Distant cousins of the Leprechauns, Clúracháns are soli-
tary and small fey, most often bald with a long beard and a
pinched face. A Clúrachán averages a height of about the
length of a man’s hand, but they are exceedingly strong
and tough, with one easily able to lift an entire horse
and rider above his head. Each one is so swift they van-
ish the moment that their enemy looks away. Though a
Clúrachán can be hit with a sword it may not draw blood.
Clúrachán haunt breweries and other places of drink,
searching for spilled drops. Often drunk, Clúrachán
are quick to anger and easy to provoke, causing them
to rage, smash, and harm all those around
them with their tremendous strength. When
they are enraged there is little that
can calm a Clúrachán except
for more drink.
With the dangers of the mun-
dane world now, Clúrachán
have taken to brewing their
own foul alcohol with what-
ever greenery they can find.
Although they complain much
that they are loath to drink it,
they are more loath to share
it with others.

- 300 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 2 -1
Introduction

+0 2 4 1 Physical 2 Figures of
the Isles

The Rules
Small Knife Weapon Mental
1
Size: 2 DF: 0 Reach: 1 Parry: 1 Degeneration Archetypes
Bottomless Booze Jug Item Denizens
Spiritual
Never empties of ale.
3 Talents &
Powers

Power Over Riddle Hmph Befriend Adventure


Arcane Shell Battle Dance Throw Stone Mimicry
Wind

Howl Of Run To Surprise Laugh It What A


Disarm Spry Posture Negotiate
Survival Shadow Attack Off Joke

Clúrachán Social Get My


Mobile Run Away Interrogate
Stance Laughing
Active Soul Barbs Soul Chains Talents Way
Talents

Touch Of Whirlwind Boast Of Rousing You’re A


Nathair Throw Dirt Backstab Soul Shroud
Attack Greatness Speech Joke
(Adder) Skin

Touch Of Impas- Share Are You


Channel The Thundering
Snare Losgann Arcane Veil sioned Your Still
Bloody Lady Roar (Frog) Leg Plea Mood Talking?

Unen- Learned Stargazing Perception


Wondrous Drunken Been There
Fleet Footed cumbered
Magic Heckler Done That
Dodger

Cauldron Hidden In Drinking


Drunken Defy The Lock- Survival
Vitality Of Motion Rain and &
Brawling Crowd Picking Urban
(Coire goir) Snow Wenching

Clúrachán Tech Read &


Drunken Drunken Skills Escape
Sgian-dubh Passive Duinn’s Write
Stagger Regeneration
Powers Celerity

Cauldron Of Lore Of
Fuelled By Drunken Emotional Common Perform Brew
Suave Singer Poetry (Coirí
The Crowd Songs Tirade Folk
Filíochta)

Umbral Drunken
Glib Agility Wyrd Ways Disguise Brawling Bash
Negotiation Fury

DEN IZENS - 301 -


Nicolas Phaneuf Gohier (Order #31317871)
Fear Dearg (Ferr Jarug)
Plural: Fear Deargs Most known in Mann
Base Level: +0
Base Powers: Twilight Vision, Supernatural
Equipment Type: Fey
Known also as “Rat Boys”, Fear Deargs are of variable size,
from dwarf to human-sized, and often have rat-like snouts,
are dark skinned, covered with fur, and wear red hats and
coats.
The Fear Dearg are lonesome and antisocial creatures.
Though they live in large clans they tend to avoid
wider sidhe politics, finding it more entertain-
ing to steal shiny trinkets and play cruel pranks
on mortals, beasts or sidhe depending on the
mood of the moment.
Unpleasant creatures, even when engaged in con-
versation, Fear Deargs are jeering, loutish, and rude;
always seeking to provoke their opposition to justify
some trick or slight. Fear Deargs are tricksters, some-
times going so far as to sabotage gifts to cause chaos. They
steal human babies and replace them with “changelings”
(sidhe children) bringing the stolen human child to the Oth-
erworld, or consuming it as a quick treat.
Fear Deargs have started to assemble under the de-
crepit banner of the High King of the Rats, turning
a loose network of independent tricksters into a true
guild of criminals and sappers for hire. It is said that by
using sheer intimidation only the High Rat King can
stop a Fear Dearg if they decide to burglarize both client
and target.

- 302 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -3
Introduction

+0 3 3 1
Physical
3 Figures of
the Isles

The Rules
Mental
Dagger Weapon 2 Archetypes
Size: 2 DF: 0 Reach: 1 Parry: 1 Degeneration
Denizens
Spiritual
Talents &
Powers
Take Manip-
Run The Rot The Rapid Advantage Delight In
Throw Dirt Skin Servant ulate Adventure
Dark Path Flesh Recovery Of Bad News Emotions
Weakness

Reveal A
Shadow Run To Throw Growl Half- Blackmail
Snare Feint Attack
Parasite Shadow Stone Truth

Fear Dearg Social Trick


Friend Of Flanking Mob Rules
Daggers Attack
Active Backstab Soul Shroud Talents Answer
Talents

Running Throw Dispas-


Rising Spirit Riposte Twin Strike Lean On
Recovery Weapon Incite sionate Weakness
Interest

Control Are You


Hamstring Maim Drain Life Blight Oh By The Voice Of
Opponent Still
Way Ill Tidings Talking?

Lore Lore Hound


Stealthy Emotionally Personas Locales Master
Quick Draw Urban Cover Brutalize
Striker Guarded

Companion Companion Survival


Urban Run Pounce Fleet Footed Perception Appraisal
In War In Arms Urban

Fear Dearg
Tricky Combat Sneak Skills Escape
Desperation Passive Nimble
Personality Awareness
Powers

Combat Drinking
Attention To Survival Bask In Disguise & Swim
Manoeuvra- Bloodlust
Detail Instincts Blood Wenching
bility

Blood Animal Lore Silent


Sgian-dubh Burrow Agility Fangs
Drinker Shapeshift Poison Tongue

DEN IZENS - 303 -


Nicolas Phaneuf Gohier (Order #31317871)
Knocker (Nok-ers)
Plural: Knockers Seemingly anywhere in the Isles
Base Level: +2
Base Powers: Fey, Twilight Vision, Super-
natural
Equipment Type: Fey
These hobgoblins have multiple names: black-
dwarfs, blue-caps, or cutty soams, depending
on where their mines are in the Isles. Most of-
ten though, they’re known as “Knockers”, or
by their longer name, “Coblynaus-Knockers”.
Knockers are known as the good sidhes of the
mines, helping miners in their arduous work in
exchange for a part of their meals. Knockers bond
tightly with their fellow miners, warning them of
accidents by knocking on the walls and taking
it upon themselves to inform the families if their
warning came too late. Some of the best miners to
die under the Knockers’ watch have the chance to be
reborn as one of them, to mine and keep watch on
their descendants thereafter.
Some time ago tales of “foreign dwarves” started
to circulate through the underground halls of the
Knocker Kingdoms, starting with a story Danu
herself shared with the Knockers of the “Dver-
gars”. She said that all the Isles are shackled to a
cruel fate, and on her suggestion the Knockers con-
tacted their allies, the Fir Bolg clans. Together they
wrote down a sacred contract to present to the Dver-
gars, who immediately accepted, and the Amhlaidh
was born. The underground races have pledged to
survive the Celtic Twilight, or what the Norsemen
call Ragnarok, together.

- 304 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 1 2
Introduction

+2 3 3 1
Physical
1 1 Figures of
the Isles

The Rules
Mental
Knocker Mining Pick Weapon & Tool 2 Archetypes
Size: 3 DF: 2 Reach: 1 Parry: 0 Vulnerable
Denizens
Spiritual
-1 Talents &
Powers

Heedful Defensive Awaken Break- Don’t


Feint Attack Call Stone Ignore Adventure
Charge Stance Statue Down Even

Awaken Bury Cold


Sundering Obstinate Stay Calm
Bull Rush Throw Stone Improvised Emotions Stare
Blow Posture Idol

Knocker Draw From Social Will Not


Trwyd’s Enchant Negotiate
Living Shield Active Nature Talents Budge
Posture Flesh
Talents (Earth)

Give It
Bloody Arc Dark Run To Little Make A
Shield Bash Power Attack Deliberate
(Stua Fola) Castigation Shadow After- Plan
thought

Conjure Blessing Of You Are


Outnumbered Shut Your Stay
Disarm Riposte Ogham The Emain Dis-
Guard Stance Mouth Quiet
Weapon Ablach missed

Tech-
Ogham nique Of
Forge Of The Blunt Unbreakable Oaths Fidchell
Burrow Armour Knocker
Underground Disposition Body Sword
Enchantment

Drinking
Drunken Reclaim Repair
&
Regeneration Keen Senses Stout Craftwork Nimble Equipment Realm Ores
Wenching

Knocker
Unbreakable Protective Forge Skills Mining
Stubborn Passive Protector
Mind Fury
Powers

Drunken Equipment Quiet Emotionally Realm


Idolcraft Miniaturize Appraisal
Brawling Mastery Disposition Guarded Ores

Ogham Of Resistance Attuned Resistance To Bond With Knocker


Silver
Retribution To Impeded Weapon Degeneration Maven Wonder- Build
Jewellery works

DEN IZENS - 305 -


Nicolas Phaneuf Gohier (Order #31317871)
Lepreuchaun (Lep-ruh-khawn)
Plural: Lepreuchauns Eire
Base Level: +1
Base Powers: Fey, Supernatural
Equipment Type: Fey
Lepreuchauns are found where humans gather to drink,
usually found sitting on the counter, singing or playing
a harp, and usually tipsy. They look like goblin-sized
middle aged men with long red beards and hair and al-
ways wear at least some green. For many Lepreuchauns
it is easy to pass as a human of small size and pose as a
human entertainers in taverns.
Mortals have diverse opinions on Lepreuchauns, more
so than any other sidhe. They are some times a saviour
of the dispossessed, shepherding home drunkards or
entertaining mundane folks with high tales of a glorious
past. Lepreuchauns are industrious shoemakers, joyous
friends to the lost, and the brewers of dreams. However,
Lepreuchauns are also known to be greedy grabbers,
drunks, liars and sometimes push their jokes too far.
Though they would be loath to admit it, Lepreuchauns
have a love of mortals, Eire, and of Gaelic culture. When
The Celtic Twilight dried up the drinking halls there were
suddenly no tales to sing, no trinkets to steal and no bot-
tles to empty. The Lepreuchauns retreated back through
the mist, playing a last funeral song to the lost green land
of their beloved Emerald Isle. Then, when the King of Aile-
ach took a stance and decided to go back to the old ways,
the Lepreuchauns resolved themselves to aid the Gaelic
people. In great numbers the Lepreuchauns flooded the
taverns, caves, and older ruins under the ringfort with
a tide of songs, tales, and booze. Every night they sing,
dance and play their instruments to lift the spirits of mor-
tals.

- 306 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 3
Introduction

+1 3 6 1
Physical
2 Figures of
the Isles

The Rules
Mental
Small Shillelagh Weapon
1 -1 Archetypes
Size: 3 DF: 2 Reach: 1 Parry: 0 Meta: Trance
Denizens
Spiritual
2 Talents &
Powers

Battle Dance Insulting Satisfying Friend Of Flirt Befriend Chime-in Adventure


Mimicry {Spell Song} Parry Provocation Flames

Fire-Spitter Urge The


Gird Your Insulting Run Away Shameless
Call Wind (Breath of Hero You Tease
Loins Attack Mocking Flattery
Flames) Know

Sláinte! (To Lepreuchaun


Channel The Your Health!) Lunging Positive Social Storytell-
Active Trip Thoughts Talents ing
Bloody Lady [Catharsis] Attack
{Spell Song} Talents

Drunkard’s
Howl of Whirlwind Breath Push
Jumpscare Disarm Rhyming
Survival Attack (Breath of Riddle Your
Reply
Acid) Emotions

Outnumbered Touch Of Let’s Talk


Battlefield Of Shapechange Too
Hamstring Dexterity Nathair About Double
Bramble Another Distracted
Stance (Adder) Skin Something Dare To Listen
Else

Lore
Parlay The Dramatic Driven By Resistance Brew Common Riding
Urban Cover Folk
Woods Personality Emotion To Impeded

Cauldron Of Feather Survival


Coward’s Drunken Arcane Brawling
Urban Run Poetry (Coirí Fingers Urban
Condemnation Stagger Drums
Filíochta)

Lepreuchaun Drinking
Oppose The Drunken Passive Drunken Carried By & Skills Perform
Crowd Heckler Songs Song Wenching
Powers

Drunken Drunken Emotionally Heart Of A Sneak Lore Fey Escape


Nimble
Brawling Regeneration Demanding Poet

Resistance To Been There Parlay The Resistance To Rites &


Vitality Oaths Stargazing
Blindness Done That Strange Degeneration Rituals

DEN IZENS - 307 -


Nicolas Phaneuf Gohier (Order #31317871)
Redcap (red-cap)
Plural: Redcaps Any abandoned structure across the Isles
Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Martial
Of all goblins, there is one to fear and avoid at all cost: the
Redcap, the warrior-kind “red-goblin”. They form into clans
of rowdy, sadistic, cruel, drunk, hellish, and bloodthirsty fey,
who sell their skills as the worst and bloodiest mercenaries a
Druid can ever need.
Redcaps are often confused with “devils” by the Followers of
the White God because of their glowing red or yellow eyes,
sharp teeth, goat legs, and hats stained red with dried blood.
They inhabit abandoned hillforts, places with bloody history,
caves near ancient battlefields, or cairns with active portals
to the Otherworld inside them. They sell their services to the
highest bidder and have joined a pagan war against Vikings
and the Criostai.
Redcap clans have profited immensely from the Viking in-
vasion. They negotiate alliances that give them the right to
do whatever they want to their future victims. They will take
their target’s families, possessions, and—depending on the
size of the Redcap warband—their settlements. Once the
oath of promised violence is uttered the Redcaps will not
stop.
These vile goblins embrace the horrors of war. Redcaps prel-
ude a battle by playing music; bagpipes, drums, and flutes.
They deprive their enemies of sleep and cause terror and
unrest amongst their ranks. The Redcaps hang in plain sight
the mangled body parts of any enemy deserters they catch.
When battle is to begin, the strongest amongst the Redcaps
use their magic to spread blind bloodlust, turning allies or
innocents towards insane rage. These they use as a line of
first assault on their enemies. The battle done, Redcaps leave
behind them rotting flesh sculptures, mounds of decapitat-
ed heads, and any buildings surrounding the battlefield are
painted in gore.
Many Redcap clans are part of the Sluagh under Silver Fangs.
The aims of the Sluagh satisfy a Redcap’s need for torture
and plunder.

- 308 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -2
Introduction

+0 3 4 1
Physical
1 Figures of
the Isles

The Rules
Bloody Spear Weapon Mental
Size: 2 DF: 1 Reach: 1 Parry: 0 Degeneration Archetypes
Redcap Chainmail Armour
Denizens
Spiritual
Size: 3 PF: 2 Parry: 1 Absorb
1 Talents &
Powers

Death Furious Behead Charged Shut Your Make


Maim Furious Dash Demand Mouth Demands Adventure
Charge Parry (Dícheann)

Double Ballad Of Scavenger Howl, Boast Of Disturbing


Bull Rush Tease
Attack Heroes Slash Furious Roar Greatness Facts

Redcap Social Inflict


Advancing Lunging Active Furious Blessing Of Incite
Stance Attack Tantrum The Sun God Talents Terror
Talents

Sprig Of Need For Gird Your Intimi-


Mauling Shield Bash Roar Enrage dating
Alder Blood Loins
Demand

Touch Of Outnumbered Friend Of Gritted Base In- Fuelled By


Nathair Rising Spirit Riposte Sprig Of Ash Daggers Teeth sinuations Agony
(Adder) Skin Stance

Hound Rites &


Silver-tipped Tribal Resistance Brawling
Steel Skin Stubborn Master Rituals
Weapon Loyalty To Blindness

Survival
Resistance To Drunken Fathach’s Drunken Strong Other- Bash Scorn Pole
Impeded Fury Might Regeneration Muscles world

Redcap Champi-
Aura Of Martial Equipment Skills Athletics
Suffering Prowess
Passive Holy Fury on’s Eye
Mastery
Powers

Tribal Weapon Drunken Drunken Falconry Riding Stargazing


Deepen Fury Pounce
Toss Stagger Brawling

Technique
Unbreakable Survival Tailteann Of
Quick Draw Striker Sadist Brew
Body Instincts Games Knocker
Sword

DEN IZENS - 309 -


Nicolas Phaneuf Gohier (Order #31317871)
Wandering Sidhe (shee)
Plural: Wandering Sidhes Eire
Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Fey
The Wandering Sidhe live on the road. They are storytell-
ers, fine metalworkers, and nomads. By appearance they
are hobgoblins; small-sized humans that look middle-aged
with bright smiles, unnatural coloured hair, and slightly
glowing irises’. Legends amongst the fey say that one of
the Wandering Sidhe long ago sang a particularly accurate
satire to a powerful being who then cursed them to be un-
able to stay in the same place for longer than a night. So,
the Wandering Sidhe form convoys of brightly coloured
small-sized wagons with members of the same clan. They
move their wagons through the mists appearing place to
place all across Eire. They can be easily be mistaken for a
wandering village that is moving about Eire to escape the
concerns of land and rulers. These convoys are accom-
panied by many wild animals like foxes, wildcats, and fey
hounds, which help pull their wagons and protect their
kin, as well as serve as mounts along with small ponies.
When the Wandering Sidhe set down, they arrange their
wagons into what is functionally a small village,
only to disappear into the mists again the next
day. From these wagon villages they sell curios, an-
tiques, and ancient baubles to whomever happens
by. They are skilled craftspeople, yet they sell their
wares at strange and seemingly random prices.
One time a beetroot for a ring and at another time your
underwear and a third a full barrel of ale for the same item.
The Wandering Sidhe are difficult to find but their numbers
have swollen in the Celtic Twilight.

- 310 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 2
Introduction

+0 3 3 1 Physical -2 Figures of
the Isles

The Rules
Equipment  Various
Wandering Sidhe have mounts of goats, foxes, and
Mental
2 1 Archetypes
hounds. See Beasts page 278 and from them wield
swords (Size 3, DF 2, Reach 1. Meta: Impeded) and Denizens
javelins (Size 2, DF 1, Range 4. Meta: Vulnerable). Spiritual
-2 Talents &
Powers
Ride The Death Laugh It You’re a
Trample Call Oak Artio’s Aid Seduce Adventure
Storm Charge Off Joke

Clever
Flying Attack From Sprig Of What a Positive Question-
Riding Joust Snare Joke Thoughts
Charge Above Mistletoe ing

Wandering
Shapechange Riding Run Away Storytell- Social
Sidhe Spirit Lance ing Tease
Another Switch Laughing Talents
Active Talents

Touch Of Verbal
Battlefield Slash The Wooden Passing
Bull Rush Losgann Manipula- Negotiate
Gale Air Weapon Remark
(Frog) Leg tion

Winged Venomous Sprig Of Wild Faol Are You Friendly


Rising Spirit Riddle
Shape Bite Heather Shape Serious? Criticism

Silver
Heart Of A Leaping Parlay The Woodland Hidden In Stargazing Brew
Jewellery
Poet Striker Woods Cover Mist

Lore
Equipment Unbreakable Courtly Lore Fey Forge
Swordplay Urban Cover Locales
Mastery Mind Etiquette

Wandering Combat Repair


Mysterious Riding Skills Equip-
Trick Riding Sidhe Manoeuvra- Pounce
Rider ment
Passive Powers bility

Lore
Resistance To Tech Duinn’s Secretive Strong Survival Of The Survival
Striker Wilderness Common Urban
Impeded Celerity Disposition Knowledge
Folk

Battle- Parlay The Unbreakable Martial Hound Tailteann


Quick Draw Falconry
hardened Strange Body Prowess Master Games

DEN IZENS - 311 -


Nicolas Phaneuf Gohier (Order #31317871)
Mortals
The human world has as much danger in it as the supernatural

T
he men and women of the Celtic World
have grown desperate in the Celtic
Twilight. Those who would have done The Dwellers enter into a village where they may be
fair Dwellers no harm may be foes under unwelcome. They are met with the village’s Champion
the foggy mist of the Twilight, where all in front of the village’s wooden palisade. Champions are
are beset by supernatural creatures and superstitious and so suffer more greatly from Spiritual
strange events. It is best to be cautious with folk. damage, but are more adept at physical violence, and can
Parry

SoDF
SoAF
Move

M PF
S PF
Size
QR

PF

Mortal Meta Tag Equipment


Champion 1 4 4 2 1 -2 Brave Claidehb, Torc of a Warrior
Chief 6 4 4 1 3 Vulnerability Hallstatt, Wooden Shield
Crusader 5 4/6 4 / 10 2 2 -1 Vulnerability Longsword, Chainmail
Grizzled Warrior 1 4 4 1 Combo Claidehb, Wooden Shield
Mugger 0 4 4 2 -2 Shroud Dagger
Viking Berserker 5 4 4 1 1 -1 Fury Sparth Axe
Viking Raider 3 4 4 1 1 Combo Longsword, Wooden Shield
Zealot 1 4 4 -1 2 Grief Light Robes

Representing Mortals
provoke themselves to Bravery. This summary can suffice
for a single-round encounter. If any deeper circumstance is
required, the Champion will need to be made a full Denizen.
There are two ways a Norn can incorporate a mortal person
Legend: The common terms and their uses on the chat are
into game events.
referenced here:
Companion Mortals • QR: The Level of the Mortal when viewed as a Compan-
Firstly, a Mortal can be represented as a simplified version, ion
essentially using the Companion rules (and possibly Swarm • Size: The first number is unmounted, second in mount-
rules when running more than one). Base statistics for the ed.
various mortal Companions can be found in the table above. • Move: The number of hexes the Denizen moves in an action.
Adding QR/Levels beyond those listed adds bonuses found • Parry: The Denizen’s Parry bonus.
in the Companions table on page 192. • PF: The Protection Factor of any armour on the Denizen.
• M PF: Mental Protection Factor.
Dweller Created Mortals • S PF: Spiritual Protection Factor.
The second way to represent a Mortal human Denizen is • So AF: Social Attack Factor.
to give them a Level, Essence, and Destiny, and possibly • So DF: Social Defence Factor.
an Archetype. Simple version would utilize only Cinematic • Meta Tag: The Denizen can use a rune of any Trait to
actions, but Talents could be added and would be bound to inflict this Meta Tag. If it is positive, it inflicts the Meta
colours. Any and all Talents and Passive powers would be on itself. If it is negative it can inflict it on an enemy.
avalable to Mortals. • Equipment: The typical weapon of the Denizen.

- 312 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Introduction

Figures of
the Isles

The Rules

Archetypes

The Seelie
Denizens

Talents &
Powers

Adventure

Court

The court of the fair ones with all their pomp and courtesy

T
he Seelie Court, also called “The at the moment when night and day meet. These offer the best
Golden Court”, is an organization of opportunities to reach the part of the Otherworld that falls
relatively benevolent but mischievous within their domain in Awnn.
kinds of different fair folk. They are Since the beginning of the Celtic Twilight the fair folk of the
known for their fine clothes, the excess Seelie Court have not been able to maintain their humour
pomp of their ceremony, their love of or good graces. Already prone to answering wrongs with
elaborate courtship manners, and their humour. Most extreme prejudice, the members of the court have begun
of the pranks of the lords and ladies of these fey amount to respond to minor wrongs with an increasingly prickly
to little consequence, but they often underestimate the manner. Even the smallest of imagined slights can lead
relative frailty of the mortal form, and mind. to hostility. The Seelie Court is troubled as their gods
The ways into the otherworldly realms of the Seelie are at of sun and nature and the mortal realms themselves are
the edges and borders of things; the terminus of one state to struggling to face the Celtic Twilight.
another where the world changes. These pathways are found
when two extremes meet, when the water meets the earth, on
the top of mounds where the earth meets the sky or opens up

DEN IZENS - 313 -


Nicolas Phaneuf Gohier (Order #31317871)
Gancanagh (Gaw-can-och)

Plural: Gancanagh Found all throughout the Isles


Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Fey
Known for seducing women of all ages, the Gan-
canagh or the “Leanan Sídhe” are fantastically
handsome. Though they are shorter than most
humans, the Gancanagh have both the incredi-
ble looks and powerful charisma to ensure their
charms are well received. They especially target
milkmaids and shepherdesses for their seductions.
This may be more from accessibility than pref-
erence since Gancanagh live in wooded areas
near farms and will often sit idly near pastures
playing a forlorn tune on a pipe.
Gancanagh do not enjoy the company of men, and
any men who wrong them have a tendency to fall ill
or die of a seemingly innocent accident.
With the changing world around them, the Gancan-
agh have fallen on hard times from the lack of young
and available women in the countyside. As a result,
the Gancanagh have taken to different hobbies such
as indulging a penchant for hunting lost young men.

Divine Board Access


Gancanagh are natural magic users and one
with nature. When constructing a Gancan-
agh Denizen, you may access the Divine
Boards by slotting them into the Denizen’s
regular boards:
• Beauty
• Festive Revelry
• The Green
• Songs & Poetry

- 314 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social
2 -1
Introduction

Physical Figures of
+0 3 4 1 the Isles

The Rules
Prized Possessions  Equipment Mental
Shortspear and Ga; see Weapons Chart page 266 Also Archetypes
a Fey pipe that while playing inflicts =1 Friendly to one
target on the Battlefield, so long as they are not aware Denizens
Spiritual
of the presence of the Gancanagh.
-2 Talents &
Powers
Survival
Base Insinu- Riding Wilder- Adventure
Trick Answer Tease
ations ness

Emotional Divine Divine


Flirt Seduce Lore Fey Perform
Blackmail Board Board

Gancanagh
Skills
Social Talents

Divine Verbal Ma- Boast Of Push Your Drinking


Divine Feather
Board nipulation Greatness Emotions & Wench-
Board Fingers
ing

Reveal A Give It Little Stargaz-


Get My Way Fidchell
Half-truth Afterthought ing

Cauldron
Blessing Of Master Of Poetry
The Emain Insulting Run Away Sailor (Coirí
Ablach (Isle of Attack Mocking Filíochta)
Apples)
Other-
Satisfying Divine Divine
Backstab Throw Stone Nimble worldly
Provocation Board Board
Beauty

Gancanagh Passive
Active Talents Powers

Divine Control Mental Divine Woodland Wood-


Battle Dance Board Cover land Run
Board Opponent Assault

Channel The Battlefield Keen Turn The


Call Wind Senses Blade
Bloody Lady Of Bramble

DEN IZENS - 315 -


Nicolas Phaneuf Gohier (Order #31317871)
Gillie Dubh (Gill-ee Duv)
Plural: Gillie Dubh Forests throughout the Isles
Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Fey
Solitary male fey, the Gille Dubh serve the Seelie Court.
They are wild, almost feral figures with pointed ears and
beautiful features in contrast with their animal-like eyes.
They dress in only leaves and moss and live in birch tree
groves. They are hunter-gatherers. Some say they are the
reincarnated spirits of a forgotten folk that died an aeon
ago, before civilization was introduced to the Isles.
Compared to most of the Seelie, the Gille Dubh are tim-
id creatures and are especially kind and caring to human
children that they come across.
Gille Dubh are known for their skill at hiding. If they do
not want to be found it is impossible to do so. Despite
their timidity and their ability to hide, they have been
known to become wild, vicious, and unpredictable when
it comes to protecting their sacred places.

Divine Board Access


Gillie Dubh are natural magic users and
one with nature. When constructing a this
Denizen, you may access the Divine Boards
by slotting them into the Denizen’s regular
boards:
• Beast
• The Green
• Hunting

- 316 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -2
Introduction

+0 2 6 1
Physical
4 Figures of
the Isles

The Rules
Shortbow Mental
Size: 3 DF: 1 Reach: 8
Weapon
Meta: Degeneration
-1 1 Archetypes
Small Knife Weapon
Denizens
Size: 2 DF: 0 Reach: 1 Parry: 1 Degeneration Spiritual
Talents &
Powers
Divine
Make A Plan Divine Board Riddle Board Adventure

Timely
Negotiate Distraction

Emotional Gille Dubh Uncanny Active Run To


Stay Quiet Tame Storytelling Disarm Shadow
Barrier Social Talents Talents

Will Not
Stay Calm Budge

Bury Divine
Divine Board Growl
Emotions Board

Divine
Herbalist Rites & Board
Divine Board
Medicine Rituals

Falconry Athletics

Survival Gille Dubh Hunting & Animal Woodland Passive Hidden


Sneak Cover Powers In Mist
Wilderness Skills Trapping Empathy

Feather
Perception Fingers

Hound Divine
Lore Poison Divine Board Board
Master

DEN IZENS - 317 -


Nicolas Phaneuf Gohier (Order #31317871)
Oakshee (Oke-shu-ee)
Plural: Oakshee Forests throughout the Isles
Base Level: +5
Base Powers: Domain, Fey, Twilight Vision,
Supernatural
Equipment Type: None
As fey of the woods and trees, Oakshee serve the Seelie
Court by guarding sacred groves, often places with natural
springs, where sacred artefacts are buried, and where there
are portals to the Otherworld. Such portals often lead to
realms where nature is abundant such as the Isle of Apples,
Awnn, or Hy-Brasil. Tales of old say that Danu enchanted
these fey herself to guard these portals and that they are
only loyal to her.
Oakshee look nearly indistinguishable from normal trees
but with carved or grown faces. They burrow their bodies
into the ground most of the time to absorb their food from
the soil. They live only in the oldest forests of the Isles, and
their population depends on the size of the forest they in-
habit. A small, old forest may only be able to support
one Oakshee, whereas a vast forest could support
many.
Oakshee are powerful creatures but they care little
about the happenings of the larger Seelie Court out-
side of their wards. The Celtic Twilight forced the Oak-
shee to magically maintain the groves under their protec-
tion. This has made their groves stand out with vibrant
green against the otherwise grey dead wood that surrounds
them. Depending on the mood of the Oakshee these groves
can be death traps. The very ground can be hiding a tangled
mass of roots ready to burst out and strangle intruders.

- 318 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 1
Introduction

+5 10 5 2 Physical 3 Figures of
the Isles

The Rules
Roots Below  Passive Mental
During Upkeep, if your feet touch the earth, then re- Archetypes
duce 1 intensity of a negative Condition.
Denizens
Spiritual
-2 Talents &
Powers

Bloody Arch Enchant Awaken Storytell- Cryptic


Mistwalker Rising Spirit Hmph Adventure
(Stua fola) Flesh Statue ing Reply

Outnum- Dispas-
Outnum- You Are
Feather bered Regenerating sionate Stay Quiet
bered Guard Smash Attack Dismissed
Storm Riposte Attack Interest
Stance Stance

Presence Of Gille Dubh Branches To Draw From Will Not Social Run To
The Hound Call Oak Nature Budge Shadow
Active Talents Arrows Talents
Of Culann (Earth)

Outnum- Outnum- You’re


Regenerating bered Throw bered Whirlwind Not
Block Dexterity Enemy Recovery Attack Deliberate Stay Calm Threaten-
Stance Stance ing

Attack From Battlefield Of Sense


Balor’s Eye Channelling Catharsis Ignore Negotiate
Above Brambles Motives

Survival
Speak In
Brambles Hulk, Resistance To Lore Fey Other-
Overcome Burrow Tongues
(Fangs) Benevolent Degeneration world

Resistance To Combat Woodland Fuelled By Curadmir Fidchell Burial


Brutalize
Blindness Awareness Cover The Crowd

Hulk, Earth Parlay The Oakshee Destroyer Survival Animal


Oaths Skills
Bender Woods Passive Powers Hide Instincts Empathy

Land
Tech Duinn’s Repetitive Rites & Lore
Stout Bastion Cool Head Steward-
Celerity Motion Rituals Locales
ship

Resistance Commune
Fahthach’s Battle- Lore Scorn
Stubborn Drive Back To Posses- With
Might hardened Arcana Pole
sion Gods

DEN IZENS - 319 -


Nicolas Phaneuf Gohier (Order #31317871)
Tylwyth Teg (Til-luith Teyg)
Plural: Tylwyth Teg Cymru
Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Fey
The most unifying aspect amongst all Tylwyth Teg is
their absolute devotion to the Seelie Court, something
unheard of amongst the notoriously fickle fey folk. The
Tylwyth Teg have an additional devotion: the land of
Cymru. They refuse to settle in any other land. Within
their own territory they appear, and act, like children,
and are capable of the kind of cruelty only spoiled chil-
dren are.
The Tylwyth Teg are fair-haired fey folk who look a
great deal like beautiful humans. They can also choose
to appear as stunted and ugly old crones, travelling
around the Isles to test the inhabitants, and to demand
that they be given offerings in the form of cream, eggs,
and more. They’re known to covet human children,
especially fair and beautiful ones, and are prone to
kidnapping them and leaving “changelings” behind.
At other times they find beautiful men to fall in love
with, sometimes even going so far as to marry them.
The Tylwyth Teg are capable of bestowing all sorts of
riches and benefits upon those that they care for, but
are notoriously fickle in nature.
Almost always living beneath the ground or in bodies
of water, nearly all of the The Tylwyth Teg considered
themselves to be under Queen Mab’s dominion. With
the cold that has come to their holdings in Cymru,
making humans miserable and prey difficult to come
by, the Tylwyth Teg have become like spoiled children
who suddenly lost their toys. This has left them in a
perpetually foul mood, lashing out at any who would
disturb them.

- 320 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social
2 -2
Introduction

+0 4 6 1
Physical
4 Figures of
the Isles

The Rules
Iron Weakness  Mental
Passive
If harmed by an iron weapon when Bloodied, the Deni-
-1 2 Archetypes
zen needs to succeed at a Spiritual Skill check to stay in
the mortal realm. If the check is failed the Tylwyth Teg Denizens
is banished back to Tir na nOg. Spiritual
Talents &
Powers
Shame- Take Ad-
Double Sprig Of Surprise Sprig Of Branches To Reveal A less vantage Of Adventure
Attack Alder Attack Holly Arrows Half-truth Flattery Weakness

Warpaint of Warpaint of Push Your Laugh It Rhyming


Sprig Of Cailleach’s
The Éal Glas The Torc Dubh Sprig Of Ash Emotions Off Reply
Heather Kiss
(Green Elk) (Black Boar)

Gille Dubh
Wooden Run To Interro- Social Emotional
Spry Posture Active Mobile Stance gate Barrier
Weapon Shadow Talents
Talents

Warpaint Warpaint of
Flanking Of The Cú The Tarbh Sprig Of Clever Manip- Are You
Mimicry Question- ulate Still
Attack Dearg (Red Bán (White Hazel
Hound) Bull) ing Emotions Talking?

Blessing of
Sprig Of Insulting Sprig Of Trick Bow To Royal
Call Oak The Emain
Birch Attack Mistletoe Answer Me Tantrum
Ablach

Uncanny
Technique Parlay The
Survival Hound Swordplay Adapt-
Of Knocker Athletics Lore Poison Waters
Otherworld Master ability
Sword

Curadmir Uncanny
Tailteann Animal Master Quick-
Fidchell Lore Fey (Champion’s Danger
Games Empathy Sailor draw
Portion) Sense

Courtly Passive Wood-


Drinking & Gille Dubh Hunting & land
Sneak Falconry Etiquette Powers
Wenching Skills Trapping Cover

Tricky
Feather Woodland Hidden In
Swim Stargazing Perception Boating Person-
Fingers Run Mist ality

Technique Parlay The Timeless


Silent Rites & Herbalist Trapped Burrow
Of Fomorian Woods Movement
Tongue Rituals Medicine Spirit
Spear

DEN IZENS - 321 -


Nicolas Phaneuf Gohier (Order #31317871)
- 322 -
Nicolas Phaneuf Gohier (Order #31317871)
Introduction

Figures of
the Isles

The Rules

Archetypes

Denizens

Talents &
Powers

Adventure

Solitary Sidhe
Thos who wander apart from the courts and their influence

N
ot all fey folk belong to one court or Some legends say the fey gathered into courts at the
another. Different kinds of solitary fey same time as the Manannan Mac Lir created the mists. A
have never been part of a court, were reorganization of the fey folk was necessary to continue to
kicked out of one or several, simply influence the mortal realm by circumventing the rules of
do not care about any kind of order the Tuatha de Danann, presenting themselves as unified
or hierarchy, or are too chaotic or too fronts to support, and cover, each other’s backs.
powerful to be controlled. The solitary sidhe took another path; the one of the needle
The solitary sidhe are loners and isolationists. They live in the haystack. It’s far easier for Manannan to find groups
on their own and fiercely defend what they have. They trying to breach his mist-barrier than single beings crossing
often have traits that belong in wide terms to both Seelie one by one at different times and places. Solitary sidhe are
and Unseelie. Their nature makes them unable to fit in most typically those kinds of fey that just want to be left alone.
any formal fey structure.
Some Druids and bards have theories on why the courts
insist on their own importance, while the solitary sidhe
do not follow their rules or recognize their authority.

DEN IZENS - 323 -


Nicolas Phaneuf Gohier (Order #31317871)
Caoranach (cow-Ren-och)
Plural: Caoranach Breizh

Base Level: +2
Base Powers: Ghostly, Fey, Supernatural
Equipment Type: Fey
Caoranach are ghosts charged to enact the curses of
higher powers in the Celtic World. In appearance,
Caoranach are skeletal and rotting spirits, barely
seeming to be a part of reality. Many Caoranach
wander the wilderness of Eire on behalf of the Mor-
rigan, searching for those who have wronged their
powerful queen.
Instead of directly accosting their marks,
Caoranach steal their victim’s clothes, take them to
the nearest body of water and wash them until they
are clean. In doing so, the Caoranach marks the person
for death. The victim will find the clothes neatly folded
on their bed when they return home.
Even if the victim does not deign to wear the cursed
clothing, during battle it will seem as though the
very arrows and blades of their enemies are drawn
to them. It is only through surviving a battle wear-
ing the cursed, Caoranach cleaned clothes, that the
curse is broken.

Caoranach’s Curse Curse


When the curse of the Caoranach is laid
upon a mortal Dweller, every aspect of
chance that occurs is tipped against their
favour. Whenever the Norn would wyrd to
see if they have a lucky or unlucky outcome,
they have the unlucky outcome. The worst
possible situation persists. This misfortune
continues until the Dweller dies, or until
the Caoranach is convinced she has made a
mistake, or until the Morrigan is appeased.

- 324 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -3
Introduction

Physical Figures of
+2 4 6 1 the Isles

The Rules
Wailing Voice  Active Talent Mental
Caoranach can use any Trait rune to do 1 Spiritual Archetypes
damage to all living beings in the Nearby (4 hex) Area
and inflict Grief [Counter S]. Denizens
Spiritual
4 -2 Talents &
Powers
Touch Of Sorcerous Get Your
Snap To Turn Passing
Losgann Empower- Mist Switch Blight Story Adventure
Clarity Away Remark
(Frog) Leg ment Straight

Howl, Weapon Of Inflict Intimidat-


Power Over Cold Stare
Banshee’s Rising Spirit Battle Dance Morrigan’s Terror ing Threats
Mists
Wail Wrath

Terrifying Caoranach Control Hand Of The Fuelled By Social Stay


Jumpscare Agony Quiet
Bawl Active Talents Opponent Queen Talents

Terror Delight In Voice Of Disturb-


Soul Shroud Spectral Shift Nether Touch Syphon Soul
Slasher Bad News Ill Tidings ing Facts

Blessing Of
Touch Of Touch Of
The Emain Spiritual You’re Not Rhyming
Nathair Spirit Lance Gearr (Hare) Ignore
Ablach (Isle Scapegoat Threatening Reply
(Adder) Skin Foot
of Apples)

Survival
Reclaim The Tenebrous Hidden In Secretive Arcane Lore Fey Perform Other-
Kill Ring Mist Disposition Drums world

Turn The Quiet Terrifying Terrifying Silent Lore


Hover Disguise
Blade Disposition Domination Satisfaction Tongue Locales

Unen- Caoranach Unbreakable Blot &


Dance Of Skills Escape
cumbered Unseelie Gift Faining
Feathers Passive Powers Will
Dodger

Tight Aura Of Commune Lore Of


Striker Rigid Mind Eye Of Water Fidchell With Common
Lipped Influence
Gods Folk

Hidden In Resistance Lore Omens & Rites &


Timeless Aura Of
Rain and Eye Of Stone To Arcana Portents Rituals
Movement Suffering
Snow Possession

DEN IZENS - 325 -


Nicolas Phaneuf Gohier (Order #31317871)
Co-walker (Co-walk-er)
Plural: Co-walkers Eire
Base Level: +1
Base Powers: Ghostly, Fey, Supernatural
Equipment Type: None
Co-walkers are fey who may dwell in peo-
ple’s shadows. A Co-walker can either act as
a benevolent friend to this person or a curse.
This depends on the decision of its inhuman
moral compass, which it uses to judge the char-
acter of its host. Some say that the Co-walkers
live in another plane of existence layered on top
of the mortal realm. This explains why they live
in shadows and do not have a physical form like
other beings.
Other tales say that Co-walkers are the
shadows of the dead that come back to pass
judgment on their killers and then
are stuck in the world of the
living, endlessly seeking
to enact justice upon
those who deserve it.
Co-walkers never occupy the
same shadow for too long, a full
night at most, and leave when they decide that
the help or hindrance was enough as a reward or
punishment, respectively.

Co-Walker’s Possession Curse


When a Co-Walker is within a body it can-
not be attacked; it takes the form of a living
curse. The Co-Walker will hibernate as the
Denizen’s shadow, and the Norn decides
on when and how the Co-Walker manifests.
At any time the Dweller can engage the
Co-Walker in social combat. The Co
Walker can feel any lies if it occupies
the shadow of the person who is en-
gaged in social combat with it.

- 326 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social
2
Introduction

Physical Figures of
+1 4 4 1 the Isles

The Rules
Touch of the Co-Walker  Passive
The touch of the Co-Walker, or to touch one, inflicts
Mental
1 Archetypes
Possession [Counter M]. If the Co-Walker reaches
maximum intensity Possession, they disappear inside Denizens
Spiritual
their victim.
-3 Talents &
Powers

Dark Mental Mental Friendly Oh By Passing


Feather Storm Balor’s Eye Criticism The Way Remark Adventure
Juxtaposition Torture Confusion

Unbreakable Apotropaic Run To Mental Off-hand


Syphon Soul Chime-In Negotiate
Mind Posture Shadow Assault Request

Awaken Co-Walker Reveal a Social Sense


Awaken Control Hand Of The
Improvised Half-truth Motives
Statue Active Talents Opponent Queen Talents
Idol

Cleansing Channel The Verbal You


Throw Enemy Spectral Shift Catharsis Tease Manipula- Can’t Be
Block Bloody Lady
tion Serious

Whirlwind Urge The


Backstab Rising Spirit Drain Life Channelling Cryptic
Attack Hero you Befriend Reply
know

Survival Lock-
Fomorian Natural Escape
Glib Bastion Pounce Urban Picking
Size Instigator

Unen- Read & Feather


Emotionally Dramatic Perception
Hover cumbered Urban Run Write Fingers
Demanding Personality Dodger

Fox’s Co-Walker Pawn Of The Lore


Urban Cover Eye Of Air Disguise Skills
Tongue Passive Powers Queen Personas

Hidden In Combat Lore Of


Aura Of Heart Of A Hide Behind
Rain And Manoeuvra- Appraisal Fidchell Common
Suffering Poet Emotion
Snow bility Folk

Dance Of Morrigan’s Honest & Parlay The Rites & Commune Lore
Nimble Rituals With Dead Poison
Feathers Shadow True Strange

DEN IZENS - 327 -


Nicolas Phaneuf Gohier (Order #31317871)
Ellén Trechend (El-ain Treh-henth)
Plural: Ellén Trechend Eire
Base Level: +13
Base Powers: Immortal, Flight, Prime Being, Su-
pernatural
Equipment Type: None
One of the most dangerous sidhe beasts to ever
darken the skies of the Great Isles is the Ellén
Trechend. When fully-grown it is a great
three-headed, dragon-like, blazing, bird of prey.
The signs of its coming are clear to those who
know:
• Crops burst into flame.
• Flint and tinder ignite independently.
• Bonfires explode in a gout of flame.
• Torches attack their wielders as if the Friend of
Flames spell had been cast.
• Birds and flying insects explode mid-flight.
• Inland bodies of water heat, even boil.
Bards sing that someday a Ellén Trechend will tire of
its unstoppable fiery rampage and fly high into the sky
and become the new sun, as bright as old.

Juvenile Ellén Trechend Swarm


Base Powers: Flight, Supernatural. The Passive Powers of
Ignorant Beast and Flame Mantle. Spiritual PF -3, and So-
cial Defend -1.
Adult Ellén Trechend lead a flock of their smaller kind to go
on hunting sprees. The juvenile swarms are the adult’s an-
chor into the mortal realm. Killing a swarm forces the adult
back to the Otherworld. If the adult is killed, the small ones
will fly back to the Otherworld and fight each other until only
one remains.

Base Level Size Move Reach

+3 14 13/17 4

- 328 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 3
Introduction

+13 22 21/25 6 Physical 19 Figures of


the Isles

The Rules
Flame Mantle  Passive Mental
All adjacent targets to the Ellén Trechend take one De- Archetypes
generation [Counter P] during Upkeep from the blis-
tering heat generated by the great fiery beast. Denizens
Spiritual
-4 Talents &
Powers

Double Ferocious Need For Enchant Gritted Royal


Maim Ignore Adventure
Attack Stance Blood Flesh Teeth Tantrum

Furious Feather Blessing Of Fuelled Inflict


Throw Enemy Catharsis Growl
Tantrum Storm the Sun God By Agony Terror

Ellén Trechend Champi- Social Hunting


Friend Of Breath Of Furious & Trap-
Swallow on’s Eye
Flames Active Talents Flames Dash Talents ping

Howl, Wing Beat


Flying Behead Attack From Voice Of Bow to
Furious [Sundering Roar
Charge (Dícheann) Above Fury Me
Roar Blow]

Howl, Touch Of
Dragon’s Strike Of Predator’s
Banshee’s Twin Strike Gearr (Hare) Bereavement Stay Quiet Tame
Breath Gaze
Wail Foot

Survival Survival Stargaz-


Hulk, Soul Regenerat- Hulk, Shining Wilder- Other-
Stubborn ing
Devouring ing Fury Benevolent Clash ness world

Resistance Silent Commune


Hulk, Defy The Resistance Athletics
To Degener- Fangs Tongue With Gods
Eldritch Crowd To Blindness
ation

Champi- Hunting
Ignorant Ellén Trechend Hulk, Hulk, Earth Skills & Trap-
Pounce on’s Eye
Beast PassivePowers Slamming Bender ping

Fathach’s Inversion Of Oppose The Escape Falconry Bash


Deepen Fury Holy Fury
Might Fire Crowd

Commune
Destroyer Rites & Animal
Vitality Hover Steel Skin Might With
Hide Rituals Empathy
Dead

DEN IZENS - 329 -


Nicolas Phaneuf Gohier (Order #31317871)
Phouka (Poo-kah)
Plural: Phouka Forests across the Isles

Base Level: +1
Base Powers: Fey, Supernatural
Equipment Type: Fey
Fey creatures that live near standing stones or in deep
sacred forests of old, the Phouka look like some hybrid
of a fey, man, and animal. They are master shapeshifters
and few know their true appearance. Even in human form
they always have to hide at least one animalistic trait that
would blow their entire act if pointed out.
A Phouka may decide to live as a human being for a few
years, mostly out of curiosity or boredom. Some Phouka
become enamoured with their “human” selves until one
day they disappear leaving what they consider a “game”.
They do not care in the slightest about the families and
friends they leave behind.
Phouka are prone to mood swings. They are difficult
to predict—as likely to offer a trade to a lost traveller as
to take them on a dangerous ride, or even to betray and
kill someone for sport or food. In many ways they are as
changeable as the weather of the Isles.

- 330 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 3 3
Introduction

+1 5 4 1 Physical 2 Figures of
the Isles

The Rules
Phouka Shapeshift  Active
A Phouka can use any Trait of rune to shapeshift into
Mental
-2 Archetypes
a Size 4 human with an additional Social Attack of +1
and an additional Social Defend of +1. Denizens
Spiritual
Talents &
Powers
Emo-
Winged Dragon’s Corrosive Whirlwind Cryptic
Artio’s Aid Ignore tional Adventure
Shape Breath Touch Attack Reply
Blackmail

Conjure Under- You Will


Regenerating Shapechange Leaping Face Of The Charged
Ogham mine Feel My
Block Another Attack Green Man Demand
Weapon Credibility Words

Surprise Pred-
Breath Of Phouka Active Run To Attack Social
Throw Stone Seduce ator’s
Acid Talents Shadow (Cons. Talents Gaze
Shroud)

Outnum- Too Dis-


Rapid Furious Boast Of Laugh It
bered Mimicry Bestow Gills tracted To
Recovery Clang Greatness Off
Recovery Listen

Wild Faol Furious Impas-


Maim Catharsis Riastrad Sense
Shape Guard sioned Tame
Motives
Plea

Survival
Unen- Herbalist
Awareness Oaths Other-
cumbered Bastion Stubborn Fangs Medicine
Of Danger world
Dodger

Lore Of
Parlay The Lore Survival
Sgian-dubh Keen Senses Fox’s Tongue Agility Common
Woods Locales Urban Folk

Natural Woodland Co-Walker Morrigan’s Woodland Animal Skills Percep-


Instigator Run Passive Powers Shadow Cover Shapeshift tion

Strong Nature’s Unbreakda- Lore Fey Disguise Swim


Master Sailor Brutalize
Knowledge Child ble Will

Uncanny Sacred
Battle- Tricky Per- Bond With Omens & Stargaz-
Idolcraft Danger Wood
hardened sonality Maven Portents ing
Sense Binding

DEN IZENS - 331 -


Nicolas Phaneuf Gohier (Order #31317871)
Uruisg (Uh-ruih-shk)
Plural: Uruisg Eire

Base Level: +0
Base Powers: Fey, Supernatural
Equipment Type: Fey
Small household fey with red hats, Uruisg can be
powerful allies or dangerous enemies. Uruisg are
ugly, short, and covered in hair. Some have goat-
like traits, like hooves, horns, and in rare cases a full
goat head.
Uruisg tend to live within human homes. With the
coming cold, Uruisg are seeking to ensure their
safety through alliances with the humans they live
with, on a household-to-household basis. Plenty of
Gaels have continued to feed their Ursuig house-
mate, or housemates, who have continued to clean
the house in return, heal the farm animals, and pro-
tect children from harm. Uruisg live only in pagan
homes, because they loathe the faith of the Ciostai.
One of the surest ways to enrage them is to try to
convert them to that faith. Though they are naturally
small, Uruisg have the abilities to both turn invisible
and to shapeshift into all sorts of other forms. It is
also said that, when wronged, they can whisk people
away with gusts of air.
Not all Ursuig have remained so peaceful how-
ever, and many of them have taken over the very
households that they once served. More and more of
them are reverting to their wild states, abandoning
human homes for caves and ruins. Wild and desper-
ate Ursuig are prone to acts of arson, butchery, and
other ravaging, as the cold drives them to brutal-
ly secure their safety.

- 332 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Social
Base Level Size Move Reach
Introduction

+0 2 4 1 Physical 2 2 Figures of
the Isles

The Rules
Tiny Animal Shapeshift  Passive
When Bloodied, you may shapeshift into a Size 1
Mental
-1 1 Archetypes
woodland animal and make an immediate Move action.
Denizens
Spiritual
Talents &
Powers
Shapechange Running Friend Of Rhyming
Hamstring Spectral Shift Riddle Hmph Adventure
Another Recovery Daggers Reply

Are You You Should


Run Away Attack From Sprig Of Stay
Catharsis Disarm Still Talk- Listen To
Laughing Above Alder Quiet
ing? Us

Uruisg Active I Know Social


Run Away Satisfying Insulting You Too Befriend
Mocking Provocation Throw Stone
Talents Attack Well Talents

Strike Of Run To Regenerat- Regenerat- Clever Familiar


Bull Rush Laugh It
Bereavement Shadow ing Attack ing Block Question- Argu- Off
ing ments

Outnum-
Geyser Of Sprig Of Friend Of Sense Storytell-
Snare bered Dex- Negotiate
Sacred Water Heather Flames Motives ing
terity Stance

Survival
Unen- Animal Scorn
Tricky Per- Enchanted Other-
cumbered Agility Overcome Shapeshift Pole
sonality Prowess world
Dodger

Drinking Lore Of
Turn The Companion & Wench- Oaths Common
Tribal Loyalty Might Wyrd Ways
Blade In Arms ing Folk

Land
Uruisg Passive Work In Steward- Skills Animal
Steel Skin Desperation Fleet Footed Empathy
Powers Concert ship

Hidden In Survival Percep-


Blood Stealthy Sneak
Keen Senses Rain and Stubborn Urban tion
Drinker Striker
Snow

Sacred
Survival Woodland Fury From Rites & Read &
Nimble Vitality Wood
Instincts Cover Anger Rituals Write Binding

DEN IZENS - 333 -


Nicolas Phaneuf Gohier (Order #31317871)
- 334 -
Nicolas Phaneuf Gohier (Order #31317871)
Introduction

Figures of
the Isles

The Rules

Archetypes

Denizens

Talents &

Wild Sidhe
Powers

Adventure

The wild things going bump in the night

B
easts with strong otherworldly magics Wild sidhe roam the Isles of the mundane world as well as
infused in their beings roam the Otherworld. Some live in packs and others are solitary. Most
countryside as wild Sidhe. Wild sidhe avoid human civilization, unless they consider humanity their
do not belong to any fey court since they prey like the Cat Sith do, or their companions and allies as do
usually think, hunt, and behave more like the Cu Sidhe.
animals than they do humans. However, Perhaps the most notable wild sidhe is the Oilliphéist, the
some of these creatures are so ancient that calling them most powerful amongst dragons and serpents of the Isles.
“sidhe” is almost an insult. It is a true primeval being who answers to none. Even the
A wild sidhe could have come about its otherworldly cruel Fomorians would never cross such a creature for fear
enchantment by a variety of ways. It is rumoured that there of seeing their precious crystalline strongholds broken into
is a single Barghest who is the progenitor of all the others, tiny pieces.
and that she roams the realms of Otherworld, growling. It Wild sidhe take no part in the wider political motions of the
is commonly known that the Tuatha elevated the Cu Sidhe fey courts, the plans of the gods or other higher beings, or
into being as a favour to humanity, although others say it take much notice of the Celtic Twilight. They are free, and
was done for their own use for hunting game. Other wild will remain free and roaming, even as the Twilight swallows
sidhe have stranger origins that none can guess. all the mundane beasts, and humanity itself.

DEN IZENS - 335 -


Nicolas Phaneuf Gohier (Order #31317871)
Cu Sidhe (Koo Shee)
Plural: Cu Sidhe Found throughout the Isles
Base Level: +0
Base Powers: Quadruped, Supernatural
Equipment Type: None
Cu Sidhe are hounds that have been saturated
with sidhe magic, making the powers of the ele-
ments course through their veins. They look like
massive hounds with an athletic body similar to a
deerhound or wolfhound but with longer fangs,
strangely coloured fur, and supernatural aspects
from the magic that caused their transformation.
They are now bigger, stronger, smarter, and tough-
er.
Celts and hounds have shared their lives for longer
than they can remember. They are both rowdy,
strong, fiercely loyal, and always up for a hunt. When
the Celtic Twlighlt came, food became scarce. Sidhe
folk who also loved hounds as playmates and guard-
ians decided to help the Celts and their hounds, and
so transformed many Celtic mundane hounds to be
Cu Sidhe.
When this new generation of the Fianna was assem-
bled as a horde of free warriors, the Cu Sidhe hounds
started to follow them and brought them dead prey as
gifts to be allowed to join the humans in their war. The
Fianna welcomed them like long lost friends.
Cu Sidhe show hatred towards the Vikings and avoid
the Criostai. The sidhe powers modify their instincts
to perceive both groups as untrustworthy.

- 336 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Social
Base Level Size Move Reach
Introduction

+0 4 8 1 Physical 2 2 Figures of
the Isles

The Rules
Ignorant Beast  Passive
Gain Social Protection versus Questions +8. Howev-
Mental
-1 -2 Archetypes
er, you cannot speak or understand language except
through an appropriate “Parlay with” Passive Power. Denizens
Spiritual
2 Talents &
Powers
Timely
Dragon’s Howl Of Assisting Elemental Best Inflict
Mauling Distrac- Adventure
Breath Survival Attack Strike Friends Terror
tion

Leaping Flanking Rapid Befriend Growl Roar


Uncanny Jab Snare
Attack Attack Recovery

Presence Of Cu Sidhe Sense Social Predator’s


Lunging Heedful
The Hound Feral Pounce Motives Gaze
Active Talents Attack Charge Talents
of Chulainn

Mobile Regenerating Uncanny Warpaint Of Positive Gritted Mob


Hamstring
Stance Attack Ambush Cú Dearg Thoughts Teeth Rules

Blessing Howl, Urge the


of the Bolg Wounding Breath Of We Are
Maim Furious Hero You Ignore
Gréine (Sun Attack Flames One
Roar Know
Bubble)

Survival
Uncanny Unen- Hound
Fathach’s Fomorian Other- Lore Fey
Might Danger cumbered Master
Might Size world
Sense Dodger

Combat Hunting &


Awareness Of Uncanny Brawling Escape
Keen Senses Manoeuvra- Brutalize Trapping
Danger Opportunist bility

Survival
Strong Cu Sidhe Survival Leaping Wilder- Skills Athletics
Fangs
Muscles Passive Powers Instincts Striker ness

Hidden In Woodland Woodland Mob Men- Silent Percep-


Rain And Protector Swim
Cover Run tality Tongue tion
Snow

Destroyer War Champi-


Burrow Stout Pounce Nimble Bash
Hide Tactics on’s Eye

DEN IZENS - 337 -


Nicolas Phaneuf Gohier (Order #31317871)
Dobhar-chú (Door Khu)
Plural: Dobhar-chú Eire
Base Level: +0
Base Powers: Aquatic, Supernatural
Equipment Type: None
A Dobhar-chú looks like a strange hybrid
between a warhound-sized otter and a
carnivorous fish. They lunge out of a body
of water, slamming into the target to pin it
down and drag it back to its watery grave.
Dobhar-chú tend to avoid humans, only in-
teracting with them when compelled by hun-
ger. Rumours say that along the eastern
coast of Eire there are bogs where the
Gaels are trying to domesticate them to
use their capacity to find fresh water and
fish to feed their people.

- 338 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social -1
Introduction

+0 4 2/6 1 Physical 1 1 1 Figures of


the Isles

The Rules
Ignorant Beast  Passive
Gain Social Protection versus Questions +8. Howev-
Mental
-1 -1 Archetypes
er, you cannot speak or understand language except
through an appropriate “Parlay with” Passive Power. Denizens
Spiritual
Talents &
Powers
You
Parry Thundering Gritted
Aqua Axe Spry Posture Smash Attack Befriend Can’t Be Adventure
Monster Roar Teeth Serious

Wounding Advancing Run Away Trwyd’s Manipulate We Are


Soul Shroud Growl
Attack Stance Laughing Posture Emotions One

Double Flanking Dobhar-chú Predator’s Social


Trip Feral Pounce Gaze Incite
Attack Attack Active Talents Talents

Lunging Timely
Catharsis Feint Attack Riposte Snare Stay Quiet Distrac- Tease
Attack
tion

Friend Of Scavenger Battlefield What A Laugh It


Aqua Armor Mauling Cold Stare
Waves Slash Vortex Joke Off

Survival Lore
Resistance To Mob Men- Carried By Parlay The Appraisal Other-
Desperation Locales
Impeded tality Song Waters world

Survival
Superb Animal
Agility Drive Back Vitality Bastion Perform Wilder-
Swimmer Empathy
ness

Hidden In Dobhar-chú Carried By Swim Skills Athletics


Fangs Brutalize
Mist Passive Powers Blood

Hunting
Combat Strong Leaping Blood Silent
Nimble Stargazing & Trap-
Awareness Muscles Striker Drinker Tongue
ping

Unen- Lore Feather


Survival Athletics
cumbered Brutalize Might Blood Lust Poison Fingers
Instincts
Dodger

DEN IZENS - 339 -


Nicolas Phaneuf Gohier (Order #31317871)
Oilliphéist (Oh-lih-feysht)
Plural: Oilliphéist Eire
Base Level: +10
Base Powers: Aquatic, Flight, Immortal, Supernatural
Equipment Type: None
The snake-like dragon Oilliphéist is a gigantic beast. Its long
sinuous body is a mix of fish, snake, and dragon traits that are
supported by six powerful limbs and large wings.
The Oilliphéist is the king or queen (no one ever had the
bravery to confirm its sex) of snakes and dragons in the Isles.
The Oilliphéist is said to have left Eire to escape the wrath of
Saint Padraig, its tail leaving a groove so deep it created the
Shannon Valley.
The great beast emerged from the sea with its offspring as
soon as the unending night fell upon Eire, taking out ships
with its tail. The Oilliphéist has heard of Mannanan Mac
Lir and the Tuatha’s plans to move Eire into the Other-
world and in desperation has allied itself with the Ela-
tha and the Fomorians. It has offered the support of its
great army of terrible limbed and non-limbed snake-
like offspring.
The Oilliphéist seeks out its original home in Eire,
a lake said to house his underground lair, and filled
with treasures and offerings from when the Gaels
honoured him for his strength, wisdom, and pro-
tection from its rowdy offspring. For Oilliphéist’s
kind to survive it must be back in its lair when
the island shifts into the Otherworld else all that
might be left in the mundane world would be
frozen ocean, which could trap them under the
waves to starve.

- 340 - D E NIZE NS
Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend

Base Level Size Move Reach


Social 4 1 1
Introduction

+10 18 15/20/21 5 Physical 4 Figures of


the Isles

The Rules
Notes  Mental
• Oilliphéist’s Move is expressed as Land / Sea / Air. Archetypes
• For a juvenille Oilliphéist, use an Adder from the
Beasts page 279, but at a high Level. Denizens
Spiritual
-1
Talents &
Powers
Draw From Dispas-
Terror Chain Stay
Blight Syphon Soul Nature Cold Stare sionate Adventure
Incarnate Attack Quiet
(Water) Interest

Elemental Venomous Terrifying Power Over Royal Get My Intimidat-


Swallow Tantrum Way ing Threats
Strike Bite Assault Wells

Dragon’s Oilliphéist Attack From Inflict Social


Balor’s Eye Catharsis Terror Roar
Breath Active Talents Above Talents

Breath Of Scavenger Breath Of Lunging Emotional Predator’s


Aqua Armour Growl
Acid Slash Hoarfrost Attack Barrier Gaze

Furious Enchant Feral Battlefield Voice Of Sense Don’t


Trample
Tantrum Flesh Pounce Vortex Doom Motives Even

Rites &
Ignorant Hulk, Earth Scorn Pole Fidchell
Pounce Steel Skin Titanic Size Rituals
Beast Bender

Coward’s Survival
Leaping Terrifying Battle-hard- Animal Lore Ar-
Condemna- Nimble Other-
Striker Domination ened Empathy cana
tion world

Survival
Oilliphéist Parlay The Swim Skills Wilder-
Might Fangs Bastion
Passive Powers Waters ness

Eye Of Hulk, El- Blood Omens &


Keen Senses Eye Of Fire Lore Fey Athletics
Water dritch Drinker Portents

Hunting
Destroyer Arcane Hulk, Mind Speak In Champi-
Overcome Burrow & Trap-
Hide Drums Eater Tongues on’s Eye
ping

DEN IZENS - 341 -


Nicolas Phaneuf Gohier (Order #31317871)
Talents and
Powers

Active Talents

- 342 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Advancing Stance See Infuse rules on page 483 for details, but all usage re-
quirements in this power replace those listed in the Infuse
Stance
power. The Power is type “Faith” in addition to its other
Amplify Amplify Amplify
types. You may choose any 1 Active or Social Power that is
As you assume this stance you are prepared to press forward not specialization powers for the various player Archetypes
with every attack. (the Norn may disallow some options should they not fit the
Combat: Whenever you perform an Attack action, add to adventure parameters).
it +1 Knockback [Counter P]. If the push is not Countered, Combat: You invoke one of the powers of the holy reliquary
then you may immediately Move into the hex that the victim with a Range bonus in hexes equal to double your Miracle
vacated. intensity. The Meta tags for this power’s invocation are the
Peace: Avoid some tense situations by taking a very aggres- invoked Power’s Meta tags.
sive stance that may intimidate others into non-confronta- You may consume a Miracle. If you do, the Norn adds a major
tion. effect to the invocation, roughly equivalent to a rune chain
Rank Up: If your foe is knocked back farther than just 1 hex, the length of the intensity value sacrificed (ie. Sacrifice at in-
you may advance to one hex in front of them. tensity 3, equivalent to a rune chain length of 3 runes).
Peace: You may copy an infused Faith power from another
Administer Holy Relic * artifact that you found into your own personal relic. Each Ac-
Faith tive or Social Power requires 1 unused QR. Powers may not
Special Special Special be replaced unless you Consume a Miracle, in which case the
When you gain this Talent, you also obtain a free relic from QR from a previous Power (that is being replaced) is used by
the Church of the White God with a QR equal to half your the new Power.
level. It has been bequeathed to you for safe keeping and use. Rank Up: The relic’s QR is now 75% of your level, and all
It begins with 1 Active or Social Power Infused into the item, new QR are unused.
using 1 if the item’s QR, and the remaining QR are unused. .

TALEN TS - ACTIVE S - 343 -


Nicolas Phaneuf Gohier (Order #31317871)
Anger the Gods boundaries, up to a Battlefield’s distance (16 hexes). You
may only strike opponents who are within the same body of
Divine Manoeuvre
water as you. This Talent does not include an Attack Action.
Amplify Multi Combo
Peace: You can instantly dry your body and clothing.
You misuse the gifts of the gods, shirking their grace to
Rank Up: The reach of your Aqua Axe in larger bodies of wa-
channel the energy into harming your foes.
ter extends by a Battlefield (+16 hex) Range.
Combat: Perform an Attack action with a +4 damage bonus
and gain 1 Divine Wrath.
Peace: You can feel objects and places that displease the gods
Arcane Shell
Spell
with whom you commune.
Maintain Area Amplify
Rank Up: This attack gains +2 damage. You may change 1 of
Create a shimmering conical dome for protection.
the power’s meta tags to Swift.
Combat: A shimmering dome provides PF +4. Those within
Apotropaic Posture the area when it is invoked are protected for the remainder of
the combat round, even if they move out of the area of effect.
Manoeuvre
Peace: The Arcane Shell can be summoned and maintained for
Maintain Amplify Maintain
up to 6 hours, so long as you are awake and aware enough to
Change your combat demeanour to facilitate the mitigation
concentrate. This can protect you from rain, violent winds, ex-
of spiritual damage.
posure, snow, a dust storm, and other violent weather effects.
Combat: Your Defend actions gain Spiritual Parry +1.
Rank Up: The shell can be summoned with an addition-
Peace: You have a sense of danger that detects threats when al PF +2, but you must stay in the centre of it while it is
you travel over water; you sometimes get an omen before set- Maintained. If you move from its centre, it falls.
ting off on an extended boat trip.
Rank Up: Gain +1 Spiritual Parry with this Talent. Arcane Shield
Spell
Aqua Armour Multi Maintain Amplify
Spell
Create a shimmering dome that protects you and an ally from
Maintain Maintain Maintain the next attack.
You harness the water around you in order to form a protec- Combat: Gain PF +2, Spiritual PF +1, and Mental PF +1
tive barrier. Create a wave that swats away incoming attacks. against the next attack, or once per combat round if Main-
Combat: Gain +1 PF for half the number of aquatic hexes tained.
adjacent to you. Peace: Create a consecrated space Nearby (within 4 hexes)
Peace: If you hide in water, those outside the water suffer a -2 where lost spirits cannot enter. This ritual takes 1 hour of
AV to perceive you. preparation and works so long as those within the concen-
Rank Up: Increase PF by +1 for each adjacent aquatic hex. trated space do no harm.
Rank Up: If you or your ally are Bloodied, then increase this
Aqua Axe spell by PF +2 or by Spiritual PF by +1 or by Mental PF by
Spell +1. You may make this choice each time you cast the spell in
Maintain Maintain Maintain its Ranked Up state.
You harness the water around you to form an aquatic weapon.
Combat: Create a weapon out of water that fights for you Arcane Veil
from the watery depths. You are not required to equip or Spell
wield this weapon. The damage and Parry of the Aqua Axe Maintain Area Amplify
are equivalent to 1 plus half number of aquatic hexes that are Create a shimmering wall in front of you that repels super-
adjacent to you. Your Range and Reach are within the water’s natural energies.

- 344 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Combat: A shimmering wall before you provides Spiritual
PF +3 but Move -1. Those within the area when it is invoked
Attack From Above
Manoeuvre
are protected for the remainder of the combat round, even if
Amplify Multi Combo
they move out of the area of effect.
Take advantage of higher ground. Whether attacking from
Peace: You may perform a ritual for 6 hours to draw a straight
a mount, or a higher vantage point, or just being larger than
line upon the ground. No spirit or sidhe may cross that line
the opponent, you deal a more devastating blow.
for 24 hours thereafter.
Combat: If attacking from higher ground (attacker’s Size is
Rank Up: This shield can be cast with an additional +1
greater than opponent’s, standing on higher terrain, attack-
Spiritual PF, but you must stay in the centre of it while it is
ing on a mount granting a higher vantage point, etc.), per-
Maintained. If you move from its centre, it falls.
form an Attack action with a +3 damage bonus.
Artio’s Aid Peace: You are especially proficient on a mount. You can
perform more complex tasks while riding your mount.
Shapechange
Rank Up: If you jump onto or fall onto your foe from above,
Maintain Maintain Maintain
add an additional +3 damage. You may change 1 of the pow-
You enter a trance that allows you to merge with your inner
er’s meta tags to Swift.
sidhe nature and meld into one. You shapeshift into a new
being of both mortal and fey nature, like a huge bear-creature
of the goddess’ namesake, roaring and clawing into reality to
Aura of Frost
Spell
drown your rage in blood.
Area Element Amplify
Combat: You lose all weapons and armour (absorbed into
new form) and change into a giant, agile bear-like beast with You stand in place, focusing on the magic of winter, and are
elongated limbs. Immediately Heal +4, grow to Size +4, enveloped in an aura of extreme cold and frost. This cold is
and gain +2 Parry. All Passive and Active Powers remain un- detrimental to those around you, friend or foe, but does no
changed, but Passive Powers have to be applied to the new harm to you.
attributes. Combat: Inflict 2 damage and inflict +1 Impeded Condition
Peace: Your mind is intricately linked to primal forces, you to anyone adjacent. This spell douses any flames within its
can align your senses with any friendly sidhe companion, Reach/Area and removes any 1 Degeneration Condition
such as a Maven, and are able to see, smell, feel and deter- from your body associated with being on fire.
mine the nature of sidhe magic in the area. Peace: Envelop your skin in frost, making you immune to the
Rank Up: You may make a Weak Move when transforming. burn of flame or anything you wear being set aflame.
Rank Up: The frosted ground remains so for 6 hours, and
Assisting Attack will cause any who enter it 2 damage from the cold.
Interrupt
Swift Amplify Combo Awaken Improvised Idol
Transmute Spell
You come to the rescue of your allies, but at the expense of
some of your awareness of your surroundings. Amplify Element Maintain
Combat: When a foe within Far (8 hexes) Range is attacking You cobble together a crudely constructed figure that resem-
an ally, before the ally’s Defend action is made, you can make bles an idol to act as a poor substitute.
a Weak Attack on that foe if they are within your Reach/ Combat: With great haste you assemble an effigy from ob-
Range. The foe is able to defend normally. The damage dealt jects at hand.
to the foe is then added to the PF of the ally. If there is little or nothing at hand your effigy is assembled
Peace: You are well-coordinated in teamwork situations. from rations, sticks, and miscellaneous objects on your per-
Your contribution to team sports and contests where you son, then it is Size 1. If the environment around you is es-
must work with others is exceptional. pecially cluttered and random objects are plentiful then the
Rank Up: If the ally is Bloodied, instead make a full Attack effigy can be as large as Size 6. In most environments the
action with a +1 damage bonus. effigy will be Size 3 or 4.
As a Transmute Spell you bring a Companion into being at a
QR of 50% of your Dweller Level. Amplify increases the QR

TALEN TS - ACTIVE S - 345 -


Nicolas Phaneuf Gohier (Order #31317871)
it starts with. Companions when brought into being this way Meta that was applied to it.
have their Size (in this case based on clutter), a Free Crea- When you no longer Maintain this spell, the statue will “go
ture Type (in this case Construct) and a Meta Tag they can to sleep” (again becomes inert.)
activate from amongst common Meta tags (Absorb, Deflect, Peace: You may awaken statues to perform menial work for
Degenerate, Impeded, Vulnerable) or a cost of 4 QR for an you.
uncommon Meta tag. Remaining QR can be spent from the
Craft rules, see page 432. Rank Up: You may see through the eyes of any statue you
When the effigy is awakened you may issue it one order, for awaken, and hear what it would hear.
instance: defend a position, engage a foe, or run in one di-
rection. It will attempt to carry out this task to the best of its
ability and understanding. It is then under the Norn’s control
Awaken the Altar
Divine Manoeuvre
until it is destroyed. Every round the effigy will make a sin-
gle Cinematic Action, plus 1 for every Amplify Meta that was Amplify Amplify Amplify
applied to it. You stop in your tracks and concentrate, calling on your gods
When you no longer Maintain this spell, the effigy will fall to empower you. Your armour and fetishes light up to hold
apart into a pile of the found objects. the magical charge, and your image begins to radiate awe-
some power.
Peace: You can assemble an Effigy and it can be sent on a
simple task. After 6 hours it will fall apart into a pile of the Combat: You deal 1 damage to yourself per intensity of Di-
found objects from which it was made. vine Wrath that you suffer, then you deal Spiritual damage to
all Nearby (within 4 hex) foes equal to the number of runes
Rank Up: If you awaken the same collection of objects to be
that you have in Stun, Wounds, Death and Drain. You are
an improvised idol three times, then you may perform a ritual
then healed an amount equal to your Divine Favour and gain
over the objects and have a 33% change of it becoming a per-
+1 intensity in Shroud.
manent Companion at a QR of 50% of your Dweller Level.
See Companion rules page 192. Peace: You can light up your armour, lighting your path in
the dark up to Nearby (4 hexes).
Awaken Statue Rank Up: When you use this Talent you gain PF equal to the
number of runes you have in Death.
Transmute Spell
Amplify Multi Maintain
You use your magic and skill as a crafter to awaken a statue on
Backstab
Manoeuvre
the battlefield to fight as an ally.
Amplify Swift Combo
Combat: You can awaken a statue to act as your ally. The
statue you awaken must be Size 4 or less. The Amplify Meta You know how to take advantage of an unsuspecting victim.
tag can be applied to increase the Size of the statue you are Combat: If attacking from behind (opponent’s rear-facing
able to awaken. side), perform an Attack action with a +3 damage bonus.
As a Transmute Spell you bring a Companion into being at Peace: Dealing a blow from behind a victim’s uncovered head
a QR of 50% of your Dweller Level. Amplify increases the with no helmet is a knockout. The victim must be of equal or
QR it starts with. Companions when brought into being this lower Level.
way have their Size (in this case Size 4 or less, although it can Rank Up: If the attack was unsuccessful, it still inflicts 1
be Amplified), a Free Creature Type (in this case Construct) Stun on the opponent [Counter P]. You may change 1 of the
and a Meta Tag they can activate from amongst common Meta power’s meta tags to Multi.
tags (Absorb, Deflect, Degenerate, Impeded, Vulnerable)
or a cost of 4 QR for an uncommon Meta tag. Remaining QR Ballad of Heroes
can be spent from the Craft table, see page 432. Spell Song
When the statue is awakened you may issue the statue with Amplify Area Maintain
one order, for instance: defend a position, engage a foe, or Sing a song that inspires those around you on the battlefield
run in one direction. It will attempt to perform this task to towards heroic death.
the best of its ability and understanding. It is then under the Combat: Apply +2 Fury Conditions to yourself and all ad-
Norn’s control until it is destroyed. Every round the effigy jacent allies.
will make a single Cinematic Action, plus 1 for every Amplify

- 346 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Peace: You can see other people’s Ancestor Spirits. Peace: Fill the sails of any sailing ship to propel it forward.
Rank Up: If an ally is Bloodied they also gain 1 Bravery Con- This is a taxing activity and can only be maintained for 6
dition. hours sailing for every Physical rune in your Essence.
Rank Up: Anything within the gale of Size 4 or smaller suf-
Balor’s Eye fers Knockback 2 hexes in one random direction [Counter P
Spell per hex] unless they are wearing armour of at least Size 4, or
Amplify Element Range are equivalently weighed down.
Just as the famed single eye of the Fomorian Balor shot a dev-
astating blast of energy, you too can shoot a beam of ener- Battlefield of Bramble
gy. The same is known to happen from Constructs, like the Spell Song
famed Fir Bolg Iron Behemoths, who open their chests to re- Aid Amplify Maintain
veal a single shining eye underneath. The elemental seams of A dense thicket of thorns and vines rises up from the ground.
the Behemoth glows, and from its chest shoots a beam nearly It does no damage when it appears, but anyone making a
as devastating as Balor’s own eye. Move action through the bramble will suffer.
Combat: Blast a beam up to Nearby (4 hexes) away, doing Combat: Thorny bramble covers the Battlefield (a 16 hex ra-
your Size in damage to all within the beam. dius area). Anyone passing through a hex within the bramble
Peace: You can aim your blast into the sky, shooting a beacon suffers 2 Physical damage per hex.
that can be seen for miles. Any ally within the bramble can assist with an Aid Meta tag
Rank Up: If this Talent is Amplified, it also inflicts 1 Degen- and be exempt from the damage.
eration [Counter P]. Peace: You may pass through thorn bushes and other snag-
ging plants without being snared or cut.
Battle Dance Rank Up: The damage done by each hex of bramble increas-
Manoeuvre es by +2.
Amplify Amplify Amplify
To maximize your capacity to channel the will of the gods, Battlefield of Mag Findargat
you hum and move rhythmically to attune with the essence of Spell Song
the Otherworlds. Maintain Amplify Maintain
Combat: Gain 1 Trance and reduce the Intensity of 1 nega- The spell thins the barrier between Mag Findargat and the
tive Condition. realm you are in. The designated area is instantly caught in a
Peace: You are accustomed to entering a trance while danc- blizzard of snow and ice. This spell cannot be used if already
ing, reducing the difficulty of Omens & Portents by 1. in Mag Findargat. The storm knows not friend from foe.
Rank Up: Reach +1 on your next Attack, or Parry +1 on your Combat: Create a blizzard within the Battlefield (16 hex ra-
next Defend. dius area) with the caster at its middle. Everyone within gains
1 Degeneration [Counter P] and 1 Impeded [Counter P].
Battlefield Gale Peace: Take 30 minutes to create a very slight thinning be-
Spell Song tween worlds, creating a 12’ x 12’ x 12’ rough block of ice.
Aid Amplify Maintain This can be used as a bridge or a barrier. Only one such block
The winds rise to swirl and beat upon the battlefield, pre- can exist at a time. The block cannot be created in mid-air,
venting ranged weapons from flying true. nor can it be used to encase a living sentient being.
Combat: Strong conflicting winds sweep the Battlefield (a Rank Up: The cold of the storm also inflicts 2 P damage.
16 hex radius area). As long as the wind is maintained, weap-
ons suffer -8 Range [Counter 2 M], and any Character in Battlefield of Mist
Flight gains 1 Impeded [Counter P]. Spell Song
Any ally within the gale can use the Aid Meta to be exempt Area Aid Maintain
from the gale’s effects. The mist obeys your command to appear. It surrounds both
friends and foes, consuming the battlefield.

TALEN TS - ACTIVE S - 347 -


Nicolas Phaneuf Gohier (Order #31317871)
Combat: This spell summons mist that covers the floor of
the Battlefield (a 16 hex radius area). As long as the mist is
Bestow Gills
Spell Stance
maintained, everyone whose feet touch the ground suffers 1
Amplify Amplify Amplify
Impede [Counter 2 M]. The mist is magical, and so will not
be dispelled by heavy winds, waves, or fire. You and your chosen allies are at home in water. You grow
gills and your hands and feet slightly deform in order to allow
An ally within the mist can assist with an Aid Meta tag and be
more agile and efficient swimming.
exempt from the Impeded Condition.
Combat: You pass through water without penalties. You
Peace: You can see with supernatural senses anything hap-
may also breathe underwater. While underwater and in this
pening within the mist.
stance, you are especially resistant to physical harm, gain +2
Rank Up: Allies in the mist who do not suffer from Impeded
PF.
gain 1 Shroud.
Peace: You pass through water without penalties. You may
also breathe underwater.
Battlefield Vortex Rank Up: Any Weak Defend actions done underwater are
Spell Song
instead full Defend actions.
Area Aid Maintain
The waters obey your command to churn into a terrible vor-
tex.
Biting Spear (Prioctha Sleá) *
Manoeuvre
Combat: This spell commands a Battlefield (a 16 hex radius
Amplify Range Swift
area) of water to churn. As long as the vortex is maintained,
By channelling the kinship you have with your animal com-
everyone in the water suffers Knockback in a clockwise di-
panion you can send it along the line of your attack to grab
rection for 4 hexes [Counter P each hex].
and drag your foe.
Any ally within the vortex can assist with an Aid Meta tag and
Combat: Perform an Attack action. Your Companion charg-
be exempt from the Knockback.
es and reaches the target regardless of the Companion’s nor-
Peace: At your request, deep waters will give up small treas-
mal Move distance. (For instance, if your Pack of Hunting
ures, floating them to the surface to be collected.
Hounds normally has Move 6, and you shoot an arrow at a foe
Rank Up: When the vortex is Maintained for a second round 8 hexes away, the Hounds will still reach the foe.)
you may choose to increase its speed on Upkeep, inflicting
Your Companion then bites and drags your target, moving
+1 Impeded [Counter P] on everyone within the vortex.
them 1 hex in the direction of your choice and +2 hexes per
rank in the Houndmaster Skill [Counter P per hex].
Behead (Dícheann) Peace: Your hound or Maven helps to track down quarry. Any
Spell
check to track down and hunt a marked or Bloodied prey is
Amplify Range Area reduced by 1 rank.
The warrior is utterly consumed by the thrill of the hunt, by Rank Up: The Companion bites down to flesh as they drag,
the thirst for blood and battle, running, slashing, punching, doing 1 Physical damage to your foe for each hex dragged.
clawing and biting with only one objective in mind: adding The foe’s PF applies at the end of the Move against the total
more severed heads to his belt. damage.
Combat: Inflict 1 Fear Condition and gain 1 Taunt condi-
tion. Black Flame
If you are at maximum Taunt and your foe at maximum Fear, Spell
sacrifice all your Taunt Conditions to immediately attack the Range Range Amplify
foe within Reach/Range with +2 damage.
You can understand, copy and improvise magic spells that
Peace: Your deadliness is apparent in your collection of sev- you witness.
ered heads after each battle. Any attempt to intimidate you in
Combat: While adjacent to an ally, you copy and bind a Spell
dialogue or social combat is increased by 1 difficulty.
they performed earlier this combat round. You bind the
Rank Up: Inflict an additional +1 Mental damage. cloned Active power to another rune you possess In-Hand.
The binding lasts until the end of your turn so this power may

- 348 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
not be maintained. An Amplify meta tag allows you to bind For the Meta tags: Area increases the radial effect of Blind,
another spell to another rune In-Hand. and Amplify increases the intensity of Blind.
Peace: If you witnessed someone succeed in a Skill Check Peace: You can summon your chariot for long overland jour-
within the last few minutes, you will gain a +1 bonus if you neys, but it may attract much attention as a blazing beacon.
attempt the same Skill. Rank Up: Your control has increased and you may instead
Rank Up: The copied spell will also do +1 Spiritual damage, make a Weak Move action with the blazing chariot.
if it was harmful, or +1 Spiritual Parry, if it was helpful.
Blessed is Thine Flock
Blackheart Blade Faith
Divine Spell Amplify Range Area
Maintain Maintain Maintain Your devotion to a higher power manifests itself as a benevo-
Using the divine power bestowed onto you, animate the shadow lence towards your fellow man.
of your weapon to attack on its own. Combat: Restore 1 and Heal another combatant equal to the
Combat: A clone of your weapon appears next to you. When sacrifice cost you pay:
you perform Attack actions, it clones your attack action and • Take a Stun = +3
strikes the same target you just attacked. If the defender • Take a Wound = +5
wishes to Defend they must do so against each Attack action • Take a Death = +7
separately. Half the Meta tags are cloned by the animated
• Take a Drain = +9
blade (attacker chooses which).
Peace: When you put others before yourself, others take no-
Peace: You can summon a spectral knife that can be used as
tice and remember.
a crude tool.
Rank Up: If your ally also suffers from a negative physical
Rank Up: If you Consume a Divine Favour when casting this
Condition then increase this Heal by +3.
spell, half the damage of the Blackheart blade will heal you
when you attack. If you Consume a Divine Wrath when cast-
ing this spell, all Meta tags are cloned. Blessing of the Bolg Gréine (Sun
Bubble)
Spell
Blazing War Chariot of Queen
Mebd * Amplify Multi Range
Spell You call on the graces of one or more of the deities of life,
Area Area Amplify asking for their favour. A ray of sunlight pierces the sky and
gracefully envelops your target and its surroundings, giving
As the great Warrior-Queen Mebd, you lead by example,
life to everything inside its embrace.
showing them that you are the one they should follow by
lighting their path by summoning and riding a war chariot Combat: The target of the spell reduces 1 intensity of a neg-
made of shining light, driving through all before you. ative Condition and gains +2 Spiritual Parry.
Combat: Perform a Move action and inflict 1 Blind Condi- Peace: You have the ability to grow and revive plants, but it
tion [Counter P] to any anyone adjacent during your charge. leaves you exhausted.
The chariot is a shining spectre. If you already have a chariot, Rank Up: Add an additional Spiritual Parry +1.
it blazes in glory. If not, one manifests. If you have a mount,
the chariot attaches to the mount and uses the mount’s Move. Blessing of the Emain Ablach (Isle
The mount is also wreathed in flame. If you do not have a of Apples)
mount, the chariot is moved as though by an invisible mount Spell
using your Move rate. Amplify Multi Range
In any case, the chariot can only move in a straight line to the You evoke the Isle of Apples, with its great healing powers,
maximum number of your (or your mount’s) Move, unless it beyond the veil. This spell envelopes the recipients in spar-
collides with an obstacle, in which case it does 2 damage that kling lights.
obstacle, then vanishes. Combat: Apply Heal +4 to yourself or an ally and gain 1
Shroud Condition.

TALEN TS - ACTIVE S - 349 -


Nicolas Phaneuf Gohier (Order #31317871)
Peace: Close the open wounds of an ally to fully heal them. easily avoid them, even if they are struggling in a shared hex
However, this does not heal Spiritual damage in Drain. of a foe or grappled with them. In addition, you may cleave
Rank Up: Add an additional +2 Heal to this Talent. through any object large enough to occupy a hex within your
arch (like a support beam in a house) and destroy it if it’s QR
Blessing of the Sun God is less than the final AV of your attack. You may change 1 of
Spell the power’s meta tags to Swift.
Amplify Multi Range
You are empowered and blessed by Lugh, wrapped in his Branches to Arrows
light and imbued with his fury. Spell
Combat: Gain 1 intensity to the Fury Condition and reduce Area Amplify Multi
1 Intensity of a negative Condition that affects you. Enchant a nearby tree to fire its branches as arrows.
Peace: When this blessing is set upon you, your body flares Combat: A tree in Nearby (4 hex) Range shoots its branch
in fire and destroys all shackles, bonds, and restraints that tips like arrows at all your foes within a Far (8 hex). These
hold you up to QR 6. It also breaks the hold of anyone re- arrows do 2 damage to each foe.
straining you as though Countered by a single rune. The Multi Meta tag will awaken +2 trees to fight on your be-
Rank Up: Add an additional +2 Heal to this Talent. half. (Bramble and bushes are not considered trees for this
purpose.)
Blight Peace: A tree will tell you who has passed by it recently.
Spell Rank Up: Affected trees can rise from the ground on their
Maintain Maintain Amplify roots and walk, repositioning before or after the attacks by
You are toxic to those around you. The blight coming from up to 2 hexes.
cursed otherworlds washes out of your pores.
Combat: Whenever you are the recipient of an Attack Breath of Acid
action, your body releases a toxic cloud damaging all adja- Spell
cent combatants with 1 Spiritual damage . When you Amplify Area Range
are struck, you boost your PF by +1. Your throat contains an acid sack, and from it you can spit a
Peace: You may change your demeanour to be very repulsive poisonous and corrosive acid.
to others, driving people away from you. Combat: You perform a breath attack in an area in front of
Rank Up: When struck using this Talent you boost your PF you. Up to 3 metal items of QR 6 or less caught in the blast
by an additional +1. take on the Damaged Condition [Counter P each item]. Each
Amplify applied increases the QR of potentially Damaged
Bloody Arc (Stua Fola) items by 6.
Manoeuvre Peace: The spell recipient’s saliva turns into a very caustic
Amplify Multi Combo substance, burning through one inch of iron per minute of
exposure. It is much less effective on other substances (flesh,
You channel cruel memories of a life on the battlefield, all of
stone, glass, etc.)
its pains and rewards, and roar in defiance to strike in an arc
and wreck an enemy front-line. Rank Up: The acid also incurs 2 Physical damage to anyone
caught in its spray.
Combat: Perform a Weak Attack action to up to 3 foes
within Reach/Range. If you wield a large weapon (Size 5 or
above) your attack inflicts +2 damage, and Knockback 1 hex. Breath of Flames
[Counter P]. This manoeuvre always requires two hands. Spell
Peace: When you perform a physical feat you may do so 3 at a Amplify Area Range
time - chop down 3 trees at once, throw 3 tables over, juggle You inhale deeply using your body to channel Lugh’s light
3 stones, and so on. and change your breath into a cone of golden flames.
Rank Up: If an ally falls within the arc of your strike you can Combat: You perform a breath attack on up to 3 targets in

- 350 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
the area front of you. Any enemy caught incurs 1 Degenera-
tion Condition [Counter P].
Bulwark of Judgement
Divine Manoeuvre
Peace: You can cauterize minor wounds, purge infections
Amplify Multi Combo
and ignite small fires.
The divine power that runs through your body can be spent,
Rank Up: Your flame breath also incurs 2 Physical damage.
struck into your blows and used against your enemy.
Combat: Perform an Attack action with a +2 damage bo-
Breath of Hoarfrost nus and you may Consume 1 Divine Favour to inflict Blind
Spell
[Counter P] and you may consume 1 Divine Wrath to inflict
Amplify Area Range Degeneration [Counter P] and Vulnerable [Counter P].
The spell blasts an area around you in extreme cold as you Peace: You gain a +1 AV when trying to discern when some-
exhale your next breath. one is lying.
Combat: You perform a breath attack on up to 3 enemies in Rank Up: When using this Talent, gain +1 PF per 2 intensi-
the area in front of you causing 1 Impeded Condition [Coun- ties of Divine Favour or per intensity of Divine Wrath until
ter P]. end of round after performing the attack action. You may
Peace: You can exhale pure cold, allowing you to freeze liq- change 1 of the power’s meta tags to Swift.
uids, including small amounts of alcohol (mead).
Rank Up: Your hoarfrost breath also incurs 2 Physical dam- Cailleach’s Kiss
age. Shapechange
Maintain Maintain Amplify
Bull Rush You borrow the form of a twisted old crone called a Cail-
Manoeuvre leach, the “Divine Hag”, a sometimes ally of the Morrigan.
Amplify Amplify Amplify The dreaded and cunning being is known as a swindler of
Run at someone to push them backwards. fate, dealer of both luck and misery, and the Followers of the
Combat: Perform a Move action and push an opponent back White God claim she is the mother of witches.
2 hexes [Counter P per hex]. Combat: Assuming this form grants you +1 Empower.
Peace: Throw your weight at someone or something, moving Peace: You can take the form of a hag, allowing you to sense
them, or bowling them over. curses and the Nearby (within 4 hexes) allies of the Unseelie
Rank Up: Push an additional +2 hexes [Counter P each]. Court.
Rank Up: When in this form gain Mental Parry +1.
Bulwark of Faith
Divine Manoeuvre Call Oak
Amplify Multi Combo Interrupt
You infuse your own flesh with divine might to enhance the Amplify Multi Maintain
brutality of your attacks. Nature answers your call when you are attacked, sprouting
Combat: Perform an Attack action with +4 damage per in- out of the ground to protect you.
tensity in Divine Wrath. Gain +1 PF until end of round per Combat: If your feet touch soil, and you are being attacked
intensity in Divine Favour. by a physical weapon that has Reach or Range, an oak tree
Peace: When at a sacred shrine/site, you gain +1 AV on Skill grows in an adjacent hex between you and the threat, shield-
checks. ing you from harm for 4 Physical PF. If the damage exceeds
Rank Up: When using this Talent, gain +1 PF per 2 intensi- the PF then the tree is broken and the remainder of the dam-
ties of Divine Favour or per intensity of Divine Wrath until age falls on you to Defend with your own PF and Parry.
end of round after performing the Attack action. You may Peace: Where a great forest used to be, as long as a few good
change 1 of the power’s meta tags to Swift. trees remain, you may take 6 days and populate the land with
magically planted saplings, each 1 foot tall. They will reach
maturity by next spring.

TALEN TS - ACTIVE S - 351 -


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: If you wear no armour then the PF of your trees the 6 hour period is over you must use the Skill of Prayer
increases by +1 with another +1 every 10 Dweller Levels. or Speak in Tongues to avoid suffering the effects you have
delayed, before again regressing into a spiritual space and
Call Stone blocking out the physical world.
Interrupt Rank Up: If you are Bloodied and the foe you face is Super-
Amplify Multi Maintain natural, then you may take the rune back into your hand from
Your ties with the land itself comes to your defense, raising In-Play after it resolves without Consuming a Miracle.
out of the very stone to defend you.
Combat: If you are being attacked by magic that has Reach Cascading Blades
or Range, a stone obelisk rises up from the ground in an Divine Manoeuvre
adjacent hex between you and the harm that has 3 Spiritual Amplify Amplify Combo
PF. If the damage is exceeded then the stone breaks and the Using a combination of divine magic, battle mantras and in-
remainder falls on you to defend with your Spiritual PF and ner fury you increase your attack speed with each hit upon
Spiritual Parry. your foe.
Peace: You can harmonize with stone being able to sense the Combat: Perform an Attack action with a +2 damage bonus
last scene it witnessed. per Combo meta rune you play. Anyone adding runes to your
Rank Up: If you do not wield any weapons, gain an addition- Combo runechain perform an Attack action instead of the
al Spiritual PF +1, and a further additional Spiritual PF +1 usual Combo effect. For every Combo meta you played, their
every 7 of your Dweller Levels. attack gains +2 Reach and they may add an Amplify meta to
their Attack action.
Call Wind Peace: Your Aid meta when performing Skill checks grants
Interrupt you double bonus.
Amplify Dodge Maintain Rank Up: The Range of your Combo meta is extended by +2
Your bond with nature allows you to feel the wind change as hexes (for all Talents involving this meta). You may change 1
an attacker comes for you. of the power’s meta tags to Swift.
Combat: When attacked by a melee attack at Range 1 you
may Interrupt to Move 1 hex. If this brings you out of Reach/ Catharsis
Range of the attack, then it does no damage. No single object Spell
you carry can be greater in Size than your Size -1. Range Area Amplify
Peace: You can dodge physical attacks coming from impro- Heal and cleanse someone.
vised objects. Combat: Heal +4 and reduce a Condition Intensity by 1.
Rank Up: If you wield no weapons and wear no armour Peace: Cure most poisons and diseases with this spell.
then Move an additional +1 hex, and another +1 for every 5 Rank Up: Add an additional Heal +2 to this Talent.
Dweller Levels. You cannot stop the wind before it has blown
you the full distance, but you can direct your course.
Chain Attack
Canticle for Ascesis * Manoeuvre
Faith Interrupt Amplify Multi Combo
Range Range Range Go from one enemy to another, attacking the next with great-
Sing a subtle song to yourself in Latinate, gathering your er might.
faith to find the best way forward employing the advice of Combat: Perform an Attack action with a +3 damage bonus
faith. against an opponent if you have already damaged one of their
Combat: You Counter the effect of a rune chain that was just allies this combat round.
played so long as it was violent in nature. You may Consume Peace: When an ally is affected by a negative Emotional Con-
a Miracle to take this rune back into your hand from In-Play dition you may share that Condition for a 6 hour period, after
after it resolves. which time you both recover.
Peace: You may sit silent and still for several hours at a time, Rank Up: If your attack did damage then you may immedi-
blocking out the material world. If you are affected by any ately make a Weak Attack on a different foe within Reach or
poison, torture, continued pain or other Degeneration Con- Range. You may change 1 of the power’s meta tags to Swift.
dition, you may delay its effects for 6 hours at a time. When

- 352 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Challenge to Champions * Channel the Bloody Lady
Manoeuvre Spell Song
Amplify Range Amplify Range Area Amplify
To live the life of a warrior is to take lives, it is to pave your Infusing your voice with all your past and present torment,
destiny with the bones of the vanquished, to collect heads for you shriek like a Banshee, inflicting your inner suffering on
payment and recognition, it is to drag the chained souls of your foes.
the slain to Father Donn has proof of your greatness has a Combat: Deal 4 Mental damage to anyone adjacent.
legend worthy to sit in his hall or ascend to immortality in the Peace: You can sense the negative emotions in others, for
otherworlds. every social Skill check you can sense if your interlocutor is
Combat: Call-out to a Worthy Foe from up to a Battlefield’s hostile to you or your allies.
distance (16 hexes) away and challenge them [Counter S] to Rank Up: If your foe already suffers form a negative Emo-
single combat. tional Condition then inflict 1 Fear as well [Counter M].
You do not need to know your foe’s exact location. Shroud
or other methods of hiding or obscuring position do not ap- Cleansing Attack
ply for the foe being called-out, since the challenge could be Manoeuvre
made orally, through gesture, or symbolically. Amplify Multi Combo
If successful, each of you must advance towards each other Purify your body by transferring life-force energy from your
to fight, when able, or Accept a Stun as soon as you commit victim to yourself.
any other action.
Combat: Perform a Weak Attack action, Heal yourself or
Anyone else on the Battlefield (within 16 hexes) making an an adjacent ally by +1 and reduce the intensity of a Condition
Attack action on you, or your chosen enemy, must Accept a by 1 on anyone who is adjacent. [Counter any one rune per
Wound to do so [Counter S]. intensity].
This special circumstance is continues until you or the ene- Peace: Ease your own malaise by applying suffering unto an-
my are defeated or until the enemy makes an Oath that satis- other being.
fies the one who made the challenge. A challenge cannot be
Rank Up: When you do this, Heal yourself or the adjacent
issued to more than one enemy at a time. Each Amplify Meta
ally by an additional +2.
Tag increases the number of runes required to Counter the
challenge.
Peace: The gruesome trophies you collect intimidate would-
Cleansing Block
Manoeuvre
be challengers. Any potential challenger of a lower Level will
not bother you. Amplify Amplify Amplify
Rank Up: Any Weak Defend made while attempting to get to Through the trial of blocking an incoming attack, you purify
your chosen foe is instead a full Defend. your body, mind, and soul.
Combat: Perform a Weak Defend action with a +1 Parry bo-
Channelling nus and reduce the intensity of a Condition that afflicted you
or an adjacent ally by 1. You may also reduce the intensity of a
Spell
Condition that affects an adjacent foe [Counter any one rune
Range Range Amplify
per intensity].
Transfer a condition to someone else.
Peace: You have an innate sense of danger that gives you a
Combat: Reduce the Intensity of a Condition on yourself, split-second of reaction time before an imminent threat.
and inflict that Condition with +1 intensity on a foe [Counter
Rank Up: If you reduce the intensity of a Condition that af-
S].
fects an adjacent for, they must pay +1 rune to Counter.
Peace: You can offload a social burden from yourself onto
another. Your demeanour spins a tale of how another is guilty
of your crimes.
Cleansing Sprint
Manoeuvre
Rank Up: When you do this, Heal 1 to yourself and inflict 1
Amplify Amplify Amplify
damage on your foe.
Run and shed a taint that has afflicted you.
Combat: Perform a Move action and Restore 1.

TALEN TS - ACTIVE S - 353 -


Nicolas Phaneuf Gohier (Order #31317871)
Peace: You know how to purge and purify your body. This is Mental Trait (minimum of 1) and Parry equal to your Physi-
useful when performing sacred ceremonies such as wedding cal Trait. The Size of the weapon is equal to the Reach of the
and funerals. weapon. The damage of the weapon could also be Spiritual
Rank Up: If you are at the maximum intensity of a negative or Mental, but it would count for half of Physical damage,
physical Condition when you use this Talent, then Restore and the damage needs to be specified as soon as the power
+1. is chosen.
Peace: Create a weapon out of thin air. It will fade away in
Cold Lance an hour.
Spell Rank Up: Pick one of damage, Reach, or Parry to increase
Swift Amplify Multi by +1.
You conjure and throw a spear of magical ice at your enemy.
Combat: Deal 2 damage to a target up to 4 hexes away and Control Opponent
inflict 1 Impeded [Counter P]. Spell
Peace: You can move through deep snow without a penalty. Range Maintain Amplify
Rank Up: Deal an additional +1 damage at Range +1 with You act as a conduit for Banshees in service of the Morrig-
this Talent. an, and send one out to take possession of an opponent. The
Banshee is loyal to you, and will direct some of the move-
Concentrated Attack ments of the victim as you command.
Manoeuvre Combat: Inflict 1 Possession on an opponent [Counter S].
Amplify Multi Combo So long as this power is Maintained, you can control the pos-
sessed rune(s) via the Banshee. If you do not Maintain the
Focus all your efforts into a single attack, with the aim to both
Spell, the Banshee gets control of the Possessed rune, and
damage and hamper your foe.
will do with it whatever they wish, and may expect a minor
Combat: Perform an Attack action. If you Consume 1 Alert- boon at a later time if they help the battle go your way.
ness, then the attack also inflicts 1 Vulnerable Condition.
Peace: Spend 6 hours performing an exorcism and remove a
Peace: You can maintain focus on repetitive tasks for a long foreign spirit from someone suffering possession.
period of time.
Rank Up: Also inflict +1 Mental damage on your opponent if
Rank Up: If the attack killed (or otherwise defeated) your your Banshee take successful possession of their body.
opponent then gain back 1 Alertness. You may change 1 of
the power’s meta tags to Swift.
Corrosive Touch
Manoeuvre
Come At Me Amplify Amplify Amplify
Divine Manoeuvre
Your touch destroys crafted and forged items.
Amplify Amplify Combo
Combat: Perform an unarmed Weak attack with Reach +1.
Run jeeringly, baiting your opponent to follow.
After the Attack is resolved, even if no damage was made,
Combat: Perform a Move action and gain 1 Taunt Condition. you may pick a crafted item on your foe. The item gains 1
Peace: You can make Social Attacks that begin a social com- Damaged Condition [Counter P]. The item’s QR must be 6
bat while moving. or lower. Every Amplify meta increases the threshold by an-
Rank Up: When using this Talent you may also Consume a other +6 levels.
Divine Favour for +1 Taunt and +2 Move, or Consume a Di- Peace: Your sweat is corrosive, causing you to damage your
vine Wrath for +2 Taunt and +4 Move bonus. own clothing and equipment over time. You may force your
hands to sweat profusely, this allows you to dissolve 1 oz of
Conjure Ogham Weapon metals per minute. This will not affect items which have been
Spell crafted by a Blacksmith with an Ancestor Spirit.
Maintain Maintain Maintain Rank Up: You may also destroy any fabric or leathers on your
You create a weapon of energy from a series of carved foe, even if it results from their stored items dropping to the
oghams. ground.
Combat: Create a weapon that has damage equal to your
Spiritual Trait (deals damage by default), Reach equal to your

- 354 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
the person you switched with, and shuffle your phantoms. If
Cover Ally your phantasm fails, there is still a 33% chance the person
Manoeuvre
you switched with will be the one to suffer the attack instead
Swift Multi Combo
of you.
Fire at a foe in order to give an ally time to move.
Combat: Make a Weak Attack with a +1 damage bonus and Death Charge
grant a Nearby Ally (within 4 hexes) a Weak Move action. Manoeuvre
Any additional ally Nearby (within 4 hexes) can use the Aid Amplify Amplify Amplify
Meta to also perform a Weak Move action.
You charge through your opponents, attacking them as you
Peace: Distract the efforts of your allies, lowering the diffi- do so.
culty of any relevant Skill check that would benefit from mis-
Combat: Perform a Move action with a +2 bonus, you can
direction by 1.
pass through opponents (move through their hexes). If you
Rank Up: Any ally that received a Weak Move also gains Par- are wielding a melee weapon, are larger than the opponent,
ry +2 until the end of the round. You may change 1 of the and have not attacked this opponent during this combat
power’s meta tags to Swift. round, you can perform a Weak Attack action with a +1 bo-
nus on each opponent you pass through. You cannot end
Dark Castigation your movement in the same hex as another combatant.
Interrupt Peace: You are especially talented in repetitive tasks. You are
Amplify Amplify Amplify faster and more efficient at such tasks.
Your soul acts as a conduit from the dead realms, bringing Rank Up: For the last foe attacked in the charge you may
down the wrath of one of its masters. make a full Attack.
Combat: Perform an Defend action with a +3 Parry bonus
per rune in your Drain pile and then you get to Move a num- Defend the Weak
ber of hexes equal to the number of runes in your Drain pile. Manoeuvre
Peace: When doing something which would make Donn, Amplify Multi Combo
Crom Cruach or the Morrigan proud, you gain a +1 bonus While raging you feel the overwhelming need to protect the
to your Skill check. allies around you.
Rank Up: When your Move is done, Heal +2. Combat: While under the Fury Condition perform an At-
tack action with +2 damage per adjacent Bloodied ally. Area
Dark Juxtaposition Meta tags increase the radius counting Bloodied allies.
Spell Peace: When faced with a chaotic and hostile scene, you spot
Range Amplify Maintain the innocent and injured with ease.
Exchange your position with someone else’s in range of Rank Up: One Bloodied ally can make a Weak Move action
the effect. Once the positions are exchanged, an illusion- to get behind you, if they are able. You may change 1 of the
ary phantasm that looks like you emerges from your body. power’s meta tags to Swift.
Opponents may get confused and attack it instead of you.
Unless the effect is Maintained, you and the combatant you Disarm
exchanged positions with return to your original locations at Manoeuvre
the end of the combat round.
Amplify Multi Combo
Combat: Exchange places with someone adjacent to you
Focus your attack on an opponent’s weapon, making them
[Counter S] and create an illusionary double phantasm (33%
drop it.
chance that an opponent’s blow strikes the phantasm instead
Combat: Perform a Weak Attack action and disarm your op-
of you). If a phantasm is struck, damage is negated and the
ponent’s weapon. You can direct its fall to one of the hexes
phantasm dissipates.
adjacent to your foe. [Counter P].
Peace: Switch the location of two objects with each other;
Peace: Gain insight on how to knock objects over with little
both objects need to be within 3’ of you.
effort or force.
Rank Up: You may also make an illusionary phantasm of

TALEN TS - ACTIVE S - 355 -


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: You may instead direct the disarmed weapon to
land 4 hexes away, or may instead catch the weapon in your
Divine Dash
Divine Stance
free hand (if it is one-handed). You may also attempt to dis-
Amplify Amplify Amplify
arm weapons your opponent does not currently have in use,
such as a sheathed sword or stowed axe. You may change 1 of Your forward momentum is propelled by a divine sense of
the power’s meta tags to Swift. haste.
Combat: While in this stance your Move actions gain +1 hex
Discordant Strike bonus per intensity in Divine Favour/Wrath. If you perform
Divine Manoeuvre an Attack action immediately after your Move action, you
may add your intensities of Divine Wrath to your damage.
Amplify Multi Combo
Peace: When combat is about to begin, you have a split sec-
You mock your enemy with an over-extended attack, insult-
ond to reposition yourself, gain 1 free move action after in-
ing their fighting ability with swings that should be easy to
itiative is determined, but before the first round of combat.
rebuke.
Rank Up: When using this Talent add an additional Move
Combat: Perform a Weak Attack action with +1 Reach and
+2.
gain +1 Taunt.
Peace: You know how to sow discord in those around you
without them knowing.
Divine Reflection
Divine Interrupt
Rank Up: When using this Talent, gain +1 PF per intensity
Amplify Amplify Amplify
in your Taunt condition while Divine Favour/Wrath greater
than 0. You may change 1 of the power’s meta tags to Swift. You pause a moment to be thankful to the gods you serve,
sending them praise in the midst of battle.
Distant Mercy Combat: Heal +4 and +1 per Intensity of Divine Favour, or
Faith Spell -1 per Intensity of Divine Wrath. (Note: This is in addition
to the Healing gained by Divine Favour when this power ac-
Amplify Multi Range
tivates.)
Your wish of mercy carries on the wind to the needful.
Peace: You can consume tainted water and suffer no ill ef-
Combat: Target an ally across the Battlefield (16 hexes) and
fects.
grant them Heal +4.
Rank Up: Your body is basked in faint light and you gain PF
Peace: Those who think of you from far away feel slightly
+1.
better.
Rank Up: If the ally is Bloodied, also grant them Spiritual
PF +1.
Divine Sigil
Divine Stance
Amplify Amplify Amplify
Divine Breath You bring forth your deity`s majestic symbol. It may be a
Divine Spell
sword, a suit of armour, or even a crown. Its intense power
Maintain Area Amplify
both punishes your foes and proclaims your holy allegiance.
The air that fills your lungs is imbued with divine energy.
Combat: Your melee weapon Attack actions in this Stance
When you breathe deeply, you feel better.
have +1 Spiritual damage.
Combat: Heal +4 and Restore 1. This power is Amplified
Peace: You are never without your divine symbol. You may
per your intensity of Divine Wrath and gains an Area meta
bring it into being at any time while your patron is not an-
per your intensity in Divine Favour.
gered.
Peace: Your breath cures battle wounds and injuries in a mat-
Rank Up: Increase the Spiritual damage done in this Stance
ter of minutes.
by +1.
Rank Up: This Talent gains an additional Heal +1 and Re-
claim 1.

- 356 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Double Attack Benevolent: Grant an ally Heal +1 and the benevolent effect
Manoeuvre
of an applicable Element Meta tag (Air, Dark, Earth, Fire,
Amplify Multi Combo
Ice, Light, or Water).
You are able to strike two targets simultaneously, hoping to
overwhelm your enemy’s defences.
Detrimental: Inflict 1 damage on a foe and a detrimental ef-
Combat: Perform a Weak Attack with a +1 damage bonus
fect of the Element Meta tag, according to what surrounds
and a +2 Range/Reach bonus on up to 2 targets within
you at the time of casting.
Range/Reach.
Peace: You are ambidextrous.
Rank Up: Add an additional +2 damage to each target. You Available options are taken from what surrounds your Char-
may change 1 of the power’s meta tags to Swift. acter in nature. For example, in the darkness of an under-
ground barrow, Light is not an option; on the open seas, Fire
Dragon’s Breath will not respond, etc.
Unseelie Spell Peace: Change the Element type of pure elements like a fire
Amplify Range Area or a small pool of water into another Element type with the
You can exhale one type of element (ice, fire, electricity, etc) same Characteristics - the fire of darkness seems to burn, or
from your maw. The damage it deals scales by your size. You the pool of fire sits as a liquid, for instance.
choose what you breath out the first time you use this power, Rank Up: You may choose one element of the Element Meta
and the choice if permanent for the Character. tag that is always available to you regardless of your environ-
Combat: Shoot your breath to a Nearby (4 hex) Range. The ment.
effect of the breath extends in a 1 hex radius around that
spot. The damage you breath deals is 1 per 2 Sizes of your Drinker of Sorrows
Character. Divine Manoeuvre
Peace: Lower the difficulty of a Skill check to detect intrud- Amplify Multi Combo
ers with your sense of smell by 1. You drink deep the misery of combat, the sorrows you inflict
Rank Up: Increase the damage done by your breath by +2. and the sadness of violence.
Combat: Perform an Attack action with +1 damage per in-
Drain Life tensity in Divine Favour. Heal +2 per intensity in Divine
Spell Wrath.
Range Area Amplify Peace: Gain +1 AV on Physical Skills if someone Nearby
Suck the vigour and youth out of your victim with painful de- (within 4 hexes) suffers from a negative Emotional Condi-
crepitude. At the same time, the rushing funnel heals you by tion.
replenishing your spirit. Rank Up: When using this Talent Heal +1 and Reclaim 1.
Combat: Deal 4 damage and Heal +4. You may change 1 of the power’s meta tags to Swift.
Peace: Cause someone to experience an amplification of the
effects of age (creaking joints, weaker back, etc.) Duty of Care
Rank Up: You avoid draining the life of your allies, even if Faith Interrupt
they are caught within the spell’s area. Amplify Amplify Amplify
Defend your allies, but encourage them to act for themselves.
Draw From Nature Combat: If an adjacent ally is attacked, you may perform a
Spell Weak Defend action for them then Heal yourself or the ad-
Range Area Amplify jacent ally by +1. That ally may move +/- 1 position on the
Draw from the natural magic in the nature around you, using Initiative track. This does not affect the rest of your current
the trees, the sky, and the earth below. Action phase in this combat round.
Peace: Your friends come to you for advice.
Combat: This spell has two forms. For this spell, you may
Rank Up: If your ally is Bloodied, they can move an addition-
only choose the Benevolent or the Detrimental aspects of
al +/-1 position on the Initiative track.
the Element Meta Tags as determined by how this Power is
marked. This spell operates at up to a Far (8 hex Range).

TALEN TS - ACTIVE S - 357 -


Nicolas Phaneuf Gohier (Order #31317871)
Duty of Community Embodiment of War/Chaos/Death
Faith Interrupt Divine Shapechange
Range Multi Amplify Maintain Maintain Maintain
When you call for help your allies will answer as they are able. Succumb to the awesome power of your ideals as the gods
Combat: Make a Weak Defend action and target an ally channel themselves through you, increasing your frame and
Nearby (within 4 hexes). That ally may move +/- 1 position in might in this world.
Initiative. This does not affect the rest of your current Action Combat (War): Gain Size +3, PF +1 vs all Traits, +1 damage
phase in this combat round. per intensity of Divine Favour and +1 PF per intensity of Di-
Peace: When you are within 10% of the asking price at mar- vine Wrath. Equipment merged with your new form.
ket, and short of Skatt, another will come to your aid to sup- Combat (Death): Gain Size +2, PF +1 vs all Traits, Attack
ply the remaining coin. damage cut in half, but deals Spiritual damage, +2 damage
Rank Up: If you are Bloodied, the ally can move an additional per intensity of Divine Wrath, +1 Move per intensity of Di-
+/-1 position on the Initiative track. vine Favour. Equipment merged with your new form.
Combat (Chaos): Gain Size +4, PF +1 vs all Traits, Move
Duty to Fight -2, you may Consume Divine Favour to Heal +4 and you may
Faith Manoeuvre Consume Divine Wrath to gain 1 intensity of Trance and 1
Amplify Amplify Amplify intensity of Shroud.
You must defend the innocent and the weak. Peace: Assume the shapechange at any time.
Combat: If an adjacent ally is attacked, you may perform a Rank Up: Each Attack and Spell action has Reclaim 1 while
Weak Defend action for them. Then, if the attacker is with- you are Shapechanged.
in Reach, you may choose to immediately strike them with a
Weak Attack action. Enchant Flesh
Peace: The meek and oppressed seek you out and petition Spell
you for protection. Maintain Amplify Maintain
Rank Up: After your attack, or if you were unable to make it, Your skin takes on the sheen of a hard substance such as
you may Move in front of your ally to shield them from harm, wood or iron. You infuse yourself or an ally with heightened
and Heal yourself or your ally by +1. protection against one attack this combat round.
Combat: Gain a PF +2 and Parry +4. All of these effects can
Elemental Strike be triggered together once per combat round as an {Inter-
Manoeuvre rupt} effect (combatant’s choice).
Multi Element Element Peace: Boost your physical resilience to toxic substances for
Imbue your weapon with a quality of elemental magic. It a short period (smoke,mushroom poison, etc.)
shines with mystical energy as it strikes. Rank Up: You may use this power for a second attack in the
Combat: Perform a Weak Attack action with a +1 bonus and round as well.
apply the Element of your choice. The Element’s effect is
Detrimental Face of the Green Man
Peace: Bring forth any one element through your weapon in Divine Shapechange
a minor way, such as issuing sparks, cooling boiling water, or Maintain Amplify Maintain
blowing a paper away. You merge into The Green, your body folding and branching
Rank Up: Choose one element of the Element Meta tag. You like a tree, and your face turns to leaves like the face of the
may trigger both the Detrimental application in your attack Green Man.
and the Benevolent application upon yourself at the same Combat: Partially take on the appearance of a tree. Gain
time when you use this power. 1 Shroud, 1 Alertness, and the Creature Types Aware and
Twilight Vision, meaning you can see in normal and magical

- 358 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
darkness in a 360 degree radius just beyond the Battlefield
(16 hexes).
Feint Attack
Manoeuvre
There must be other trees present for you to merge into.
Amplify Multi Swift
Your feet must touch soil. You also self-inflict 1 Impeded
Attempt half-heartedly to disorient your opponent then
Condition as your feet take root in the soil below. An Amplify
strike at their vulnerable areas.
Meta tag applied to this power will also increase Impeded.
Unlike most shapechanging powers, your equipment is still Combat: Inflict 1 damage using a melee weapon and inflict
available to you, and your Talents remain unchanged. 1 Vulnerable Condition [Counter P]. Your next Defend ac-
tion gain +3 Parry.
Peace: You may hibernate in green woods, assuming this
form and staying in place until spring. During this hiberna- Peace: Dealing a blow to a victim’s uncovered head causes a
tion you cannot age, and no poison can harm you. If you leave knockout (the victim must be of a lower level).
the area of green, this power fades away. Rank Up: Instead of 1 Physical damage, make a Weak Attack
Rank Up: You do not need an tree to be present in order to with a melee weapon. You may change 1 of the power’s meta
use this Talent, so long as your feet touch soil. tags to Combo.
Also, you may choose for your feet to take root in this shape,
gaining +2 PF for every rank in Wilderness Survival, but the Feral Pounce
Impeded Condition upon you takes on maximum intensity. Interrupt
Amplify Amplify Amplify
Favoured Strike You dismiss armour and weapons, preferring to hone your
Divine Manoeuvre natural combat prowess. Your agility is unparalleled when
Amplify Multi Combo you are unencumbered.
You channel your connection to your god into the strike, ut- Combat: If you do not wear armour and do no wield weap-
ter a minor oath and offer them blood. ons, you can perform a Defend action with a +4 Parry bonus.
Combat: Perform an Attack action with a +1 Reach and +1 Peace: You are at one with nature. Any Skill checks involv-
damage per intensity in your Divine Favour, or +2 Reach and ing elements of nature or wild animals receives a bonus of +1
+2 damage per intensity in Divine Wrath. Skill success.
Peace: You can perform Blot & Faining and other prayer cir- Rank Up: You may perform Defend actions for adjacent al-
cumstances under adverse weather conditions. lies.
Rank Up: When you perform this Attack, you gain +1 PF
until end of round. You may also Consume 1 Divine Favour Ferocious Stance
to add an Element meta to the attack. If you Consume 1 Di- Stance
vine Wrath, you can add 2 Element Metas to the attack. You Amplify Amplify Amplify
may change 1 of the power’s meta tags to Swift. Take a combat stance with a greater ability to chase and in-
flict pain on your foes.
Feather Storm Combat: Attack actions gain a +2 damage bonus.
Unseelie Spell Peace: You excel at chasing and catching small prey.
Amplify Area Area Rank Up: Attack actions against a Bloodied foe also inflict
Your body magically spawns and expels hundreds of hard and Degeneration [Counter P].
sharp feathers.
Combat: Deal 4 damage to all enemies surrounding you. Fidchell Formation *
The radius of the area is a number of hexes equal to half your Transmute Spell
Size. Amplify Element Maintain
Peace: You may cause your skin to be covered in feathers. Take out the small Fidchell pieces you have carved out of
Rank Up: In your feathered explosion you may take Flight wood and bronze in the image of warriors and imbue them
(as with the aspect) for a Weak Move action. You will take no with magic, throw them to the ground and command them
damage from falling back down the same height at the end of to war. The pieces can be coloured either of yellow gold (but
the Weak Move. still made of bronze) or white bronze.

TALEN TS - ACTIVE S - 359 -


Nicolas Phaneuf Gohier (Order #31317871)
Combat: Throw down up to 3 Fidchell pieces to the ground no longer Maintained, at which time they resume their
to separate hexes within a Nearby (4 hex) Range of you in a Size 1 Fidchell piece size and can be collected and re-
formation of your choosing. The Fidchell pieces awaken as turned to your bag.
small bronze warriors of Size 3 who will take basic orders as Peace: The old Fir Blog secrets of caring and imbuing sim-
a group, and will follow them to a fault. ulacrum with life are yours. It takes 6 hours for you to carve
• Bronze Idols are considered a single Companion, and a small warrior Fidchell piece out of wood and bronze and
are commanded using the Fidchell Skill just as moving imbue it with magic to be deployed.
them as pieces around a Fidchell board. The key caveat Rank Up: You may choose to keep your Bronze Idols at Size
of an army of Bronze Idols is that they are only capable 1 instead of them expanding to Size 3. Also, the Bronze Idols
of all performing the same Action they are all command- you bring into being now have a starting QR of 75% of your
ed to do, all facing the same direction, with no deviation. Dweller Level.
Otherwise they follow all the rules of being a Compan-
ion: they move when you Move, they can be communi- Fight On!
cated with, etc. For rules on Companions see 192. Manoeuvre
• Bronze Idols are considered a Swarm. If one is Dam- Multi Multi Amplify
aged on the battlefield, they are all damaged (even if You call out to your comrades, rallying them for a new wave
new Bronze Idols are deployed unharmed they will of the fight.
mimic the Damaged state of their fellows.) They can be
Combat: You target an ally across the Battlefield (up to 16
repaired using the Forge Skill at a later time. For rules
hexes away), granting them an immediate Weak Attack ac-
on Swarms see 274.
tion with +1 damage, if they are able to do so. The ally may
As a Transmute Spell you bring a Companion into being at a only use 1Meta tag on their Attack action.
QR of 50% of your Dweller Level.
An Amplify Meta tag applied to this Talent makes it a full At-
Companions when brought into being this way have their tack action.
Size (in this case Size 3), a Free Creature Type (in this case
Peace: When you throw a party or event, or seek to gather
Construct) and a Meta Tag they can activate from amongst
people, they always show up.
common Meta tags (Absorb, Deflect, Degenerate, Impeded,
Vulnerable) or a cost of 4 QR for an uncommon Meta tag. Rank Up: Reduce the ally’s Fear Condition of by 1 Intensity.
Remaining QR can be spent from the Companion Types ta-
ble page 197 for Construct. The Bronze Idols represented Final Attack
in the Companions section page 193 have a 0 QR starting Manoeuvre
value. Amplify Multi Combo
Of special note on Meta tags: Use the torment you are suffering to channel that anguish
• Amplify: Amplify increases the QR the Bronze Idol into your attack.
starts with. (For example, a Dweller level 14 would start Combat: Perform an Attack action with a +2 damage bonus
with 7 QR for their Bronze Idols. That means they can per rune in the Drain pile.
reference the Bronze Idols in the Companions section Peace: When performing Physical Skill checks, gains a +1
and add an ability of 1 QR value from the Craft table bonus if you have any runes in Drain.
for Effigies. Or, they can apply the Amplify Meta to the Rank Up: You may also reduce the Intensity of a negative
Transmute Spell and start their Bronze Idols with 14 Emotional Condition by 1 if you face a Worthy Foe. You may
QR, which means they take the Bronze Idols from the change 1 of the power’s meta tags to Swift.
Companions section and add an additional 8 QR of abil-
ities to them from the Craft section page 432.) Flanking Attack
• Element: When deploying you may use the Element meta Manoeuvre
tag to invest the Swarm of Bronze Idols with the effect of Amplify Multi Combo
one Element Meta tag of your choosing. If you deploy fur- Gain a benefit when attacking if your victim is being threat-
ther formations each time you use the Element Meta tag ened by another combatant.
overrides the previous use.
Combat: Perform an Attack action and gain a +3 damage
• Maintain: Bronze Idols stay deployed and Size 3 until bonus if someone else has already attacked your victim this

- 360 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
combat round. Combat: Perform a Weak Attack with a +1 damage bonus
Peace: Gain an additional +1 bonus in a Skill when someone and shift +/-1 position in Initiative. This does not affect the
else is also performing a Skill check for the same event, and rest of your current Action phase or provide another Action
you have at least 1 rank in the Skill, and the other person has phase in this combat round.
a higher rank than you. Peace: You have the uncanny ability to know when to speak
Rank Up: If your ally did damage to your mutual foe, and the in a social situation to not miss the most appropriate time to
foe is a Worthy Foe, then inflict 1 Degeneration [Counter P] talk.
upon them, as you have struck a vital spot. You may change 1 Rank Up: Gain a +2 bonus to any Assess action made after
of the power’s meta tags to Swift. changing your spot in Initiative order. You may change 1 of
the power’s meta tags to Swift.
Fly True
Spell Friend of Daggers
Swift Element Combo Spell
There is a supernatural quality to your ranged attack, and Maintain Multi Amplify
your projectile will go any distance and avoid any obstacle This spell strikes an alliance with sharp weapons.
necessary to reach your chosen target. Combat: Befriend sharp weapons up to Far (8 hex) distance
Combat: Make a ranged Attack action against a target you away [Counter P]. Smaller weapons, such as a knife, will un-
cannot see. The projectile will cross any distance and weave sheathe themselves to attack their owner. Larger weapons
around any barrier to get to the target, including complicat- will attack their owner only if they are being wielded or their
ed mid-air corrections. The target can make a Defend action blade is otherwise exposed. If one foe owns multiple sharp
against the attack normally. weapons, the caster must pick one or use the Multi Meta tag
If the target lies beyond the Range of your weapon then the to affect more of them [Counter P per weapon].
true name of the target must be uttered when the attack is This magical friendship can only be made with weapons of
made, or else the projectile falls at your feet. QR 6 or less. Each Amplify Meta applied to the power in-
Peace: The projectile can land beside its target instead of at- creases the QR of weapons that could be affected by +6.
tacking it. In exchange for this favour, the weapon expects to be buried
Rank Up: Your damage with this power increases by +1. in the earth.
Also, you are aware of everything the projectile sees and Peace: Bladed weapons will whisper the names of their pre-
hears when it travels, up until the point where it impacts. vious wielders.
Rank Up: Affect weapons of QR +2 more, and affect
Flying Charge sheathed swords.
Manoeuvre
Amplify Multi Combo Friend of Flames
You perfectly balance mobility and aggression by striking in Spell
one location while starting or ending up in another. Maintain Multi Amplify
Combat: Perform a Move action and a Weak Attack action This spell turns an innocuous bonfire or torch into a fear-
with a +1 P damage bonus (in any order). some ally. The flames grow strong and angry as if fanned by
Peace: You are especially adept at pouncing, allowing you to mystic winds and for a brief time are directed to your will.
ambush and catch small prey (such as fish) barehanded. Combat: Torches or other fires up to Far (8 hex) distance
Rank Up: If you attack after you Move then do a full Attack away from you are convinced to attack a foe of yours that
instead of a Weak Attack. You may change 1 of the power’s is within Nearby (4 hex) Range of them. The fire jumps to
meta tags to Swift. reach your foe.
• Torches inflict 1 Degeneration [Counter P]
Formulating Attack • Bonfires inflict 2 damage and 1 Degeneration [Counter
Manoeuvre P].
Amplify Multi Combo • Larger fires inflict 1 damage for each hex of the flame and
You study all of the combatants and, using an attack, move inflict 1 Degeneration [Counter P].
into a superior position for the next exchange. If this Talent is Maintained then the fire continues burning

TALEN TS - ACTIVE S - 361 -


Nicolas Phaneuf Gohier (Order #31317871)
on your foe and they will take the same damage again dur- damage, then your frustration is satisfied and you gain no
ing Upkeep. If it is not Maintained then the part of fire that Fury.
jumped to burn your foe will extinguish upon Cleanup unless Peace: If you are shackled or restrained, immediately gain 1
it has a ready propellent to keep it burning. Fury Condition.
The Multi Meta tag can be used to either make one fire at- Rank Up: If the attack successfully deals damage, Heal +2
tack multiple foes with its Nearby (4 hex) Range, or if it is a from renewed vigour. You may change 1 of the power’s meta
larger fire to section off different flames to attack a single or tags to Swift.
multiple targets.
For helping you in this way the fire expects to be able to burn Furious Guard
something of great monetary value before it is fully extin- Interrupt
guished. Amplify Amplify Amplify
Peace: Alter the size and intensity of a fire next to you. A can- You sink your feet into the ground, becoming as a wall, and
dle can be made to burn as fervently as a torch. channel the impact of your foe into fury.
Rank Up: The fires you make an agreement with may jump Combat: If you have not yet Moved this turn, perform De-
and increased +2 hexes to reach a foe, or between foes. fend action and gain 1 Fury Condition.
The next time you move by a Move Action or other Talent,
Friend of Waves you Move -1 hex.
Spell Peace: If you are stationary and something of your Size or
Area Range Amplify less bumps into you, you cannot be knocked down.
This spell turns water into a powerful ally. A bucket of wa- Rank Up: You are capable of using this power even if you
ter can help you, and a body of water can swell to knock over have done a Move action this turn.
those before you.
Combat: Befriend waters up to Far (8 hex) distance away. Furious Parry
A bucket of water will drench an adjacent foe, causing 1 Im- Interrupt
peded Condition [Counter P] as they fall from the force of Amplify Amplify Amplify
the wave. Water of at least 4 hexes width will inflict Imped-
Employ your fury to aid your strength against the attacks of
ed [Counter P] and Knockback 1 [Counter P]. If the foe is
others.
standing adjacent to still or running water of at least a Battle-
field (16 hex) radius, the water will inflict Impeded [Counter Combat: Perform a Defend action with a Parry bonus equal
P] and Knockback a foe in one direction for 4 hexes [Counter to the intensity of your Fury Condition.
P per hex]. Peace: You can smell and perceive how wounded Characters
Peace: You may create a barrel’s worth of water out of thin are, your Perception Skill checks associated with blood and/
air after 6 hours of meditation. This water flows from your or wounds are always 1 difficulty rating lower.
outstretched hand. Rank Up: Gain an additional +1 Mental Parry.
Rank Up: In all cases of the size of the water it will not hit
with greater force, causing Knockback +2 [Counter P per
hex]. Furious Dash
Manoeuvre
Furious Clang Amplify Amplify Amplify
Manoeuvre You rush forward, blades drawn to kill your foes.
Amplify Multi Combo Combat: Gain 1 Fury Condition and perform a Move action.
When your attacks have no effect, it makes you furious. Peace: You can use your fury to sprint faster than most, and
Combat: Make an Attack action. If the attack does not result if you shout while running you will wake everyone sleeping
in any damage upon your foe, gain 1 Fury Condition. within a Battlefield (16 hex) distance.
If the Multi Meta tag is used and multiple foes are attacked, Rank Up: While in the fury of your sprint if you progress in
+1 Fury intensity will be gained for each unsuccessful attack, a straight line you are unaffected by difficult terrain, but you
but only if none of them are successful. If any one attack does do not avoid the difficulties, you stomp on them, grinding

- 362 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
them into dust in your progress, destroying everything in Peace: You can carry loads as if your were one Size larger.
your path down to the blades of grass. Rank Up: Also resist Knockback 2 in this Stance.

Furious Tantrum Glorified Armour


Manoeuvre Divine Spell
Amplify Amplify Amplify Area Multi Combo
You smash the things around you to work yourself into a fren- Entering in a trance you manage for an instant to align with
zy. one of your chosen gods, allowing it to guide your defences
Combat: Damage an object of QR 6 or less [Counter P if the and protect you from harm.
item is held by another] and gain 1 Fury Condition. Combat: Gain +4 PF vs Physical damage.
Each Amplify applied increases the QR of potentially Dam- Peace: Your skin is unnaturally tough and hard to pierce
aged items by 6. and cut, making you resilient to natural abrasions, cuts, and
Peace: You are thorough in your ability to clear a room, punctures.
smashing all furniture and breaking anything valuable. Rank Up: When using this Talent gain an additional +1 PF.
Rank Up: You are skilled at encouraging your tantrum by You may change 1 of the power’s meta tags to Swift.
smashing objects upon your foes. You may make an unarmed
Weak Attack with this Talent as well. Grinnthoil (Lucid Intent) *
Interrupt
Get Down! Amplify Amplify Amplify
Manoeuvre Your ability to pass judgment on others and to embody the
Range Combo Amplify laws of the Celts has transcended mundane means to becom-
You’re only as hidden as the most obvious member of your ing a spell on its own, even those who do not understand are
group. compelled to suddenly stop in their tracks when you order it.
Combat: Signal to a Nearby (within 4 hexes) ally to get down. Combat: Interrupt a foe who is moving within Far (8 hex)
Give them 1 Shroud and PF +1. Range of you and order them to stop, reducing their Move by
Peace: You have an uncanny ability to know when enemies 4 [Counter M].
are trying to ambush you, lowering the difficulty to make a If the foe needed to Move to get into range of your attack, the
Skill Check to discern or avoid ambushes by 1. reduction applies to their remaining Move.
Rank Up: You may use this as an {Interrupt} action instead. Any Passives Talents activated by your foe’s Move action still
activate as though the Move was fulfilled, and any additional
Geyser of Sacred Water actions derived from the Talent they were using (of which a
Spell Song Move action may only be a part) still occur.
Maintain Amplify Area For example, if the foe used the Talent Bull Rush to perform
The ground erupts as a font of water floods the battlefield. a Move action and then push an opponent back, and were
Combat: You flood a Nearby (4 hex radius) area that gives interrupted by Grinnthoil during their Move action, the foe
anyone within it Heal +4. Combatants are considered to be would still be able to perform their push action from wherev-
wet and a puddle will remain on the ground. er they now stand.
Peace: You may create water at will (1 ounce per minute). Peace: Sell your services as a learned person of laws for 50
Skatt over a 6 hour period. The Norn may cite a larger pay-
Rank Up: Increase the area of the geyser +1 hex in all direc-
ment depending on the gravity of the dispute.
tions.
Rank Up: If the number of Move you have commanded your
foe to stop exceeds their remaining Move then this Talent
Gird Your Loins also inflicts 1 Impeded [Counter P].
Stance
For instance, if your foe wishes to move 2 hexes, and you in-
Amplify Amplify Amplify
terrupt with Grinnthoil, they would go back to where they
You lock your muscles, preparing to defend yourself against stood and suffer the effects of Impeded unless they Coun-
incoming attacks. tered.
Combat: While in this Stance gain +2 Parry.

TALEN TS - ACTIVE S - 363 -


Nicolas Phaneuf Gohier (Order #31317871)
Hack & Slash nelling her power through you as a living gate. The power
discharges from the tip of your extended finger in the form
Manoeuvre
of a shadowy beam.
Amplify Swift Amplify
Combat: Increase the intensity of the Possession Condi-
Unleash a series of fast strikes to several opponents in a last
tion on an enemy already Possessed by 1 from Far (8 hexes)
ditch effort to wound them.
away, and inflict 1 Mental Damage. Amplify increases Mental
Combat: Make a Weak Attack with +2 damage with a me- Damage done.
lee weapon on up to 3 enemies surrounding you and apply 1
Peace: You can identify if someone is currently or has ever
Degeneration [Counter P] to each as they suffer your million
been possessed.
cuts. Then, inflict 1 Vulnerable on yourself [Counter P] from
Rank Up: You may perform a ceremony for 6 hours to take
exhaustion. Amplify Meta tags apply to the damage, Degen-
possession of a victim no more than a mile away [Counter S].
eration on others, as well as Vulnerable to yourself.
You must have an object belonging to the victim or a clipping
Peace: Your heavy use of blades allows you to lower the dif-
of their hair or fingernails. If the possession is a success you
ficulty of all checks linked to the quality, state and pricing
are in control of the Character for one turn. If it is not, the
linked to these weapon types.
target is unsettled by your presence and will actively avoid
Rank Up: You may make a full Attack instead of a Weak At- you. This ceremony cannot be attempted twice on the same
tack, but must Accept a Stun from the strain. target.

Halt Evil Healing Stance


Faith Spell Song Stance
Amplify Area Area Amplify Amplify Amplify
You can stop evil in its tracks. This stance fills you with positive energy that permeates your
Combat: If you have at least 1 intensity in the Miracle Condi- body as well as your actions.
tion then to a Supernatural foe you deal 1 Spiritual damage, Combat: While in this Stance, any Healing you confer or re-
+1 Impeded [Counter S] and +1 Blind [Counter S]. ceive gains a +2 bonus.
Peace: When learning about supernatural beings, you are Peace: You have a positive effect on those around you. Spirits
especially resilient to any occult traps hidden within the lore. remain high long after some would have succumbed to de-
Rank Up: If you are Bloodied when using this Talent, and no pression and despair.
ally is Nearby (within 4 hexes) then gain +1 Miracle. Rank Up: While in this Stance if you are Healed, you may
Reclaim 1. If you Heal an ally, they may Reclaim 1.
Hamstring
Manoeuvre Heedful Charge
Amplify Multi Combo Manoeuvre
The attacker aims the blow to the legs, attempting to slow Amplify Amplify Amplify
and cripple the foe. Move quickly but cautiously, avoiding dangers.
Combat: Perform a Weak Attack action with +1 damage and Combat: Perform a Move action and gain +4 Parry on your
inflict 1 Impeded [Counter P]. next Defend action.
Peace: You understand the perils of losing your mobility. You Peace: Mask your expressions and thoughts from someone
have found a way to decrease the burden of moving through trying to scrutinize your body language.
water and snow.
Rank Up: Ignore all instances of the Impeded Condition
Rank Up: You do this often, and know how limping can alter while making a Heedful Charge.
one’s tracks. Reduce the difficulty of Skill checks to track or
otherwise find your limping prey by 2. You may change 1 of
Heroic Death Tale (The Violent
the power’s meta tags to Swift.
Death of Cú Chulainn) *
Spell
Hand of the Queen Amplify Amplify Amplify
Spell
To some, glory is all, claiming life in heroic combat is the
Range Amplify Multi
shortest path for a warrior to claim immortality through
You call on the Morrigan and point her at an enemy, chan- blood and legends. You roar, seeking that violent death,

- 364 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
challenging all those who would dare to fight you in glorious Wrath [Counter P], or Knockback an opponent equal to your
combat. intensity in Divine Favour [Counter P].
Combat: If Bloodied then you may loose a primal scream to Peace: You may pull small birds out of the sky with your di-
the gods. Immediately Heal +2 and gain +1 Bravery and +1 vine wrath, or propel them away.
Fury Conditions. Rank Up: When you use this Talent also inflict 2 P damage.
Peace: The release of power allows you to keep a normal You may change 1 of the power’s meta tags to Swift.
body temperature no matter how cold it is.
Rank Up: When this Talent activates your next Attack action Howl of Survival
gains +2 damage. Spell Song
Area Area Amplify
Holy Deflection Howl and invite other allies to join in to create a glorious lu-
Faith pine anthem that regenerates and rejuvenates.
Maintain Maintain Maintain Combat: You and all adjacent allies reduce the Intensity of
Bath yourself in the light of faith and transform the nature of a Condition by 1 and perform a Move action, in any order.
the incoming damage being dealt to you. Peace: Howl to identify yourself to other kindred souls who
Combat: The Physical damage that is being dealt to you is follow the ways of nature.
cut in half and the damage type is converted to the Spiritual Rank Up: Also gain PF +1 when you use this Talent.
Trait.
Peace: You are never hurt by another person by accident. Howl, Banshee’s Wail
The impact always seems to glance off your body, as though Spell Song
you are protected by a divine aura. Maintain Area Amplify
Rank Up: When you use this Talent, you may also touch an Invoke the Banshee’s wrath upon your foe with a scream.
adjacent combatant and bestow the benefits of Holy Deflec- Combat: If you have already damaged a foe this round, then
tion upon them as well. you may inflict 1 Fear [Counter M] to all adjacent foes and
deal 2 Mental damage to them as well.
Holy Strike Peace: Your howl can impress a minor higher power (not
Faith Manoeuvre a divine force), granting you a slightly more favourable ex-
Amplify Multi Combo change.
The righteous will not bow down to the wicked, but will Rank Up: Also gain PF +1 when you use this Talent.
strike.
Combat: Make an Attack Action with a +1 Spiritual damage Howl, Furious Roar
bonus. If you are Bloodied then do an additional +1 Spiritual Spell Song
damage. Amplify Area Amplify
Peace: Wood cleaves easily before your mighty swing, as You instil fury in the hearts of those around you with a tre-
your holy strike separates the insects within each log and all mendous roar.
that crawls, pulling them rapidly apart to separate the wood
Combat: If you have taken damage this round, then you and
all the faster.
all adjacent allies gain 1 Fury [Counter S] and Heal +5.
Rank Up: You may Consume 1 Miracle and add an additional
Peace: You can spread your infectious foul mood upon oth-
+2 Spiritual damage factor. You may change 1 of the power’s
ers.
meta tags to Swift.
Rank Up: Also gain PF +1 when you use this Talent.
Hook Attack Hunt the Wicked
Divine Manoeuvre
Faith Manoeuvre
Amplify Multi Combo
Amplify Multi Combo
The wrath of the gods pulls foes towards you as though on a
violent wind, while the favour of the gods propels those on- Evil cannot hide from your righteous fury.
wards. Combat: If you have at least 1 intensity in the Miracle Con-
Combat: Perform an Attack action and pull the target to- dition you perform an Attack action on a Supernatural foe
wards you a number of hexes equal your intensity of Divine dealing +1 Spiritual damage, and you ignore 1 intensity of
the Shroud condition.

TALEN TS - ACTIVE S - 365 -


Nicolas Phaneuf Gohier (Order #31317871)
Peace: When in dimly lit environments or in darkness, your
eyes pick up the glow emitted by Supernatural beings.
Invoke Blasphemy
Divine Spell
Rank Up: Bonus Spiritual damage increases to +2.
Maintain Area Amplify
You berate one of your chosen gods by pointing out a blas-
Immovable and Resolute phemous act, being or object, provoking it to channel its
Divine Interrupt
rage like a lightning rod and releasing it to all around you.
Abate Amplify Amplify
Combat: If you already suffer from Divine Wrath, inflict +1 in-
Your conviction takes on a powerful quality that you shall not tensity of Divine Wrath upon yourself and all Nearby (within 4
move from your chosen position. hex) combatants [Counter S].
Combat: You gain +1 PF versus all Traits and the Knock- Peace: You can detect the direction and presence of holy
back you receive is reduced by your intensity in Divine Fa- sites within a 1 mile radius. If you meditate for an hour, you
vour/Wrath. You may Consume a Divine Favour to boost the can discern the higher powers that are worshipped there.
PF by +1 vs all Traits, or you may Consume a Divine Wrath to
Rank Up: When using this Talent you may Consume a Di-
add 2 Abate metas to this rune chain.
vine Wrath to inflict 1 Fear [Counter M] and 1 Vulnerable
Peace: You are less likely to lose your footing or be pushed [Counter P] to the effect of the spell.
off balance.
Rank Up: After this Talent resolves, you may swap positions
with anyone who played a rune in response to your Combo
Invoke Glory
Divine Spell
meta [Counter P].
Maintain Area Amplify
You demand that the favour of the gods be showered upon
Insulting Attack you and you allies. While granted, your insolence is pun-
Manoeuvre
ished by a draining of your life-force.
Amplify Multi Swift
Combat: If you have at least 1 intensity of Divine Favour,
You aim the blow to create a humiliating influence on your Accept a Drain to inflict +1 intensity of Divine Favour upon
foe. yourself and all Nearby (within 4 hex) combatants [Counter
Combat: Perform a Weak Attack action with +1 damage and S].
gain 1 Taunt Condition. Peace: You can detect the direction and presence of holy
Peace: You can get someone’s attention from across the sites within a 1 mile radius. If you meditate for an hour, you
room. Simply by using some facial expressions and simple can discern the higher powers that are worshipped there.
gestures you can intrigue them enough to get them to come Rank Up: You may Consume a Divine Favour to add inflict 1
over and see you. Brave [Counter M] to the effect of the spell.
Rank Up: If you already have the Taunt Condition and have
made an Insulting Attack on your foe in a previous round, do
a full Attack instead of a Weak Attack. You may change 1 of
Jumpscare
Unseelie Manoeuvre
the power’s meta tags to Combo.
Amplify Multi Amplify
You attack your opponents by surprise, jumping out of hid-
Insulting Parry ing, screaming to break their concentration. Your ability to
Interrupt
jump out and unsuspectingly frighten others is not merely a
Amplify Amplify Amplify skill but a supernatural power, a gift from the Unseelie.
The block attempt is injected with a sarcastic smirk, insulting Combat: Perform a Weak Move action, deal 1 Mental dam-
words, rude gestures and pure contempt for the foes. age and inflict 1 Fear Condition [Counter M].
Combat: Perform a Weak Defend action with a +1 Parry bo- Peace: You become proficient in choosing locations to am-
nus and gain 1 Taunt Condition on yourself bush people in urban or cramped areas.
Peace: You know how to rub people the wrong way; in a few Rank Up: Weak Move becomes a full Move Action.
short taunts, you can be the focus of much animosity.
Rank Up: If you are at maximum intensity of the Taunt Con-
dition, gain +2 PF when you use this Talent.
Lamentation of the Dead*
Spell Song
Maintain Area Amplify

- 366 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
The inglorious dead have much to accomplish to attain salva-
tion. This pent up agony and frustration can be released by
Living Shield
Interrupt
those sharing a bound with one such lost soul, unleashing it
Amplify Range Abate
upon your foes.
You put yourself in the line to defend your allies.
Combat: Provoke your Companion ghost to wail wherever
it is, dealing 2 Spiritual damage, and inflicting 1 Vulnerable Combat: Move 1 hex to share space with an adjacent ally
[Counter S]. who is under attack. Perform a Defend action for that ally
with Parry +2. This cannot be used to defend yourself, only
Peace: Any ghost that is your ally can sense the presence of
an ally, but any damage not negated goes to you and not your
negative emotions within a person that you talk to directly.
ally.
It can sense Emotional Conditions if they are at least one
intensity. It can only sense the emotions of one target at a The Range meta increases the distance you can jump in front
time, and they must be conversing with you. of an ally by your Move.
Rank Up: After making this wail you may call the ghost to With the Protector Passive Talent, this Talent gains an addi-
vanish from where ever it is and instantly appear at your side. tional Parry +2.
If you are Bloodied, the ghost being summoned in this way Peace: When attempting to gain the trust of others, your
grants you +1 Spiritual Parry. conviction and reliability gives you a reassuring presence.
Rank Up: For each Intensity of a positive Condition you
Leaping Attack Consume, gain an additional +2 Parry.
Manoeuvre
Amplify Multi Swift
You jump high into the air, striking an opponent that may
normally be out of reach. Normal jumps can be as high as 1 Lunging Attack
hex (6’), but this special manoeuvre allows for much higher Manoeuvre
leaps. Amplify Multi Swift
Combat: Perform a Weak Move action vertically and then You perfectly balance mobility and aggression by striking in
perform an Attack action. one location while starting or ending up in another.
Peace: You can leap vertically equal to half your move rate Combat: Perform a Weak Move action and an Attack action
(round up). Each point of movement is equivalent to 6’. (in any order).
Rank Up: When leaping in the air, if all the items upon you Peace: You are especially adept at pouncing, allowing you to
are each less than your Size, you may land on a foe up to 1 ambush and catch small prey (such as fish) barehanded.
hexes away to make your attack in their space. After the at- Rank Up: If you moved before making the attack, you can
tack is resolved the foe suffers Knockback [Counter P] and perform a Weak Move after the attack as well. You may
must vacate the hex, or will suffer Vulnerable [Counter P] change 1 of the power’s meta tags to Combo.
from being knocked down below you. You may change 1 of
the power’s meta tags to Combo. Mauling
Manoeuvre
Light of God Amplify Multi Combo
Faith Interrupt This unarmed attack creates immense carnage.
Amplify Amplify Amplify Combat: You perform an unarmed Attack action with a +4
Your body is under a state of grace, and the divine light of damage bonus.
your God will protect you in times of need. Peace: You excel at feats of strength such as arm wrestling.
Combat: Make a Weak Defend Action, Heal 1, and inflict 1 When facing someone in an opposed Physical Skill chal-
Blind [Counter S]. lenge, you gain a bonus +1 success.
Peace: Candles adjacent to you will not extinguish unless you Rank Up: If your foe is Bloodied then you may also inflict +1
desire them to. Degeneration [Counter P]. You may change 1 of the power’s
Rank Up: If you are Bloodied then inflict +1 Blind [Counter meta tags to Swift.
S].

TALEN TS - ACTIVE S - 367 -


Nicolas Phaneuf Gohier (Order #31317871)
Maim Mimicry
Manoeuvre Spell
Amplify Multi Amplify Range Maintain Maintain
The attacker aims a blow to the legs, attempting to slow and Your body magically changes shape to copy another combat-
cripple the foe. ant’s appearance. You copy all physical traits including smell
Combat: Inflict 1 Impeded [Counter P] and 1 Degeneration and sound.
Condition [Counter P]. Combat: Heal +4 and change your appearance to become
Peace: You understand the perils of losing your mobility. You identical to that of another combatant [Counter P]. The cop-
have found a way to decrease the burden of moving through ied combatant must have a similar shape and Size. Clothes
water and snow. and equipment are copied in appearance only. Equipment is
Rank Up: Also inflict the damage of a Weak Attack with this treated as mundane (non-magical) and you may choose not
Talent, but only if the foe has already moved this round. to “equip” it (treated as worn/carried inventory). If the cop-
ied combatant is within 2 hexes of you, then an Active power
Mental Assault or attack directed at you may be redirected to the combat-
ant you copied. Someone attempting to target you may pay
Unseelie Spell
1 Mental rune plus 1 Mental rune per 10 of your levels to
Range Area Amplify
reveal you as the duplicate.
Every thought passing through your victim’s mind causes
Peace: You get a +1 bonus to your Disguise checks if no one
agonizing pain, distracting and detaching them from their
is watching you.
surroundings.
Rank Up: Increase the Range where you can be confused for
Combat: Deal 2 Mental damage and inflict 1 Vulnerable
your duplicate by +2 hexes.
Condition [Counter M].
Peace: Detect someone else’s surface thoughts and deter-
mine if vengeance is present.
Mist Switch
Spell
Rank Up: Deal an additional +1 Mental damage.
Multi Range Multi
The mist is strange and sometimes relocates objects. You
Mental Confusion can use that to your advantage, tapping in to the currents of
Unseelie Spell
movement within the mist, and swapping combatants.
Range Area Amplify
Combat: When there is a dense mist upon the ground, you
Replace your victim’s thoughts with other ones, denying may pick any two bodies within the mist and swap their posi-
your victim a clear perception of the world around them. tions [Counter S if unwilling].
Combat: Deal 2 Mental damage and inflict 1 Blind Condi- Peace: You may use the mist to teleport objects of Size 2 or
tion [Counter M]. smaller into your grasp, so long as you and the object are
Peace: Detect someone else’s surface thoughts for slothful both within the mist.
tendencies. Rank Up: Targets of your switch must pay +1 rune to Coun-
Rank Up: Deal an additional +1 Mental damage. ter the effect.

Mental Torture Mistwalker


Unseelie Spell Spell
Range Area Amplify Amplify Amplify Amplify
Dredge up painful memories in the victim’s mind. These The mist is the bridge between worlds
memories cause a prolonged pain that affects the body, mind, Combat: If dense mist covers the ground (greater than the
and soul. ordinary mists of the Celtic Twilight, such as the mists of the
Combat: Deal 2 Mental damage and inflict 1 Degeneration spell Battlefield of Mist, or Power Over Mist) you teleport to
Condition [Counter M]. your destination up to your Move distance, as your body as-
Peace: Detect someone else’s surface thoughts for the pres- sumes a misty form for the duration of the movement.
ence of fear. This power also applies to your mount if you are mounted.
Rank Up: Deal an additional +1 Mental damage. Amplify Meta Tags increase the range of Move Actions.

- 368 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Peace: Assume the form of mist for a few seconds, while the Norn’s discretion.
holding your breath. During Cleanup the victim is released, unless a Maintain tag
Rank Up: You may bring someone with you on your mist is used.
walk. By touching an adjacent Character, you may make Peace: You can perform acrobatics while mounted, making
them assume mist form for the duration of your Move action you able to perform for people, gaining 10 Skatt per hour of
[Counter S]. They will then follow you until the end of your performance.
Move. Rank Up: If you use a rope, chain, or hook to grab your
opponent then they must Counter with 2 Physical runes in-
Mobile Stance stead. You may change 1 of the power’s meta tags to Amplify.
Stance
Amplify Amplify Amplify Nether Touch
Take a combat stance that gives you greater mobility on the Spell
battlefield. Maintain Maintain Maintain
Combat: Attack actions gain a +1 Reach bonus and you get Transform the nature of the damage being dealt to an oppo-
a +1 Move bonus. nent. For the duration of this spell, your physical weapons
Peace: For a brief moment, move faster than normal, lunging turn black and shimmer as the stars in the night sky.
and diving in a short burst needed to get out of harm’s way. Combat: The Physical damage that is being dealt is cut in
Rank Up: Foes who attack you suffer -1 Reach (to a mini- half and the damage type is converted to the Spiritual Trait.
mum of 1) and -2 Range. Peace: This spell can allow a corporeal object to slip across
the veil and into the Otherworld, turning it non-corporeal.
Need for Blood This spell cannot affect magically imbued items.
Stance Rank Up: When you cast this Spell you may also touch an
Amplify Amplify Amplify adjacent combatant and bestow the benefits of Nether Touch
Your senses are attuned to the smell of blood and sounds of upon them as well.
wounded prey, pushing you to cull the weak and the dying.
Combat: If you have at least 2 intensities of Fury then your Obstinate Posture
attacks Inflict 1 Degenerate Condition [Counter P]. Manoeuvre
Peace: You can smell and perceive how wounded Characters Maintain Amplify Maintain
are, your Perception Skill checks associated with blood and/ Change your combat demeanour to facilitate the mitigation
or wounds are always one difficulty rating lower. of Mental damage.
Rank Up: When making this attack you have Move +3 to ad- Combat: Your Defend Actions gain Mental Parry +1.
vance on a Bloodied foe. Peace: You know how to cover your tracks to minimize the
chances of being followed. Tracking attempts suffer a -1 pen-
Neit’s Revenge * alty on Skill checks.
Manoeuvre Rank Up: Your defiant attitude also grants you a +1 SDF
Maintain Amplify Multi bonus.
You align your mount to charge your foes, gaining momen-
tum as you run them down, lasso them or stab them with a Outnumbered Dexterity Stance
hook and chain, dragging them behind your mount. Stance
Combat: Grab an enemy [Counter P] of the same Size as you Amplify Amplify Amplify
or smaller and perform a Move action, dragging them behind While outnumbered, you are driven to move out of danger.
you and dealing 1 damage per 2 hexes travelled. Combat: While you have no other allies upon the Battlefield
The foe’s PF is calculated against total damage dealt at the (a radius of 16 hexes), you gain +2 Move per enemy and +2
end of your Move. Parry per enemy within the Battlefield.
If you are mounted, use the mount’s Size and Move instead. Peace: You are never hindered by the crowd, moving through
The grab may also be done with a rope, chain, or hook. If the the masses like a fish in water.
successful grab means the foe falls from any height to reach Rank Up: Gain an additional Parry +1 per enemy within the
the ground, falling damage is applied. If the foe is dragged Battlefield.
through any difficult terrain, they may also take damage at

TALEN TS - ACTIVE S - 369 -


Nicolas Phaneuf Gohier (Order #31317871)
Outnumbered Guard Stance Overgrowth *
Stance Divine Shapechange
Amplify Amplify Amplify Maintain Maintain Maintain
While outnumbered, you are tougher and more resilient. Your body is covered in fur, branches, quills, bark, and oth-
Combat: While you have no other allies upon the Battlefield er supernatural growths peeking out of your armour. You
(a radius of 16 hexes), you gain +2 PF for every foe within can use these mutative powers to manipulate the landscape
the Battlefield. around you.
Peace: You are always on your guard amongst the crowd, able Combat: Bend nature to your will, moving the landscape and
to pick up minor details in crowded areas. vegetation as easily as clay in your hand. Range is equal to
Rank Up: You may enter one additional stance with the name 4 hexes per rune in Drain. Move 1 hex (125 cubic feet) of
“Outnumbered” besides this one, and benefit from both terrain by 1 hex per rune in Drain.
stances, so long as your foes outnumber you and each are a If weaponized, this earth deals 4 damage and Knockback 1
lower Level. [Counter P] per rune in Drain when moved.
Mutli allows multiple spaces to be affected and possibly
Outnumbered Recovery Stance weaponized. The earth cannot be given flight or levitation.
Stance Peace: You gain +2 AV when detecting magical sources in
Amplify Amplify Amplify the wild. Upon a success you gain one extra piece of informa-
While outnumbered, your healing is fuelled by your despera- tion pertaining to its properties.
tion against stacked odds. Rank Up: The Counter of this Talent is increased by an addi-
Combat: While you have no other allies upon the battlefield tional +1 Physical rune.
(a radius of 16 hexes), you Heal +4 per enemy within Far (8
hex) Range. You also reduce the intensity of one detrimental Parry Monster
Condition by 1 per enemy within Far (8 hex) Range. Faith Manoeuvre
Peace: Being amongst a crowd is enjoyable to you, feeling Amplify Amplify Amplify
oneness with your fellow humans. You will stay the hand of evil.
Rank Up: You may enter one additional stance with the name Combat: Make a Defend action with a +3 Parry bonus versus
“Outnumbered” besides this one, and benefit from both the Supernatural.
stances, so long as your foes outnumber you and each are a Peace: When you enter a woods you immediately sense if
lower Level. monsters dwell there, or if only if the innocent and good
beasts call it home.
Outnumbered Riposte Stance Rank Up: Parry an additional +2 with this Talent.
Stance
Amplify Amplify Amplify Power Attack
While outnumbered, you counter attack when struck. Manoeuvre
Combat: While you have no other allies upon the Battlefield Amplify Multi Combo
(a radius of 16 hexes around you), whenever you are struck The attacker uses a weapon with great skill and accuracy to
with an Attack action, after it resolves, you may perform deal a mighty blow.
an immediate free Attack action upon the attacker with +2 Combat: Perform an Attack action with a +2 damage bonus.
damage. Your Reach or Range must be sufficient to hit your Peace: A weapon strike can be made with great precision.
target. You may not use this power upon someone whom you
Rank Up: Increase your damage with this attack by +2. You may
have already attacked this combat round.
change 1 of the power’s meta tags to Swift.
Peace: Not even a mob of foes make you flinch.
Rank Up: You may enter one additional stance with the name
“Outnumbered” besides this one, and benefit from both
Power Iron Behemoth *
Shapechange
stances, so long as your foes outnumber you and each are a
Element Maintain Element
lower Level.
An Iron Behemoth is a gigantic statue made of iron and stone

- 370 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
depicting a hairless human-like muscular form. It was inert miss it to hide in the earth.
and unmoving, buried in the earth, and had laid there for • What powers an Iron Behemoth into being at your touch
centuries until you set your hand upon it. Fir Bolg blood is the Element Meta Tag. Choose an Element when the
runs through your veins, even if you didn’t know it. The Iron Iron Behemoth is first powered up. It’s Detrimental
Behemoth recognizes it, though, and comes to life at your effect can be enacted by the rider whenever they use a
touch. It’s core flares with a magic element, its seams glow Cinematic Action while riding the Iron Behemoth.
with power, and when you mount its back you can control it In addition the Iron Behemoth has the following limitations:
with your own movements. • It sinks in water.
Some Druids and scholars believe that Iron Behemoths are • It requires at least 3 inches of earth or rock beneath your
truly invincible, but then again they are so rare that those feet occupying 3 hexes of space to appear beneath you.
same learned peoples would tell you that the ancient and
• It is unable to be fashioned with any armour of its own,
powerful Fir Bolg Iron Behemoths are probably a myth.
as their form would become too constricted.
Combat: You Shapechange into a giant humanoid with your
• If while mounted you are struck from above, all protec-
Dweller riding on its back. You are treated as being Mounted
tion from the Iron Behemoth is negated, but you are
for the purposes of Talents. The Iron Behemoth carries you
able to count your own armour towards these purposes.
into battle, acting as an extension of yourself.
Peace: You may ride the Iron Behemoth freely when not in
An Iron Behemoth has no apparent thoughts of its own and
combat, or summon it through the earth to your presence
cannot act independently of its rider unless in times of peace.
without riding it. When sitting alone the Iron Behemoth is
The Iron Behemoth is not a Companion; Skill checks are not
Size 10, with Move 4, with a natural PF of 3.
necessary to make the Iron Behemoth act, it acts as an ex-
tension of its rider. You share a new shape of being mounted Though the Iron Behemoth does not gain QR as a Compan-
upon this monstrosity as you have become one, spiritually, ion, they can be modified using the Forge Skill to add to
with it representing your thoughts as its actions in battle. their abilities, or even change their shape. For Forge rules
see page 431.
Mounting an Iron Behemoth affects your abilities in the fol-
lowing ways: Rank Up: You may also use the Benevolent effect of the Ele-
ment Meta tag that powers the Iron Behemoth on Cinematic
Size: +6, PF: +2, Move: -6
Action, if you desire.
Occupy: 3 hexes [see size chart on page 273]
In addition: Power Over Mists
• The rider is unable to make use of their own weapons or Spell
armour, and uses the Iron Behemoth’s form instead. It Area Maintain Amplify
has a natural attack of your effective Size while mounted
You breathe out a thick mist that encompasses all around
-3. (If you are a Size 4 Denizen then while mounted you
you.
are effectively Size 10. Therefore the Iron Behemoth
would strike for 7 unarmed damage.) Combat: You cover the area around you up to Far (8 hex-
es) in thick mists, and on everyone within the zone ex-
• All of a Dweller’s Actives Talents, Social Talents, and
cept you, inflict 1 Blind Condition [Counter S]. For
Skills are expressed through the body of the Iron Be-
anyone outside the mist trying to attack or otherwise
hemoth.
interact with anyone inside it, anyone within the mist
• All Passive Talents of the rider must be reapplied to the (ally or foe) is considered to have +1 Shroud Condition.
form of riding an Iron Behemoth. You are the centre-point of the mists, it moves as you do, so
• It is considered a Companion. For rules on Compan- long as you make only Weak Moves. If you make a full Move,
ions see page 193. the mist will be left behind.
• There is a magic connection between rider and Behe- If there is already dense mist on the ground when this is cast
moth, and any damage expressed on the Behemoth is (as with Battlefield of Mist) then this portion of mist is distin-
expressed on the rider. If the rider should dismount, or guished as denser.
die, the Iron Behemoth crouches and becomes inert. Peace: You can use the mists to hide your belongings, ap-
• The Behemoth does not need to be Maintained. Once pearing as if you had no objects of value, thus common
summoned from the earth it does not leave until you dis- thieves would not consider you a worthwhile target.

TALEN TS - ACTIVE S - 371 -


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: Allies are exempted from the Blind Condition
caused by the mist while in the mist.
Presence of the Swift Sidhe
Stance
Area Area Area
Power Over Wells You have learned how to push yourself in order to achieve the
Spell
impossible. Your skill demonstrations allow your allies to do
Range Maintain Area
the same.
You create a temporary underground water source that bub-
Combat: When you perform a Weak Move action, you may
bles up, flooding the ground.
perform a regular Move action instead. Anyone in the area of
Combat: Evoke this spell to cover the Nearby (4 hex) area of effect of your stance also gains this benefit.
ground in water, turning it to mud, and giving all targets in
Peace: You are sought out by young warriors looking to im-
that area 1 Impeded [Counter P] for as long as they stand in
prove their combat skills. If you train someone of lower Level
the flooded hexes.
for 1 hour, you may receive up to 10 Skatt in payment (stacks
Peace: Finding a reliable underground water source and en- with other such skills).
couraging it to the surface, making a small spring of drink-
Rank Up: When you assume this Stance you (and anyone
able water. If you spend 6 hours encouraging the water to the
within the area established by a Meta tag) gets Heal +2.
surface you will make a more permanent well.
Rank Up: When using this Talent the ground gives out be-
low as a well takes shape. Those above must swim to remain
Presence of the Warrior Queen
Stance
afloat.
Area Area Area
Power Over Wind You have learned how to push yourself in order to achieve
the impossible. Your skill demonstrations allow your allies to
Spell
do the same. Anyone in the area of effect of your stance also
Amplify Range Maintain
gains this benefit.
The winds obey your call, billowing on the battlefield as an
Combat: In this Stance when you perform a Weak Attack ac-
extension of your breath.
tion, you may perform a regular Attack action instead. Any-
Combat: Deal +4 damage and Knockback 4 hexes [Counter one in the area of effect of your stance also gains this benefit.
M per hex]. The push of this wind is magical and not affected
Peace: You are sought out by young warriors looking to im-
by Size.
prove their combat skills. If you train someone of lower Level
Peace: A gust of moderate wind can be summoned and di- for 1 hour, you may receive up to 10 Skatt in payment (stacks
rected as you choose. with other such skills).
Rank Up: The wind can instead effect 3 adjacent spaces in Rank Up: When you assume this Stance you (and anyone
front of you, affecting up to 3 people there. within the area established by a Meta tag) gets Heal +2.

Presence of the Hound of Chulainn Preserve the Old Ways


Stance Divine Interrupt
Area Area Area Abate Amplify Absorb
You have learned how to push yourself in order to achieve the Channelling the power of the gods, you accept the incoming
impossible. Your skill demonstrations allow your allies to do assault and use the power bestowed upon you to mend your
the same. wounds.
Combat: In this Stance when you perform a Weak Defend Combat: Heal +4 and +1 per intensity in your Divine Fa-
action, you may perform a regular Defend action instead. vour, then to adjacent foes deal 1 Spiritual damage per inten-
Anyone in the area of effect of your stance also gains this sity of Divine Wrath.
benefit.
Peace: You can use this power to cure serious diseases.
Peace: You are sought out by young warriors looking to im-
Rank Up: When using this Talent you may Consume 1 Di-
prove their combat skills. If you train someone of lower Level
vine Favour to make a Weak Defend action with Parry +1, or
for 1 hour, you may receive up to 10 Skatt in payment.
Consume 1 Divine Wrath to perform a Defend action with a
Rank Up: When you assume this Stance you (and anyone +2 Parry bonus.
within the area established by a Meta tag) gets Heal +2.

- 372 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Rapid Recovery Rend the Earth
Manoeuvre Divine Manoeuvre
Amplify Multi Combo Amplify Area Combo
The spirit guides you to correct action. You smash your foot, fist, or weapon into the ground, un-
Combat: Heal +4 and shift +/-1 position on the Initiative leashing the divine might that was bestowed into you, break-
track. This does not affect the rest of your current Action ing and shaking the earth and sending shards of rock in all
phase in this combat round. directions.
Peace: Refresh someone’s spirits, granting them a more pos- Combat: Attack the ground and have your attack hit every-
itive outlook on their current predicament. one standing on the same ground within 2 hexes of you. Con-
Rank Up: If you are already at full health when you use this sume a Divine Favour to add a free Area meta, or Consume a
Talent, then you may change an additional +/-1 position on Divine Wrath to force everyone into having only Weak De-
the Initiative track. You may change 1 of the power’s meta fend actions versus this attack.
tags to Amplify. Peace: You can touch the ground to feel the movement, di-
rection and distance of creatures larger than size 4 within 1
Rebuke Evil mile.
Faith Rank Up: Increase this Talent by a +1 hex radius and Re-
Area Range Amplify claim 1. You may also Consume a Divine Favour to inflict
You create an aura that damages otherworldly beings. Impeded [Counter P] or Consume 1 Divine Wrath to inflict
2 Impeded [Counter 2 P]. You may change 1 of the power’s
Combat: Only to Supernatural beings, deal 2 Mental dam-
meta tags to Swift.
age bypassing up to 2 points of Mental defence and inflict +1
Degeneration [Counter S].
Peace: Within a 60’ radius, you detect the presence of por-
Repositioning
Manoeuvre
tals to other realms.
Amplify Amplify Amplify
Rank Up: Inflict an additional +1 Mental damage with this
Talent. Run and place yourself in an advantageous space for the re-
mainder of combat.
Regenerating Attack Combat: Perform a Move action and shift in Initiative by +/-
1 position. This does not affect the rest of your current Ac-
Manoeuvre
tion phase or provide you with another Action phase in this
Amplify Multi Combo
combat round.
Regenerate your life-force while dealing a devastating blow
Peace: You have a knack for being at the right place at the
to your foe.
right time.
Combat: Perform an Attack action, Heal +2.
Rank Up: Move +2 when you reposition.
Peace: Ease your own pain by applying your suffering unto
another being.
Rank Up: Increase the Heal with this Talent by +2. You may
change 1 of the power’s meta tags to Swift.

Regenerating Block Retribution Slash


Interrupt Divine Interrupt
Amplify Amplify Amplify Amplify Amplify Amplify
Regenerate your life-force while evading an attack. Focusing on the pain and sharing a portion of it to your di-
vine patron, bolstering your immediate counter-attack with
Combat: Perform a Defend action, Heal +2.
your shared wrath.
Peace: When you avoid a perilous situation, your destiny has
Combat: Perform at Attack action, but instead of dealing
a way to turn it into something positive.
damage, Inflict 1 intensity of a Physical Condition of your
Rank Up: Increase the Heal with this Talent by +2. choice per 5 damage that was dealt to you [Counter P per

TALEN TS - ACTIVE S - 373 -


Nicolas Phaneuf Gohier (Order #31317871)
intensity]. You gain +1 PF for the remainder of the round
per intensity of Divine Favour. You gain +4 damage on your
Riding Joust
Manoeuvre
Attack actions for the remainder of the round per intensity of
Amplify Aid Amplify
Divine Wrath.
Take advantage of the momentum of your mount to drive
Peace: If someone managed to best you in an opposed skill
your weapon into your foe.
check, gain a +2 bonus on your next opposed Skill check
with that individual. Combat: While riding a mount and using a weapon with a
Reach of at least 2, make a Move action and an Attack action
Rank Up: After this Talent resolves, gain +1 PF until end of
in any order.
round.
Peace: You do not require a skill check to catch or grab will-
Riastrad ing targets or objects while on horseback.
Stance Rank Up: If you used the full extent of your Move, gain dam-
age +3.
Amplify Amplify Amplify
Your divine blood awakens and forces itself on your body,
bending and shapeshifting it to express itself on the battle-
Riding Switch
Manoeuvre
field.
Amplify Aid Amplify
Combat: Activating this power allows you to Consume Fury
for additional effects. When there is at least one pair of runes in You know how to switch riders and claim and take control of
Death you may trigger Riastrad depending on the rune combi- a mount, even if there is someone else riding it.
nation, in order from left to right as they have fallen in the pile. Combat: Perform a Weak Move action to jump onto a mount
Peace: Other people are unnerved by your presence, almost and take control of it. This can be done jumping up from the
as if they can sense the divine rage coursing through your ground to claim the mount, or while riding with the intention
being. of changing mounts.
Rank Up: For every additional pair of runes in Death you If there is a rider already on the mount, you may occupy
may Consume an additional Fury to activate a Riastrad, but the space behind them, or cause them to Knockback 1 hex
that these additional warp spasms cannot be Amplified, only [Counter P]. (The ousted rider usually incurs 2 damage
the first and primary spasm can. when they hit the ground falling from the mount.)
You may command the mount to perform one Cinematic Ac-
Ride the Storm tion.
Spell Song Peace: While riding a mount you can grab a willing ally from
Maintain Maintain Maintain standing and swing them up behind you on your mount.
Magically ride your mount across unsupportable surfaces. Rank Up: If you have 2 ranks in the Riding Skill, then when you
Combat: Make a Move action and ride upon a surface that take control of the mount you may command it to perform an
should not support the weight of your mount. For instance: additional Cinematic Action.
the thin mud of a bog, a layer of ice, the top of water, upon
mists and clouds, upon the surface of bramble, the tops of
trees, or the flow of running rivers, or the waves of the ocean.
You may also make a Weak Move up sheer walls and cliffs fac-
es. Riposte
Adjacent Allies may also move alongside you, carried by the Interrupt
magic of your Move. Amplify Amplify Amplify
Peace: Your mount may ride upon unstable surfaces outside Block an attack and counter-attack someone within reach
of combat, but a Ride Skill check may be necessary to over- (not necessarily the same person who attacked you).
come their fear. Combat: Perform a Weak Defend action with +1 Parry then
Rank Up: Your mystical riding is even more fantastic, and a Weak Attack action with +1 damage.
you can also make a Weak Move upon the winds of a gale, Peace: You can demoralize those who seek to put you down;
and up raindrops. You may also make an Amplified Move up you give as well as you take.
rainbows, and along a crack of lightning, taking no damage Rank Up: Add to this Talent an extra +1 Parry and +1 dam-
from its strike.

- 374 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
age.
Roll Out of the Way
Interrupt
Rising Spirit Amplify Amplify Amplify
Spell Interrupt
You have sharpened your reflexes to an almost supernatural
Abate Amplify Amplify
degree, dodging, parrying and rolling to avoid incoming at-
In the moment, summon spiritual strength and mental forti- tacks.
tude from deep inside you.
Combat: Perform a Defend action with a +1 Parry bonus.
Combat: Gain Spiritual Parry +2 and Mental Parry +2. You may also Consume all instances of Alertness, gaining +2
Peace: Boost your cognitive skills for a short duration, get- Parry for each.
ting extra insight into a given problem. Peace: Dodge something very large coming towards you
Rank Up: Choose either Spiritual Parry or Mental Parry to that does not intend you harm, but harm would result if you
increase by +1. stayed in place. For instance, a large running animal, a falling
tree, or a runaway cart.

Riastrad Shapeshifting

Runes Shapeshift
Your body enlarges and echoes back to a more primal state of being, covering itself in dense furs and
Red + Red scales as your arms elongate. You gain Size +2, and PF +1, an additional Reach +1, and an additional
damage +1 from the claws on your fingers.
Pain makes a third arm grow out of an open wound, closing it. Heal 2. Pain makes you attack the
nearest target. The new arm immediately reaches for an unused one-handed weapon on your person
Red + Blue
as though it had the Quick Draw Passive Talent and will then make a Weak Attack with +1 damage to
any foe within Reach/Range.
Your blood thickens and you feel it slowly regenerate your body with each passing heartbeat. Heal 4. Your
Red + Green blood reaches out from your body as bright red tendrils and moves you. Make a Move action and pass
through any barrier in the way.
Your body expands, your feet shift into hooves and you grow goring horns. Increase your Size by +1.
Blue + Red
Immediately Move 2 hexes and make an unarmed Attack action.
Your head and neck stretch unnaturally, allowing you to turn your head in every direction. You can see
Blue + Blue 360° all around you. Also, your saliva becomes poisonous. You can choose to perform an unarmed
Weak Attack that inflicts1 Degeneration [Counter P] on your foe.
Blue + Green Spiky protrusions grow out of your body. Inflict your Size in damage to anyone adjacent.
Your flesh bursts in size and your stomach drastically inflates. Increase your Size by +2 and immedi-
Green + Red ately inflict Knockback 2 [Counter P per hex] to anyone adjacent, and gain +1 PF from your inflated
body.
Your skin shifts, hardens and takes an unnatural green hue. Gain Spiritual PF +2 and the attacks you
Green + Blue
make gain an added +2 Spiritual damage.
Your eyes flame with a green mist and glow. For just a moment your all-seeing eyes glimpse
your foe’s weakness. You capitalize on this moment to perform a precise strike against your foe.
Green + Green You perform a Weak Attack with a +1 bonus, and inflict 1 Vulnerable [Counter P]. You are also
aware of the position of all foes on the Battlefield (within 16 hexes) regardless of any Shroud
they have or other effects to hide from you.

TALEN TS - ACTIVE S - 375 -


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: Increase the benefit of Consuming Alertness by upon them.
+1 for each intensity. Peace: Your shadow has its own gestures and attitudes.
Rank Up: At the end of your Move if your foe is within your
Rot the Flesh Range/Reach and suffers from the Fear Condition, you may
Spell make a Weak Attack upon them.
Amplify Multi Range
Cause your victim boils, sores, and pustules, sickening them Run to Shadow
with a vile necrosis that makes them vulnerable to all types of Manoeuvre
injury and influence. Amplify Amplify Amplify
Combat: Inflict 1 Intensity for both Degeneration [Counter You run into the shadow’s welcoming embrace.
S] and Vulnerable [Counter S] Conditions on an opponent. Combat: Perform a Move action and gain 1 Shroud Condi-
Peace: This spell weakens a victim’s resolve. The victim for- tion, in any order.
feits one Skill success when performing an opposed Skill Peace: If you are startled, you subconsciously reposition
check. yourself to the most defensive position.
Rank Up: The boils, sores, and other ugly effects of the spell Rank Up: The shadow you cast is larger and deeper than
can be made permanent, cursing your foe with a -2 to all So- most, and any adjacent ally that is beside you when you end
cial Combat actions that affect their social standing, and all your Move action gains 1 Shroud.
measures of their appearance, until they seek aid from a Dru-
id or Monk to lift the curse. Running Recovery
Manoeuvre
Run Away Laughing Amplify Amplify Amplify
Manoeuvre
You are capable of running while treating your injuries, like
Amplify Amplify Amplify picking a splinter from your foot, without breaking stride.
Run and tend to your wounds at the same time. Combat: Perform a Move action and Heal +3. You may
Combat: Perform a Move action and Heal +4. change the weapons and items you hold.
Peace: Perform complex tasks while moving. Peace: Perform complex tasks while moving.
Rank Up: Increase the Move with this Talent by +2. Rank Up: Ignore any Impeded Condition while using this
Talent.
Run Away Mocking
Manoeuvre Running Triskelion
Amplify Amplify Amplify Spell
Run and tempt opponents to chase you. Range Amplify Range
Combat: Gain 1 Taunt Condition [Counter M] and Perform The mists concentrate and swirl behind the caster shifting
a Move action, in any order. into elemental power, creating abstract shapes and mixing its
Peace: You do not trip when you’re running while looking in colours to become a strange form of three legs attached as a
another direction. wheel, running one after another.
Rank Up: Gain Parry +3 against foes within your Taunt Combat: An adjacent ally gains Move +2 per the Intensity of
range. their worst negative Condition, and gains 1 Alertness.
Peace: You can shift your mist to become a small amount of
Run the Dark Path another element, into water it would be the equivalent of a
Spell filled jug, into flames enough to start a campfire.
Amplify Multi Maintain Rank Up: Gain +2 Parry on your next Defend action.
Channelling the power of dead realms, you infuse your shad-
ow to leave a trail of decay behind you. Sacred Slash
Combat: You may grab an adjacent foe with your mind Divine Manoeuvre
[Counter M] then make a Move action and force them to fol- Amplify Multi Combo
low you. As they do, inflict 1 Fear Condition [Counter M] Screaming the name of one of the gods, attack and cut the

- 376 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
flesh of an enemy, attempting to gain the favour of the gods effect of a Condition and Bloodied, do an additional Weak
through a true and righteous blow. Attack on the same target.
Combat: Perform an Attack action and if you do not have Peace: You can sense if a target is afflicted or wounded with-
any intensities in Divine Favour or Divine Wrath, you may out a check and know the severity of their condition, only one
invoke the higher powers and gain +1 intensity to the condi- condition may be known at a time or how wounded the enemy
tion of your choice (Favour or Wrath). is.
Peace: You can pray to your gods, giving your blood as an Rank Up: If the foe also suffers a negative Condition of
offering, once a day to ask a yes or no question if you put the greater than 1 intensity, your second attack is a full Attack
rune bound to this active power in the death pile. instead of a Weak Attack. You may change 1 of the power’s
Rank Up: Your Sacred Slash attack receives a damage bonus meta tags to Swift.
equal to your intensity in Divine Favour, or twice your inten-
sity in Divine Wrath. You may change 1 of the power’s meta Seanchaí (Revered Tale) *
tags to Swift. Spell Song
Maintain Area Amplify
Sacrifice Position You reach deep into your memory to find and sing one of the
Interrupt revered tales of old to magically inspire and push your allies
Amplify Abate Absorb to become legends.
Sacrifice your position for a greater defence in the moment. Combat: Adjacent allies gain 1 Bravery and +2 Spiritual
Combat: Make a Defend action and add Parry +2 per Shroud Parry.
you Consume. Peace: People come to tell you of stories they hear, often to
Peace: You are excellent at knowing how to make a grand verify their veracity or to know if they have what it takes to
entrance into a room, and make a generally favourable first become legends. People often pay you to put their stories
impression upon doing so. into verse, you can be paid 10 Skatt per 1 hour of poetry per-
Rank Up: Increase the Parry bonus per Consumed Shroud formances.
by +1. Rank Up: In the midst of life-threatening combat, if the Brav-
ery of your allies is raised beyond maximum intensity, the dif-
Satisfying Provocation ference can be used to reduce negative Conditions.
Spell
Range Range Amplify Shadow Parasite
Clear your body while hurling expletives and insults at your Manoeuvre
opponents. Amplify Maintain Maintain
Combat: Heal +4, gain 1 Taunt Condition. A Dweller or Denizen whose nature has been touched by the
Peace: You can cure many afflictions with this arcane ritual great void has the ability to subsume the shadow belonging
(all conditions from the other “purge spells”), but the pro- to another being.
cess is painful and humiliating for your patient. Combat: Attach yourself to another combatant [Counter S].
Rank Up: The force of your violent swearing causes anyone When that combatant moves, you move as well, always stay-
within Far (8 hex) Range to step back from you as they suffer +1 ing adjacent to them. When finishing their Move actions,
Knockback [Counter M]. they must ensure that there is space for you adjacent to them,
otherwise they cannot move into such a space. When you
attack the combatant to whom you are attached, you bypass
Scavenger Slash part of their defense. They may only perform Weak Defend
Manoeuvre
actions against you. When you are struck for damage, half of
Amplify Multi Combo the damage is dealt to your host and half to you.
The weak will always put everyone at risk, thus taking out Peace: Gain +1 to Skill checks involving Sneak or Disguise
those who cannot fight on is sometimes the only way to en- when you are under dim lighting conditions (above and be-
sure victory. yond the normal environmental bonuses).
Combat: Perform an Attack action. If the target is under the Rank Up: You may attach yourself to two individuals in this

TALEN TS - ACTIVE S - 377 -


Nicolas Phaneuf Gohier (Order #31317871)
way, so long as they are both adjacent to you when the Talent its Parry bonus as damage, and inflict 1 Impeded Condition
is first used. [Counter P], and 1 Knockback [Counter P].
Peace: Your skill with a shield makes you a sought after indi-
Shapechange Another vidual to train recruits or test new weapon designs, the base
Shapechange Spell cost for your services is 50 skatt per 6 hours of training/
Maintain Range Maintain testing.
Some have no communion with nature, but there is a spell Rank Up: Your next Defend against the foe you bashed gains
to teach them a lesson. Shapechange Another forces a foe to Parry +3. You may change 1 of the power’s meta tags to Swift.
take on the form of a wild animal that reflects the nature in-
side them. Be warned, the beast is as likely to be dangerous Silver Healer *
as not. Spell
Combat: Touch an enemy and shapechange them into an animal Amplify Invert Element
based on their character [Counter S]. With the silver powder sprinkled on your hands like shining
The target draws 2 random runes from their Essence Bag. If chalk, you can melt silver into the wounds of your allies to
they have insufficient runes in their Essence bag, the Norn close them. This enchanted silver courses magic through the
wyrds. veins of your wounded allies and ignites them towards the po-
In this animal form the victim: tential of their resources.
• Loses all weapons and armour (absorbed into new Combat: The target of this spell gains Heal +4 and gets
form). to swap 1 rune from Wounds with 1 from Contingency. If
• Are incapable of human speech. there are no runes in Contingency then swap 1 rune from
• If the victim is a lower Level, then the caster, then the anywhere else In-Play, but this does not change any current
victim does not have access to their any of their Active effects.
Talents, Social Talents, Passive Powers, or Skills, except Peace: Silver is not scarce to you. You may transmute sil-
for those bound to their Void rune, if they have a Void ver from any common rock. It has no sale value at market,
rune. because it has a sense of flesh and death, and makes buyers
• They still use their own Essence and Destiny. uneasy.
• If the victim had Divine Potence before, they still have Rank Up: When you swap a rune you may do so from Death
access to it in an animal form. instead of Wounds.
• Anyone in an animal form may also use a rune of any
Trait to employ the Meta tag listed on the Shapechange Skin Servant
Another Chart on the next page, with positive Condi- Spell
tions applying to themselves and negative Conditions Maintain Maintain Multi
being inflicted on a foe in a adjacent hex with an appro- An animal hide you have gathered can be employed as a tem-
priate opportunity to Counter. porary servant.
The chart above indicates the animal the victim turns into. Combat: Animate an animal hide of a Size 6 or less, to act as
Peace: Cast this spell on willing participants, or those in your ally and Companion.
judgement of Brethen law [Counter S]. It will last one year You may command the hide to perform only one simple task
and a day. from amongst:
Rank Up: The victim must pay 2 Spiritual runes to Counter • Defend a position.
this spell. • Distract a foe.
• Engage a foe.
Shield Bash • Relay a message (which it will speak in your voice).
Manoeuvre • Run in one direction.
Amplify Multi Combo The hide has no Level, Essence or Destiny. It has no Talents
The warrior slams his shield into his enemy to damage and to or powers, but is represented as a common beast. See page
break their balance. 278 for more about beasts. It acts as a Companion for as long
Combat: Perform a Weak Attack with your shield, using half as it is Maintained. For additional rules on Companions see

- 378 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Shapechange Another Chart

Runes Animal Size DF Move Meta Tag


Red + Red Tarbh (Bull) 5 3 (Horns) 8 (Quadruped) Vulnerable
Red + Blue Torc (Boar) 4 3 (Tusks) 6 (Quadruped) Fury
Red + Green Art (Bear) 4 4 (Claws) 7 (Quadruped) Degeneration
Blue + Red Winged Animal (Norn wyrds an additional rune)
Red Seabach (Hawk) 1 2 (Talons) 1/6 (Flight) Blind
Blue Drui-en (Wren) 1 1 (Beak) 1/4 (Flight) Alertness
Green Eala (Swan) 2 2 (Beak) 1/5 (Flight) Remorse / Guilt
Blue + Blue Sionnach (Fox) 2 2 (Bite) 6 (Quadruped) Shroud
Blue + Green Losgann (Frog) 1 0 (Struggle) 1/3 (Aquatic) Possession
Green + Red Damh (Stag) 4 3 (Antlers) 8 (Quadruped) Alertness
Green + Blue Water Animal(Norn wyrds an additional rune)
Red Ron (Seal) 3 2 (Bite) 1/5 (Aquatic) Friendly
Blue Bradan (Salmon) 1 1 (Struggle) 0/5 (Aquatic) Inspired
Green Dobhran (Otter) 2 1 (Bite) 1/4 (Aquatic) Taunt
Green + Green Nathair (Adder) 1 1 (Bite) 1 (Twilight Vision) Degeneration

page 193. When the spell is no longer Maintained, the hide


burns to ash.
Smackdown
Manoeuvre
Peace: Animate hides as you would during combat but with
Amplify Multi Combo
no need to Maintain effort on the spell.
Using your skill and muscle mass, you lay down a brutal at-
Rank Up: The skin servant gains +1 Physical PF for as long
tack to cow your opponent in one overwhelming stroke.
as it is maintained.
Combat: Perform an Attack action. If your target is the same
Size or smaller than you, and they have not yet been attacked,
Slash the Air then gain 1 Taunt Condition.
Divine Manoeuvre
Peace: You can easily push your way in the crowd, using your
Amplify Multi Range
mass to disperse the smaller folk.
A visible wave of force issues from your weapon when you
Rank Up: Increase the Size of the foe you can Smackdown by
slash mightily and with great intent, your spirit sending the
1 for every Amplify Meta tag applied to the rune chain. You
wave onwards to attack beyond your weapon’s reach.
may change 1 of the power’s meta tags to Swift.
Combat: Your melee weapon Attack deals damage to every-
one in a straight line, a number of hexes equal to your Reach
+2 hexes.
Smash Attack
Manoeuvre
Peace: When you lunge for something or someone, your
Amplify Multi Combo
reach is unnaturally and supernaturally long.
Swing to send your foe reeling backwards.
Rank Up: Your attack line with this Talent is increased by +2
Combat: Perform an Attack with +2 Knockback [Counter
hexes.
P].
Peace: By throwing your shoulder into bolted doors, you

TALEN TS - ACTIVE S - 379 -


Nicolas Phaneuf Gohier (Order #31317871)
have perfected the open door-bashing technique.
Soul Barbs
Rank Up: If your opponent successfully Counters all your Spell Song
Knockback attempts with this Talent, perform an additional
Range Area Amplify
Weak Attack [Counter P]. You may change 1 of the power’s
Put the victim’s soul into a spectral torture device akin to an
meta tags to Swift.
iron maiden, making the victim an easy prey for future at-
tacks and spells.
Snap to Clarity Combat: Deal 2 Spiritual damage and inflict 1 Vulnerable
Spell
[Counter S] to all surrounding you.
Amplify Amplify Amplify
Peace: View another being’s soul and detect the presence of
Even in the midst of chaos you find yourself being able to
anger.
clearly see the world around you.
Rank Up: The second time this spell is cast in a round the
Combat: Consume 1 Trance to increase the Intensity of Pos-
Vulnerable Condition it takes +1 rune to Counter.
session by 1 on all opponents who suffer from a Possession
Condition that you inflicted [Counter M].
Peace: Even in messy or confusing circumstances, like if an
Soul Chains
Spell Song
entire hall full of people starts arguing loudly and without or-
Range Area Amplify
der, you can keep track of the main points being made and by
who they are made without fault. Chain the victim’s soul with spectral bindings, making the
victim’s body respond to the otherworldly fetters.
Rank Up: Also inflict 1 Mental damage on anyone who suf-
fers from your Possession. Combat: Deal 2 Spiritual damage and inflict 1 Impeded
[Counter S] to all surrounding you.
Snare Peace: View another being’s soul and detect the presence of
Manoeuvre greed.
Maintain Maintain Maintain Rank Up: The second time this spell is cast in a round the
Impeded Condition it takes +1 rune to Counter.
Attack and grab onto an opponent and maintain your hold.
Combat: Perform a Weak Attack action and inflict 1 Im-
peded Condition [Counter P].
Soul Shroud
Spell Song
Then, grab hold of your foe [Counter P]. If the grab was suc-
Range Area Amplify
cessful, wherever the opponent moves, you move as well (you
stay in an adjacent hex). The grab can be broken at a later Surround yourself in illusionary mists, making yourself hard-
time by the victim playing two Physical runes. er to it.
Peace: You are especially proficient at grabbing someone Combat: Deal 2 Spiritual damage to all surrounding you and
or something and holding onto them. Works well on wild gain +1 Shroud condition to yourself.
mounts, or trying to tackle someone to the ground. Peace: View another being’s soul and detect the presence of
Rank Up: This Talent gains +2 Reach. deceit.
Rank Up: The second time this spell is cast in a round you
Sorcerous Empowerment Heal 4.
Stance
Amplify Amplify Amplify Spectral Chains *
Divine Manoeuvre
Withdraw your mind from the battlefield for a moment to al-
low yourself to centre and focus your magical effects. Range Multi Amplify
Combat: When some ability Inflicts the Trance Condition A necrotic chain of darkness shoots from your body to an-
upon you while you are in this Stance, the Inflict is boosted chor upon your foe and pull them towards you by their soul,
by +1. wrenching it forward in the inevitability of death.
Peace: When you need absolute concentration, you can en- Combat: Pull a foe from up to Far (8 hexes) away to the near-
ter a trance that pushes away all extraneous noise and dis- est adjacent hex, and inflict 1 Mental damage for each rune
traction. they have in their Stun, Wounds, Death, or Drain piles
Rank Up: If Bloodied, Inflict bonus increases to +2. Peace: You may sense the presence of your warband (max

- 380 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
5) even if your senses are impeded. You know their position
within Battlefield range and get a vague sense of their most
Spiritual Scapegoat
Spell
prevalent emotion.
Range Multi Amplify
Rank Up: The Range of this Talent increases by +2 hexes.
You channel magic to escalate the tension in the room.
Spectral Shift Combat: You target a foe and inflict upon them 1 Taunt
Condition [Counter M], and 1 Possession Condition [Coun-
Unseelie Spell
ter M]. This special Taunt Condition affects neutral parties
Maintain Maintain Maintain
as well.
Calling on the mother of Banshees, you take on a spectral
Peace: You have an uncanny ability to know how to push
form, becoming immune to physical attacks but unable to
someone’s buttons, aggravating them and driving them to
perform them.
anger.
Combat: Your image fades and becomes translucent as a
Rank Up: Take control of the target’s Possessed runes.
Banshee’s does. In this form you are immune to non-magical
damage but are unable to perform Physical attacks.
Peace: You may assume this form when out of conflict and
Sprig of...
Seelie Spell
with it allow any harmful Physical effect to pass through you
Range Area Amplify
for a period no longer than 6 hours.
Focusing on your ties with nature, you channel your knowl-
Rank Up: Gain Spiritual Parry +1 in this form.
edge of the sacred trees to aid your allies.
Spirit Lance Combat: Each spell of this kind is based on the aspects of
different trees and have different effects. See chart above.
Unseelie Spell
Peace: While you may only know the magic essence of one
Range Range Amplify
or a few of the sprigs under the pressure of combat, when at
Grab the closest lost soul and direct all its pain at your vic-
peace you know them all. So long as you can secure a physical
tim’s spirit. The irate spirit’s furore is enough to overcome
sprig of a sacred tree you can make use of its effects to fully
some resistance.
heal someone under your kindness, and to restore them of
Combat: Deal 1 Spiritual damage at Far (8 hex) Range and different specific Conditions.
Ignore 1 Spiritual Protection Factor.
Rank Up: If the target of the sprig spell is Bloodied and at
Peace: Create eerie, unearthly, and disconcerting sounds by the maximum intensity of a negative Condition then increase
asking a lost soul to frighten those around you. Heal by +4 and reduce 1 additional negative Condition of
Rank Up: Increase the effect of this Talent by +1 Spiritual any kind.
damage.

Sprig of... Reference


Sprig Effect
Alder Heal +4 and Remove 2 Conditions of Impeded.
Ash Heal +4 and Remove 2 Conditions of Blindness.
Birch Heal +4 and Remove 2 Conditions of Possession.
t
Hazel Heal +4 and Remove 1 Condition of Remorse/Guilt and 1 of Grief.
Heather Heal +4 and Remove 2 Conditions of Vulnerability.
Holly Heal +4 and Remove 2 Conditions of Divine Wrath.
Mistletoe Heal +4 and Remove 2 Conditions of Degeneration.

TALEN TS - ACTIVE S - 381 -


Nicolas Phaneuf Gohier (Order #31317871)
Combat: In this Stance gain +1 to any Cinematic Action us-
Spry Posture ing the Physical Trait, or any Skill using the Physical Trait
Manoeuvre
that you know or may be attempted freely.
Maintain Amplify Maintain
Peace: You can perform long, gruelling labour more than
Change your combat demeanour to be light on your feet, as
most. You automatically Counter the first instance of a Con-
though dancing, ready to move at any moment.
dition inflicted from physical exhaustion.
Combat: Your Defend actions gain Parry +2.
Rank Up: Increase the bonus while in this Stance by an ad-
Peace: You can sense if your friends are in danger. If they ditional +1.
are, regardless of distance, you are visited by an omen you
must decrypt.
Rank Up: Your mind is as slippery as your body. Gain +1
Mental Parry when in this posture.
Stand and Consider *
Faith Stance
Amplify Amplify Amplify
Sreng’s Duty * Combat: In this Stance gain +1 to any Cinematic Action us-
Interrupt
ing the Mental Trait, or any Skill using the Mental Trait that
Amplify Abate Amplify
you know or may be attempted freely.
Your training allows you to instantly put your black shield
You may consume 1 Miracle to have the Norn have an ex-
between your ally and an incoming attack.
tremely unlikely event happen in your favour, and appear as
Combat: Perform a Defend action to protect an adjacent ally extreme good fortune.
with a +1 Parry bonus.
Peace: Gain +1 to any Assess Cinematic Action.
If you are protecting an ally or allies that stand behind you,
Rank Up: Increase the bonus while in this Stance by an ad-
you may raise your shield and provide an additional PF equal
ditional +1.
to your shield’s Size. Whatever damage exceeds your Defend
action falls on you alone.
With the Protector Passive Talent, this Talent gains an addi-
Stand in Faith
Faith Stance
tional Parry +2.
Amplify Amplify Amplify
Peace: You count as one Size bigger carrying, throwing or
Spiritually you are a conduit for the will of the Lord.
wrestling.
Combat: In this Stance gain +1 to any Cinematic Action us-
Rank Up: When you raise your shield to protect those be-
ing the Spiritual Trait, or any Skill using the Spiritual Trait
hind you, may instead use half your shield’s Size in Spiritual
that you know or may be attempted freely.
PF.
Peace: Gain +1 to the Prayer Skill.
Stance of the Warband Rank Up: Increase the bonus while in this Stance by an ad-
ditional +1.
Stance
Amplify Amplify Amplify
You are given the confidence to perform more complex ma-
Strike of Bereavement
Manoeuvre
noeuvres by your faith in your allies.
Amplify Multi Amplify
Combat: After playing a runechain of at least 2 runes, you
may Reclaim 1. Your soul acts as a conduit from Tech Duinn, creating a surge
of negative energy.
Peace: When you are surrounded by your allies, you gain +1
to your Innate Social Defence. Combat: Perform a Weak Attack action with +1 damage and
everyone within Nearby (4 hex) Range Heals +7 for each
Rank Up: The rune chain length requirement is reduced to
rune they have in Drain.
length of at least 1 rune.
Peace: When performing an action which would make the
Dark Ones proud, you gain a +1 bonus to your skill check.
Stand and Be Counted Rank Up: Your attack gains +1 damage for each Bloodied
Faith Stance
ally on the Battlefield (within 16 hexes).
Amplify Amplify Amplify

- 382 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Sundering Blow ability, during Upkeep apply 1 Impeded Condition [Coun-
ter P] and 1 Degeneration Condition [Counter P] per Size
Manoeuvre
difference between you and the defender. You cannot per-
Amplify Multi Combo
form Defend actions against someone you have swallowed.
Focus your attack on your foe’s weapon or armour. You can however perform unarmed generic Attack actions
Combat: Perform a Weak Attack action with a +1 damage against someone you have swallowed.
bonus. Then, choose an item of your foe that has a QR less Peace: You can eat a meal in one bite, you cannot choke on
than your weapon, and apply the Damaged Condition to that what you eat you simply swallow and eat smoothly.
item [Counter P]. If the item is already Damaged, then it is
Rank Up: Increase the Size you can swallow by +1.
instead Destroyed.
Peace: You know how items are manufactured, and your tal-
ent allows you to see how to best destroy a particular item
Swing of Madness *
Stance
(e.g. swords, suits of armour, doors).
Amplify Swift Multi
Rank Up: Increase the QR of items you are able to damage
Your mind is overwhelmed with fear, anger, pain and sorrow.
by +6. You may change 1 of the power’s meta tags to Swift.
When your torment is broken, you snap out of misery to un-
leash it on your attacker.
Superior Parry Combat: If attacked from behind, gain 1 Trance Condition.
Interrupt
After your opponent’s attack resolves, you may then perform
Amplify Amplify Amplify
a Weak Attack action with your melee weapon on the attack-
Block and evade incoming damage. er if they are within Reach. You do not change position to
Combat: Perform a Defend action with a +2 Parry bonus. do so. The Multi Meta tag applies your counter attack even
Peace: You have cat-like reflexes that allow you to jump out to foes who did not attack you, so long as they are within the
of the way in the nick of time. Reach of your weapon.
Rank Up: Gain an additional Parry +1 when using this Tal- Peace: You cannot be surprised by anything happening be-
ent. hind you, as though you have eyes in the back of your head.
Rank Up: Defend actions made in this Stance to attacks on
Surprise Attack your back have +1 Parry per intensity of the Trance Condi-
Manoeuvre tion.
Amplify Multi Swift
Give up your hiding spot for one glorious attack. Switch the Puppets
Combat: Make an Attack with +3 damage per Shroud Con- Spell
dition you Consume. Amplify Amplify Amplify
Peace: You can sense if somewhat has detected your pres- You use your sorcerer’s senses to follow the magical chains
ence. that bind the will of others, using your mastery to manipulate
Rank Up: Before or after the Attack you may make a Weak those bonds to flip the cord that binds and find yourself in
Move. You may change 1 of the power’s meta tags to Combo. their place
Combat: You can swap positions anywhere on the Battle-
Swallow field (16 hexes) with any one combatant suffering from a
Manoeuvre Possession Condition you inflicted [Counter S].
Maintain Multi Maintain This happens like a teleportation effect and the distance be-
The attacker opens their mouth and attempts to swallow an- tween the caster and the possessed is immaterial.
other combatant. Each Amplify Meta tag increases the cost to Counter the ef-
Combat: If your opponent is half your Size or smaller, per- fect by 1 rune.
form a Weak Attack action with an unarmed attack, inflict 1 Peace: You can influence those under the effect of the Pos-
Impeded [Counter P] per Size difference between you and session Condition, reducing the difficulty of any checks or
the defender. If the Impeded Condition is not reduced to 0 social combat by 1 rank.
then the defender is considered swallowed and must reduce Rank Up: The Character whose position you switched with
the Impeded to 0 in order to get out. While you Maintain this leaves behind one object [Counter S] of your choice of QR

TALEN TS - ACTIVE S - 383 -


Nicolas Phaneuf Gohier (Order #31317871)
6 or less in their previous position. It does not matter if the The Morrigan rules over the Banshees, this power lets you
object was held or otherwise secured. momentarily deform your countenance to appear Ban-
shee-like in your features, and horrify your foes.
Syphon Soul Combat: You cast your gaze upon an enemy up to Far (8
Unseelie Spell hexes) away. Inflict 1 Fear Condition [Counter M] and cause
Range Area Amplify Knockback for 2 hexes [Counter P].
Create a temporary spiritual vortex beside your victim with Peace: Once per Social Combat, the Fear Condition you in-
raw force that tries to suck the soul out of the body. At the stil is increased by +1 Intensity.
same time, the vortex heals you by replenishing your spirit. Rank Up: Your gaze extinguishes all flames within your field
Combat: Deal 2 Spiritual damage and Heal +4. of vision, causes corpses within Far range (8 hexes) of you to
Peace: Create a sense of unease in another. crawl 1 hex away in fear, and turns the hair of your nearest
Rank Up: You may play any two Traits of runes to act as a foe white.
Maintain Meta tag to continue the vortex. (Flip the runes
upside down to indicate them as this special state.) During Terror Incarnate
Upkeep while Maintained you may reposition the Vortex by Unseelie Spell
2 hexes. Area Amplify Maintain
You open your essence to the disturbing side of reality, let-
Terrifying Assault ting in horror, nightmares and terror, becoming their avatar
Unseelie Manoeuvre to prey upon this world. They amass in a swirling vortex of
Combo Amplify Multi moaning spirits that cry and wail as they churn.
Letting go of your sanity you attack both the mind and body, Combat: Inflict +1 Fear Condition [Counter M] to all Near-
screeching, clawing, biting and spitting. by (within 4 hex) targets.
Combat: Perform a Weak Attack action and inflict +1 Fear Peace: You always know the direction and distance of the
Condition [Counter M]. nearest graveyard, mass grave, or unburied battlefield.
Peace: You may frighten children and small animals with a Rank Up: If anyone within the vortex is at maximum Fear, inflict
gesture. 1 Possession [Counter S], and again every Upkeep so long as
Rank Up: If your foe is at maximum Fear, inflict 1 Degener- the vortex is Maintained.
ation Condition [Counter M] as madness begins. You may
change 1 of the power’s meta tags to Swift. Terror Slasher
Unseelie Manoeuvre
Terrifying Bawl Multi Amplify Swift
Unseelie Spell You lash out, a disturbingly wide smile across your face,
Multi Amplify Range blade first to try and gouge out teeth, eyes and nails.
You deeply inhale, entering a trance to channel fear itself and Combat: Perform a Weak Attack action with +1 damage,
let out a blood curdling scream. deal an additional +1 damage per Fear intensity your target
Combat: Deal 2 Spiritual damage and +2 Knockback per in- suffers from.
tensity of the Fear Condition on your target [Counter P per Peace: Woodland creatures avoid you. Songbirds are quiet in
hex]. your presence. Tame animals act with hostility towards you.
Peace: Your cry can be heard for as many miles (x1.6 kilom- Rank Up: If your victim is at maximum intensity Fear, do a
eters) as your Level. full Attack instead of a Weak Attack. You may change 1 of the
Rank Up: Add another +1 Spiritual damage. power’s meta tags to Combo.

Terrifying Visage * Throw Dirt


Spell Manoeuvre
Multi Range Amplify Amplify Multi Amplify
Throw dirt in the eyes of your enemy.

- 384 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Combat: Perform a Move Action and inflict 1 Blind Condi- You are accustomed to hunting birds with throwing stones,
tion [Counter P]. and can use that experience in combat.
Peace: You understand the perils of losing your sight and Combat: Throw an ordinary small stone accurately up to
hearing. You have an uncanny reflex to protect yourself Far (8 hex) Range. The stone does 1 damage and you gain 1
against anything that may suddenly assail your senses. Taunt Condition [Counter M]. If you instead use the stone to
Rank Up: When you Blind a foe they become disoriented distract and redirect unaware foes, do no damage but gain +1
and may turn the wrong way in search of you. There is a 33% Shroud Condition and a Weak Move action.
chance that an opponent’s blow strikes emptiness instead of Peace: You are excellent at hunting birds and other small
you. game by flicking stones.
Rank Up: You can play any rune to add to an attack with a
Throw Enemy stone as a Meta Tag to inflict the Vulnerable Condition
Manoeuvre [Counter P].
Amplify Multi Area
You are an expert at the “Coraíocht” (wrestling) techniques Throw Weapon
of tossing your opponent. Manoeuvre
Combat: Perform an unarmed Weak Attack action, then Amplify Swift Range
grab an enemy [Counter P] of the same Size as you or less, You throw a weapon at your enemy.
and throw them Far (8 hexes) with +1 additional hex for Combat: Perform a ranged Attack action using a melee
every Size you are greater than them, in the direction of your weapon not meant for throwing within a Nearby (4 hex)
choice. Range, and gain a +3 damage bonus. The weapon is then un-
If the enemy’s progress is stopped, they take 1 damage for equipped.
every hex they failed to pass through. Peace: You may throw awkwardly shaped objects with impec-
Each Amplify Meta Tag increases the foe’s allowable Size by cable precision.
1. Each Area Meta increases the distance thrown by Near- Rank Up: You understand what it’s like to throw a weapon,
by (4 hexes). With the Multi Meta tag one more foe can be and if a foe attempts to throw a melee weapon or javelin at
grabbed, but each foe gets an opportunity to Counter. Multi- you, you gain +3 Parry. You may change 1 of the power’s
ple foes may be thrown in different directions. meta tags to Combo.
Peace: Throw heavy objects that wiggle and move with sur-
prising precision. Thundering Roar
Rank Up: If multiple enemies are grabbed with a Multi meta, Spell Song
you may smash them together with a Weak Attack before Amplify Area Area
throwing them. Roaring at the heavens, you call down lightning from the sky,
knocking your foes off their feet.
Throw Shield Combat: If under open skies (not in a building or under-
Interrupt ground), deal 3 damage and cause +2 Knockback [Counter
Amplify Abate Range P] and +1 Vulnerable [Counter P].
You throw a shield to your ally. Peace: You may summon strong winds within a few min-
Combat: Perform a Defend for an Ally up to Far (8 hexes) utes within a 1 mile (1.6 kilometer) diameter (70 mph/ 112
away. You then un-equip your shield. kmph). By sacrificing all your movement you can make them
With the Protector Passive, this Talent gets an additional Par- gale force (110 mph/ 177 kmph).
ry +2. Rank Up: Increase the bolt’s damage by +2.
Peace: You may ignore all wind resistance when throwing
large awkward sail-like items.
Rank Up: Increase the Parry of this Talent by +2.

Throw Stone Touch of Gearr (Hare) Foot


Manoeuvre Spell
Range Amplify Multi Maintain Multi Amplify

TALEN TS - ACTIVE S - 385 -


Nicolas Phaneuf Gohier (Order #31317871)
The foot of a hare and the chanting of a spell helps the target end your Move in the same hex as another combatant.
realize the agile nature of the hare. Peace: You can travel over difficult terrain without any move-
Combat: Grant Parry +4 for the target’s next Defend Action ment penalties.
and the ability to jump to a Nearby (4 hex) distance with any Rank Up: Any foe who is damaged and as a result Bloodied
Move action. You will also land safely. Move actions farther by this attack also has inflicted upon them +1 Vulnerable
than Nearby can be done in a series of Nearby jumps. Condition [Counter P] from being felled to the ground.
Peace: You always know the odds of chance, gambling, and
the likelihood of luck. Trip
Rank Up: Also gain Move +2. Manoeuvre
Amplify Multi Amplify
The attacker runs past a foe, attempting to trip them.
Touch of Losgann (Frog) Leg Combat: Perform a Move Action and inflict 1 Impeded Con-
Spell dition [Counter P].
Maintain Multi Amplify Peace: You understand the perils of losing your mobility.
The leg of a frog and the chanting of a spell helps the target Decrease the burden of moving through water and snow.
of the spell realize the magical healing properties of the frog, Rank Up: Your trip is a surprise, and you may also perform a
and understand its movement in water. Weak Attack if your foe failed to Counter the Impeded Con-
Combat: Restore 1 and be capable of full Move actions in dition.
and underwater.
Peace: It is easier for you to fall asleep and rest well when it Trwyd’s Posture
is cold. Manoeuvre
Rank Up: Also gain Move +3 in water with the effect of this Maintain Maintain Amplify
spell. Change your demeanour to emulate that of the sacred white
boar. You gain the increased ability to shake off attacks.
Touch of Nathair (Adder) Skin Combat: Gain PF +1.
Spell Peace: You sense when someone is plotting against you (you
Range Range Amplify get an omen that you must discern).
The skin of an adder and chanting of a spell allows the target Rank Up: Gain an additional +1 PF.
to channel the adder’s properties of rebirth, shedding their
own skin and with it some negative conditions. Turn the Other Cheek
Combat: Reduce 2 intensities of any negative Condition. Faith Manoeuvre
Peace: You can unlock a metaphysical gate to memorize Amplify Amplify Amplify
things perfectly. Tis better to be struck than to strike.
Rank Up: You can make a Weak Move slithering along the Combat: Make a Weak Defend Action and Heal 1. You may
ground. forgo any Parry bonus for the incoming attack, then once it is
resolved apply to yourself 2 times your Parry bonus in Heal.
Trample Peace: You may suffer any physical torture without succumb-
Manoeuvre ing to death.
Amplify Amplify Amplify Rank Up: If you are Bloodied, gain PF +2 when using this
You charge through smaller opponents dealing damage as Talent.
you go.
Combat: Perform a Move action, you can pass through op- Twin Strike
ponents (move through their hexes). If you are not wielding Manoeuvre
any weapons, are larger in Size than the opponent (or mount- Amplify Multi Amplify
ed and so larger), and have not attacked the opponent this Your mastery allows your companions to mimic your move-
combat round, you can perform a Weak Attack action with a ments.
+4 damage on each opponent you pass through. You cannot

- 386 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Combat: You perform a Weak Attack action. Once it is Combat: Deal 1 damage, gain +1 Alertness, and gain +3
complete, you grant an ally within Far (8 hexes) the ability Parry for your next Defend action.
to perform a free Weak Attack action against any one com- Peace: While involved in a brawl (unarmed or with impro-
batant you targeted. The ally’s attack receives no Meta tags, vised weapons) you gain a +1 AV.
but does trigger all relevant Passive powers that they may Rank Up: Add to this Talent the damage you would do with
possess. an unarmed Weak Attack.
Peace: When working as a group, any prolonged tasks you
undertake are completed in half the time. Unrelenting Barrage
Rank Up: Your ally can be up to a Battlefield (16 hexes) away Manoeuvre
instead. Amplify Multi Swift
No matter if you are too far from your enemy to strike, you
Uncanny Ambush will advance, with a terrifying look in your eye, and cut them
Manoeuvre down.
Amplify Combo Swift Combat: You may Move 1 hex for each intensity of your Fury
You use your skills at sneaking and hiding to get closer to Condition if it would lead you within Range/Reach of attack-
your opponent than most would dare before you attack. ing a foe. Then, make a Weak Attack upon that foe and inflict
Combat: Make an Attack action. If you do so with -1 Reach on them +1 Fear Condition [Counter M].
or -4 Range (minimum 1 in each case) on a target who you Peace: Any physical action that requires shoving or pushing
have not attacked before, gain 1 Alertness. results in double the distance.
If the target is unaware of your presence, and this Attack Rank Up: If you are Bloodied when you advance to attack a
would begin a violent conflict, gain an additional +1 Alert- foe then the Fear you inflict costs +1 rune to Counter.
ness.
Meta tags apply to the Attack action and do not apply to Unseelie Touch
Range or Reach. Unseelie Spell
Peace: You know where to strike. When preparing to attack Maintain Maintain Maintain
someone you can identify the best position to do so. Transforms the nature of the damage being dealt to an op-
Rank Up: An Attack action made on an unaware target using ponent. For the duration of this spell, your physical weapons
this Talent has an additional +3 damage. turn blue and shimmer as the stars in the night sky.
Combat: Your Attack actions that deal Physical damage now
Uncanny Disarm deal half damage, but the damage is Mental damage.
Manoeuvre Peace: You can feel the magical protection on an object by its
Amplify Combo Amplify nearness to you, and interpret its details so long as you can
Focus your attack on an opponent’s weapon, making them safely touch it.
drop it. Rank Up: Add an additional +1 Mental damage to your at-
Combat: Disarm your opponent’s one-handed weapon or tack actions while this spell is in effect.
shield [Counter P], and gain +1 Alertness. You can direct its
fall to one of the hexes adjacent to your foe. Venomous Bite
Peace: Gain insight on how to knock objects over with little Manoeuvre
effort or force. Amplify Amplify Amplify
Rank Up: Disarm two-handed weapons as well, or armour of Your bite injects poison into your prey.
your Size or less. Combat: When wielding no weapons, your touch action
deals no damage but inflicts 1 Degeneration and 1 Impeded.
Uncanny Jab Peace: Your spit is noxious, making you able to spit in some-
Manoeuvre one’s eyes to blind them for a short time, counting as 2 inten-
Amplify Combo Swift sities of the Blind condition outside of combat.
You know how to set up later success in a fight. Rank Up: Your touch deals 2 damage instead of no damage.

TALEN TS - ACTIVE S - 387 -


Nicolas Phaneuf Gohier (Order #31317871)
Vengeful Parry a coloured powder. The powder swirls and becomes war-
paint, harmonizing with the soul of its wearer.
Interrupt
Your clothes and weapons are unaffected by taking on this
Amplify Amplify Amplify
warpaint. Only one magical warpaint can be active on one
Block and evade incoming damage and tumble into oppo-
person at a time. This cannot be cast on yourself, only on an
nents, pushing them backward.
adjacent ally.
Combat: Perform a Defend action and do +2 Knockback
[Counter P]. Bearbhán Gorm (Blue Bear)
Peace: Use someone else’s momentum against them, direct- Combat: The wearer of this warpaint gains Size +1. This
ing their body in a course of your choice. can only be applied if the ally has taken at least a Wound in
Rank Up: Add to this Talent +2 Parry and Knockback +1. damage.
Peace: You know how to paint beautiful pictures tied to ma-
Versatile Combat Manoeuvre jestic scenes of nature.
Manoeuvre or Interrupt Rank Up: Your ally’s hair grows shaggier and longer, provid-
Amplify Amplify Amplify ing them protection from the cold, and their nails and teeth
Shift between a defensive posture and an aggressive posture grow sharper, giving their unarmed attacks +2 damage.
in the blink of an eye.
Combat: Perform an Attack action with a +1 damage bonus Bradán Il-Dath
or perform a Defend action with a +1 Parry bonus. (Multicolored Salmon)
Peace: Control the motion of your body and switch direc- Combat: The wearer of this warpaint avoids any damage or
tions in mid-movement without losing your balance or aim. Conditions caused by the spells of their allies.
Rank Up: Gain an additional +2 damage bonus to your attack Peace: You can reduce the difficulty of all Skills checks relat-
action or +2 additional Parry Bonus to your Defend action. ed to poetry by 1 difficulty rating.
Rank Up: When cast on someone without a weapon, they
Vindictive Strike * gain Focus +1 and Parry +1.
Divine Stance
Amplify Amplify Amplify Cú Dearg (Red Hound)
When you are attacked your weapon absorbs the damage Combat: The wearer of this warpaint treats all their Weak
dealt to you, its frame overloading with ominous power that Move actions as full Move actions.
allows you to attack your enemy with increased brutality. Peace: You can reduce the difficulty at all Brew Skill checks
Combat: While in this stance, when you receive damage, by 1, and you can also sell your services as a tattooist and
store half the value (note type). Upon any Attack you per- medicine-peddler. The pay will be decided by the difficulty
form, you may choose to empty the stored damage and add it rate of the Skill check.
to your Attack as bonus damage of the type(s) noted. Rank Up: The recipient of the warpaint gains a String to
Consume 1 Divine Wrath when receiving damage to double hunt down prey, human, animal, or supernatural.
the damage stored. Consume 1 Divine Favour when using
stored damage to Heal yourself or an adjacent ally by that Éal Glas (Green Elk)
amount. Combat: For the wearer of this warpaint, at the end of any
Peace: Sense the anger burning in the hearts of others, gain Defend Action where they have taken damage they can make
+2 AV when detecting hostile intentions in those around a Weak Move.
you. Peace: You know how to paint beautiful scenes that depict
Rank Up: Stored damage is boosted by an additional +2. scenes of civilisation, rulership and everyday life, you can
sell them, the result being a cumulation of success skill ranks
Warpaint of the... (Brew skill check = 100 Skatt per success).
Spell Rank Up: The wearer of the warpaint gains a String to avoid
Multi Maintain Amplify predators, being hunted, and pursued.
You take a deep breath, inhaling the mists and breathing out

- 388 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Tarbh Bán (White Bull) those around to you.
Combat: For the wearer of this warpaint, at the end of any Combat: Pull all Nearby (within 4 hex) opponents to all un-
full Move action they can make an unarmed Weak Attack. occupied adjacent hexes (you choose placement) [Counter
Peace: Your carrying capacity count for food is one size larg- S], then deal 2 Spiritual damage to all adjacent combatants.
er. Consume a Divine Favour to apply Vulnerable [Counter
S]. Consume a Divine Wrath to self-Inflict 2 intensities of
Rank Up: The wearer of this warpaint gains an additional PF
Trance.
+1.
Peace: You can make everyone take notice of your presence
Torc Dubh (Black Boar) when you enter a room.
Combat: The wearer of this warpaint gains unarmed or me- Rank Up: If you are at maximum divine Favour, gain +2 PF
lee weapon damage +2. until end of round. If you are at maximum Divine Wrath, gain
Peace: You have a loud voice being able to easily silence a 2 intensities of Shroud.
crowd with one shout.
Rank Up: Wearers of this warpaint know how to fight along- Whirlwind Attack
side others of their kind. When adjacent to an ally, gain Parry Manoeuvre
+3. Amplify Multi Swift
Capitalize on the many opponents with Reach/Range, by
Watch Out! striking many at once.
Manoeuvre Combat: Perform a Weak Attack action with +1 damage on
Amplify Multi Amplify up to 3 opponents within Reach/Range.
You call out to one of your allies, warning them of incoming Peace: Excel at performing efficient physical actions that re-
danger. quire a sweeping and arcing motion (swinging a mining pick
Combat: You can target an ally across the Battlefield (up to axe, swinging a lumber axe, etc.)
16 hexes away), granting them +1 Alertness. Rank Up: If all your opponents within Reach/Range are
Peace: You can unlock this metaphysical gate within yourself Bloodied then make a full Attack Action instead of a Weak
to give your body a burst of supernatural speed. Attack, and add another +1 damage.
Rank Up: You may use this as an {Interrupt} action instead.
Wild Faol Shape
Weapon of Morrigan’s Wrath Shapechange
Spell Stance Maintain Maintain Maintain
Amplify Amplify Amplify You shapechange into a feral canine, a strange and command-
You breathe in, channelling your grudges, issues and inner ing looking wolf-hound, wild, though still a human at heart.
rage, using these emotions as a conduit, then strike out, un- Combat: You lose all weapons and armour (absorbed into
leashing them through your weapon. new form) and change into a canine-like beast.
Combat: The weapon you hold glows and gains +1 Mental You gain Quadruped movement (Move is doubled), a +4 Par-
damage. ry bonus, and the Fangs Passive Power with another +2 dam-
Peace: You can light up an object with a dim sinister bright- age. In addition, in this form you have the Wilderness Run
ness allowing you to reduce by 1 rank the effect of darkness Passive Talent and can pass easily through any wilderness.
on Skill checks to perceive. All other Passive and Active Powers remain unchanged, but
Rank Up: Increase the Mental damage done with this Talent Passive Powers have to be applied to the new attributes.
by +1. Peace: Switch into faol form freely.
Rank Up: If there are any wild hounds or wolves, they are
Well of the Beast treated as having a loyal disposition towards you. Your howl
Divine Spell can summon wild hounds and wolves to rally to your side
Area Amplify Combo from up to 14 miles (23 km) away.
A dark energy radiates from you, and like tentacles it pulls all

TALEN TS - ACTIVE S - 389 -


Nicolas Phaneuf Gohier (Order #31317871)
Wild Shift * You can shapechange into a creature that inhabits the skies
above the Unseelie realms or Tir Na Nog.
Shapechange
Combat: You Shapechange into a Sun Falcon while clear
Maintain Maintain Element
skies are above you or a Battle Crow if weather is stormy.
Harnessing the powers of the fey that taught you their wild
Your Size remains unchanged. All active and Passive pow-
ways, you let your humanity go, becoming one with the wilds
ers remain unchanged. You lose your weapons and armour
and shifting into a hybrid humanoid or animal-like nature
(absorbed into your new form). You gain a new Active Talent
form unique to you. In this form, roughly the size of a horse,
bound to your void rune in this shapeshifted form. All other
you unleash your savagery unto your enemies.
Passive and Active Powers remain unchanged, but Passive
Combat: Shapechange into a magical creature of nature that
Powers have to be applied to the new attributes.
you specify at Character creation. You lose all weapons and
Peace: You can change shape into one of the above forms–
armour (absorbed into new form) and gain Size +2, a Physi-
according to the weather–for 6 hours. Also on a full moon
cal PF +2, and your form takes on one select of the Element
(once per month) you are compelled to take on this form for
Meta tag from amongst: Air, Dark, Earth, Fire, Ice, Light,
the night.
or Water.
Rank Up: An ally Dweller up to your same Size can employ
You can apply the benevolent or detrimental aspect of this
you as a mount.
Element Meta tag whenever you make a Cinematic Action in
this form.
When transforming you take on one additional Condition
Wooden Weapon
Unseelie Spell
that you choose at Character creation from amongst: Alert-
ness, Fury, Shroud, or Taunt. This Condition is gained as Maintain Maintain Maintain
soon as you transform. A detached branch or stick you clutch can be instantly shaped
When the shapeshift is dropped, any Conditions you gained into any weapon but made of wood.
as part of the transformation fade away, but any other ben- Combat: Grab a stick or detached branch, and choose a
eficial or harmful Conditions you gained while in that form weapon whose form you wish it to take. The weapon it shapes
remain. into must be the same Size as the branch. The weapon has
The choice you make at Character creation for your Element the same Size as your Size minus 1, and a QR of 50% of your
Meta tag and inherent Condition are tied to the form perma- Dweller Level. You construct the weapon at the time of cast-
nently and cannot be changed. ing using the Weapon column of the Craft Attributes Table
page 432.
All other Passive and Active Powers of your Character remain
unchanged, but Passive Powers have to be applied to the new The weapon will last only one battle before it turns to ash.
attributes. Peace: Shape wood into intricate statues and ornaments.
Peace: You can shapechange into your nature form whenever Rank Up: The wooden weapon instead uses a QR of 75%
you are in nature. of your Dweller Level, and will last without need to spend
Rank Up: When you transform with this Talent you also Heal a rune to Maintain until the last ray of sunshine vanishes at
+2. sunset, then it turns to ash.

Winged Shape Wounding Attack


Shapechange Manoeuvre
Maintain Amplify Maintain Amplify Multi Combo

Winged Shape Table:

Form Unarmed DF Move PF Parry Void Rune Power


Battle Crow +2 Mental +2 (Flight) +2 +0 Run Away Mocking
Sun Falcon +2 Spiritual +4 (Flight) 0 +2 Lunging Attack

- 390 - TALENT S - ACTIVES


Nicolas Phaneuf Gohier (Order #31317871)
Try to strike a blow that will cause a deep wound.
Combat: Perform a Weak Attack action with a +1 damage
bonus and inflict 1 Degeneration [Counter P].
Peace: You have an increased understanding of anatomy.
You know where the pain points are, which can be useful if
you must inflict torture.
Rank Up: Your attack deals an additional +2 damage. You may
change 1 of the power’s meta tags to Swift.

Wrath and Glory


Divine Manoeuvre
Amplify Multi Combo
You’ve fallen out of favour with the gods, but intend to fulfil
their mission of slaughter better than even they could do. It is
better to ask for forgiveness than permission. They will come
around when they see how well you’ve done.
Combat: Perform an Attack action dealing your damage as
Spiritual damage if you suffer from Divine Wrath. If you have
intensities of Divine Favour, you deal half damage instead,
and the damage is Mental. If either condition is at maximum
intensity, you may Reclaim the meta tags played in this rune
chain.
Peace: You can sense the presence of Otherworldly beings
within Battlefield (16 hex) Range.
Rank Up: When using this Talent your attack deals +1 Men-
tal or Spiritual damage. You may change 1 of the power’s
meta tags to Swift.

TALEN TS - ACTIVE S - 391 -


Nicolas Phaneuf Gohier (Order #31317871)
Social Powers

- 392 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
Accuse Effect: Perform a Social Defend action with a +3 bonus on
someone below you in social status
Compel
Rank Up: This Talent gains +1 Social Defend.
Combo Amplify Sinister
Blame someone else, it may work. Attack Base Assumptions
Effect: Perform a Compel action. If successful, apply the Provoke
Taunt Condition to your foe. This is a special kind of Taunt Combo Amplify Sinister
that affects not just their enemies but their allies and neutral
parties. If you do not Compel them, apply the Taunt Condi- You undermine the underpinning logic of your foe’s argu-
tion to yourself that also affects neutral parties. ment.

Rank Up: This Talent gains Compel +2. Effect: Perform a Provoke Vulnerable or a Provoke Humili-
ated with a +3 bonus.
Acknowledge Me Peasant Rank Up: This Talent gains Provoke +2.
Social Attack
Amplify Amplify Amplify Bäd Coppe
Question
Exert your royal will on the peons before you.
Combo Amplify Amplify
Effect: Perform a Social Attack action with a +3 bonus on
someone below you in social status You ask menacingly, looking to intimidate them.

Rank Up: Increase your Social Attack bonus when using this Effect: Perform a Question Attack action with a +3 bonus.
Talent by +1. Every rune played by an ally in response to your Combo meta
adds a free Abate meta tag
Answer Me Peasant Rank Up: This Talent gains Question +2.
Question
Amplify Amplify Amplify Barrage of Questions
Question
Your questions must be answered by the peasants and serfs
Mastery Combo Multi
Effect: Perform a Question Attack action with a +4 bonus on
someone below you in social status You gang up on a opponent with your allies, relentlessly
questioning a target.
Rank Up: This Talent gains Question +2.
Effect: Perform a Question Attack action with a +4 bonus if
Are You Serious? you and your allies outnumber your target.
Defend vs. Compel Rank Up: This Talent gains Question +2.
Combo Amplify Abate
They can’t even articulate what they want, maybe they should Base Insinuations
calm down. Provoke
Effect: Perform a Social Defend action vs. Compel with a +4 Combo Amplify Sinister
bonus if the attacker suffers from an Emotional Condition.
You know something about your foe, but won’t come out and
Rank Up: This Talent gains Compel +2. say it, preferring glib remarks that only they understand.

Are You Still Talking? Effect: Perform a Provoke Attack action to inflict +1 emo-
tional condition with a +2 bonus and relevant Strings apply
Social Defend
an extra +1 bonus.
Amplify Amplify Amplify
Rank Up: This Talent gains Provoke +2.
Dismiss the lowlifes before you

TALEN TS - S OC IA L S - 393 -
Nicolas Phaneuf Gohier (Order #31317871)
Befriend Effect: Perform a Social Attack action with a +3 bonus on a
target of lower Level.
Provoke
Rank Up: This Talent gains +1 Social Attack.
Combo Amplify Sinister
Wherever you go, you make friends.
Effect: Perform a Provoke +1 intensity to Friendly action Break-Down
with +3 bonus or a Question with a +2 bonus against some- Provoke
one you have just met. Combo Amplify Sinister
Rank Up: This Talent gains Provoke +2. Your verbal assault aims to destroy someone’s self worth and
self confidence.
Best Friends Effect: Perform a Provoke +1 intensity to Remorse/Guilt At-
Provoke tack action with +4 bonus.
Combo Amplify Sinister Rank Up: This Talent gains Provoke +2.
Your aim is to become great friends, or even fall in love.
Effect: Perform a Provoke +1 intensity to Friendly Attack Bury Emotions
action with +4 bonus. Social Defend

Rank Up: This Talent gains Provoke +2. Combo Amplify Abate
Though emotional, you can find the strength inside you to
Blackmail withstand the personal attacks of others.
Compel Effect: Perform a Social Defend Attack action with a +3 bo-
Combo Amplify Sinister nus if you suffer from an Emotional Condition.
The information you have gathered on someone you can use Rank Up: This Talent gains Social Defend +1.
against them.
Effect: Perform a Compel Attack action with a +1 bonus and Change the Subject
relevant Strings apply an extra +1 bonus. Social Defend

Rank Up: This Talent gains +2 to its Strings. Combo Amplify Abate
In times of social conflict you draw from your wits to change
Boast of Greatness the course of events.
Provoke Effect: Perform a Social Defend action with a bonus equal
Combo Amplify Sinister to the number of Mental and Spiritual runes that you have
In-Hand and In-Play.
Those around you know not (or not enough) of your great
deeds, and you must tell them! Rank Up: This Talent gains +1 Social Defend.
Effect: Perform a Provoke +1 intensity to Friendly Attack
action with a +2 bonus and relevant Strings apply an extra Charged Demand
+1 bonus. Social Attack

Rank Up: This Talent gains +2 to its Strings. Combo Amplify Sinister
Some shrink away from their emotions, others - like you -
Bow to Me channel them into your demands.
Social Attack Effect: Perform a Social Attack with a +3 bonus if you have
Area Amplify Sinister an Emotional Condition.
Those beneath your status will have to do your bidding Rank Up: This Talent gains +1 Social Attack.

- 394 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
Chime-In Effect: Perform a Social Defend action with a +1 bonus and
if you have no Emotional Conditions relevant Strings apply
Social Defend
an extra +2 bonus.
Combo Amplify Abate
Rank Up: This Talent gains Social Defend +1.
Less concerned with your own social standing, you are more
apt to stand up for your friends. Delight in Bad News
Effect: Perform a Social Defend action for an ally within Far Provoke
(4 hex) Range. Combo Amplify Sinister
Rank Up: Increase the Range on this Talent to across the Perhaps you are a little too eager to deliver bad news, or is it
Battlefield (8 hexes). part of a greater plan?

Clever Questioning Effect: Perform a Provoke +1 intensity to Remorse Attack


action with a +2 bonus and relevant Strings apply an extra
Question
+1 bonus.
Combo Amplify Sinister
Rank Up: This Talent gains Provoke +2..
Take advantage of the emotions of others to ask astute ques-
tions. Demand Answers
Effect: Perform a Question Attack with a +4 if your foe is un- Question
der an Emotional condition. Combo Amplify Sinister
Rank Up: This Talent gains Question +2.. While emotional you know how to demand what you want,
and get the answers you need.
Cold Stare Effect: Perform a Question Attack action with a +4 bonus if
Social Attack
you suffer from an Emotional condition.
Combo Amplify Amplify
Rank Up: This Talent gains Question +2..
Cool heads get the best results.
Effect: Perform a Attack action with a +3 if you are under no Demand Confession
Emotional condition. Question or Compel
Rank Up: This Talent gains +1 Social Attack. Combo Amplify Sinister
When your foe is at their most emotionally vulnerable, that is
Cryptic Reply when you ask your questions.
Defend vs. Question
Effect: Perform a Question or Compel action with a +3 bo-
Combo Amplify Abate nus if the opponent is under the Humiliated or Grief Con-
To answer directly is folly. A reply twisted in allusions is ditions.
much more interesting. Rank Up: Increase the Question bonus on this Talent by +1
Effect: Perform a Social Defend action with a +4 bonus and the Compel of this Talent by +1.
against a Question if you have already successfully defended
against Question today. Dispassionate Interest
Question
Rank Up: This Talent gains Defend vs. Question +2.
Swift Combo Multi
Deliberate It is best to ask questions with cold logic to get to the bottom
Social Defend of things.
Combo Amplify Abate Effect: Perform a Question Attack action with a +4 if you are
So long as you retain you reason you can talk through con- under no Emotional condition.
flict. Rank Up: This Talent gains Question +2..

TALEN TS - S OC IA L S - 395 -
Nicolas Phaneuf Gohier (Order #31317871)
Effect: Perform a Social Defend action vs Question with a +4
Disturbing Facts bonus if the attacker is lower Level.
Provoke
Rank Up: This Talent gains Defend vs. Question +2.
Combo Amplify Sinister
The information you accrue rarely leads to a pleasant con- Double Dare
clusion. Defend vs. Compel
Effect: Perform a Provoke +1 intensity to Grief Attack action Combo Amplify Amplify
with a +2 bonus and relevant Strings apply an extra +1 bo-
nus. Keep it simple. Have you tried to double dare them?

Rank Up: This Talent gains Provoke +2. Effect: Perform a Defend action vs. Compel with a +4 if you
are under no Emotional condition.
Don’t Even Rank Up: This Talent gains Defend vs. Compel +2.
Defend vs. Provoke
Combo Amplify Abate Emotional Barrier
Defend vs. Provoke
You’re already wound up, you won’t let someone manipulate
your emotions any further Combo Amplify Resist

Effect: Perform a Social Defend action vs. Provoke counter- You don’t let anyone get to your heart.
ing 1 intensity with a +4 bonus if you suffer from an Emo- Effect: Perform a Defend action versus Provoke, Friendly or
tional Condition. Vulnerable countering 1 intensity with a +4 bonus
Rank Up: This Talent gains Defend vs. Provoke +2. Rank Up: This Talent gains Defend vs. Provoke +2.

Don’t Even Think of Asking Emotional Blackmail


Defend vs. Compel Provoke
Combo Amplify Amplify Combo Amplify Sinister
How dare they even think to give you a command when they Use someone else’s emotions against them.
are clearly beneath you. Effect: Perform a Provoke to inflict +1 emotional condition
Effect: Perform a Social Defend action vs. Compel with a +4 Attack with a +4 if your foe is under an Emotional condition.
bonus if the attacker is lower Level. Rank Up: This Talent gains Provoke +2.
Rank Up: This Talent gains Defend vs. Compel +2.
Encourage Ally
Don’t Even Try It Provoke
Defend vs. Provoke Combo Amplify Sinister
Combo Amplify Amplify Your words look to inspire someone to greatness
You cannot be moved by the words of a peon. Effect: Perform a Provoke to inflict +1 Inspired Attack ac-
Effect: Perform a Social Defend action vs Provoke counter- tion with +4 bonus to another Ally.
ing 1 intensity with a +4 bonus if the attacker is lower Level. Rank Up: This Talent gains Provoke +2.
Rank Up: This Talent gains Defend vs. Provoke +2.
Enrage
Don’t Question Me Provoke
Defend vs. Question Combo Amplify Sinister
Combo Amplify Amplify You know exactly what to say to rile your foes.
You shall not be questioned by those beneath your social Effect: Perform a Provoke to inflict +1 intensity to Anger At-
standing tack action with +4 bonus.
Rank Up: This Talent gains Provoke +2.

- 396 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
Familiar Arguments Get Your Story Straight
Social Defend Defend vs. Question
Combo Amplify Abate Combo Amplify Abate
You’ve had these conversations before, and you know what They’re a mess, not worth your time.
information to bring up. Effect: Perform a Social Defend action vs. Question with a
Effect: Perform a Social Defend action with a +1 bonus and +4 bonus if the attacker suffers from an Emotional Condi-
relevant Strings apply an extra +1 bonus. tion.
Rank Up: This Talent gains +2 to its Strings. Rank Up: This Talent gains Defend vs. Question +2.

Flirt Give it Little Afterthought


Provoke Defend vs. Provoke
Combo Amplify Sinister Combo Amplify Resist
Draw from your background to find common interests with Look forwards, not backwards, what happened is of no con-
a potential beau. sequence.
Effect: Perform a Provoke +1 intensity to Friendly Attack Effect: Perform a Defend action versus Provoke, Remorse/
action with +2 bonus, and with an additional +3 bonus if you Guilt, or Vulnerable countering -1 intensity with a +4 bonus
share a Lifestyle or Characteristic. Rank Up: This Talent gains Defend vs. Provoke +2.
Rank Up: This Talent gains Provoke +2.
Gritted Teeth
Friendly Criticism Defend vs. Provoke
Provoke Combo Amplify Resist
Mastery Combo Multi You grit your teeth and resist the urge to rage or flee in fear.
Knowing someone as you do, it is easier to question them, or Effect: Perform a Defend action versus Provoke to Anger or
to push them into certain behaviours. Fear countering -1 intensity with a +4 bonus
Effect: Perform a Provoke to inflict +1 emotional condition Rank Up: This Talent gains Defend vs. Provoke +2.
action with +4 bonus against another ally you have known a
long time.
Growl
Rank Up: This Talent gains Provoke +2. Defend vs. Question
Combo Amplify Abate
Fuelled by Agony
Social Attack Your familiarity with beasts has taught you how to growl at
your opponent as warning.
Combo Amplify Sinister
Effect: Perform a Social Defend action versus Question with
Channel your pain into charisma. a +3 bonus.
Effect: Perform a Social Attack action with a +3 bonus if you Rank Up: This Talent gains Defend vs. Question +2.
are Bloodied.
Rank Up: This Talent gains +1 Social Attack. Güd Coppe
Question
Get My Way Combo Amplify Amplify
Social Attack
You ask nicely, trying to get on their good side.
Combo Amplify Sinister
Effect: Perform a Question Attack action with a +3 bonus.
What you demand is what tends to happen. Every rune played by an ally in response to your Combo meta
Effect: Perform a Social Attack Action with +2 bonus. adds another +3 bonus.
Rank Up: This Talent gains +1 Social Attack. Rank Up: This Talent gains Provoke +2.

TALEN TS - S OC IA L S - 397 -
Nicolas Phaneuf Gohier (Order #31317871)
Hmph Ignore
Defend vs. Provoke Social Defend
Amplify Amplify Amplify Combo Amplify Abate
Grunt your intent to ignore the wretch before you. You’ve heard it before, and you’re not interested in hearing
Effect: Perform a Defend action vs. Provoke countering -1 it again.
intensity with a +4 bonus on someone below you in social Effect: Perform a Social Defend action with a +3 bonus if
status. your foe has already made a Social Attack against you in a
Rank Up: This Talent gains Defend vs. Provoke +2. social combat today.
Rank Up: This Talent gains Social Defend +1.
I Can’t
Defend vs. Compel Impassioned Plea
Combo Amplify Abate Compel

You’re too overwhelmed with emotion to listen. Combo Amplify Sinister

Effect: Perform a Social Defend action vs. Compel with a +4 Channel your emotions into one great appeal.
bonus if you suffer from an Emotional Condition. Effect: Perform a Compel Attack action with a +4 bonus if
Rank Up: This Talent gains Defend vs. Compel +2. you have an Emotional Condition.
Rank Up: This Talent gains Compel +2.
I Demand an Answer
Question Incite
Area Amplify Sinister Provoke

Those beneath you will have a hard time resisting your ques- Combo Amplify Sinister
tions. You know how to prod, push, and bait your foe to get them to
Effect: Perform a Question Attack action with a +4 bonus on behave the way you want.
a target of lower Level. Effect: Perform a Provoke Attack action to inflict +1 emo-
Rank Up: This Talent gains Question +2. tional condition with a +3 bonus.
Rank Up: This Talent gains Provoke +2.

I Know You Too Well Inflict Terror


Defend vs. Provoke Provoke

Combo Amplify Resist Combo Amplify Sinister

You cannot provoke me when I know your weakness. The subject of fear is known well to you, and you know how
to wield it as a weapon.
Effect: Perform a Defend action vs. Provoke countering -1
intensity with a +1 bonus and relevant Strings apply an extra Effect: Perform a Provoke Fear Attack action to inflict +1
+1 bonus. emotional condition with +4 bonus.

Rank Up: This Talent gains Defend vs. Provoke +2. Rank Up: This Talent gains Provoke +2.

I Won’t Budge Interrogate


Defend vs. Compel Question

Combo Amplify Abate Combo Amplify Sinister

You’re going to stick to your price and that’s that! You can follow a thorough line of questions to lead to the an-
swers you desire.
Effect: Perform a Social Defend vs. Compel with a +5 bonus
with respect to trade deals or sales. Effect: Perform a Question Attack action with a +3 bonus.

Rank Up: This Talent gains Defend vs. Compel +2. Rank Up: This Talent gains Question +2.

- 398 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: This Talent gains Defend vs. Question +2.
Intimidating Demand
Compel
Line of Questioning
Combo Amplify Sinister Question
You know how to make your demands in such a way your foes Combo Amplify Sinister
are unlikely to refuse.
Use the information you know wisely to get the answers you
Effect: Perform a Compel Social Attack action with a +4 bo- seek.
nus if your allies are present and outnumber the foes.
Effect: Perform a Question Attack action with a +1 bonus
Rank Up: This Talent gains Compel +2.. and relevant Strings apply an extra +1 bonus.
Rank Up: This Talent gains Question +2.
Intimidating Threats
Provoke
Make a Plan
Combo Amplify Sinister Provoke
The threats you make are not to be taken lightly. Combo Amplify Sinister
Effect: Perform a Provoke Fear Attack action inflicting +1 Craft a series of events to lead to your desired ends.
intensity with a +2 bonus and relevant Strings apply an extra
+1 bonus. Effect: Perform a Provoke +1 intensity to Inspired Attack ac-
tion with a +2 bonus and relevant Strings apply an extra +1
Rank Up: This Talent gains +2 to its Strings. bonus on another ally.
Rank Up: This Talent gains Provoke +2.
Laugh It Off
Defend vs. Compel
Make Demands
Combo Amplify Abate Compel
Simple laugher will do much to quell social conflict. Area Amplify Sinister
Effect: Perform a Social Defend action with a +4 bonus Bark out what you desire, and your lessers will follow.
against a Compel to do something dangerous or that would
be putting your status at risk. Effect: Perform a Compel Attack action with a +4 bonus on
a target of lower Level.
Rank Up: This Talent gains Defend vs. Compel +2.
Rank Up: This Talent gains Compel +2.
Lean on Weakness Manipulate Emotions
Social Attack
Provoke
Combo Amplify Sinister
Combo Amplify Sinister
When your opponent is emotional, and easy to attack; that is
when you apply pressure. Your words sting, and you wield them to make your foe vul-
nerable.
Effect: Perform a Social Attack with a +3 bonus if the oppo-
nent has an Emotional Condition. Effect: Perform a Provoke +1 intensity to Vulnerable Attack
action with a +2 bonus and relevant Strings apply an extra
Rank Up: This Talent gains +1 Social Attack. +1 bonus.
Rank Up: This Talent gains Provoke +2.
Let’s Talk About Something Else
Defend vs. Question
Mob Rules
Combo Amplify Abate Provoke
Casual conversation unlocks the best secrets. Combo Amplify Sinister
Effect: Perform a Defend action vs. Question with a +4 if you Drive others to an emotion by having the crowd rallied
are under no Emotional condition. against them.

TALEN TS - S OC IA L S - 399 -
Nicolas Phaneuf Gohier (Order #31317871)
Effect: Perform a Provoke to inflict +1 emotional condition Effect: Perform a Defend action versus Provoke Grief or Hu-
Attack action with a +4 bonus if you and your allies outnum- miliated countering 1 intensity with a +4 bonus
ber your target. Rank Up: This Talent gains Defend vs. Provoke +2.
Rank Up: This Talent gains Provoke +2.
Predator’s Gaze
Negotiate Provoke
Compel Combo Amplify Sinister
Amplify Amplify Sinister The wild beasts have given you this look, and you know how
This is not your first deal, you know how to make terms fa- to replicate it to others.
vourable for you. Effect: Perform a Provoke +1 intensity to Bravery Attack
Effect: Perform a Compel Attack action with a +4 bonus in with a +4 bonus to another Ally.
order to gain advantage in a trade deal or sale. Rank Up: This Talent gains Provoke +2.
Rank Up: Talent gains Compel +2.
Publicly Denounce
Off-hand Request Provoke
Compel Combo Amplify Sinister
Area Amplify Sinister Shame another, casting doubt on their credibility.
The best voice of authority is one that is cold and measured. Effect: Perform a Provoke +1 intensity to Humiliated Attack
Effect: Perform a Compel Attack action with a +4 if you are action with a +2 bonus and relevant Strings apply an extra
under no Emotional Condition. +1 bonus.
Rank Up: This Talent gains Compel +2. Rank Up: This Talent gains Provoke +2.

Oh By the Way Publicly Humiliate


Defend vs. Provoke Provoke
Combo Amplify Resist Combo Amplify Sinister
A snide remark goes a long way. Cast another in ill-favour.
Effect: Perform a Defend action vs. Provoke countering 1 Effect: Perform a Provoke +1 intensity to Humiliated Attack
intensity with a +4 if you are under no Emotional condition. action with +4 bonus.
Rank Up: This Talent gains Defend vs. Provoke +2. Rank Up: This Talent gains Provoke +2.

Passing Remark Push Your Emotions


Provoke Provoke
Combo Amplify Sinister Combo Amplify Sinister
You don’t even need to try to get under someone’s skin. Using the past, you provoke someone easily to anger.
Effect: Perform a Provoke to inflict +1 emotional condition Effect: Perform a Provoke +1 intensity to Anger Attack ac-
Attack action with a +4 if you are under no Emotional con- tion with a +2 bonus and relevant Strings apply an extra +1
dition. bonus.
Rank Up: This Talent gains Provoke +2. Rank Up: This Talent gains Provoke +2.

Positive Thoughts
Defend vs. Provoke Replete with the Holy Spirit*
Faith Interrupt
Combo Amplify Resist
Area Combo Amplify
You don’t let negative emotions get to you.
You renounce violence in all its forms, and strive to bring a

- 400 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
peaceful resolution to all conflicts… unless against the pow-
ers of demons and devils.
Riddle
Question
Effect: You perform a Compel Attack action with a +4 bo-
Combo Amplify Sinister
nus versus those who are engaged in violence, and command
them to cease their hostilities. The ancient methods of social combat hold their own kind
of magic.
You practice a life where you:
Effect: Perform a Question Attack action with an answer un-
• Do not promote or participate in violence.
known to your foe, with a +3 bonus. If successful a Riddle
• Renounce worldly things, which means you reduce your
causes an Emotional Condition as a Provoke with +1 inten-
Item Slots by 1 (of the 4 from which you gain benefit), and
sity, as well as the terms of whatever wager was agreed upon
any remaining (minimum 1) Item Slots must have the Faith
beforehand.
attribute.
Rank Up: This Talent gains Question +2.
And so gain the following:
• Mental Parry +1 and then another +1 per 10 Levels. Roar
• Social Defend +1 and then another +1 per 10 Levels. Social Defend
• Social Attack +1 and then another +1 per 5 Levels.
Combo Amplify Abate
If you manage to stop all combatants from fighting, you gain
The call of the wild beasts bellows from you, preventing oth-
+1 to the Miracle condition.
ers from harming you socially.
If you participate in or promote any violence there is a 33%
Effect: Perform a Social Defend action with a +3 bonus if you
chance that this Skill will shut down for the day. It is still pos-
are Bloodied.
sible for you to condone violence, so long as you did not sug-
gest its use, and after the fact show proper mercy and repa- Rank Up: This Talent gains Social Defend +1.
rations proportionate to your conscience. The Supernatural
are exempt from any considerations of non-violence. Rousing Speech
Rank Up: If successful with the Compel, perform a free Pro- Provoke
voke to Friendly with a +2 bonus. Combo Amplify Area
The time is now to prepare your allies with a speech to spur
Reveal a Half-truth them into action.
Defend vs. Question
Effect: Perform a Provoke +1 intensity to Bravery Attack
Amplify Amplify Abate on another ally with a +1 bonus to a crowd of no fewer than
Sometimes giving a little is better than giving the whole truth. a dozen people (Nearby), or a half-dozen if at least half are
Bloodied (Nearby), with a +1 bonus to any relevant Strings.
Effect: Perform a Social Defend action vs. Question with a
+4 bonus when trying to hide your immediate motives. Rank Up: This Talent gains +2 to its Strings.
Rank Up: This Talent gains Defend vs. Question +2.
Royal Tantrum
Rhyming Reply Provoke
Defend vs. Question Amplify Amplify Amplify
Combo Amplify Abate You will instil an emotion to those who grovel before you.
You follow the traditions of many sidhe, and evade questions Effect: Perform a Provoke Attack action to inflict +1 emo-
by answering in verse. tional condition with a +4 bonus on someone below you in
social status.
Effect: Perform a Social Defend action with a +3 bonus if
your answer is in rhyme. Rank Up: This Talent gains Provoke +2.
Rank Up: This Talent gains Social Defend +1.

TALEN TS - S OC IA L S - 401 -
Nicolas Phaneuf Gohier (Order #31317871)
Seeking the Martyrs* Share Your Mood
Combo Mastery Area Provoke
You have been trained thoroughly in the dogma of your Combo Amplify Sinister
church. You have been called to a higher purpose, to find Tap into your own emotions to trigger an emotion in another.
those who hide sin among your flock. You are especially good
Effect: Perform a Provoke Attack action to inflict +1 emo-
at finding people, places and items related to your religion.
tional condition with a +4 bonus if you suffer from an Emo-
Effect: Perform a Question social attack on someone with re- tional condition.
gards to matters of the Criostai faith with a +4 bonus. If you
Rank Up: This Talent gains Provoke +2.
learn the whereabouts of a holy relic through your Question
attack, gain +1 Miracle.
Shut Your Mouth
Rank Up: Strings derived from this Social Talent are added Defend vs. Compel
as relevant bonuses when performing Lore Personas or Lore
Locales Skill checks. Amplify Amplify Amplify
You were not talking to me… no way you dare to demand
Seduce something from me!
Provoke Effect: Perform a Defend action vs. Compel with a +4 bonus
Amplify Amplify Abate on someone below you in social status.
Some social victories are best left private. Rank Up: This Talent gains Defend vs. Compel +2.
Effect: Perform a Provoke +1 intensity to Friendly Attack ac-
tion that leads to romantic interactions with a +5 bonus if the Stay Calm
target is already Friendly. Defend vs. Provoke

Rank Up: This Talent gains Provoke +2. Combo Amplify Resist
Maintain your strength of mind, your discipline, and do not
Sense Motives falter.
Question Effect: Perform a Social Defend action versus Provoke coun-
Combo Amplify Sinister tering 1 intensity with a +3 bonus.
It is not so easy to fool you. Rank Up: This Talent gains Defend vs. Provoke +2, countering
1 intensity of an emotional condition.
Effect: Perform a Question Attack action with a +4 bonus in
order to discern immediate intent.
Stay Quiet
Rank Up: This Talent gains Question +2. Social Defend
Mastery Abate Resist
Shameless Flattery
Provoke Sometimes silence is best.
Combo Amplify Sinister Effect: Perform a Social Defend action with a +3 bonus if you
suffer from no Emotional Condition.
Pour your attentions upon another.
Rank Up: This Talent gains Social Defend +1.
Effect: Perform a Provoke +1 intensity to Friendly Attack ac-
tion with +3 bonus towards someone of high social status, or
who desires to be of high status, with an additional +1 bonus Storytelling
to each String. Defend vs. Question

Rank Up: This Talent gains +2 to its Strings. Combo Amplify Abate
If you don’t know how to respond, it’s best to bury your an-
swer in a story.

- 402 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
Effect: Perform a Social Defend action with a +4 bonus Effect: Perform a Provoke +1 intensity to Friendly attack
against a Question. If you fail, you give up 1 extra String. with a +5 bonus when tensions are running high and violence
Rank Up: This Talent gains Defend vs. Question +2. is possible. Gain +1 Miracle intensity if you have averted cer-
tain bloodshed using this Talent.
Tactfully Deflect Rank Up: This Talent gains Provoke +2.
Defend vs. Question
Combo Amplify Abate Timely Distraction
Provoke
Caution is your best method to avoid answering questions.
Combo Amplify Sinister
Effect: Perform a Social Defend action with a +4 bonus
against a Question if the attacker still has no Strings on you. Your foe did not expect you to interfere.

Rank Up: This Talent gains Defend vs. Question +2. Effect: Perform a Provoke +1 intensity to Vulnerable Attack
action with +4 bonus.
Take Advantage of Weakness Rank Up: This Talent gains Provoke +2.
Compel
Combo Amplify Sinister
While your foe is emotional, that is the time to ask them Too Distracted to Listen
things unreasonable. Defend vs. Question

Effect: Perform a Compel Attack action with a +4 bonus if Combo Amplify Abate
your foe is under an Emotional Condition. You can tune them out, embracing the emotions you feel.
Rank Up: This Talent gains Compel +2. Effect: Perform a Social Defend action vs. Question with a
+4 bonus if you suffer from an Emotional Condition.
Tame Rank Up: This Talent gains Defend vs. Question +2.
Compel
Combo Amplify Sinister Trick Answer
The beasts of the wild need not be so viscous towards you, Defend vs. Question
you can sway them. Combo Amplify Abate
Effect: Perform a Compel Attack action at +4 bonus to im- I know something about you, so my answer will be evasive as
prove the disposition of a wild beast. I redirect the discussion back to you.
Rank Up: This Talent gains Compel +2. Effect: Perform a Defend action vs. Question with a +1 bo-
nus and relevant Strings apply an extra +1 bonus.
Tease Rank Up: This Talent gains Defend vs. Question +2.
Social Attack
Combo Amplify Sinister Turn Away
You may sound friendly, but you know how to get what you Defend vs. Question
want in a friendly voice. Amplify Amplify Amplify
Effect: Perform a Social Attack action and relevant Strings I will not even grace your question by opening my mouth.
apply an extra +1 bonus. Effect: Perform a Defend action vs. Question with a +4 bo-
Rank Up: This Talent gains +2 to its Strings. nus on someone below you in social status
Rank Up: This Talent gains Defend vs. Question +2.
The Peace of Our Lord*
Provoke
Amplify Amplify Amplify
Your presence is soothing and your voice calming. Your
words tend to bring reason to an unreasonable situation.

TALEN TS - S OC IA L S - 403 -
Nicolas Phaneuf Gohier (Order #31317871)
Effect: Perform a Social Defend vs. Question with a +3 bo-
Undermine Credibility nus. The bonus increases to +4 if you are affected by Divine
Social Defend
Favour or Wrath.
Combo Amplify Abate
Rank Up: Consume a Divine Favour to Wyrd 1 rune (Wrath
Attack the standing of your foe. 2 runes) into Contingency which can only be used for Social
Effect: Perform a Social Defend action with a +3 bonus if the Defend actions.
attacker suffers from an Emotional Condition.
Rank Up: This Talent gains Social Defend +1.
Voice of Fury
Question
Urge the Hero you know Combo Amplify Sinister
Provoke Your words are fed by the fury boiling inside you.
Combo Amplify Sinister Effect: Perform a Question Attack action with a +1 bonus
Rouse your ally to great bravery using their past. per intensity of Fury you are under.
Effect: Perform a Provoke +1 intensity to Brave Attack ac- Rank Up: This Talent gains Question +2.
tion with a +2 bonus and relevant Strings apply an extra +1
bonus on another ally. Voice of Ill Tidings
Provoke
Rank Up: This Talent gains Provoke +2.
Combo Amplify Sinister
Verbal Manipulation Your words are as curses, lowering the spirit of those who
Compel hear.
Combo Amplify Sinister Effect: Perform a Provoke +1 intensity to Grief Attack action
Talk someone into doing something they would not normally with +4 bonus.
do, into revealing information they would rather keep hid- Rank Up: This Talent gains Provoke +2.
den, or to encourage them towards a state that benefits your
ends. Voice of the Divine
Effect: Perform a Compel Attack action with a +3 bonus. Question
Rank Up: This Talent gains Compel +2. Combo Amplify Sinister
The power of the divine colours your every word, compelling
Voice of Chaos those who hear them to comply
Defend vs. Provoke
Effect: Perform a Question Attack action with a +2 bonus
Amplify Amplify Amplify per intensity of Divine Favour you are under.
Your stirred emotions turn into a dissonant sound that exits Rank Up: This Talent gains Question +2.
your body as you speak.
Effect: Perform a Social Defend vs. Provoke countering 1 in- Voice of the War Beast
tensity with a +3 bonus. The bonus increases to +4 if you are Defend vs. Compel
affected by Divine Favour or Wrath. Amplify Amplify Amplify
Rank Up: Consume a Divine Favour to redirect a Social At- When others wish you to perform for them, you answer with
tack to another ally other than yourself. Consume a Divine a bestial howl, making them question their goals.
Wrath instead to choose any target instead of an ally.
Effect: Perform a Social Defend vs. Compel with a +3 bonus.
The bonus increases to +4 if you are affected by Divine Fa-
Voice of Doom vour or Wrath.
Defend vs. Question
Rank Up: This Talent gains Compel +2.
Amplify Amplify Amplify
Your words cut conversations in their tracks. Your oppo-
nents pause, questioning if they wish to continue talking to
you.

- 404 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
Effect: Perform a Social Defend action vs. Provoke counter-
We are One ing 1 intensity with a +4 bonus if the attacker suffers from an
Defend vs. Provoke
Emotional Condition.
Combo Amplify Resist
Rank Up: This Talent gains Defend vs. Provoke +2.
A singular attacker cannot provoke you to an emotion you
when you have your friends at your side. Will Not Budge
Effect: Perform a Defend action vs. Provoke countering 1 Social Defend
intensity with a +4 bonus if you and your allies outnumber Combo Amplify Abate
your target.
Hold to your convictions and do not waiver.
Rank Up: This Talent gains Defend vs. Provoke +2.
Effect: Perform a Social Defend action with a +2 bonus.
We Won’t Answer Rank Up: This Talent gains Social Defend +1.
Defend vs. Question
Combo Amplify Abate You Are Beneath Me
Social Defend
A singular attacker cannot question you when you have your
friends at your side. Combo Amplify Amplify

Effect: Perform a Defend action vs. Question with a +4 You shall not answer to those of lower status than you.
bonus if you and your allies outnumber your t arget. Effect: Perform a Social Defend action with a +3 bonus if the
Rank Up: This Talent gains Defend vs. Question +2. attacker is lower Level.
Rank Up: This Talent gains Social Defend +1.
We won’t Do As You Say
Defend vs. Compel You Are Dismissed
Combo Amplify Abate Compel

A singular attacker cannot make you do something when you Amplify Amplify Amplify
have your friends at your side. Those beneath you can take their leave when you desire.
Effect: Perform a Defend action vs. Compel with a +4 bonus Effect: Perform a Compel Attack action with a +4 bonus on
if your allies are present and outnumber the foes. someone below you in social status
Rank Up: This Talent gains Defend vs. Compel +2. Rank Up: This Talent gains Compel +2.

We won’t Listen to You You Can’t Be Serious


Social Defend Defend vs. Compel
Combo Amplify Abate Combo Amplify Abate
A singular attacker cannot overcome you when you have your Dismiss the preposterous.
friends at your side. Effect: Perform a Social Defend action versus Compel with
Effect: Perform a Social Defend action with a +3 bonus if a +3 bonus.
your allies are present and outnumber the foes. Rank Up: This Talent gains Defend vs. Compel +2.
Rank Up: This Talent gains Social Defend +1.
You Do it First
What a Joke Defend vs. Compel
Defend vs. Provoke Combo Amplify Abate
Combo Amplify Abate You cannot make me do something when you’re not ready to
You won’t let them spread their mood on you. do something similar yourself.

TALEN TS - S OC IA L S - 405 -
Nicolas Phaneuf Gohier (Order #31317871)
Effect: Perform a Defend action vs. Compel with a +1 bonus
and relevant Strings apply an extra +1 bonus.
You’re not Threatening
Defend vs. Provoke
Rank Up: This Talent gains Defend vs. Compel +2.
Combo Amplify Abate
You Should Be Ashamed Knowing what you know, they do not look threatening
Defend vs. Provoke Effect: Perform a Defend action vs Provoke to Anger or Fear
Combo Amplify Abate countering 1 intensity with a +2 bonus and relevant Strings
apply an extra +1 bonus.
Knowing what you know, they have done much worse than
you. Rank Up: This Talent gains Defend vs. Provoke +2.
Effect: Perform a Defend action vs. Provoke to Remorse/
Guilt or Vulnerable countering 1 intensity with a +2 bonus
and relevant Strings apply an extra +1 bonus.
Rank Up: This Talent gains Defend vs. Provoke +2.

You Should Listen To Us


Social Attack
Combo Amplify Sinister
Gang up on a foe that you outnumber.
Effect: Perform a Social Attack action with a +3 bonus if your
allies are present and outnumber the foes.
Rank Up: This Talent gains +1 Social Attack.

You Will Feel My Words


Provoke
Area Amplify Sinister
Those beneath you will be moved by your passion.
Effect: Perform a Provoke Attack action to inflict +1 emo-
tional condition with a +4 bonus on a target of lower Level.
Rank Up: This Talent gains Provoke +2.

You’re a Joke
Defend vs. Provoke
Combo Amplify Abate
Knowing what you know, they do not have the moral high
ground
Effect: Perform a Defend action vs. Provoke to Grief or Hu-
miliated countering 1 intensity with a +2 bonus and relevant
Strings apply an extra +1 bonus.
Rank Up: This Talent gains Defend vs. Provoke +2.

- 406 - TALENT S - SO C IALS


Nicolas Phaneuf Gohier (Order #31317871)
TALEN TS - S OC IA L S - 407 -
Nicolas Phaneuf Gohier (Order #31317871)
Skills

- 408 - TALENT S - SK ILLS


Nicolas Phaneuf Gohier (Order #31317871)
Animal Empathy Every 4 AV Heals the wounds of animals and wild beasts,
magical or mundane, raising them above a Bloodied or Dam-
Spiritual Difficulty +1
aged Condition.
May be attempted freely.
Rank Up: Gain a +1 bonus in the use of this Skill.
Multi Range Benefit
If you raise a wild beast’s disposition for you above Friendly,
Your sense of kinship with animals is strong. Even the wild you have the possibility of making it a Companion.
beasts of the forests and seas see you more as an ally than oth-
ers of your kind. The disposition of beasts follows a set chain Animal Shapeshift
of Angered, Neutral, Pleased, or Friendly. Angered beasts Spiritual Difficulty +2
may also be just hungry. Unless hunting, most beasts have a
disposition of Neutral. Cannot be attempted without at least 1 rank.

• Bonus Materials & Equipment: Food for the beast. Swift Augment Benefit

Combat: Gain information on the disposition and intent of a In a few seconds you change your shape into one of the three
wild beast, be it mundane or supernatural. Each AV is equal predetermined animals. Every additional rune played grants
to one point of information. a +1 bonus to Move, damage or Parry. Choose 1 small animal
from each of the three major biomes: air, water and land. (A
Every 4 AV shifts the disposition of a wild beast by one po- typical selection would be: sparrow, trout and ferret.) The
sition. (The disposition range is: Angered, Neutral, Pleased, Character retains all of their Powers and Skills in this new
or Friendly. Most wild beasts begin an Neutral unless hungry form and uses the physical attributes granted by the new
or territorial.) form. Perception and Wilderness Survival grant bonuses to
Peace: Take 6 hours to shift the disposition of a wild beast by the Dweller’s Skills. Human speech is possible in the new
one position. form.

TALEN TS - S KIL L S - 409 -


Nicolas Phaneuf Gohier (Order #31317871)
Animal Shapeshift Table:

Biome Size Move DF Parry Skills


Air 1 1 (Land) / 4 (Flight) 1 +0 Perception +1, Survival Wilderness +2
Land 1 2 (Quadruped) 1 +2 Perception +3, Survival Wilderness +2
Water 1 4 (Aquatic) 1 +4 Perception +1, Survival Wilderness +2

Combat: Shapeshift into one of your animal forms. You know the QR breakdown of an object upon assessing its
Every 4 AV increases animal Size by +1, regardless of the properties carefully, and could instruct someone with the ap-
true Size of the animal. If this happens, the Size increase can- propriate Skill how to recreate the object.
not be rejected; it represents putting too much magic into
the shapechange and adopting a larger than normal form of Athletics
the animal. Physical Normal Difficulty
Peace: Freely maintain your transformation into another an- May be attempted freely.
imal over a 6 hour period of activity. Experience Benefit Aid
Every 4 AV increases animal Size by +1, regardless of the Perform risky Physical feats such as tight-rope-walking, bal-
true Size of the animal. If this happens, the Size increase ancing, climbing, etc.
cannot be rejected.
Combat: Perform physical feats in combat such as lifting
Rank Up: Gain a +1 bonus in the use of this Skill. and throwing heavy objects, jumping, climbing, or matters
Hides and pelts you collect are useful for shapechanging. of balance.
You may don an animal hide of no greater QR than your Size For every 4 AV Recover a negative physical Condition.
+2, becoming the animal as though with the Animal Shape-
Peace: Perform prolonged physical activities and matters of
shift Skill. When the spell ends, the hide turns to dust.
endurance such as surviving the elements up to a maximum
of 6 hours.
Appraisal
Mental Normal Difficulty For every 4 AV Recover a negative physical Condition.
May be attempted freely. Rank Up: Gain a +1 bonus in the use of this Skill.
Aid Experience Swift As many allies can assist in a single task of this Skill as your
AV, so long as their participation is relevant to the activity.
This skill is used to assess the item attributes as bestowed Each ally grants an additional +1 bonus.
via the Forge skill. Even without this skill, repeated use of
an item will eventually reveal its crafted attributes (infused
effects are assessed using the Lore Arcana Skill).
Bash
Physical Normal Difficulty
Combat: Assess the value of items. Every success will reveal
May be attempted freely.
5 QR worth of attributes.
Augment Benefit Aid
Every 4 AV gains a relevant String.
You are especially gifting at wrecking things by smashing
Peace: Assess the local market value for goods and services
them with your hands or using melee weapons.
over the next 6 hours. This assessment is very accurate and
takes into account current economy, perceived availability Combat: Damage an object of QR 6 or less [Counter P if the
and demand. item is held by another].
Every 4 AV gains a relevant String. Every 4 AV gain 1 Fury.
Rank Up: Gain a +1 bonus in the use of this Skill. Peace: Smash open locks, chests, doors, and similar contain-

- 410 - TALENT S - SK ILLS


Nicolas Phaneuf Gohier (Order #31317871)
ers and barriers of a QR equal to AV or less, without breaking Every 4 AV gains an additional Divine Favour for your ob-
the contents inside. Larger or stronger containers may have servance.
a greater DR against this skill. You can also spend 6 hours Rank Up: Gain a +1 bonus in the use of this Skill.
destroying everything in any one room, making sure none of
the Items within are serviceable. As many allies can assist in a single task of this Skill as your
AV, so long as their participation is relevant to the activity.
Every 4 AV increases the QR of containers you can safely Each ally grants an additional +1 bonus.
open without damaging the contents by 2.
Rank Up: Gain a +1 bonus in the use of this Skill. Brawling
Increase the QR of the items you can damage by +2. Physical Normal Difficulty
May be attempted freely.
Blot & Faining Multi Abate Aid
Spiritual Difficulty +2
Through your experience in combat you know how to fight
May be attempted freely. for many purposes, not just to kill but to subdue.
Efficient Benefit Augment Combat: Deal subdual damage to an adjacent opponent.
So great is your communication with the gods that you know (Normal unarmed damage is your Dweller’s Size -3.)
the practices and procedures necessary to appease them, and For every 4 AV Inflict 1 Degeneration [Counter P] on your
to keep them pleased. foe from exhaustion.
• Faining deals with a burnt or drowned offering. The Some Companions (typically the rowdier Goblin Mavens) are
item is almost always an item of value. Someone who has commanded using this Skill. When you have a Companion
ranks in this Skill will know how to properly perform the that is loyal to you that is, employ this Skill to have them per-
sacrifice (knowing the appropriate tribute). Fainings form one Cinematic Action. For every 4 AV they perform an
would be performed on a regular basis in order to main- additional Cinematic Action.
tain good relations with a higher power. A wise, devout
will use fainings to curry favour with their patron. Peace: Spar with a friendly opponent for 6 hours, breaking
• Blot deals with a blood sacrifice. This offering is usually as necessary. This is both combat training and a social event
an animal, but sometimes it may be human or non-hu- amongst warriors.
man as well (non-human defined as a higher conscious- For every 4 AV gain a String of information relevant to your
ness being native to a realm outside of Midgard; ie. opponent, either Social from your talks, or Physical in terms
troll). Someone who has ranks in this Skill will know of their fighting practices.
how to properly perform the sacrifice. A blot is used
If you command a Maven with this Skill, for every 4 AV you
to grab a divine being’s attention and beg for forgive-
may Heal the wounds of your Maven, raising it from a Broken
ness. A religious and devout person will use this Skill
to a Damaged Condition, or from Damaged to fully restored.
in order to appease an angered patron deity. Example:
If the Maven is Broken and your check to save them fails,
Farmers have desecrated a nature shrine to Belenus by
then the Maven has gone back to Otherworld and requires a
tearing-up the stones in order to make room for farm
6 hour ritual, with appeasement, to summon back.
land. That first year the crop rots and the farmers realize
the error of their ways. They perform a blot using their The Companion can also be trained in new abilities over the
prized bull as the offering. course of one week per QR spent. See Companion advance-
ment page 192.
Combat: Perform a quick battlefield blot or faining, seeking
to curry favour with your god in the conflict at hand. Such Rank Up: Gain a +1 bonus in the use of this Skill.
hasty devotion will not raise your favour with the god unless You are an expert at leading this activity. Allies that assist you
at least 4 AV is generated. can be within +/-2 AV.
Every 4 AV gains 1 Divine Favour. A Maven Companion you command with this Skill gains QR
Peace: Perform a larger ritual of a blot or faining of 6 hours, over the time that it is with you. It has a QR (Quality Rating)
taking time to demonstrate your devotion properly, raising of 75% of your Dweller Level.
your standing with the god by one step.

TALEN TS - S KIL L S - 411 -


Nicolas Phaneuf Gohier (Order #31317871)
Burial Know the Level of your foe when you identify them.
Spiritual Difficulty +2
Commune with Dead
May be attempted freely. Spiritual Difficulty +2/0
Benefit Aid Efficient Cannot be attempted without at least 1 rank.
Burial is by far the most important Skill to someone who has Aid Benefit Augment
died.
Speak with a corpse or with a lost soul in order to gain wis-
• Required Materials & Equipment: Spools of cloth, a dom and knowledge.
shovel, and ointments.
Combat: Search the Battlefield (16 hexes) to hear the cry of
Combat: Assess a grave site, how spirits operate there and a spirit of the dead, and glean its location.
how the spirit departed mortal life.
If you are haunted by a Ghost who is loyal to you, you may use
Every 4 AV gains a relevant String. this Skill to command that ghost to perform one Cinematic
Peace: Properly prepare the remains of the dead such they Action. When commanding a Ghost Companion the difficul-
may continue their journey into their promised afterlife. This ty of this Skill is treated as 2 lower, or as “Normal Difficulty
activity is a combination of practical and spiritual considera- of 0. See Companion rules page 193.
tions that takes 6 hours. Every 4 AV Commands the Ghost of a Fallen Ally to perform
For every 4 AV the deceased gets an extra afterlife rune pull. an additional Cinematic action.
Rank Up: Gain a +1 bonus in the use of this Skill. Peace: Stand upon the grave or over the body of a dead mor-
tal and its spirit will speak to you, revealing one piece of in-
The deceased gets an additional afterlife rune pull, and an-
formation for each AV. The disposition of the spirit towards
other every 4 AV.
you will affect how much truth and how much honesty there
is in the information given. This communion takes 6 hours.
Champion’s Eye
Mental Normal Difficulty You may also use this Skill to shift the disposition of any
ghost or spirit over the course of 6 hours. The disposition
May be attempted freely.
range of the dead is normally: Angered, Neutral, Pleased, or
Aid Benefit Range Friendly. Most spirits are Neutral unless they are feeling ter-
You seek out only the strongest opponents you can, prefer- ritorial or in a state of emotional upset.
ring the quality of the fight over felling many opponents. If you converse with a ghost that is not an ally, then for every
• Bonus Materials & Equipment: Personal affects of the 4 AV you gain 1 Possession [Counter M], from prolonged
subject. intense exposure to spirits, but also gain a String.

Combat: Search the Battlefield (16 hexes) for the strongest If you have a Ghost Companion then for every 4 AV you may
Worthy Foe (+/- 5 Levels) and those of the greatest social also heal the their wounds, raising them from a Broken to a
and military rank. Damaged Condition, or from Damaged to fully restored.

At 4 AV know the Destiny of the Worthy Foe you find. At an A Ghost Companion gains QR over the time that it is with
additional 4 AV know their Essence. you. It has a QR (Quality Rating) of 50% of your Dweller
Level. (A Level 32 Dweller could have a Hobbie Pony with
Peace: Gather information on a known foe, learning their QR 16.) The Companion can be trained in new abilities over
Level, Essence, and Destiny. This takes 6 hours of study, the course of one week per QR spent. See Companion ad-
but may be done by inference, like talking with the subject’s vancement page 193.
friends, family, or allies.
Rank Up: Gain a +1 bonus in the use of this Skill.
Every 4 AV gains a relevant String.
A Ghost Companion instead gains QR at 75% of your Dwell-
Rank Up: Gain a +1 bonus in the use of this Skill. er Level.

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Nicolas Phaneuf Gohier (Order #31317871)
Peace: Perform in a contest common amongst gods and men
Commune with Gods of boasting of your greatness to determine who gets the right
Spiritual Difficulty +3
to be served by your leader and who gets the first and tastiest
Cannot be attempted without at least 1 rank. piece of meat from the royal cauldron, proving that the win-
Augment Benefit Experience ner was indeed the best warrior of the day. To decide who will
get this honour, all the contestants must prove their valour by
You can call out to higher powers and receive a clear answer bringing war or hunting trophies, witnesses, stories and oth-
in words in your mind. This is much less cryptic than Omens/ er evidence to back up their claim for being the best that day.
Portents and Stargazing, however, the god will expect their If the Dweller wins, he gains the respect of the room, and a
message to be followed, or you are courting disfavour. String for the social proceedings of the feast.
• Bonus Materials & Equipment: The Difficulty is re- Every 4 AV gains 1 Inspired for a future Skill check.
duced by -1 if performed at a temple, shrine or sacred
locale. The Difficulty is also reduced by -1 if you have Rank Up: Gain a +2 bonus in the use of this Skill.
Divine Favour or Wrath.
Combat: Gain one word of information from the god there
Disguise
Physical Normal Difficulty
about the place, events that have occurred there, or your cir-
cumstance in that place. May be attempted freely.
Every 4 AV gains an additional word of relevant information. Aid Augment Benefit
Peace: Stand upon a holy site and speak to whatever small or Disguise appearance (to imitate another human) and voice
great god dwells or watches over there, revealing one piece of (to imitate any species that produces sounds similar to your
information for each AV. The disposition of the god towards own).
you will affect how much truth and how much honesty there • Required Materials & Equipment: Costumes or differ-
is in the information given. It takes 6 hours to rouse the in- ent uniforms or identifying clothing items of the person
terests of a god, big or small. or station you are impersonating.
Every 4 AV gains 1 Possession [Counter M], but also a String • Bonus Materials & Equipment: Ruses, powders, and
of information. various coloured greases to apply as makeup.
Rank Up: You have the attention of one god in particular, Combat: Fool another’s perception of who you are.
with whom you have formed a spiritual relationship. Com-
munication with that one god has its difficulty reduced by 2. Every 4 AV gains 1 Shroud.

Instead of a single answer to your plea/question, you can Peace: Assume the identity of another person for a 6-hour
have a conversation that is back and forth equal to the num- period, assuming their regular tasks such to fool those famil-
ber of successes you have achieved. iar with them.
Every 4 AV gains a relevant String.
Curadmir (Champion’s Portion) Rank Up: Gain a +1 bonus in the use of this Skill.
Mental or Spiritual Normal Difficulty
An adjacent ally may take on your AV result for Disguise as
May be attempted freely. their own, as well as whatever Shroud was granted in the use
Abate Benefit Augment of the Skill. For every 4 AV you can add another +2 allies,
adjacent to you to an ally already affected.
The “champion’s portion” is a tradition and a ritual sacred
to the Celts.
Drinking & Wenching
Combat:While engaged in a duel or feat that features your Variable Normal Difficulty
physique, for the purposes of impressing your Chieftain, this
skill may be used for a Defend action (granting a +1 Parry May be attempted freely.
bonus per 4 AV) or this skill can be a proxy for such skills as Aid Efficient Benefit
Brawling. You know how to have a good time and win over those around

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Nicolas Phaneuf Gohier (Order #31317871)
you, and know how to work those new friendships to your ad- • Required Materials & Equipment: The falcon itself
vantage. • Bonus Materials & Equipment: Falconry whistle, leath-
• Required Materials & Equipment: 10 Skatt in drinks er glove
must be spent for every AV. Combat: Send your falcon to snatch an object from the grasp
Combat: Assess the Intensity of the Drunk Condition in of or from around the neck of an opponent you can both see.
others. Also, you have a knack for quick-drawing booze from [Counter P] The object must be Size 1 or smaller.
anywhere on your person and drinking it immediately. One See Companion rules page 193.
drink will not make you Drunk (you are too experienced for For every 4 AV Command the falcon to perform a Cinematic
that) but it helps. action.
Every 4 AV gains 1 Drunk. The Multi Meta Tag allows the Companion to attack multiple
Peace: Gain gossip while you drink with others over a 6 hour targets.
period, with one point of information awarded for each AV. Peace: The falcon hunts for small game. Each AV grants 1
Every 4 AV Inflicts 1 Friendly [Counter S] on one drinking day of food for one person. It takes 6 hours to hunt in this
partner. way.
Rank Up: Gain a +1 bonus in the use of this Skill. Every 4 AV Heals the wounds of your falcon, raising it from
You are an expert at leading this activity. Allies that assist you a Broken to a Damage Condition, or from Damaged to fully
can be within +/-2 AV. restored.
A falcon Companion gains QR over the time that it is with
Escape you. It has a QR (Quality Rating) of 50% of your Dwell-
Physical or Mental Normal Difficulty er Level. (A Level 14 Dweller would have a falcon with QR
7.) The Companion can be trained in new abilities over the
May be attempted freely.
course of one week per QR spent. See Companion advance-
Aid Benefit Augment ment page 192.
A keen mind for strategy and perception and manual dexter- Rank Up: Gain a +1 bonus in the use of this Skill.
ity to escape bonds and imprisonment.
A falcon Companion instead gains QR at 75% of your Dwell-
Combat: Escape bonds equal to the QR of your AV. er Level.
Every 4 AV gains 1 Shroud.
Peace: Escape a structure or physical trap where you are
Feather Fingers
Physical Normal Difficulty
contained, avoiding detection. This escape takes 6 hours to
perform. May be attempted freely.
Every 4 AV gains a relevant String. Augment Multi Abate
Rank Up: Gain a +1 bonus in the use of this Skill. Palm an object without getting noticed.
Make a Move action as well whenever you are using the Es- Combat: Separate a Character from one valuable possession
cape Skill. with the QR equal to your AV.
Every 4 AV gains 1 Shroud.
Falconry Peace: Move through a crowd pickpocketing casually over
Mental or Spiritual Normal Difficulty
the course of a 6 hour period, with each AV equalling 10
Cannot be attempted without at least 1 rank. skatt.
Multi Experience Benefit Every 4 AV gains a Trinket or Skatt worth a value of 20 Skatt
You keep, train, and care for a falcon for sport and for hunt- per AV.
ing. It is your companion. Rank Up: Gain a +1 bonus in the use of this Skill.

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Nicolas Phaneuf Gohier (Order #31317871)
You can learn much about what is on a person from a glance. Size 1 beast will feed one Dweller for one day. A Size 5 beast
For each AV learn one item that is on a person, ordered from will feed 5 Dwellers for 5 days. The Norn will adjust the DR
most obvious to least obvious. of this check depending on the hunting grounds.
Every 4 AV Heals the wounds of your hounds, raising them
Fidchell from a Broken to a Damage Condition, or from Damaged to
Mental Normal Difficulty fully restored.
May be attempted freely. The pack of hunting hounds Companion gains QR over the
Efficient Benefit Benefit time that it is with you. It has a QR of 50% of your Dwell-
er Level. (A Level 10 Dweller would have a pack of hunting
You match your skill against another to compete for success
hounds with QR 5.) The Companion can be trained in new
in an ancient Celtic boardgame of war tactics that the Druids
abilities over the course of one week per QR spent. See Com-
say reflects the motions of the natural universe.
panion advancement page 192.
Combat: Assess a fellow Fidchell player’s motives, tactics,
This Skill can also be used to command certain other Com-
and underlying plan. Each AV provides one point of infor-
panions that are dog-like, such as the Fey Hounds known as
mation.
the Cu Sidhe. For all intense and purposes, treat such Maven
Every 4 AV gains a relevant String. Companions as ordinary hounds, except they do not receive
Peace: Compete for success in the game of Fidchell in a gru- a second QR gain; they remain at 50% until the Houndmas-
elling session of 6 hours. ter Skill is Ranked Up.
Every 4 AV gains a String from your opponent, be it informa- Rank Up: Gain a +1 bonus in the use of this Skill.
tion they let slip during the game or insight into their tactical The Pack of Hunting Hounds Companion instead gains QR
mind. at 75% of your Dweller Level.
Rank Up: Gain a +1 bonus in the use of this Skill.
Win or lose, you can learn much about a person from this
Hunting & Trapping
Variable Normal Difficulty
game. For every AV learn one random {Manoeuvre} your foe
is capable of making. May be attempted freely.
Experience Range Benefit
Hound Master Trap, hunt, and track prey to acquire food and pelts.
Variable Normal Difficulty
• Required Materials & Equipment: Ranged weapons or a
Cannot be attempted without at least 1 rank.
longspear for hunting. Trap for trapping.
Multi Experience Benefit
Combat: Track your opponent, assessing footprints and
You keep, train, and care for a pack of hunting dogs as your disturbances to nature in their wake. Each AV provides one
companions. They are Size 3 individually and Size 6 as a point of information.
group occupying 2 adjoining hexes.
Every 4 AV gains a String of one actionable item of informa-
• Required Materials & Equipment: Pack of Hunting tion relevant to a trap or an ambush.
Hounds.
Peace: Hunt wild game over a 6 hour period. The resulting
• Required Materials & Equipment: Hound whistle.
AV is the Size of the quarry caught. A Size 1 beast will feed
Combat: Command a half-dozen to a dozen hounds to act as one Dweller for one day. A Size 5 beast will feed 5 Dwellers
a group and perform one Cinematic Action. See Companion for 5 days. The hunt also yields a pelt of the Size of the quarry
rules page 193. caught. See the Beast chart page 279.
For every 4 AV Command the hounds to perform an addi- Every 4 AV gains a String of one actionable item of informa-
tional Cinematic action. tion relevant to tracking, a trap or an ambush.
Peace: Hunt using the aid of the hounds over the course of Rank Up: Gain a +1 bonus in the use of this Skill.
6 hours. The resulting AV is the Size of the quarry caught. A

TALEN TS - S KIL L S - 415 -


Nicolas Phaneuf Gohier (Order #31317871)
You are an expert at leading this activity. Allies that assist you of a stranger of lower station. (The disposition range is: An-
can be within +/-2 AV. gered, Neutral, Pleased, or Friendly. In most circumstances
they begin in a Neutral position.)
Land Stewardship Some rare Companions (typically those Mavens who are
Mental Normal Difficulty most home-bound, or those most in adoration of station) are
Cannot be attempted without at least 1 rank. commanded using this Skill. When you have a Companion
that is loyal to you that does, employ this Skill to have them
Experience Efficient Aid
perform one Cinematic Action. For every 4 AV they perform
By having this Skill, the Dweller owns, or has title to, land, an additional Cinematic Action.
and upon it are several farms and peasants who work the
Peace: Administer land holdings and estates, directing in-
land, and a small village. Administration of this land gives
dustry, agriculture, and the military forces to defend them.
you knowledge of common agricultural practices, mining
This can be used to rally additional taxes at a rate of 1,000
practices, and matters of local diplomacy.
Skatt per AV, but will lower the disposition of the estate by
• Required Materials & Equipment: Huge tracks of land. one step. This check can also be used to tax food or other re-
• Bonus Materials & Equipment: A full-time administra- sources such as ore or tools at a rate of 1 QR per AV without
tive assistant, or spouse or heir tasked with such respon- an impact on the estate’s disposition, or at a rate of 5 QR per
sibility. AV if lowering the disposition by one step. Each session of
administration takes 6 hours.
The Dweller can receive income if they administer the estate
by returning once each quarter to make a Land Stewardship For every 4 AV your governance proves wise, and you have
check. The health of an estate operates on a scale of: Poor, effectively imparted on your people the need for their re-
Neutral, Well, or Prosperous. The Norn sets the disposition sources. If the disposition of the estate was lowered, raise it
of the estate when this Skill is chosen. by one step.
Quarterly taxes yield the following Skatt: If you command a Maven with this Skill, for every 4 AV you
may Heal the wounds of your Maven, raising it from a Broken
• Poor: Deficit of 15,000 Skatt. to a Damage Condition, or from Damaged to fully restored.
• Neutral: 0 gain, 0 loss. If the Maven is Broken and your check to save them fails,
• Well: Gain of 5,000 Skatt. then the Maven has gone back to Otherworld and requires a
• Prosperous: Gain of 10,000 Skatt. 6 hour ritual, with appeasement, to summon back.
In addition this income if affected by a random rune pull of The Companion can also be trained in new abilities over the
the Norn as follows: course of one week per QR spent. See Companion advance-
• Red rune: The season was poor and the crops struggled, ment page 192.
minus 1,000 skatt Rank Up: Gain a +1 bonus in the use of this Skill.
• Blue rune: The crops were fair and the season bearable. Your estates have expanded, and are now more plentiful.
No adjustment. Double any Skatt gain hereafter. However, the effort of do-
• Green rune: The season was mild though strange. ing so was costly. Lower the disposition of your estate by one
Crops sprouted gloriously. Some suspect the hand of step.
magic. Plus 1,000 skatt. A Maven Companion you command with this Skill gains QR
Combat: Assess the state of government on the land, includ- over the time that it is with you. It has a QR (Quality Rating)
ing an evaluation of taxes and local economic pressures, the of 75% of your Dweller Level.
general agricultural health of pasture lands, and the state of
local industry. Each AV provides one point of information. Learned
This Skill can also be used to assess, relate to, communicate Mental Normal Difficulty
with and even sway those of lower station by virtue of your May be attempted freely.
rank.
Experience Aid Benefit
Every 4 AV gains a relevant String, or raises the disposition
An individual who is learned will have access to knowledge

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Nicolas Phaneuf Gohier (Order #31317871)
which would normally be unattainable to someone with their • Eschew all wealth and promotions.
race, status, upbringing, etc. This would pertain to knowing • Renounce worldly things, which means you reduce your
words in an obscure language, or having knowledge on a rel- Item Slots by 1 (of the 4 from which you gain benefit), and
ic deemed holy by a society of beings from another realm of any remaining (minimum 1) Item Slots must have the Faith
existence. This skill cannot be used as a substitute for any attribute.
existing Lore Skills (such as Lore Arcana or Lore Personas) And so gain the following:
but rather it is used for knowledge that would not be covered
by an existing Lore Skill. • Gain +1 Mental PF and then another +1 per 15 Levels.
• Gain +1 Physical PF and then another +1 per 10 Levels.
Combat: Assess to understand another culture’s language, • Gain +1 Social DF and then another +1 per 5 Levels.
custom, or the significance they attribute to certain items, as
you have learned in your studies. If you donate wealth that was offered to you to the poor or to
an abbey or monastery then you gain Miracle +1.
Every 4 AV gains a relevant String.
Peace: Apply the same bonus’ and advantages out of combat
Peace: Research a complex issue of obscurity or foreign at- under the same conditions.
titude that requires study and attention over the course of 6
hours, gaining one point of information for each AV. Rank Up: When you assist another to accomplish the task at
which they failed, they Heal 1, and you Heal 1 as well.
Every 4 AV gains a relevant String.
Rank Up: Gain a +1 bonus in the use of this Skill. Lock-Picking
You are an accomplished linguist and know many languages, Physical or Mental Difficulty +1
including Latin, Greek, and the strange tongues spoken by May be attempted freely.
the Picts, the Norse, and the Moors.
Experience Aid Benefit
You have a knack and the training to overcome man-made
Life of Humility* barriers to entry or egress.
Spiritual Normal Difficulty • Required Materials & Equipment: Lock-picking tools.
Cannot be attempted without at least 1 rank. Combat: Unlock padlocks, door locks, and similar mecha-
Augment Experience Augment nisms.
You renounce your ego, social status, wealth or grandeur of Every 4 AV gains 1 Alertness.
any sort. Your humility allows you to serve others with grace Peace: Assess the condition of a particular kind of padlock,
and fervour. doorlock, or other locking mechanism, gaining a String to
Combat: If someone is performing an act that is in alignment unlock similar locks over a 6 hour period of study.
with your White God, such as healing the wounded, de-esca- Every 4 AV gains an additional, related String for use on that
lating conflicts, or retrieving stolen goods, and they fail, you kind of lock.
may still be able to help.
Rank Up: Gain a +1 bonus in the use of this Skill.
When all else fails in a given situation, this Skill may grant
You may also manipulate complex mechanisms such as puz-
the required results, whether it be mundane or supernatu-
zle boxes, or keyed locks. In addition you may set off complex
ral in nature. The previous result must have been a failure or
mechanisms with a single motion, such as kicking a catapult
incomplete such as a Healing spell may have failed to Heal
into launching, or flicking a stone at a pulled bow to make it
someone sufficiently, or perhaps a Perception Skill check did
loose its arrow.
not reveal the direction of the thief.
You leave destiny in the hands of a higher power and every Lore Arcana
4 AV in this Skill results in some minor beneficial effect Mental or Spiritual Difficulty +1
bestowed by the Norn, such as a second wave of healing, or
overhearing some passerby speak about the direction of the Cannot be attempted without at least 1 rank.
suspect. Experience Aid Benefit
By practicing this life you: Long have you studied the subject of the strange, unortho-

TALEN TS - S KIL L S - 417 -


Nicolas Phaneuf Gohier (Order #31317871)
dox, and that information which does not fit within mortal Combat: Recall what you know about nearby locales and en-
understanding. vironments, and what you have heard of the dangers there.
Combat: Recognition and understanding of magical items Every 4 AV gains a relevant String.
and sources, as well as awareness of magical energies and Peace: Gain a point of information in this subject equal to AV
influence. over a period of 6 hours of study.
Every 4 AV gains a relevant String. For every 4 AV you know someone nearby.
Peace: Gain a point of information in this subject equal to AV Rank Up: Gain a +1 bonus in the use of this Skill.
over a period of 6 hours of study.
You can coordinate knowledge of places and events, calling
For every 4 AV you know someone nearby. on as many allies can assist in a single task of this Skill as your
Rank Up: Gain a +1 bonus in the use of this Skill. AV, so long as their participation is relevant. Each ally grants
By staring at and studying your foe you can become aware of an additional +1 bonus.
a random {Enchantment} Passive Talent they know for every
AV. Lore Personas
Mental Normal Difficulty
Lore of Common Folk May be attempted freely.
Mental Normal Difficulty Experience Aid Benefit
May be attempted freely. You are wise to key people of influence within your area.
Experience Aid Benefit Combat: Recall what you know about notable persons and
Your ear is to the ground amongst the common folk. You are Denizens as well as their powers, strengths, and weaknesses.
a collector of their rumours of the supernatural, their fey sto- This Skill can also be used to assess, relate to, and communi-
ries, superstitions, and local strange happenings. cate with, well-to-do folk or those of noble baring.
Combat: Recall what you have heard about local myths, su- Every 4 AV gains a relevant String, or raises the disposition
perstitions, magical traditions, and the supernatural Deni- of a key notable person. (The disposition range is: Angered,
zens that may frequent the area. Neutral, Pleased, or Friendly. In most circumstances you be-
This Skill can also be used to assess, relate to, and communi- gin in a Neutral position.)
cate with common folk. Peace: Gain a point of information in this subject equal to AV
Every 4 AV gains a relevant String, or raises the disposition over a period of 6 hours of study.
of a commoner towards you. (The disposition range is: An- For every 4 AV you know somewhere nearby to go.
gered, Neutral, Pleased, or Friendly. In most circumstances
you begin in a Neutral position.) Rank Up: Gain a +1 bonus in the use of this Skill.
Peace: Gain a point of information in this subject equal to AV You do not just know the people of key influence in the area,
over a period of 6 hours of study. you are one of them. You are invited to all the relevant gath-
erings, parties, and feasts.
For every 4 AV you know someone nearby.
Rank Up: Gain a +1 bonus in the use of this Skill. Lore Poison
You do not just know the people and their ways, they know Mental Difficulty +2
you. You are something of a folk-hero, and gain a String to Cannot be attempted without at least 1 rank.
engender trust in common folk.
Experience Aid Benefit
Lore Locales You know the taste and smell of poisons. You know how to
Mental Normal Difficulty create poisons and anti-venoms for non-magical poisons.
At least one rank in Lore: Arcana and one rank in Brew is
May be attempted freely. needed to create magically enhanced poisons. Magically en-
Experience Aid Benefit hanced poisons increase the difficulty ratings in skill checks
The nearby places and key locations and things of interest is to survive them.
all knowledge you have gained in your travels. • Bonus Materials & Equipment: Samples of various

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Nicolas Phaneuf Gohier (Order #31317871)
common poisons can assist you diagnosing different For every 4 AV you know someone with more information
variants. than you have, an ally, and gain a String to know more.
Combat: Assess if the thing before you is poisonous. If you command a Maven with this Skill, for every 4 AV you
For every 4 AV gain a relevant String. may Heal the wounds of your Maven, raising it from a Broken
to a Damage Condition, or from Damaged to fully restored.
Peace: Study and recall what you know about poisons, in- If the Maven is Broken and your check to save them fails,
cluding where the plant grows, the probable delivery meth- then the Maven has gone back to Otherworld and requires a
od, signs of its user, and how to concoct the antidote. Points 6 hour ritual, with appeasement, to summon back.
of information are granted for each AV, but rarer poisons may
increase the difficulty. This activity happens over a 6 hour The Companion can also be trained in new abilities over the
period. course of one week per QR spent. See Companion advance-
ment page 192.
For every 4 AV you have seen the poison before, and gain a
String relevant to it. Rank Up: Gain a +2 bonus in the use of this Skill.

Rank Up: Gain a +1 bonus in the use of this Skill. A Maven Companion you command with this Skill gains QR
over the time that it is with you. It has a QR (Quality Rating)
Through repeated ingestion of low doses, you are immune to of 75% of your Dweller Level.
any poison with which you are familiar.
Mining
Lore Fey Physical or Mental Normal Difficulty
Mental Difficulty +2
May be attempted freely.
May be attempted freely.
Swift Efficient Benefit
Experience Aid Benefit
A strong back and mining tools are all you need to eke out a
Perhaps through rumour or through conversation with Dru- living, even in these troubled times.
ids and with fey, you have gleamed something of the circum-
stances of the Tuatha de Dannan, the sidhe, their beasts, and • Required Materials & Equipment: Tools for the job such
know their key members, history, and have a wider sense of as a pick axe, helmet, brush, and sifting equipment.
how the Denizens of the Otherworld operate in their courtly Combat: Assess stonework, caves, and minerals, with each
spheres. AV giving one point of information.
• Bonus Materials & Equipment: A relic belonging to a Every 4 AV gains a relevant String.
particular sidhe will increase your knowledge of them. Peace: Mine raw ore from an appropriate site for a 6 hour
Combat: Recall information, stories, and rumours once said period. For each AV the Norn draws a rune. R - Minor ma-
about the notable persons of, and places frequented by, the terial worth 50 skatt, B - Nothing, G - Good material worth
fey. 100 skatt
This Skill can also be used to assess, relate to, and commu- In addition, for every 4 AV in addition you find a nugget of
nicate with fey. precious material worth 250 skatt.
Every 4 AV gains a relevant String, or raise the disposition of Rank Up: Gain a +1 bonus in the use of this Skill.
a fey towards you. (The disposition range is: Angered, Neu- As many allies can assist in a single task of this Skill as your
tral, Pleased, or Friendly. In most circumstances you begin in AV, so long as their participation is relevant to the activity.
a Neutral position.) Each ally grants an additional +1 bonus.
Some Companions (typically the more refined Seelie human-
oid fey Mavens) are commanded using this Skill. When you Navigation
have a Companion that is loyal to you that does, employ this Mental Difficulty +1
Skill to have them perform one Cinematic Action. For every
May be attempted freely.
4 AV they perform an additional Cinematic Action.
Experience Aid Benefit
Peace: Gain a point of information in this subject equal to AV
over a period of 6 hours of study. There are other ways than the stars to find your way, and you
are wise to them.

TALEN TS - S KIL L S - 419 -


Nicolas Phaneuf Gohier (Order #31317871)
• Bonus Materials & Equipment: Maps Your oaths are dire and serious. Gain +1 to all Strings to do
Combat: Orient yourself in space, knowing the direction of with oaths, but increase the cursed string of breaking it up
North and the direction from whence you came. 1, and the Spiritual damage done to you when oath breaking
by 2.
Every 4 AV gains a relevant String.
Peace: Spend 6 hours in study of known information about Omens & Portents
a route to shorten travel time and find a safe, expedited pas- Spiritual Difficulty +1
sage. AV reduces the difficulty of checks to travel on this Cannot be attempted without at least 1 rank.
journey by your Navigation AV.
Swift Benefit Augment
Every 4 AV gains a relevant String.
There are signs everywhere. You are adept at reading them,
Rank Up: Gain a +1 bonus in the use of this Skill. and can even give yourself unto them to divine the secrets of
You can coordinate knowledge of places and events, calling the universe.
on as many allies can assist in a single task of this Skill as your Combat: Detect signs from other worlds or their beings, and
AV, so long as their participation is relevant. Each ally grants determine the legitimacy of suspected omens.
an additional +1 bonus.
Every 4 AV gains a relevant String.
Oaths Peace: Perform a 6 hour ritual to divine the future, gaining
Spiritual Difficulty +2 one point of information for every 2 AV.
May be attempted freely. Every 4 AV gains +1 Possession [Counter S]
Abate Benefit Experience Rank Up: Gain a +2 bonus in the use of this Skill.
Martial honour and the status of champion or hero is greatly
respected by the Celts, as respected as religion for the most Perception
warrior-like on the great Isles. Taking challenges and boast- Mental Normal Difficulty
ing is a double-edge sword, the warrior has to complete his May be attempted freely.
oath or die trying. Death is better than dishonour and the
Experience Aid Benefit
given word cannot be taken back.
The senses at your disposal and all physical powers of per-
• Required Materials & Equipment: Something to swear
ception. Intensities of Alertness are added to the final AV.
your oath upon, even if it is an idea or memory.
Combat: Notice something peculiar, hidden, or out of place.
• Bonus Materials & Equipment: An object to be sworn
Assess your surroundings for danger or oddity.
upon as well.
Every 4 AV gains +1 Alertness.
Combat: Boast and swear of a task that you will compete. An
oath is only completed if sufficient proof is provided upon Peace: Study an artefact at length, over the course of 6 hours,
completion of said boast. Oaths should not be taken lightly. gaining points of information equal to AV. This may be a lo-
A broken oath, or an oath where cowardice can be implied, cation instead of an object, or even a person.
inflicts 2 Mental damage on the Dweller and imposes a neg- Every 4 AV gains a relevant String.
ative String that is permanent unless appropriate restitution
is made to the person to whom the oath was made. Rank Up: Gain a +1 bonus in the use of this Skill.

Every 4 AV gains 1 Bravery. You can learn much about a person from their look. For
every AV gain insight into one {Innate} Passive Talent of
Peace: Spend 6 hours in research (or even just deep thought) which your foe is capable, and for every 4 AV learn one {Feat}
of how to accomplish your oath, with each AV contributing or {Enchantment} Passive Talent of which they are capable.
one point of information.
Every 4 AV gains a String to help you accomplish your oath. Perform
For instance, in an oath to slay a dragon the String would Physical Normal Difficulty
help when making blows upon the dragon, but also to gather Cannot be attempted without at least 1 rank.
information on where it’s lair is, and to sneak by its sleeping
body. Experience Aid Benefit
Rank Up: Gain a +1 bonus in the use of this Skill. Sing, dance, recite poetry, or otherwise perform some artis-

- 420 - TALENT S - SK ILLS


Nicolas Phaneuf Gohier (Order #31317871)
tic presentation of skill in a spectacular way. Combat: The Angels and Saints are unlikely to respond di-
• Bonus Materials & Equipment: Costumes. rectly to a prayer.

Combat: Assess the performance of another, gaining one Every 4 AV gains +1 Miracle, and raises your favour with the
point of information per AV. Angels and Saints in Heaven above. (The disposition range
is: Angered, Neutral, Pleased, or Friendly. In most circum-
Every 4 AV gains a relevant String. stances you begin in a Neutral position of ignorance.)
Some Companions (typically Goblin and Seelie Mavens) are Peace: Spend 6 hours in prayer reflecting on your sins, your
commanded using this Skill. When you have a Companion accomplishments, and how you can improve. You may review
that is loyal to you that does, employ this Skill to have them the information to date with the Norn and be reminded of
perform one Cinematic Action. For every 4 AV they perform one forgotten detail for each AV.
an additional Cinematic Action.
Every 4 AV gains a relevant String to go forth and do better
Peace: Perform in front of an audience and gain 100 skatt in your life in a specific way.
per AV. Between rehearsal, review, however many perfor-
mances, and the necessary social interactions between them, Rank Up: Gain a +1 bonus in the use of this Skill.
this activity takes 6 hours. Upon choosing this Rank Up you are devoting your life to
For every 4 AV the quality of your art gives you 1 Inspired prayer. Raise your favour with the Angels and Saints in Heav-
for a Skill appropriately as a result of your performance, or, en above.
you may raise the disposition of the crowd towards you. (The Henceforth, for every pagan you convert to the faith gain an
disposition range is: Angered, Neutral, Pleased, or Friendly. additional +1 to this Skill for the duration of the adventure
In most circumstances you begin in a Neutral position.) (game night). You may only gain this bonus once per adven-
If you command a Maven with this Skill, for every 4 AV you ture.
may Heal the wounds of your Maven, raising it from a Broken
to a Damage Condition, or from Damaged to fully restored. Read & Write
If the Maven is Broken and your check to save them fails, Mental Difficulty +1
then the Maven has gone back to Otherworld and requires a Cannot be attempted without at least 1 rank.
6 hour ritual, with appeasement, to summon back.
Experience Efficient Benefit
The Companion can also be trained in new abilities over the
The world is filled with illiterates; being able to read and
course of one week per QR spent. See Companion advance-
write is a rare privilege.
ment page 192.
• Required Materials & Equipment: Paper or another ap-
Rank Up: Gain a +1 bonus in the use of this Skill.
propriate writing service, ink and pen, or hammer and
A Nearby ally may take on your AV result for Perform as their chisel.
own. For every 4 AV you can add another +2 allies, Nearby to
• Bonus Materials & Equipment: Good lighting without
an ally already affected.
wind.
A Maven Companion you command with this Skill gains QR
Combat: Assess a written text in a language you know.
over the time that it is with you. It has a QR (Quality Rating)
of 75% of your Dweller Level. Every 4 AV gains +1 Inspired, or a relevant String.
Peace: Compose a letter, elegantly worded, coded with infor-
Prayer mation you want recognised only by the intended recipient.
Spiritual Normal Difficulty This activity takes 6 hours to do properly.
May be attempted freely. Every 4 AV gains a relevant String.
Augment Augment Benefit Rank Up: Gain a +1 bonus in the use of this Skill.
Kneel and look down with your hands together, or while You have a perfect memory for written things that you have
standing turn your eyes to heaven and open your palms. By read, and can recite them word for word. This includes drawn
your thoughts you appeal to the Angels and Saints for guid- pictures and maps.
ance in the trails ahead.
• Bonus Materials & Equipment: Rosary, Bible, Holy
Symbol (Crucifix).

TALEN TS - S KIL L S - 421 -


Nicolas Phaneuf Gohier (Order #31317871)
Repair Equipment fully restored. If the mount is Broken and your check to save
them fails, then the mount has died of their wounds.
Mental Normal Difficulty
A mount Companion gains QR over the time that it is with
May be attempted freely.
you. It has a QR (Quality Rating) of 50% of your Dweller
Aid Efficient Experience Level. (A Level 20 Dweller would have a Hobbie Pony with
Life on the road is hard. Travellers depend on their equip- QR 10.) The Companion can be trained in new abilities over
ment. It is important to know how to repair what is broken. the course of one week per QR spent. See Companion ad-
vancement page 192.
• Required Materials & Equipment: Leathers, smithing
equipment, ore, and wood as necessary. Rank Up: Gain a +1 bonus in the use of this Skill.
Combat: Assess the condition of an item, and learn how it A mount Companion instead gains QR at 75% of your Dwell-
was Damaged or Broken. Gain one point of information per er Level.
AV.
Every 4 AV gains a relevant String.
Rites & Rituals
Spiritual Normal Difficulty
Peace: Repair an item from the Damaged state to one of
Cannot be attempted without at least 1 rank.
wholeness. This Activity takes 6 hours.
Aid Benefit Augment
Every 4 AV repairs an item from the Broken state up to the
Damaged state. There are patterns in the universe that govern both religious
and otherworldy rites, and these you can recognise. You have
Rank Up: Gain a +1 bonus in the use of this Skill.
knowledge of many ceremonies and rituals, and the insight to
You have a favourite recipe, that if you repeat, lowers the dif- create your own as the need arises.
ficulty of the Skill Check to make it by 2. You may only ever
• Required Materials & Equipment: Whatever objects are
have one favourite recipe.
necessary for that particular ritual, such as a chalice, a
sword, coins, hair, dried leaves, blood, and so on.
Riding
Physical Normal Difficulty Combat: Assess a sacred site such as woods, waterfalls,
rivers, and seashores, even if it appears mundane by the
May be attempted freely.
untrained. Know if a ritual has been performed there, what
Experience Benefit Swift kind, and its purpose. Gain a point of information equal to
You keep, train, and care for a riding animal. It is your com- your AV.
panion. Every 4 AV gains a relevant String.
• Required Materials & Equipment: A mount. Most Companion Mavens are commanded using this Skill,
• Bonus Materials & Equipment: A saddle and bridle. obeying the magic words, key ritual gestures, evocation of
Combat: Order your mount to perform one Cinematic Ac- their name, or whatever other trick is particular to them to
tion. See Companion rules page 193. obey your commands. When you have a Companion that uses
this Skill to obey you, employ this Skill to have them perform
For every 4 AV Command your mount to perform one addi- one Cinematic Action. For every 4 AV they perform an addi-
tional Cinematic Action. tional Cinematic Action.
Peace: You encourage your mount to do things it does not Peace: Perform a ritual over the course of 6 hours, and apply
want to do, such as jump a long gap. a +1 to one identified Skill check to anyone within a Battle-
You may also use this Skill to shift the disposition of any field (16 hexes) of the site of the ritual.
horse or other tame mount over the course of 6 hours. (The Every 4 AV gains 1 Inspired for a future relevant Skill check.
disposition range is: Angered, Neutral, Pleased, or Friendly.
In most circumstances you begin in a Neutral position.) If you command a Maven with this Skill, for every 4 AV you
may Heal the wounds of your Maven, raising it from a Broken
Every 4 AV Heals the wounds of any tame mount, raising it to a Damage Condition, or from Damaged to fully restored.
from a Broken to a Damage Condition, or from Damaged to If the Maven is Broken and your check to save them fails,

- 422 - TALENT S - SK ILLS


Nicolas Phaneuf Gohier (Order #31317871)
then the Maven has gone back to Otherworld and requires a Rank Up: Gain a +2 bonus in the use of this Skill.
6 hour ritual, with appeasement, to summon back.
The Companion can also be trained in new abilities over the Sacrifice to Death*
course of one week per QR spent. See Companion advance- Spiritual Normal Difficulty
ment page 192. Cannot be attempted without at least 1 rank.
Rank Up: Gain a +1 bonus in the use of this Skill. Aid Benefit Augment
Perform a ritual of your own making to generate a String for You have spoken to the gods of death and the Dark Ones and
all allies within a Battlefield area (16 hexes). have felt their chilling domains upon your bones. You know
A Maven Companion you command with this Skill gains QR what they desire and you know how to placate them. Should
over the time that it is with you. It has a QR (Quality Rating) they desire to enter your world, you know the proper rituals
of 75% of your Dweller Level. of consecration allowing you to create sacrosanct ground
suitable for their entrance from the Otherworld.
Sacrifice to Chaos* Combat: You may spend a rune to dedicate a recently killed
Spiritual Normal Difficulty Worthy Foe to a higher power, immediately granting you +1
Cannot be attempted without at least 1 rank. Divine Favour.

Aid Benefit Augment Every 4 AV gains +1 additional Divine Favour.

You have spoken to the gods of entropy and have heard their Peace: If you spend 6 uninterrupted hours in nature, you
wails. You know what they desire and you know how to pla- may consecrate a gateway dedicated to a higher power. The
cate them. Should they desire to enter your world, you know higher power you choose must have a Domain Slot Board that
the proper rituals of consecration allowing you to create sac- matches one you have chosen for your own board. If you are
rosanct ground suitable for their entrance from the Other- attempting to consecrate a space that has already been con-
world. secrated or is Hallowed Ground to the White God, your total
AV must exceed the AV that had been achieved in the previ-
Combat: Call upon the higher powers while in a sacred space ous consecration. This place becomes a suitable location for
to gain +1 Divine Favour. You may consecrate a sacred space rituals, sacrifice and veneration, possibly granting blessings
by spilling the blood of a higher level being in a natural space (decided by the Norn) upon the worshippers. The particular
(no buildings, no excavations, etc). higher power the Harbinger has named may also step into
Every 4 AV gains +1 additional Divine Favour. this space from the Otherworld.
Peace: If you spend 6 uninterrupted hours in nature, you For every 4 AV there is a small probability that the higher
may consecrate a gateway dedicated to a higher power. The power has granted the Harbinger and their allies access to
higher power you choose must have a Domain Slot Board that the Otherworld through this space. For that probability,
matches one you have chosen for your own board. If you are draw 2 runes from a full rune bag and if there is a pair of
attempting to consecrate a space that has already been con- runes of the same colour – success! Each 4 AV grants a draw
secrated or is Hallowed Ground to the White God, your total of a pair of runes.
AV must exceed the AV that had been achieved in the previ- Rank Up: Gain a +2 bonus in the use of this Skill.
ous consecration. This place becomes a suitable location for
rituals, sacrifice and veneration, possibly granting blessings
(decided by the Norn) upon the worshippers. The particular
Sacrifice to War*
Spiritual Normal Difficulty
higher power the Harbinger has named may also step into
this space from the Otherworld. Cannot be attempted without at least 1 rank.
For every 4 AV there is a small probability that the higher Aid Benefit Augment
power has granted the Harbinger and their allies access to You have spoken to the ancestral gods of Eriu, the Tuatha
the Otherworld through this space. For that probability, de Danann, and have felt their longing for return. You know
draw 2 runes from a full rune bag and if there is a pair of what they desire and you know how to placate them. Should
runes of the same colour – success! Each 4 AV grants a draw they desire to enter your world, you know the proper rituals
of a pair of runes.

TALEN TS - S KIL L S - 423 -


Nicolas Phaneuf Gohier (Order #31317871)
of consecration allowing you to create sacrosanct ground Every 4 AV allows you to sense the presence, direction and
suitable for their entrance from the Otherworld. distance of a holy reliquary sacred to the White God. This
Combat: Immolate and melt the most valued weapon belong- requires an hour spent in prayer. Each 25 miles distance is
ing to a foe after a battle in order to gain +1 Divine Favour 1 DR, and crossing to another world adds +4 DR. Finding a
holy relic increases your Miracle condition by +1 intensity.
Every 4 AV gains +1 additional Divine Favour.
Your vocation allows you to carry 1 holy reliquary with you on
Peace: If you spend 6 uninterrupted hours in nature, you your journeys. When you equip a holy reliquary, your studies
may consecrate a gateway dedicated to a higher power. The and devotion allow you to understand and utilize some of the
higher power you choose must have a Domain Slot Board that miraculous powers of the item limited to 50% of your level.
matches one you have chosen for your own board. If you are The Norn will use the Infuse (mandatory) and Forge (option-
attempting to consecrate a space that has already been con- al) tables to generate the item’s miraculous powers (sample
secrated or is Hallowed Ground to the White God, your total pregenerated starting ones can be found on page 477).
AV must exceed the AV that had been achieved in the previ-
ous consecration. This place becomes a suitable location for RankUp: Gain a +1 bonus in the use of this Skill.
rituals, sacrifice and veneration, possibly granting blessings The QR of the holy reliquary’s effects that you can under-
(decided by the Norn) upon the worshippers. The particular stand and utilize is boosted to 75% of your Level.
higher power the Harbinger has named may also step into
this space from the Otherworld. Scorn Pole
For every 4 AV there is a small probability that the higher Spiritual Difficulty +2
power has granted the Harbinger and their allies access to Cannot be attempted without at least 1 rank.
the Otherworld through this space. For that probability,
Efficient Benefit Augment
draw 2 runes from a full rune bag and if there is a pair of
runes of the same colour – success! Each 4 AV grants a draw Create and enchant a dismembered head that will curse
of a pair of runes. the people it faces. Usually the head of a horse is used and
mounted on a 6’ pole that is inscribed with arcane ogham.
Rank Up: Gain a +2 bonus in the use of this Skill.
The pole is then staked to the ground facing a person’s
home. The only way for the subject to lift the curse is to de-
Sense the Holy* stroy the scorn pole.
Spiritual Normal Difficulty • Required Materials & Equipment: Horse head (or other
large animal head), stick, twine, miscellaneous bones.
Cannot be attempted without at least 1 rank.
Combat: Assess curses, cursed sites, and fetishes construct-
Experience Benefit Augment ed to ward off intruders, with each AV providing one point of
You have knowledge pertaining to the Saints, Prophets and information.
miracle-workers who have come before you. Every 4 AV gains a relevant String.
• Bonus Materials & Equipment: Any items of the Faith Peace: Construct and plant a Scorn Pole over the course of
you have equipped will aid this Skill check. 6 hours. Multiple poles have cumulative effects. Each pole
Combat: Recall your knowledge of the Saints and other im- emanates a curse in a radius of 60 hexes, inflicting -1 to all
portant icons in the history of the faith. Each AV grants you Skill checks.
knowledge about their lives and martyrdom. Every 4 AV raises the penalty to Skills done by your Scorn
Every 4 AV gain a relevant String pertaining to the history Poles by 2.
of the faith. Rank Up: Gain a +1 bonus in the use of this Skill.
Peace: Your vocation calls you to find and collect holy rel- The Scorn Poles may be drawn in chalk on stone or carved
iquaries that are lost, and to return them to sacred ground into trees instead of constructed, so long as they are clearly
such as monasteries and abbeys. recognisable as a Scorn Pole. These make-shift poles have a
When in the presence of a holy reliquary, every 2 AV in this Weak effect, but take half the time to construct and place.
Skill check allows you to understand one miraculous power
of the item.

- 424 - TALENT S - SK ILLS


Nicolas Phaneuf Gohier (Order #31317871)
Combat: Communicate silently with an ally from Far (4 hex-
Scriptoria Orbis Terrarum* es) distance, relaying as many words as your AV.
Mental Normal Difficulty
Every 4 AV increases the range of your communication to
Cannot be attempted without at least 1 rank. Battlefield-wide (16 hexes).
Experience Benefit Augment Peace: Leave marks, symbols, or other interpretive signals
It is your vocation’s calling to document the life of saints, (such as a position of a rain barrel against a house) to silently
prophets, miracle-workers, and the “wondrous”–the won- communicate a one-word intent to your allies. To set up this
drous covering many interesting and debatable topics and communication properly takes 6 hours.
creatures, including the supernatural. During your travels, Every 4 AV gains a relevant String.
each epic saga and adventure that you chronicle brings you
closer to understanding the White God’s purpose of crea- Rank Up: Gain a +1 bonus in the use of this Skill.
tion. Increase the difficulty of someone trying to decipher your
• Required Materials & Equipment: Writing materials code, if they are not your intended recipient, by +2.
and parchment.
Combat: If you become aware of a supernatural foe, you can
Sneak
Physical Normal Difficulty
assess them for your chronicle. Gain 1 point of information
for each AV. One point of information may be their Level, Es- May be attempted freely.
sence, Destiny, or a Talent. Augment Benefit Benefit
Every 4 AV gains a relevant String. Hiding or blending into a crowd in order to avoid detection.
Peace: The difficulty of capturing someone’s great story is Success grants +1 Shroud, and intensities of Shroud are add-
equal to their Level (in most cases equal than or higher than ed to the final AV.
your own). Your writing implements and your Faith equip- Combat: Hide or move quietly without it being a Weak
ment contribute to your ability to successfully transcribe Move.
their experiences, and the duration is 6 hours. A successful
Every 4 AV gains 1 Shroud.
transcription results in your Miracle condition intensity in-
creasing by +1. Peace: Over the course of 6 hours, sneak inside a known or
unknown structure, and sneak out again with points of infor-
Every 4 AV gains +1 Inspired.
mation about it equal to your AV.
Your codex is meant to hold 12 chronicles. For every 3 chron-
Every 4 AV gains a relevant String.
icles written, your codex gives you an equipment bonus of +1
AV for Lore Personas and Lore Locales Skill checks. When Rank Up: Gain a +1 bonus in the use of this Skill.
your codex is full, you must leave it at a monastery or abbey An adjacent ally may take on your AV result for Sneak as their
and in exchange you get a blank codex and your Miracle Con- own, as well as whatever Shroud was granted in the use of the
dition increases to maximum intensity. Skill. For every 4 AV you can add another +2 allies, adjacent
Rank Up: Many are familiar your work. When you meet to you to an ally already affected.
someone who has visited monasteries and abbeys, there is a
33% chance that someone has read your work and is immedi- Speak in Tongues
ately Friendly (condition) to you. If they are a follower of the Spiritual Normal Difficulty
White God, then the probability increases to 66%. Cannot be attempted without at least 1 rank.

Silent Tongue Swift Benefit Augment


Physical Difficulty +1 Give up your body to external control, and your mouth to the
Cannot be attempted without at least 1 rank. jabbering and babbling of another voice.

Aid Benefit Augment • Bonus Materials & Equipment: The smoke of burning
hallucinogenic herbs.
Ability to talk to others who know this language using natural
sounds, physical gestures, smells, etc. Combat: Assess the level of Possession in another, and the
malevolence or benevolence of the spirit.

TALEN TS - S KIL L S - 425 -


Nicolas Phaneuf Gohier (Order #31317871)
Every 4 AV gains 1 Trance or a relevant String. An ability to navigate, survive and thrive in the strange and
Peace: Perform a 6-hour ritual to open your spirit to receive mutable environments of otherworldly realms.
messages from unknown otherworldly beings, local sid- Combat: Assess your surroundings in the Otherworld,
he, and local or wandering spirits. The words spoken must guess at its dangers, and attempt to discern a way forward.
be interpreted by another using a Skill Check in Omens & Gain a point of information for each AV.
Portents, Rites & Rituals, Learned, or Perception. Each AV Every 4 AV gains a relevant String.
interpreted of Speak in Tongues provides one piece of infor-
mation. Peace: Travel the environment and survive there for 6 hours,
with time enough for one of the following activities. Scout a
Every 4 AV gains 1 Possession [Counter M]. distance equal to your AV in miles. Build a shelter of a Size
Rank Up: Gain a +1 bonus in the use of this Skill. equal to twice your AV. Hunt or forage off the land, with the
You tend to over-invest in this spiritual takeover. If you take Size of food acquired equal to your AV.
on at least one intensity of Possession, one String of informa- Every 4 AV gains a relevant String.
tion that the spirit did not wish to share with you stays with Rank Up: Gain a +1 bonus in the use of this Skill.
you.
You are an expert at leading others through peril in this en-
Stargazing vironment. A Nearby ally may take on your AV result as their
own. For every 4 AV you can add another +2 allies, Nearby to
Mental or Spiritual Normal Difficulty
an ally already affected.
May be attempted freely.
Swift Benefit Augment Survival Urban
Learn physical orientation, gain inspiration, and search for Physical or Mental Normal Difficulty
signs from the heavens. This operates like Navigation for the May be attempted freely.
purposes of way-finding, and like Omens & Portents for the Experience Benefit Aid
sake of divination, but any Stargazing undertaken without
ranks in Omens & Portents will be Weak for those purposes. An ability to navigate, survive and thrive in an urban envi-
ronment.
Combat: Read the stars to know your course and direction,
with each AV contributing one point of information. Combat: Assess your surroundings in an urban environ-
ment, being aware of its dangers. Gain a point of information
Every 4 AV gains a relevant String. equal to your AV.
Peace: Perform a ritual for 6 hours to divine information Every 4 AV gains a relevant String.
on your fate, or the fate of another, from the stars. Each AV
giving one point of information. The information gathered Peace: Travel this environment and survive there for 6 hours,
this way may be unreliable. For each point of information with time enough for one of the following activities. Scout a
the Norn draws a random rune in secret, and if the rune is distance equal to your AV in miles. Build a shelter of a Size
Physical, the information is obscured, mired in half-truth, or equal to twice your AV. Hunt or forage off the land, with the
otherwise misleading. Size of food acquired equal to your AV.
Every 4 AV gains a relevant String. For every 4 AV gain a relevant String.
Rank Up: Gain a +1 bonus in the use of this Skill. Rank Up: Gains a +1 bonus in the use of this Skill.
You see the stars while you are sleeping, such that you may You are an expert at leading others through peril in this en-
make a Weak divination of the stars even if the sky is inac- vironment. A Nearby ally may take on your AV result as their
cessible. own. For every 4 AV you can add another +2 allies, Nearby to
an ally already affected.
Survival Otherworld
Physical or Spiritual Difficulty +2 Survival Wilderness
Physical or Mental Normal Difficulty
May be attempted freely.
May be attempted freely.
Experience Benefit Aid
Experience Benefit Aid

- 426 - TALENT S - SK ILLS


Nicolas Phaneuf Gohier (Order #31317871)
The ability to navigate, survive, and thrive in a wild environ- game, such as a shot-put, javelin, pole for vaulting, tree
ment. for throwing, etc.
Combat: Assess your surroundings in the wilds of nature, Combat: Assess your opponent, knowing their abilities as
and identify dangers. Gain a point of information equal to they would relate to the Tailteann Games, including knowing
your AV. their Move, the strength of their arms, if they throw distance
Every 4 AV gains a relevant String. weapons, and how many Physical runes are in their Essence.
One point of information is granted for each AV.
Peace: Travel this environment and survive there for 6 hours
with time enough for one of the following activities. Scout a Every 4 AV gains a relevant String.
distance equal to your AV in miles. Build a shelter of a Size Peace: Compete for success in the Tailteann Games, includ-
equal to twice your AV. Or, hunt or forage off the land, with ing distance weight throwing, sprinting, and long-jumping.
the Size of food acquired equal to your AV. The games take 6 hours.
Every 4 AV gains a relevant String. Every 4 AV gains a physical String relevant to the day’s ac-
Rank Up: Gain a +1 bonus in the use of this Skill. tivities.

You are an expert at leading others through peril in this en- Rank Up: Gain a +1 bonus in the use of this Skill.
vironment. A Nearby ally may take on your AV result as their By staring at and studying your foe you can become aware of
own. For every 4 AV you can add another +2 allies, Nearby to a random {Feat} Passive Talent they know for every AV.
an ally already affected.
Technique of Fir Bolg Shield
Swim Spiritual Difficulty +2
Physical Normal Difficulty Cannot be attempted without at least 1 rank.
May be attempted freely. Maintain Maintain Benefit
Aid Benefit Experience You bang your shield repeatedly upon a stone as they both
Navigating and moving in deep and turbulent waters. begin to glow and share bolts of magic lightning between
Combat: Move in deep water without it being a Weak Move. them, inferring special qualities upon the shield.

Every 4 AV gains 1 Alertness. • Required Materials & Equipment: A shield.

Peace: Perform prolonged physical activities and matters of Combat: Accept a Wound, and add new qualities to your
endurance such as distance swimming for up to 6 hours. shield of a QR equal to your AV, using the Crafting table on
page 432 (shield column only). The Norn will increase the
For every 4 AV Recover a negative physical Condition. DR if you do not have ready access to stone.
Rank Up: Gain a +1 bonus in the use of this Skill. For every 4 AV Accept a Wound.
An adjacent ally may take on your AV result for Swim as their Peace: Given access to even crude materials you can always
own, as well as whatever Alertness was granted in the use of construct a serviceable wooden shield out of wood, hide,
the Skill. For every 4 AV you can add another +2 allies, adja- and rope. Over a 6 hour period you can make enough crude,
cent to you to an ally already affected. make-shift shields to arm a small village.
Every 4 AV repairs one shield from Broken to Damaged, or
Tailteann Games from Damaged to whole.
Physical Normal Difficulty
Rank Up: Gain a +1 bonus in the use of this Skill.
May be attempted freely.
Treat all shields you use as whole, even if they have the Dam-
Experience Experience Benefit
aged Condition. If they are Broken, they can be treated as
You excel at friendly physical games such as competition Damaged.
running, wrestling, and throwing rocks and logs.
• Required Materials & Equipment: Whatever items are Technique of Fomorian Spear
necessary for the games to take place, depending on the Spiritual Difficulty +3

TALEN TS - S KIL L S - 427 -


Nicolas Phaneuf Gohier (Order #31317871)
Cannot be attempted without at least 1 rank. aged Condition. If they are Broken, they can be treated as
Maintain Maintain Benefit Damaged

You raise your spear to the sky, and a beam of light like sea
mist envelops you and your weapon, transferring magical
The Sight
Spiritual Normal Difficulty
qualities to your spear.
Cannot be attempted without at least 1 rank.
• Required Materials & Equipment: A spear.
Aid Benefit Augment
Combat: Accept a Wound, and add new qualities to your
weapon of a QR equal to your AV using the Crafting table on The Sight grants someone the ability to see the Otherworld
page 432 (accessory column only). The Norn will increase and the fey that inhabit it.
the DR if you have a roof above you. Combat: Recognise fey and other sidhe, items of other-
For every 4 AV Accept a Wound. worldly origin, and the points of the mundane world that
bridge with the Otherworld.
Peace: Given access to even crude materials you can always
construct a serviceable short spear or long spear out of Every 4 AV gains a relevant String.
wood. Over a 6 hour period you can make enough crude, Peace: Study an item of or a doorway to the Otherworld over
make-shift spears to arm a small village. the course of 6 hours, gaining one point of information for
Every 4 AV repairs one spear from Broken to Damaged, or each AV.
from Damaged to whole. Every 4 AV gains a relevant String.
Rank Up: Gain a +1 bonus in the use of this Skill. Rank Up: Gain a +1 bonus in the use of this Skill.
Treat all spears you use as whole, even if they have the Dam- By staring at and studying your foe you can become aware of
aged Condition. If they are Broken, they can be treated as a random {Spell} they know for every AV.
Damaged.
War Tactics
Technique of Knocker Sword Mental Difficulty +1
Spiritual Difficulty +3
May be attempted freely.
Cannot be attempted without at least 1 rank.
Experience Benefit Aid
Maintain Maintain Benefit
You are experienced in military campaigns and have knowl-
You stab your sword into the ground and a gout of yellow edge of military tactics as well as the logistics of running an
flame shoots from the cleaved earth, enveloping your sword, army, including morale, pay, upkeep, and equipment, as well
and inferring upon it magic qualities as training.
• Required Materials & Equipment: A sword. • Bonus Materials & Equipment: Miniatures and a battle
Combat: Accept a Wound, and add new qualities to your map of the terrain.
weapon by the QR of your AV using the Crafting table on Combat: Assess the strategy of your enemy, or the condition
page 432 (weapon column only). The Norn will increase the of your allies in battle, gaining one point of information for
difficulty if there is no earth below you. each AV.
For every 4 AV Accept a Wound. For every 4 AV plan a strategy as a result of your assessment
Peace: Given access to even crude materials you can always and gain a String to carry out that plan.
construct a serviceable sword out of found metal. Over a 6 Peace: Spend 6 hours planning a long-term battle strategy,
hour period you can make enough crude make-shift swords granting a String to execute that strategy to every allied unit
to arm a small village. of 20 persons or fewer for each AV.
Every 4 AV repairs one sword from Broken to Damaged, or Every 4 AV inspires 1 Bravery in those executing your plan.
from Damaged to whole.
Rank Up: Gain a +1 bonus in the use of this Skill.
Rank Up: Gain a +1 bonus in the use of this Skill.
Strings to follow your military strategy are increased by +1.
Treat all swords you use as whole, even if they have the Dam-

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Nicolas Phaneuf Gohier (Order #31317871)
Crafting Skills

The following skills deal with the creation and modifications of mundane and magical items. Several skills are dedicated
to the creation and repair of items, while another gamut of skills are dedicated to the improvement and modifications of
items. Items are measued by their Quality Rating (QR), the higher the rating the better the item. A skill’s AV must meet or
exceeed the QR when attempting to create an item. Creation skills can benefit from crafting tools. The Forge skill allows
one to make a set of tools that will provide AV bonuses when using creation skills (see next page). Tool QR is capped at
20% of the dweller’s level, while items created are capped at 50% of the dweller’s level at rank 1, and 75% of the dweller’s
level at rank 2 of the appropriate skill. The creation skills are:

Herbalist Sacred Wood Silver


Forge Boating Build Brew
Medicine Binding Jewelry
Create/re- Build or Build or Create ink, Create Create a Create a
pair/salvage repair repair potions & ointments & druidic staff magical
items & tools water-craft dwellings ointments herbal salves or wand amulet

After an item is created, the QR is spent to imbue the item with attributes and bonuses (see page 432). Those who wish
to improve or modify the item must leave some QR unspent during the imbueing process. These unused QR will be filled
with effects created by the improvement and modification skills:

Blood- Knocker Realm Sanctify Trapped


Infuse Miniaturize
Smithing Wonderworks Ores Item Spirit
Grant an Enchant an Enchant an Reduce the Add ores Imbue an Trap a soul
item an item with item with size of an from other item with in an item
emotional a Talent or otherworldly item worlds into added animating it
meta tag Passive effects items miracles

Unless specified otherwise in the skill, the global mechanic to build an item is as follows:
1. Ensure that the required tools and materials are available.
2. Choose the QR of the item up to the maximum allowable by level and skill rank. This becomes the Difficulty Rating (DR)
for the skill check.
3. Perform the skill check and success is an AV greater than or equal to the DR. Apply skill DR modifiers and apply any
tools bonuses if applicable.
4. Spend the QR points on imbuing the new item with effects found in the skill’s attribute table. Not all of the QR must be
spent, some can remain for upgrades from improvement and modification skills.

A Damaged item is an item will all numerical values halved (round down).

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Nicolas Phaneuf Gohier (Order #31317871)
Forge For Infusions see page 438.
Mental Difficulty +2 Every 4 AV gains a String for the next time you craft this
same object, now that you have more experience with its con-
Cannot be attempted without at least 1 rank.
struction.
Aid Benefit Experience
Rank Up: The maximum QR for your item is now 75% of
Create items or modify items using tools and raw materials. your Dweller Level.
• Required Materials & Equipment: Tools and raw mate- Notes on Forge:
rials. The quantity of consumable materials such as such
• Size vs. QR: By default, a created item’s Size is equal to
as leather, wood, and iron ore that are needed to make a
its QR. The Miniaturize skill can be used to reduce the
Forge attempt are equal to the QR of the proposed item
item’s Size if necessary.
squared. (X2, so a QR 6 item would require 36 crafting
• Masterwork Tools: The process of making better tools is
materials.) All regular crafting materials are considered
no different than any other item except all QR upgrades
to be QR 1. Price per crafting material averages 5 Skatt.
are automatilly set bonuses granted to creation skills,
(These materials are generalized for use with any type
so no other effects can be added. The bonus generat-
of final product.) These materials are consumed regard-
ed by the Masterwork Tool is equal to 25% of the tool’s
less of success or failure at the Skill Attempt.
QR. Example: A QR 12 tool will grant a +3 bonus to
• Bonus Materials and Equipment: Masterwork Tools will
Forge,Boating,Build, Brew, Herbalist Medicine, Sacred
add to a Forge Skill Check.
Wood Binding and Silver Jewelry.
Combat: Assess the manufacture of an item, with each AV • Salvage: Another item’s ore may be reclaimed/sal-
giving you one point of information. vaged/remade by performing a Forge Skill Check.
Every 4 AV gains a String of one actionable item of informa- The item in question must be a mundane item without
tion upon a crafted item. infusions, Knocker Wonderworks or other obscure
craft Skills. The DR for such an attempt is a quarter of
Peace: Use appropriate materials to create something new,
the item’s QR. The amount of ore reclaimed is half the
or modify an existing item. Forging takes 6 hours to accom-
item’s QR. Realm ore items set the difficulty at half the
plish, and follows these steps:
item’s QR and only reclaim ore ingots equal to a quarter
1. Target Number: When you make a Skill attempt of the item’s QR.
with this Skill the desired QR can be set to a max-
imum of 50% of your Dweller Level, rounded up.
The skill check DR is that chosen QR plus whatever
Difficulty Rating the Norn adds considering the cir- Bloodsmithing
cumstances, plus this skill’s DR modifier. If you are Spiritual Difficulty +3
modifying an existing item then its current QR is the Cannot be attempted without at least 1 rank.
starting skill check DR.
Efficient Benefit Augment
2. Skill Attempt: Make a Skill Check for Forge. The
following may occur: Take a living or dying victim and drain its blood. Plunge an
• Success: The items was successfully created or item in it to magically reforge it through a secret incantation
modified. that has been stolen from the Fomorians. The item changes
• Failure by 1: Item is created or modified but in appearance becoming crystalline or with appearance of
has the Damaged State. corpse coral, and changes colour.
• Failure by 2 or more: The item is junk. • Required Materials & Equipment: An item to imbue
3. Attributes: Upon success you may add the QR of with the emotion of the dying, and a living thing that is
50% of your Dweller Level plus your Skill Rank to dying.
the item. This QR can be spent on the item to add
Combat: Know one Emotional Condition on the battlefield
attributes. What can be added depends on the type
for each AV.
of item you have created. See the Craft Attributes
Table page 432. The Forge Skill cannot use the For every 4 AV know the intensity of one Emotional Condi-
columns of Brew or Relic. tion.
4. Infusions: Unspent QR can be spent on infusions.

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Nicolas Phaneuf Gohier (Order #31317871)
Craft Table 6: Forge/Herbal Medicine/Brew Attributes Table
Herb.
QR Effect Accessory Armour Shield Weapon Medicine Brew Relic
1 Small Effects X X X X X X X
1 Physical DF +1 X X X X
2 Mental DF +1 X X
2 Spiritual DF +1 X X X
3 Focus +1 X X X X X
1 Heal +1 X X X X
1 Parry +1 Physical X X X X
2 Parry +1 Mental X X X
2 Parry +1 Spiritual X X X X
2 PF Physical +1 X X X
3 PF Mental +1 X X X X
3 PF Spiritual +1 X X X X X
1 Move +1 X X
2 Range +4 X
1 Reach +1 X
3 Size +1 X X
1 +1 Social Attack Factor (SoAF) X X X
2 +3 Compel, Provoke, or Question X X X
1 +1 Social Defend Factor (SoDF) X X X
2 +3 vs. Compel, Provoke, or Question X X X
2 +1 Social Protection Rating (SoPR) X X X
0 Weapon Meta Tag X
1 Second Weapon Meta X
2 Third Weapon Meta X X X
0 Defensive Meta Tag X X
1 Second Defensive Meta X X
2 Third Defensive Meta X X X X X
4 Condition Meta Tag X X X X X X
8 Creature Type X X
8 Empower X X X X X
1 Cure poison or disease X
4 Restore 1 X X
4 Trance +1 X

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Nicolas Phaneuf Gohier (Order #31317871)
Notes on the Craft Attributes Table:
Accessories: Products ranging from a Size 1 ring to clothes.
Physical, Mental, or Spiritual DF: Typically added to {Spell}
Talents.
Range: Range can be increased for throwing melee weapons
by +4 hexes. Makes the item 2-handed regardless of its Size.
Small Effects: Non-magical effect (it floats, it is a container,
it is combustible, etc.)
Weapon Meta Tag: For crafting purposes these are limited
to: Degeneration, Vulnerable, and Impeded.
Defensive Meta Tag: For crafting purposes these are limited
to: Absorb, Deflect, and Dodge.
Condition Meta: Any Condition from RGS3 can be applied
as a Condition Meta tag, except for Miracle.
Shield: A “shield” is defined as a weapon where Parry ex-
ceeds the DF value. It is considered its own equipment cate-
gory when crafting and infusing.
Consumable: Add the “Consumable” attribute to an item to
make it a single-use only. It is destroyed after use, but grants
a bonus 6 QR to the item. This does not apply to the Brew
Skill, which assumes that what is being made is Consumable.

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Nicolas Phaneuf Gohier (Order #31317871)
Peace: Take an item, and cover it in the blood of a recently de- Bloodsmithing Colours Chart
ceased foe to enchant your objects with special properties. You
Anger Red
may add one Emotional Condition effect to an item, depend-
ing on the last emotion the victim felt at the moment the vic- Bravery Purple
tim died. The Norn will need to rule on the victim’s emotion- Fear White
al state. This is a roleplaying quality; they need not have been Friendly Green
under an Emotional Condition at the time of death. Grief Black
• Required Materials & Equipment: The item to be upgrad- Humiliated Yellow
ed, as well as a victim. Remorse/Guilt Grey
• Other Craft Stipulations: The item in question must have
Rank Up: QR costs on the Bloodsmithing table are reduced
some unused QR in order for it to be able to accept a
by 1 QR.
new emotional Meta Tag.
This Fomorian ritual takes 6 hours to accomplish, and follows Notes on Bloodsmithing:
these steps:
• Emotional Condition Meta tags can be evoked as nor-
Target Number: The DR for the Skill attempt
1. mal Condition Meta tags.
is equal to the amount of unused QR on the item • Positive Emotional Conditions can be provoked in allies
wished to be used for Bloodsmithing, plus whatev- or you can provoke it in yourself when you spend a rune
er Difficulty Rating the Norn adds considering the while making a Defend action during social combat.
circumstances.
2. Skill Attempt: Make a Skill Check for Bloodsmith-
ing. The following may occur: Boating
• Success: The items was successfully imbued Physical Normal Difficulty
with the last relevant emotion of the deceased.
Choose from the Bloodsmithing table how the May be attempted freely.
QR is spent. Aid Efficient Swift
• Failure by 1: The emotion was lost, and the The use of, care for, analysis of, building and repair of a boat
item was not modified. or other water-craft.
• Failure by 2 or more: There is now an emotion
imbued in the item, but it was not the one you • Required Materials & Equipment: Tools, and raw mate-
intended. The Norn decides what happens. rials. The quantity of consumable materials such as such
Each emotion also influences the colour the crystal or coral as wood, rope, tar, cloth, oil and animal fat that are need-
takes. ed repair or build a boat are equal to the QR of the boat
times 10. (So a QR 20 boat would require 200 crafting
materials.) All regular crafting materials are considered

Bloodsmithing Effects Table

QR Effect
3 This emotional condition Meta tag adds +1 intensity upon a Provoke social attack (play any rune to activate meta)
3 Beneficial condition Meta tag adds +1 intensity upon a Defend social action during social combat (play any rune to activate meta)
4 Boost intensity bestowed by +1 when Provoking the specified emotional condition (passive effect).
2 Counter first 1 intensity of this emotion being applied to you each combat round
6 Anyone holding the item automatically has 1 intensity of this emotional Condition

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Nicolas Phaneuf Gohier (Order #31317871)
Boating Effects Table

QR Vessel Attribute
1 Increase size and capacity: Size +1 (enough for 2 more crew members)
4 Resillient hull, can handle impacts well, PF +2
1 Improved sails, Move is +1
3 Improved manoeuverability, can turn better than other vessels
3 Weaponized versus other vessels, DF equal to Size in ramming damage (full movement required)
1 Other small benefit (lanterns, rain shelters, cargo storage, etc)

to be QR 1. Price per crafting material averages 5 Skatt. 3. Attributes: Once the boat is successfully created,
(These materials are generalized for use with any type you may sepnd the QR to buy upgrades listed on
of final product.) These materials are consumed regard- the Vessel Attributes Table above.
less of success or failure at the Skill Attempt. Rank Up: The maximum QR for your item is now 75% of
• The build process requires 1 day per QR of the desired your Dweller Level.
vessel. Notes on Boating:
Combat: Assess the condition of a boat or water-craft, if it will • A small Celtic Boat, essentially dug-out canoe, would
serve well, if it has been sabotaged, and something of its age be from Size 10 to 15. These were exceedingly common
and experience. This Skill can also be used to occupy any sta- in this era as travel by water was often much easier than
tion upon a vessel, including helm, navigation, or pulling of through dense wilds.
the oars. • A seafaring “curragh” is a stretched hide canvas over a
Every 4 AV gains 1 Alertness while on a water-craft. wooden frame and ranges from Size 10 to 30, and has
a sail. These are more common on the coasts, and have
Peace: Repair a boat from the Broken State to the Damaged little use in-land.
State, or the Damaged State to wholly repaired. This activity
takes 6 hours for every 4 QR of the boat.
You can also use this Skill to build a boat or other water-craft. Brew
Follow these steps: Mental Difficulty +2
1. Target Number: When you make a Skill attempt Cannot be attempted without at least 1 rank.
with this Skill the desired QR can be set to a max- Efficient Benefit Invert
imum of 50% of your Dweller Level, rounded up.
Create a potion, ointment, tattoo ink or other poultice with
The skill check DR is that chosen QR plus whatever
exceptional qualities and effects.
Difficulty Rating the Norn adds considering the cir-
cumstances, plus this skill’s DR modifier. • Required Materials & Equipment: Tools and raw mate-
2. Skill Attempt: Make a Skill Check for Boating. rials. The quantity of consumable materials such as such
The following may occur: as moss, roots, and mushrooms that are needed to make
• Success: It was a good day’s work. Your new a Brew attempt are equal to the QR of the proposed item
vessel can carry 1 person per 2 Size and has a squared (X2, so a QR 6 item would require 36 crafting ma-
waterborne Move that is twice its Size. terials.) All regular crafting materials are considered to be
• Failure: The work of the day was not fruitful. QR 1. Price per Brew crafting material averages 4 Skatt.
Do not subtract this day from the schedule. (These materials are generalized for use with any type of

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Nicolas Phaneuf Gohier (Order #31317871)
final product.) These materials are consumed regardless of very concoction, since now you have more experience with
success or failure at the Skill Attempt. its recipe.
• Bonus Materials & Equipment: Herbalist Tomes. Rank Up: The maximum QR for your item is now 75% of
Combat: Administer your brews to allies in combat and un- your Dweller Level.
der strenuous circumstances. You have a favourite recipe that if you repeat lowers the dif-
Every 4 AV gains a relevant String. ficulty of the Skill Check to make it by 2. You may only ever
Peace: Use appropriate materials to brew a potion. It takes have one favourite recipe.
6 hours to make one brew. These are all single use, but po- Notes on Brew:
tions are instant effect, ointments last longer and woad inks • Size: Regardless of the brew’s resulting QR, the final
last longest. The steps to follow are: Size of the brew is always Size 1.
1. Intent: Declare what you wish to create. Depend- • Trigger: The brew’s effect occurs on the next relevant
ing on what you are making–a potion, ointment, action after it is consumed. (For example, if a potion
or ink for tattooing woad, you add a different bo- offers Physical damage +2, that happens on your next
nus or penalty to DR. Attack action this round. If it offers Spiritual PF +1, that
2. Target Number: When you make a Skill attempt goes into effect the next time in the round you are at-
with this Skill the desired QR can be set to a max- tacked with Spiritual damage.)
imum of 50% of your Dweller Level, rounded up. • Duration: In the case of ointments and inks, even if the
The skill check DR is that chosen QR plus whatever effect will last all game session, the advantages granted
Difficulty Rating the Norn adds considering the cir- by the brew only occur the first time it comes up rele-
cumstances, plus this skill’s DR modifier. vantly in the round.
3. Skill Attempt: Make a Skill Check for Brew. The • A Character can only benefit from 1 brewed effect of
following may occur: each type at any given time. Until the previous effect
• Success: The brew was created. wears off, the subsequent one will have no effect.
• Failure by 1: The brew is slightly off-colour. It
may have spoiled, and has a 33% chance of poi- • Recurring effects on Inks and Ointments such as Heal
soning the one who ingests it instead of its de- will retrigger every Upkeep phase.
sired effect. (Inflicting +1 Degeneration.)
• Failure by 2 or more: The brew explodes in a
fit of smoke, send you into a coughing fit. The
Build
Physical or Mental Difficulty +1
materials are consumed; the brew is gone.
4. Attributes: Final QR gets boosted by the amount May be attempted freely.
listed in the Brew table. QR can be spent from the Aid Efficient Swift
Brew column of the Brew Attributes Table on page
Your mind is wise to the methods to create structures, and
432. Infused effects can also be added if the skills
your back is strong enough to achieve these results.
are available.
• Required Materials & Equipment: Tools and building
Every 4 AV gains a String for the next time you brew this
materials. The quantity of consumable materials such as

Brew Table

Type DR QR Trigger Duration


Potion -6 +6 Immediate, or next appropriate action. Instantaneous effect
Ointment -2 +2 Upkeep, or next appropriate action. Lasts for the scene/combat
Woad Ink 0 +1 Upkeep, or next appropriate action. Lasts for the day (24 hours)

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Nicolas Phaneuf Gohier (Order #31317871)
such as stone, wood, rope, turf, and clay that are needed ated, you may sepnd the QR to buy upgrades listed
to repair or build a building are equal to the QR of the on the Build Effects Table below.
building times 3. (So a QR 20 building would require Every 4 AV gains a String about the structure that you can
60 crafting materials.) All regular crafting materials use later, such as a trap door, a hidden exit, a booby-trap, or
are considered to be QR 1. Price per crafting material knowing what support beam to strike to send the thing crash-
averages 5 Skatt. (These materials are generalized for ing down.
use with any type of final product.) These materials are
consumed regardless of success or failure at the Skill Rank Up: The maximum QR for your item is now 75% of
Attempt. The build process requires 6 hours per QR of your Dweller Level.
the desired dwelling. Notes on Build:
Combat: Assess a structure, knowing its strengths and • A small Celtic stone roundhouse or cabin with thatched
weaknesses. roof is around Size 20.
Every 4 AV gains a relevant String.
Peace: With the necessary materials of wood, turf, and clay, Herbalist Medicine
you can construct a dwelling. This takes 1 hour per QR, fol- Mental Normal Difficulty
lowing these steps:
Cannot be attempted without at least 1 rank.
1. Target Number: When you make a Skill attempt
Invert Efficient Benefit
with this Skill the desired QR can be set to a max-
imum of 50% of your Dweller Level, rounded up. In an appropriate environment you find a medicinal root,
The skill check DR is that chosen QR plus whatever moss, or herb, and are skilled at assembling these into heal-
Difficulty Rating the Norn adds considering the cir- ing poultices.
cumstances, plus this skill’s DR modifier. • Required Materials & Equipment: Herbalist Kit. Also,
1. Skill Attempt: Make a Skill Check for Build. The a number of raw materials (herbs, roots, mosses, and
following may occur: slimes) must be prepared before the Skill attempt is
• Success: It was a good day’s work. Your new made. The raw materials necessary are equal to the QR
dwelling has a size 3x of QR being able to of the medicine and Herbalist Medicine materials cost
house 1 person comfortably per 4 Size. 4 Skatt on average. Strange organic materials, like the
• Failure: The work was not fruitful. Do not blood of supernatural creatures, their ground up horns
subtract the time spent from the total to com- or teeth, may also be useful ingredients.
plete the project. The resources are used and • Bonus Materials & Equipment: Herbalist Tomes.
lost.
2. Attributes: Once the dwelling is successfully cre- Combat: Administer poultices, salves, broths, and other
remedies in combat and under strenuous circumstances. The

Build Effects Table

QR Dwelling Attribute
4 Increase size and capacity: Size +4 (enough for 1 more occupant)
1 Locked Entrance: +1 difficulty to break-in
1 Some small comfort (bed, oil lamp, curtains, fur rug, etc)

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Nicolas Phaneuf Gohier (Order #31317871)
medicine’s effect occurs immediately upon consumption. Passive Power, which is to be infused. The Character that
Every 4 AV gains a relevant String. is contributing the power must be a willing participant.
Infusing does not require crafting tools or materials.
Peace: Use appropriate materials to make medicine. It takes • Other Craft Stipulations: The item in question must
6 hours to make one dose of medicine. They may be ingesti- have some unused QR in order for it to be able to ac-
ble compounds, liquids, salves, balms, ointments, or wraps. cept a new Talent, Passive Power, or Skill. The Talent
Regardless of the medicine’s resulting QR, the final Size of or Skill cannot be bound to the Void rune for purpos-
the medicine is always Size 1. The steps to follow are: es of Infusion. Cross Archetype Passive powers cannot
1. Target Number: When you make a Skill attempt be infused, nor can any Skill that creates or modifies
with this Skill the target number is 50% of your items (Forge, Brew, Infuse, etc.) Neither may Talents or
Dweller Level, rounded up, plus whatever Difficulty other powers that scale by level (Fangs, Unencumbered
Rating the Norn adds considering the circumstanc- Dodger, etc.) unless permitted by the Norn.
es. Combat: You can use your mastery of item infusing to iden-
2. Skill Attempt: Make a Skill Check for Herbalist Med- tify the Meta tags of an item. You learn one Meta tag for each
icine. The following may occur: AV.
• Success: The medicine was created.
• Failure by 1: The medicine is off-colour. It has a For every 4 AV: You learn an infused power of an additional
33% chance of inflicting a burning sensation on item within your field of vision.
its patient. (Inflicting +1 Blind.) Peace: It takes 6 hours to infuse one item with one Talent or
• Failure by 2 or more: The medicine melts into Passive Power. Follow theses steps to infuse an item:
a separated mess. The materials are consumed; 1. Target Number: The DR for the Skill attempt
the medicine is inert. is equal to the amount of unused QR on the item
3. Attributes: QR can be spent from the Herbal Med- wished to be used for Infusing, plus whatever Diffi-
icine column of the Herbal Medicine Attributes Ta- culty Rating the Norn adds considering the circum-
ble on page 432. Infused effects can also be added stances. The DR is increased by +4 for each previ-
if the skills are available. ous infusion in the item.
Every 4 AV gains a relevant String about the condition of 2. Skill Attempt: Make a Skill Check for Infuse. The
your patient; for instance, what other afflictions they suffer, infusing ritual is strenuous and forces both the
or gossip they slip while you nurse them to health. smith and the power donor to Accept a Drain. If the
Rank Up: The QR of your medicine is instead at 75% of your smith is the power donor, then they must pay both
Dweller Level. sacrifice costs. The following may occur:
• Success: The items was successfully infused with
Notes on Herbal Medicine: the new ability.
• Duration is unpredictable, some effects are short (a few • Failure: The process was unsuccessful and the
combat rounds), while others can persist much longer - QR of the item is permanently lowered by 1.
Norn decides (QR should be an indicator). (The Norn will adjust your item accordingly.)
• Recurring effects such as Heal will retrigger every Up- • Infusing has a chance of causing an anomaly;
keep phase. an unforeseen arcane side-effect that chang-
es the nature of the item in an unpredictable
manner. If the Skill Attempt Wyrd results in
Infuse no Spiritual runes pulled, the item gets a ran-
Spiritual Difficulty +1 dom anomaly (which is usually some negative
Cannot be attempted without at least 1 rank. effect determined by the Norn). Adding an a
Aid Benefit Augment Passive power to the item with the reverse ef-
fect is a good starting point for an anomaly.
Imbue an item with Talents, Passive Powers, or Skills. 3. Attributes: Once an item is successfully infused,
• Required Materials & Equipment: The item in question, the appropriate Talent or Passive Power or Skill is
as well as someone who possesses the desired Talent or within the item.

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Nicolas Phaneuf Gohier (Order #31317871)
Example Knocker Wonderworks Effects

Effect QR
Thrown item will return to the wielder (during the Cleanup phase). 1
A damaged item repairs itself (1 hour per QR of the item). 1
Item grants the wearer the Quadruped ability (double move speed but cannot equip any weapons). 2
Item continuously creates thick black smoke (6’x6’x12’) obscuring ranged line of sight. Treat as a terrain modifying 2
token that is placed on an unoccupied hex, anyone standing in or passing through disturbs the smoke and the smoke
dissipates (remove token).
The Size of an item is reduced to 1 for purposes of storage (item cannot be equipped while shrunk down). 2
Allow an equipped accessory to shapechange with its wearer (equipped item retains effect). For example: an amulet 2
becomes a saddle on the new beast form.
An Effigy can be modified to turn into a weapon (upon command word) with a QR equal to its Level (design weapon when 3
Knocker Wonderworks is used); Deduct 3 QR from the weapon for this ability.
Weapon no longer deals damage and instead Heals anyone struck by it (all DF bonuses boost the Healing effect). 3
The item in question can alter the weather in drastic ways: increase or decrease wind speeds and precipitation by +50% 4
every 10 minutes.
+1 Afterlife Wyrd if item is buried with the deceased (effect doesn’t stack). 4
Item grants the wearer the Flight ability (can fly 3’ above the ground per Dweller Level). 4
Grants the item’s benefits to anyone who touches the item, even multiple people at the same time (Used for enchanted 5
longships and chariots).
Weapon Meta tag triggers automatically. There is no need to play a rune for the Weapon Meta tag. This does not work 6
with the Maintain Meta tag.
Weapon deals Mental or Spiritual damage instead of Physical. Pay the QR cost to convert 2 points of Physical damage to 2
1 point of either Mental or Spiritual. The QR cost must be repaid for every 2 points converted in this way. The defender
chooses the damage order to be resolved.
Create a pair or triad of “set items” that gain powers when used in conjunction with one another. *
Secret item, all Lore Arcana skill checks are penalized by -1 per QR invested into this effect. A failed check will reveal *
false or no information about the item’s true abilities.

* Set items must all be equipped in order to unlock the set bonus powers. Each item in the set must give up the same amount of
QR in order to create the QR pool for the set powers. No more than 25% of the item’s QR may be used in this way. Twice the
QR cost taken away from the items will be available for a pool of powers that become available when the items are equipped
together. The QR reserved for the set effect may only be used for Knocker Wonderworks effects (unless permitted other-
wise by the Norn). Example: If 4 QR are paid for the set (2 from a sword and 2 from a shield), then 8 free QR can be filled
with joint set powers.

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Nicolas Phaneuf Gohier (Order #31317871)
•Active or Social Talent: 1 QR cost. The Void To add an effect takes 6 hours to accomplish, and follows
rune to be played in order to evoke the power these steps:
from the item. 1. Target Number: The DR for the Skill attempt
• Passive Power: 2 QR cost. The effect that is in- is equal to the amount of unused QR on the item
fused is conferred continuously. It is pointless wished to be used for Knocker Wonderworks, plus
to Infuse the same Passive Power more than whatever Difficulty Rating the Norn adds consid-
once since the wielder may only benefit from ering the circumstances, and an additional +4 for
any one instance of an Infused Passive Power. every instance of Knocker Wonderworks already
• Skill: 2 QR cost. The Void rune to be played in on the item.
order to evoke the power from the item. 2. Skill Attempt: Make a Skill Check for Knocker
Rank Up: You may now infuse Talents and Passive Powers Wonderworks. The following may occur:
that have been Ranked Up. • Success: The items was successfully modified
Notes on Infuse: with an amount of QR you chose.
• Only equipped items will grant the benefits to the wear- • Failure: The process was unsuccessful and the
er. Simply carrying the item will not trigger any infused QR of the item is permanently lowered by 1.
Talents or Passive Powers. (The Norn will adjust your item accordingly.)
• The Infuse Skill also permits someone to rip out an 3. Attributes: You May now spend the QR for buying
existing enchantment in order to make room for a new effects by designing your own unique effect and ne-
one. The difficulty rating of such an attempt is half the giotiate the QR cost with the Norn (Norn has final
QR of the item. The disenchanting ritual for removing say).
a Talent takes 1 hour and 2 hours for a Passive Power. Rank Up: Your effects all get a discount of 1 QR (minimum
1).
Notes on Knocker Wonderworks:
Knocker Wonderworks
Mental Difficulty +2 • The Norn may provide bonuses and discounts to work-
ing with actual Knockers when using this skill.
Cannot be attempted without at least 1 rank.
Aid Benefit Augment
The Knockers are the greatest engineers of the Celtic World,
Miniaturize
Physical Normal Difficulty
and their craftsmanship can add wondrous effects to any
item. Cannot be attempted without at least 1 rank.
• Required Materials, Equipment: Tools and raw materi- Aid Benefit Augment
als. You may reduce the Size of a piece of equipment. This is
• Other Craft Stipulations: What gets added to an item by especially useful if you have used the Forge Skill to instruct
this Skill must be a non-numerical effect, or a numer- something with a high QR, but it is now too big to use.
ic effect that wouldn’t normally be on such an item; for
• Required Materials & Equipment: The item to minia-
instance, an afterlife Wyrd bonus. It cannot have any ef-
turize, and appropriate crafting tools.
fects that alter the current numerical effects of the item;
• Other Craft Stipulations: Once the miniaturization is
for instance, cannot increase Physical damage. The ef-
complete, the item acquires the “miniaturized” attrib-
fect you add must be approved and negotiated with the
ute. An item cannot be miniaturized if it already has this
Norn. The Norn will work with you to figure out an ap-
attribute.
propriate QR cost.
Combat: Identify one item with the “miniaturized” attribute
Combat: Looking at another Character, you can identify the
for each AV.
QR of one of their items per AV.
Every 4 AV gains +1 Inspired for the Miniaturize Skill if you
Every 4 AV gains +1 Inspired to one craft Skill to make an
have seen a miniaturized item.
item.
Peace: Spent 6 hours labouring over an item, perform a Min-
Peace: Knockers are creative and what they apply to an item
iaturize skill check and reduce the item’s Size by 1 for each
is creative as well. This Skill is used to add any magical or
AV. An item can only be reduced to a Size that is 50% its QR.
strange additional effects to items in a way that is beyond the
For every 4 AV you may exceed this limitation and reduce
scope of the rigid boundaries of other crafting skills.
the item’s Size by an additional -1 Size to a minimum Size 1.
Rank Up: You may miniaturize something down to 25% of
its QR, and every 4 AV bonus may be applied afterwards.

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Nicolas Phaneuf Gohier (Order #31317871)
Realm Ores
Physical Difficulty +2
Cannot be attempted without at least 1 rank.
Aid Benefit Augment
Every realm in the Otherworld has some spectacular crafting
material which, when used by a proper smith, grants incredi-
ble properties to the final product.
• Required Materials & Equipment: Realm ore of one kind
or another, and something to craft.
• The prices listed on the chart below on page 442 are per
unit of crafting material.
Combat: You can assess the solidity and quality of any equip-
ment worn in battle, allowing you to determine how easily
they can be broken, you can also assess the sturdiness of
structures and fortifications when in battle.
Every 4 AV gains a relevant String.
Peace: Use this Skill to modify an existing item with a spec-
tacular realm ore, then the listed benefit on the Realm Ores
chart on page 442 will apply to the item and the QR of the
item will be increased by the amount listed.
It takes 6 hours to refine realm ore and modify an existing
item with its magical properties. Follow these steps:
1.Target Number: The DR for a Realm Ore Skill at-
tempt is determined by the sum of the item’s QR
and the Realm Ore’s QR. Only 1 ore may be at-
tempted at a time.
2. Skill Attempt: Make a Skill Check for Realm Ores.
The following may occur:
• Success: You increase the item’s overall QR
rating by the amount the realm ores require,
and apply the effects of one Realm Ore based
on the type of item.
• Failure: The process has failed. Reduce the
QR of the item by -1 (Norn should adjust items
powers and attributes accordingly).
Rank Up: Realm Ore QR is halved (round up).
Notes about Realm Ores:
• This Skill also grants the smith the ability to break down
an existing item and to extract the ore into a usable in-
got.
• Shields are defined as weapons with Parry greater than
their DF. They may be treated as weapons or armour for
the purposes of Realm Ores. They always qualify as ar-
mour, but may also qualify as a weapon if their Reach and
DF are greater than zero.

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Nicolas Phaneuf Gohier (Order #31317871)
Ore Native World Lore Salient Effect
Black Iron Mundane World The black iron is like its Fir Bolg crea- Sturdy: Resist one intensity of the Dam-
tors, tough, sturdy, stern, and stubborn. aged State per round.

Blaze Diamond The Fir Bolg Realms These diamonds are often called “blood Magmatic Heart: Items created from these
of Otherworld of the mountains”. They form in long diamonds always emit warmth making the
veins that seem to link lava pools like user immune to the Degeneration caused
veins that would feed blood to organs. by fire.
Fomorian Crystal Tír fo Thuinn (The Crafted by the Fomorians ages ago using Tortured Creation: You always have 1 in-
land under the their horrific sorcery, only a bit of power tensity of the Grief Condition that cannot
waves) is left inside these dull crystals. be reduced.

Goldwood Emain Ablach (Isle The wood of the famous apple trees that Nature’s Echo: Items made out of this ma-
of Apples) gives the realm its name. terial make the ground bloom under the
feet of the wearer.

Knocker Alloy The Knocker The Knockers have created many al- Highly Adaptable: Such alloys are all easy
Underkingdoms loys that are highly adaptable and light to shape. Gain +2 AV when doing modifica-
weight. tions to an item with this ore.

Rainbow Gem Mag Ildathach (The This realm is thought to be the origin of Inner Light: The gem emits a powerful
Multi-coloured colours. These shining gems bring col- light and makes stealth impossible in dark-
Plain) our to grey realms. ness when it’s worn or drawn as a weapon.

Soul Tether Annwn or Tech A ghostly bit of cloth-like material found Donn’s Essence: Undead believe that you
Duinn in death realms of the Otherworld. are one of them.

Star Meteorite Mundane World Highly volatile and explosive material. Star Blast: This ore creates shockwaves
Found in craters where meteorites hit when struck, with a loud audible boom.
the mortal realm.

Warped Mass Crom’s Cavernous This material looks like a chunk of pale Ever-twisted: Your Provoke Social Attacks
Den black- bloodied writhing muscle tissue. actions gain +2, but you also suffer a -1
penalty to resist being Provoked.

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Nicolas Phaneuf Gohier (Order #31317871)
Realm Oress

Weapon Benefit Armour Benefit QR Price


Eternal Edge: Your weapon gains +3 DF and for the pur- Bulwark Build: Your armour gains +2 PF and you resist 1 5 8
poses of breakage, the QR is considered 4 points higher. kockback.

Molten Fury: Your weapon always seems to be white hot, Smouldering Core: When you are successfully attacked 8 14
your attacks with this weapon automatically Inflict 1 In- you gain 1 intensity of the Anger and Fury Conditions.
tensity of the Impeded condition [Counter P] and deal +2
Physical Damage.
Corrupted Edge: Each of your attacks automatically In- Skin of Pestilence: If you are Attacked by someone of lower 7 12
flicts 1 intensity of the Degeneration Condition [Counter level, they gain a Weak condition until the end of combat
P] and deal +1 Physical damage. [Counter P]. Someone with the Weak condition may only
perform Weak Attack actions.
Grown Sword: Your weapon can repair itself if it enters a Regenerative Pulse: You Heal +4 and Restore 1 during 8 14
Damage or Broken State, moving up one State per sunny Upkeep.
day. Gain DF +4 while in direct sunlight, and Reach +4
when in rain.
Unbreakable: Your weapon can attain the Damaged State Lightweight and Fitted: For purposes of encumbrance, 10 18
but never the Broken State. Your attack actions are swift your item is considered 4 sizes smaller. Weapons of lower
requiring your foes to play Physical runes to parry them. QR striking your armour become damaged unless the at-
tacker used a Physical rune to attack.
Light Blade: The weapon emits an aura of burning light Fractal Defence: When you are struck by a foe, you gain 1 6 10
when drawn. Your attacks inflict 1 intensity of the Blind intensity of the Taunt Condition [Counter M].
Condition [Counter P].

Donn’s Hatred: This weapon’s DF is halved and instead Donn Protects: Gain PF vs. Spiritual equal to wearer’s 6 10
of dealing Physical damage, it deals Spiritual damage. Spiritual Trait.
After a kill of a Worthy Foe, gain +1 Divine Favour (max
once per day).
Blast Back: Attacks from this weapon not only affect the Revenge Blast: Every time you are struck by an attack, the 5 8
space occupied by the victim, but also all adjacent hexes damage dealt to you is also dealt to everyone adjacent to you.
surrounding the wielder, effecting friends and foes alike,
including the wielder.
Writhing Hunger: The weapon twists to attack your ene- Membranous Regeneration: Gain the following attributes 8 14
my, if you deal damage to a foe you gain a free Weak Attack as the armour shapes organically around you as an exoskele-
on the same target.Your attack actions inflict 1 intensity ton: aquatic, flight, and quadruped.
of the Fear Condition. [Counter M].

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Nicolas Phaneuf Gohier (Order #31317871)
Sacred Wood Binding Sacred Wood Binding Table
Spiritual Difficulty +2 Wood Effect
Cannot be attempted without at least 1 rank. Alder Grants a +1 rank in the The Sight Skill.
Benefit Efficient Augment Ash Both Active and Passive power Heal effects
Druids can create and bind a personal wand or staff made are boosted by +2.
from sacred wood. Wands and staves carry their respective Birch Ignore 2 hexes of Knockback.
properties which are based on the type of wood used.
Blackthorn Each round negate 1 intensity of Impeded.
• Required Materials & Equipment: The desired type of
wood, at least 1 raw material of wood of the correct type Broom Grants a PF +1 vs. Physical.
for each Size of the item. Cedar Each round negate 1 intensity of Vulnera-
• Other Craft Stipulations: You may only own and wield ble.
one such instrument at any given time. Creating a new
wand or staff irrevocably disenchants the previous one. Elder Break this wand or staff and gain +1 Desti-
ny for the rest of combat.
Combat: You know the properties of trees and what trees
would yield the best wood for any use, you can also identify if Elm Your Companion gains +4 QR.
a tree is a dormant Oakshee. Fir Grants a +1 rank in Omens & Portents
Every 4 AV: Gains a relevant String. Skill.
Peace: Use the correct wood to make a wand or staff. The Gorse Grants a +1 rank in the Rites & Rituals
process takes 6 hours following these steps: Skill.
Target Number: When you make a Skill attempt
1. Hawthorne When Bloodied gain +1 Focus.
with this Skill the desired QR can be set to a max-
Hazel Each round negate 1 intensity of Posses-
imum of 50% of your Dweller Level, rounded up.
sion.
The skill check DR is that chosen QR plus whatever
Difficulty Rating the Norn adds considering the cir- Holly Break this wand or staff and gain +1 after-
cumstances, plus this skill’s DR modifier. life pulls if you die in this combat.
2. Skill Attempt: Make a Skill Check for Sacred Juniper Grants a +1 rank in Perception Skill.
Wood Binding. The following may occur:
• Success: The items was created. You gain the Mistletoe Staff or wand acts as a scorn pole with +2
innate effect of its type of wood. extra successes.
• Failure: The item was not, and the wood was Oak Each round negate 1 intensity of Degen-
wasted. eration.
3. Attributes: The QR is spent on effects which will
be assigned to the staff or wand. A wand is treat- Pine Grants Parry +2.
ed as a Weapon and Accessory, while the staff is Rowan Grants a +1 rank in the Survival Wilder-
treated as a Weapon and Shield for the purposes ness Skill.
of effect restrictions on the Craft Attributes Table
page 432. Willow Allows perfect sight in complete darkness
Rank Up: The QR limit is raised to 75% of your Dweller within +25’ per rank.
Level. Yew Each round negate 1 intensity of Blind.
Notes on Sacred Wood Binding:
• Size: Regardless of the brew’s resulting QR, the final
Size of the wand or staff will always match the item.
Staffs remain 2-handed, and wands remain 1-handed. rune played, so if multiple options are available the
• Special Effects: Each type of wood provides a special ef- player must choose one. Negated Condition intensities
fect upon the wielder. Some sacred wood effects grant a function similarly to the “Resistance to X” Passive Pow-
new Meta tag. While the sacred weapon is equipped, it ers.blessed relic
adds another option to the original Active Talent Meta
tags listed. Only one meta tag can be activated with a

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Nicolas Phaneuf Gohier (Order #31317871)
Sanctify Item Silver Jewellery
Spiritual Normal Difficulty Mental Normal Difficulty
Cannot be attempted without at least 1 rank. Cannot be attempted without at least 1 rank.
Swift Experience Augment Efficient Benefit Augment
Bless an item and make it holy. Create a ring, pendant, torc, cloak pin, earring, necklace,
• Required Materials & Equipment: The item to bless. In- other personal accessory made of silver, and enchant it with
stead of consuming materials, to sanctify an item requires magical effects.
one minute of use of the Prayer Skill per QR of the item. • Required Materials & Equipment: Silversmith’s Kit. Forg-
• Other Craft Stipulations: This Skill may only be attempt- ing equipment. Also, a number of raw materials (silver,
ed by some one who has faith and devotion in the White tin, materials for fire) must be prepared before the Skill
God. An item cannot receive more than one blessing. attempt is made, proportionate to whether the jewel-
Combat: Assess the holiness of an item, with each AV giving lery is intended to work for a single use, throughout the
you one point of information. course of a battle, or for a whole adventure.

Every 4 AV gains insight into the distance and direction of Combat: Administer your jewellery’s effects to allies in com-
a holy reliquary belonging to the Church of the White God. bat and under strenuous circumstances.

Peace: While praying over an item, follow these steps: Every 4 AV gains a relevant String.

1. Target Number: When you make a Skill attempt Peace: Use appropriate materials to create silver jewellery. It
with this Skill the target number is the item’s QR takes 6 hours to make one item of jewellery. These are typi-
plus the QR you wish to add up to maximum of 20% cally single use Accessories, since the stress of magic upon
of your level. them is great, but you can also create some that will last a
2. Skill Attempt: Make a Skill Check for Sanctify little longer. Regardless of the Accessory’s resulting QR, the
Item. The following may occur: final Size of the item of silver jewellery is always Size 1. The
• Success: The items was successfully blessed. steps to follow are:
• Failure by 1: Item was blessed but has taken 1. Intent: Declare what you wish to create. Depending
on the Damaged Status. on what you are making–an item of jewellery for
• Failure by 2 or more: The item now Inflicts 1 single-use, a battle-long use or use over an entire
Divine Wrath to the wielder. Requires some- adventure­— you add a different bonus or penalty
one with a Miracle 4 condition to remove this to QR.
effect from the item. 2. Required Materials & Equipment: Tools and raw
3. Attributes: Once an item is successfully blessed, it materials. The quantity of silver that is needed to
gains an additional QR equal to the amount added make a Silver Jewellery attempt are equal to the QR
during the skill check. This QR can be spent to add of the proposed item squared (X2, so a QR 6 item
additional item attributes. What can be added is would require 36 silver crafting materials.) All reg-
selected from the Relic column of the Craft Attrib- ular crafting materials are considered to be QR 1.
utes table page 432. Price per silver crafting material averages 7 Skatt.
4. Infusions: Any unspent QR can remain for infu- (These materials are generalized for use with any
sions. For Infusions see page 438. Someone with type of final product.) These materials are consumed
this skill and the Infuse skill can infuse Talents regardless of success or failure at the Skill Attempt.
or Passives that have the “Faith” type (replaces 3. Target Number: When you make a Skill attempt
“spell” stype in all cases). with this Skill the desired QR can be set to a maxi-
Every 4 AV gains a String for the next time you sanctify an mum of 50% of your Dweller Level, rounded up.
item with at least one of the same qualities, now that you have The skill check DR is that chosen QR plus whatever
more experience with its spiritual makeup. Difficulty Rating the Norn adds considering the cir-
cumstances, plus this skill’s DR modifier.
Rank Up: Gain a +1 bonus in the use of this Skill. The bonus
increases to +2 when performed at a holy site or consecrated
ground.
Notes on Sanctify Item:
• Size: By default, a blessed item’s Size is the same as it
was before. The Miniaturize skill is not necessary to re-
duce the item’s Size.

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Nicolas Phaneuf Gohier (Order #31317871)
4. Skill Attempt: Make a Skill Check for Silver Jew- • No one may benefit from more than a single Silver Jewelry
ellery. The following may occur: effect at any given time. If someone is already under the ef-
• Success: The jewellery was created. fect, the new activations fails.
• Failure by 1: The jewellery is warped. It may in-
stead be cursed, and has a 33% chance of curs-
ing the one who wears it. (Inflicting a recurring Trapped Spirit
+1 Impeded) Spiritual Difficulty +2
• Failure by 2 or more: The silver cracks to pieces
Cannot be attempted without at least 1 rank.
and turns to dust, and the effort was wasted.
5. Attributes: Once the item is successfully created, Aid Benefit Augment
50% of your Dweller Level plus your Skill Rank Imbue items with consciousness. Smith the spirit of a crea-
can be added in QR to the item, plus or minus ture or sidhe into your weapon, giving it a life of its own.
whatever bonus or penalty there was for what type Like Mavens, they are killed sidhe who choose to serve you
of jewellery you chose in step 1. QR can be spent instead of departing for the Otherworld, or you can also slave
from the Accessory category of the Craft Attrib- a sidhe to your weapon, in both cases increasing the weap-
utes Table page 432. on’s power and making it a living thing. Even the spirit of a
6. Infusions: Any unspent QR can remain for infu- ferocious beast can serve your weapon in this way. However,
sions. For Infusions see page 438. Infusions into the spirit of the beast or sidhe that lives inside the weapon
Silver Jewelry have their difficulty reduced by 2. may still work against you.
Every 4 AV gains a String for the next time you smith this • Required Materials, Equipment: Tools. The appropri-
very object, since now you have more experience with its ate piece of the Denizen where its spirit resides must
recipe. have been identified in battle, and must be recovered
Rank Up: Gain a +1 bonus in the use of this Skill. Infusions from its corpse intact.
into Silver Jewelry have their difficulty reduced by 3. • Other Craft Stipulations: Any mundane beast or Deni-
zen capable of being a Maven is a candidate for this Skill,
Notes on Silver Jewellery:
but must be at least Level 10. No more than one crea-
• Trigger: The Accessory’s effect occurs on the next rel- ture’s spirit may be added to any one item.
evant action after it is adorned. (For example, if a ring
Combat: You may choose to have an item you own with a
offers Physical damage +2, that happens on your next
trapped spirit self-animate, levitate in the air and act of its
Attack action this round. If it offers Spiritual PF +1, that
own accord:
goes into effect the next time in the round you are at-
tacked with Spiritual damage.) • If you have a creature’s spirit trapped in a weapon al-
• Duration: In the case of Jewellery whose enchantment lasts ready, you can instead use this Skill in combat for the
longer than a single use, even if the effect will last all game weapon to wield itself (self-animated). The resulting AV
session, the advantages granted by the jewellery only occur of this skill check grants 1 free Cinematic action to the
the first time it comes up relevantly in the round. item per 4 AV.

Silver Jewellery Starting QR and Effects Table

Type QR Trigger Material Duration


per QR
Single Use +6 Immediate, or next appropriate action. 1 Instantaneous effect
Battle-long +2 Upkeep, or next appropriate action. 2 Lasts for the scene (whole combat)
Adventure +1 Upkeep, or next appropriate action. 3 Lasts for the day (game night)

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Nicolas Phaneuf Gohier (Order #31317871)
• It gains a free Cinematic action every 10 levels it • The spirit of the creature within the weapon can
possessed in life. communicate with their wielder empathically. If the
• It is capable of moving itself magically and will move creature was at least Level 20 it can communicate
with the creator, staying within 2 hexes at all times. telepathically with its wielder. If the creature was at
• The weapon always has access to the Meta tag it did least Level 40, it can communicate with their wield-
in life. For reference on the Meta tags of beasts, see er as though with speech, even if the weapon has no
page 279. For sidhe, see the Mavens as Companions mouth.
on page 193. • The wielder decides what the item will do when
Alternatively, during combat you may employ this skill to they use their rune to play an action (attack, defend,
identify the part of the creature that is needed to imbue etc...). The item gets its own agency when it self-an-
their essence into an item, typically the: fang, blood, eye, imates (see Combat section above).
horn, tail, or claw. • A creature tempered into a weapon usually has the
disposition it last had in life towards the user of this
For every 4 AV, gain a relevant String to collect the need- skill. This disposition can be shifted using the An-
ed material to temper a creature spirit’s into a weapon. imal Empathy Skill for beasts. For sidhe creatures
Peace: You know how to take a piece of a dead creature see the chart for Maven sidhe on page 192 to see the
and over the course of 6 hours instill its spirit into a weap- Skill listed as “Skill to Command”, and use it to tem-
on. porarily shift their disposition once per day. If it was
a human or humanoid, then Social Combat must be
1. Required QR: The item requires 1 unused QR
used. After several days of appeasing (or bargaining
per 10 levels of the creature being trapped.
with) the sidhe, the Norn may shift their disposition
This QR along with other unspent QR on the
permanently. The Norn ultimately decides what the
item will be used for Attributes in step 4 below.
creature’s disposition is at the beginning of each
2. Target Number: The DR to imbue a spirit is
game.
equal to half the creature’s level, plus whatever
• If the creature’s disposition is Pleased or Friendly
Difficulty Rating the Norn adds considering
then it is considered an Ally as well as a Companion.
the circumstances.
Otherwise, it acts upon its own motivations which
3. Skill Attempt: Make a Skill Check for Trapped
may well be contrary to its wielder..
Spirit. The following may occur:
• Whenever an opportunity presents itself where the
• Success: The spirit is trapped in the weapon,
item may act upon its core desires, its most passion-
as well as the physical representation of the
ate vices or virtues, it will inflict the Possessed Con-
spirit (the tooth, claw, etc.) becoming part
dition [Counter 1 S per 10 levels of the creature, no
of the weapon. The Trapped Spirit weapon
Rune Morphing allowed] on its wielder and control
becomes a Companion, able to wield itself
that rune.
through a Dweller’s Skills. For Companion
• If the item’s QR is higher than the Level of a Dweller
rules see page 193.
or Denizen within 6 feet of it, it may also inflict Pos-
• Failure: This result means not just that the
session [Counter 1 S per 10 levels of the creature,
creature is not bound, but it lowers the
no Rune Morphing allowed] without requiring to be
QR of the item it was attempted upon by 1.
wielded by them.
(The Norn will adjust it accordingly.)
• Humans and Dwellers can also be trapped in an
4. Attributes: The Required QR from step 1
item, but this is frowned upon. A trapped dweller
must be spent on applying Talents, Passives and
that has died can possibly achieve greatness that the
Skills that the creature had in life. Each Talent,
Norn may allow a second afterlife Wyrd after a time
Skill or Passive cost 1 QR.
trapped in the item. This should be after the item
5. Other Attributes: Any remaining QR can be
has achieved greatness and legend, and only once
spent from the Craft Attributes Table page 432
during its existence.
as the item it is (weapon, armour, shied or ac-
cessory).
Rank Up: Each time you gain a level, the items with
Trapped Spirits also improve their abilities by increasing
in 1 QR. This QR is considered Required QR or unused
QR (step 4 or 5 above) and can be used as such.
Notes on Trapped Spirit:
• The item with the Trapped Spirit has awareness and
senses as it had in life (vision, smell, hearing, etc).

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Nicolas Phaneuf Gohier (Order #31317871)
Passive Powers

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Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: You mount a clever defence before making an
Agility argument. When you use a String, gain Social Defence
Factor +1.
Feat
You are so incredibly nimble that you can vault over other
combatants and small debris (such as tables and chairs) with Attuned Weapon
ease. Feat
Effect: During a Move Action, you can move through hexes You have chosen to improve your skills with one specific
that contain debris or other combatants (but you cannot end weapon type (pole-arms, swords, axes, hammers, shields or
your movement in a hex that is occupied by another combat- bows).
ant). Effect: Gain +1 DF (damage) and +1 Parry while wielding
Rank Up: Move +1 when you use this power. the weapon type of choice. You must make a permanent
choice when you acquire this power. Examples of weapon
Anguish Driven * types: slashing melee (axes), blunt melee (clubs), pierce
melee (spears), slash and pierce (swords), or ranged (bows,
Enchantment darts, javelins).
You act as a conduit for Banshees in service of the Morrig- Rank Up: Specialize and choose to add to this power either
an, and send one out to pick you up and carry you where you +1 damage or +1 Parry. You may only select one option with
need to go at a time when things are most dire. this Rank Up.
Effect: When a negative Condition gets to maximum inten-
sity, you may immediately make 1 free Move Action.
Rank Up: When using this power Heal +1. Aura of Holy Light
Enchantment
Arcane Drums Your body is bathed in a glowing light, especially the circlet
Enchantment of your head.
Your spells gain tempo and power as you cast them upon the Effect: Whenever you perform a Weak Defend Action, gain
battlefield. +1 Shroud. You may also choose to make the Defend Action
Effect: Spells get a Range bonus equal to the number of of any power a Weak Defend Action.
runes in your In-Play and Contingency piles after the spell Rank Up: If instead you choose to make no Defend Action at
rune-chain is played. all against the attack, gain +1 Shroud and Heal 4.
Rank Up: Increase the Range of spells with this power by +1.
Aura of Influence
Attention to Detail Enchantment
Innate Your influence has an extended reach.
Your senses are finely tuned to notice details both material Effect: All Talents that use the keyword “adjacent” to mean
and social, and glean the most from them. a radius of 1 hex now affect an “adjacent” radius of 2 hexes.
Effect: Make a Social Action where each String you use is Rank Up: Boost the Range of spells with this power by an
granted an additional +1 bonus. additional +1 hex.

TALEN TS - PAS S IV E S - 449 -


Nicolas Phaneuf Gohier (Order #31317871)
Aura of Suffering Bastion
Enchantment Feat
You channel your disgust for all weakness, for all craven You know how to face off against multiple opponents.
things, for all the lies you’ve been fed and rejected, letting it Effect: While you have two or more adjacent foes, gain PF
all fuel your inner self. +2.
Effect: Adjacent enemies Accept a Stun every time they re- Rank Up: If you are Bloodied gain an additional PF +1 under
duce a Condition intensity. these circumstances.
Rank Up: If the foe is not Bloodied, they must instead Accept
a Wound to reduce a Condition intensity. Battle Mantra
Enchantment
Authority of Brehon Law * You hum slow repetitive phrases in the fey tongue, spreading
Innate this mantra to your allies like wildfire, every repeating being
You are a member of the intelligentsia of your people, an joined like the choir, in the rhythm of one monstrous heart-
expert in the Brehon law to such a degree that all defer to beat, then it grows louder, until all roar in unison, crashing
you and your peers in legal matters. Most of pagan society down like a tidal wave of furious warriors into your enemies.
depends on the Brithem to settle legal disputes. Whereever Effect: When an adjacent ally becomes Bloodied, grant them
you go, you will be called upon by chiefs and kings to settle a Weak Move Action.
local matters. Rank Up: Move +1 with this power.
Effect: When dealing with any Celt in matters of law, legality,
custom, or tradition, gain Social Attack Factor +1 and Social
Defend Factor +1. This applies to any Celt under Brehon law,
Battle-Hardened
obscure local law, or even the church law of the Criostai. Feat
Rank Up: Specialize and choose to increase either Social At- Your experience gives you the endurance to go on, and the
tack Factor +1 or Social Defence Factor +1 for use with this wisdom to recover whenever you can catch a breath.
power. Only one option can be selected with this Rank Up. Effect: During Upkeep, Heal +4.
Rank Up: When using this power Heal +1.
Awareness of Breath
Feat Been There Done That
As battle rages, your heartbeat quickens, your breath deep- Enchantment
ens, and your body mends its wounds. Every time you recast the same spell, you make it more potent.
Effect: Heal +2 when your Alertness becomes intensity 3. Effect: If you cast a spell which you have cast earlier this
Rank Up: When using this power Heal +1. round, the next casting gains a cumulative free Meta Tag
from amongst the spell’s available Meta Tags.
Awareness of Danger Rank Up: The fourth time you cast a spell you cast earlier this
Feat round, if you have applied a Meta Tag to the spell, then gain a
free Meta Tag of the same kind.
The more the battle rages, the more attuned your reflexes are
to the rhythm of war.
Effect: Gain +2 Parry while your Alertness is at intensity 3. Bestow Conviction
Rank Up: Gain +1 Parry while your Alertness is at intensity Enchantment
2. You channel conviction into the soul of an ally.
Effect: Adjacent allies gain Spiritual PF +1 versus Spiritual
Bask in Blood damage they receive if they are Bloodied.
Feat Rank Up: Spiritual PF +1 with this power.
The more blood is spilled the more you desire to hunt down
your foes. Bestow Faith
Effect: Gain Heal +1 when a Nearby (within 2 hexes) com- Enchantment
batant is Bloodied. You channel faith into the soul of an ally.
Rank Up: When using this power Heal +1. Effect: Adjacent allies gain bonus +1 Spiritual damage when
dealing Spiritual damage.

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Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: Allies inflict an additional +1 Spiritual damage sence or Destiny and is treated as a permanently equipped
when using this power. item. It only manifests on the Dweller as granted Passive
abilities. Mavens feed off the experiences of their bounded
mortals, gaining levels as they do.
Bestow Insight A Maven is not alive in a mortal sense. It cannot be seen, ex-
Enchantment cept by the Dweller it is bound to, or by another using The
Sight. It has no weight or true dimensions. It cannot affect
You channel insight into the mind of an ally.
the mundane material world at all, unless through their
Effect: Adjacent allies gain bonus +1 Mental damage when Dweller, which is why they strike this bargain. It cannot be
dealing Mental damage. killed or removed from a Dweller as long as the Dweller is
Rank Up: Allies inflict an additional +1 Mental damage alive. If a Dweller enters a Bloodied State, the Maven will dis-
when using this power. appear until the Dweller is healthy again.
As a player you may choose one Maven to be bound to your
Bestow Wisdom Dweller. As a Dweller, you find a Maven through circum-
Enchantment stance or through a private ceremony. Once a Maven is cho-
You channel wisdom into the mind of an ally. sen, its power replaces “Bond with Maven” on your Dwell-
er’s Character sheet. For a list of Mavens, see Companions
Effect: Adjacent allies gain a Mental PF +1 versus Mental
page 196.
damage they receive if they are Bloodied.
Rank Up: Your Maven is now a Companion. See Companion
Rank Up: Allies gain an additional +1 Mental PF if an ally
rules Page 193. Mavens will now gain 1 unused QR for every
beside them is also Bloodied.
2 Dweller Levels. This new QR value can be banked, or spent
on new abilities. The choice of new abilities is final, and sim-
Blood Drinker ply expands what the Maven is capable of doing when serving
Enchantment the Dweller. For a list of things the Maven can improve, see
Your body is reinvigorated and regenerated by the essence of Companions page 192.
war. Your body heals itself when you touch, are splashed by,
or drink the blood of an opponent. Briarheart *
Effect: At the start of your turn, Heal +2 and an additional Enchantment
+4 if adjacent to a Bloodied combatant. Roots grow around your feet, securing you to the ground,
Rank Up: When using this power Heal +1. and the energy from those roots feed your body to grow in
size.
Blood Lust Effect: After you Wyrd, you may fuse with the essence of the
Feat earth touching your feet by Accepting a Drain. Your feet are
woven to the earth and you cannot be separated.
You sense impending victory, instilling you with extra feroc-
ity. While fused, your Move is penalize by -1 per rune in Drain,
but you gain +1 Reach and +1 Size per rune in Drain. Weap-
Effect: Your Attack Actions gain +3 damage when your tar-
ons and armour fuse and scale in size with you, granting +1
get is Bloodied.
PF and DF per size increase.
Rank Up: Damage +1 with this power .
While fused, Divine Favour/Wrath intensity adds to your
unarmed attack DF, and Divine Wrath intensity adds to your
Blunt Disposition PF vs Physical damage.
Innate You remain fused so long as you have Runes in Drain.
Some might call you rude but you have a knack for putting Rank Up: When you play a {Divine} Talent rune-chain, you
direct questions to people in a way they will answer. may move 1 hex.
Effect: Gain a +2 bonus on Question Actions.
Rank Up: Question +2 with this power . Brilliant Arms
Enchantment
Bond with Maven You channel the gifts of the gods, infusing your arms, making
Enchantment them shine in a warm embrace for all that would fight at your
You soul-bond with a Maven; an otherworldly sidhe who is side.
too weak to manifest physically. Effect: The magical shine of your arms prevents all foes with-
Effect: A Maven is a soul-bound companion. It has no Es- in Far (8 hex) Range of gaining the first intensity of a Shroud

TALEN TS - PAS S IV E S - 451 -


Nicolas Phaneuf Gohier (Order #31317871)
Condition per round. movements of stars, a pack of wolves pursuing their prey,
Rank Up: You cast no shadow, and so you are harder to pos- warriors clashing on the battlefield, a flower slowly rising
sess. You automatically Counter the first intensity of Posses- from the dirt toward the sun. You concentrate and shape the
sion targeting you each combat round. mists into a silver cauldron, its fumes bursting out and bless-
ing its target.
Brutalize
Knowledge (Coire Fhís)
Feat
Effect: After a 6 hour ceremony imbue an ally to make a
You are especially generous when dishing out pain and pun-
Skill check for Omens & Portents or Commune with Dead as
ishment.
though they are trained, or, if they already know it, as though
Effect: Your first Attack Action of the round applies 1 De-
at +1 rank. This enchantment lasts 1 hour.
generation Condition [Counter P].
Rank Up: Increase your ally’s use of these Skills by +1, but
Rank Up: Your first Attack Action of the round also inflicts 1
still within the same hour.
Knockback [Counter P].

Motion (Coire Goir)


Burrow
Effect: Allow an adjacent ally to make an immediate Skill
Feat check for Riding or Swimming as though they are trained, or
You can dig and move through frozen ground as if it were wa- if they already know it, as though they are +1 rank. This en-
ter. You move the dirt behind you so the passage is closed off chantment lasts 1 hour, and cannot be done more than once
in your wake. in a 6 hour period.
Effect: While you move through earth/stone/ice, you may Rank Up: Increase your ally’s use of these Skills by +1, but
only perform Weak Move Actions. Movement granted by Ac- still within the same hour.
tive powers is cut in half.
Rank Up: Move while in one of: earth, stone, or ice, is in- Poetry (Coirí Filíochta)
creased by +2.
Effect: After a 6 hour ceremony imbue an ally to make a
Skill check for Perform or Read & Write as though they are
Carried by Blood trained, or if they already know it, as though at +1 rank. This
Enchantment enchantment lasts 1 hour.
Your body is extra-swift as it slips closer to death. Rank Up: Increase your ally’s use of these Skills by +1.
Effect: While Bloodied, gain +3 Move.
Rank Up: While Bloodied and after you perform a Move Ac- Charismatic Leadership
tion this turn, if a foe attacks you, then reduce their Range by Innate
4 hexes and Reach by 2 hexes. It is you others look to when conflict starts. You have such a
natural confidence in leadership it is easier for you to set the
tone in an engagement.
Carried by Song Effect: Your first Social Attack of the round gains a free Meta
Feat Tag.
Your body reacts favourably to Spell Song magic. When you Rank Up: Your first social attack of the round also has Social
are touched by such an effect, your body becomes lighter and Attack Factor +1.
quicker.
Effect: While affected by a Spell Song, your Move gains a +2 Clear-headed Defence
bonus. Feat
Rank Up: Increase this bonus to Move by an additional +1, You empty your mind, focusing only on your next action to
defend yourself.
Cauldron of... Effect: Once per round Consume 1 Fury to gain +3 PF
Enchantment against the next attack.
You start to compose a poetic song, unlocking one of the Rank Up: You may Consume another Fury this round for an
spiritual gates in your body increasing your connection with additional +1 PF.
the universe, you focus on the motion of everything, the

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Nicolas Phaneuf Gohier (Order #31317871)
Effect: Gain a +2 bonus on Social Defence Factor vs. Pro-
Combat Awareness voke
Feat Rank Up: Increase your Social Defence Factor vs. Provoke
You have a 360-degree situational awareness of the battle- by +1.
field, giving you improved defence against attacks from be-
hind. Courtly Etiquette
Effect: If you are attacked from the back, you can perform Innate
regular Defend Actions rather than Weak Defend Actions. The wealthy and powerful courts have something like a secret
Rank Up: Gain Parry +2 when attacked from behind. language of their own: etiquette. You know this language;
when to bow, when to be silent, when to speak, and how to
Combat Manoeuvrability put things delicately or with the correct wry tongue.
Feat Effect: When dealing in matters at court, in regards to cus-
tom, manners, or repartee, gain Social Attack Factor +1 and
You are an expert at positioning yourself for the perfect
Social Defend Factor +1.
strike when your opponent is in range.
Rank Up: Specialize and choose to increase either Social At-
Effect: After performing an Attack Action, if there are no ad-
tack Factor +1 or Social Defence Factor +1 for courtly mat-
jacent enemies, you can perform a Weak Move Action.
ters. Only one choice can be made for this Rank Up.
Rank Up: If you moved with this power, gain Parry +2.

Companion in Arms Coward’s Condemnation


Feat Feat
Your soul is fed by the loyalty of your allies. Fleeing from a duel is a coward’s way, ending in a coward’s
Effect: During Upkeep, Heal +1 per adjacent ally. death.
Rank Up: Heal +1 with this power per adjacent ally. Effect: Once per round if an enemy attempted and failed to do
damage to you, your next attack upon them inflicts 1 Intensity
of Vulnerable [Counter P].
Companion in Life Rank Up: If the same enemy later attempts to Move away, and
is Bloodied while you are at full health, then you may also in-
Enchantment
flict Impeded [Counter P].
When you are healed you share some of the restorative ef-
fects with those around you.
Effect: When you receive any healing, adjacent allies also Crafter’s Promise
Heal +1. Feat
Rank Up: Adjacent allies Heal an additional +1 with this You are intimately familiar with your crafted items, knowing
power. how to turn at the last second in order to avoid damage.
Effect: Your equipped items are harder to destroy. They gain
Companion in War +4 QR when being targeted for Damaged or Broken.
Enchantment Rank Up: Increase the QR of the weapon you hold by an ad-
You help an adjacent ally to deal extra damage to their foe ditional +2 for the purposes of being targeted for Damaged
by influencing both the attacker and defender (causing a dis- or Broken.
traction, creating a feint with your weapons, etc.)
Effect: Adjacent allies deal +1 damage on their Attack Ac- Dance Against Magic *
tions. Enchantment
Rank Up: Increase this damage by +1. The battle-lusting Druid dances in the middle of the threads
of magic, using the patterns to fall into a deep trance.
Cool Head Effect: Gain 1 Trance when afflicted by an enemy’s spell the
Innate first time in a round.
It is difficult for others to rile you. You maintain control of Rank Up: When an enemy spell affects you, Heal +1.
your emotions.

TALEN TS - PAS S IV E S - 453 -


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: Parry boosts by an additional +1 for every 2 adja-
Dance of Feathers cent foes.
Enchantment
Move like a swirling tornado of feathers, letting your instincts
and murmurs of your Goddess protect you from incoming Desperation
harm. Feat
Effect: Effects that target you suffer a -2 Range and/or -1 You enter a frenzied state as your survival instinct kicks in.
Reach per your intensity of the Trance Condition, to a mini- Effect: Your Attack Actions gain a +3 damage bonus if you
mum of 1 Range/Reach. are Bloodied.
Rank Up: If you are Bloodied, then attacks that target you Rank Up: If you are cornered (cannot make a Move Action
suffer an additional -1 Range/Reach per intensity of Trance, without occupying an enemy hex) or surrounded and Blood-
to a minimum of 1. ied, your Attack Actions gain another +2 damage.

Dance of the Flagellant Destroyer Hide


Enchantment Enchantment
In the violence of combat you channel the pain into a holy Your body is caustic to weapons
communion. Effect: Every time a weapon strikes you, the attacker must
Effect: Gain 1 Trance when you receive any damage greater pay a Physical rune to Counter their weapon getting the
than Stun from an enemy for the first time this round. If the Damaged status.
wound you take results in you being Bloodied, gain an addi- Rank Up: The attacker cannot avoid your corrosive aspects
tional +1 Trance. and must also pay a Mental rune (to know how to clean it)
Rank Up: Heal +2 when this Talent activates. during the next Upkeep or their weapon gains the Damaged
status.
Deepen Fury
Feat Destructive
You breathe deeply feeling the fire of your own fury with each Feat
breath. You instinctively strike at the weakest points of an object.
Effect: Once per round, if an ally within Far (8 hex) Range Effect: When you inflict the Damaged State on an item, if
is the target of a hostile spell or a hostile manoeuvre by a foe, your weapon is 6 QR or more greater than that item, then you
you gain +1 Fury. may inflict the Broken State upon it instead.
Rank Up: This power may trigger one additional time per Rank Up: Your weapon needs to only be 4 QR greater than
combat round. the targeted item instead.

Defend the Old Ways Divine Suffused Weapon


Feat Feat
You were one of them once, one who believed that one god Your weapon is over-large, such that others wonder how it
was better that the many, but now you know better. could be carried. Surely, it is a weapon of the gods.
Effect: The first time you take damage from a foe suffering Effect: Your weapon gains +1 Size, +1 Reach, and +1 dam-
from Divine Wrath in a round, gain 1 Divine Favour. age per intensity of Divine Favour. If you are affected by
Rank Up: The third time in a round you take damage from a Divine Wrath, the weapon deals +1 Spiritual damage per
foe suffering from Divine Wrath, gain an additional Divine intensity instead.
Favour. Rank Up: If you consume a Divine Favour, you may Amplify
your next Attack Action. If you consume a Divine Wrath you
may double Amplify your next Attack Action.
Defy the Crowd
Feat
You thrive when surrounded by foes. You use the flailing Dramatic Personality
bodies of your opponents to maximize your own defences. Innate
Effect: Parry is boosted by +1 per 2 adjacent foes. You may be upset, but practice has taught you to channel

- 454 - TALENT S - PAS S IVES


Nicolas Phaneuf Gohier (Order #31317871)
your emotions into getting what you want.
Effect: If you are suffering from an Emotional Condition,
Drunken Heckler
gain +3 on Provoke Actions. Feat
Rank Up: If your foe is also suffering from an Emotional Drink makes you mouthy, and you know how to use that to
Condition then you may have a free Sinister Meta Tag on your advantage in combat.
your first Compel Action against them. Effect: At the end of the round, if you have at least 1 intensity
of the Drunk Condition, play a rune to heckle your foe, and
gain +1 Taunt.
Drive Back Rank Up: On the maximum intensity of the Drunk Condi-
tion, before passing out, Heal +4.
Feat
You press your attack, moving forward with every blow, and
pushing your opponent onto their heels. Drunken Regeneration
Effect: Each Attack Action Knockbacks your opponent by 1 Feat
hex. [Counter P]. When you are drunk, your body starts to heal its wounds.
Rank Up: Knockback +1 with this power. Effect: If you are drunk during Upkeep, Heal +2 at the 1st
and again at the 3rd intensity of the Drunk Condition.
Driven by Emotion Rank Up: On the maximum intensity of the Drunk Condi-
Innate tion, while passed out, Heal +4 every Upkeep.
Intense emotion gives you a certain clarity of purpose. You
may be in a heightened emotional state, but you demand an- Drunken Songs
swers. Feat
Effect: If you are suffering from an Emotional Condition, Your voice is fuelled by the excellent drink.
gain +3 on Question Actions. Effect: If you are drunk, add a +1 hex radius to any Spell
Rank Up: Gain an additional Social Attack Factor +1 for the Song at the 1st and again at the 3rd intensity of the Drunk
rest of the round if your Social Attack Action to Question Condition.
fails. Rank Up: Increase the radius of any Spell Song while drunk
by an additional +1.
Drunken Brawling
Feat Drunken Stagger
When you’re drunk, anything you can grab becomes a weap- Feat
on. Having mastered the tumbling art of walking drunk you har-
Effect: If you are drunk, add +2 Physical damage to your At- ness this to run faster.
tack Actions with improvised weapons on the 1st and again Effect: If you are drunk, gain +2 Move at the 1st and again at
at the 3rd intensity of the Drunk Condition. the 3rd intensity of the Drunk Condition.
Rank Up: Also add +1 Parry per drunken level when mak- Rank Up: Also gain Parry +1 while Drunk.
ing a Defend Action with an improvised weapon, but it is de-
stroyed after one use. Effigy Mirror *
Enchantment
Drunken Fury Your Bronze Idols mimic many of your actions on the bat-
Feat tlefield.
You become a quarrelsome drunk. Effect: Play a rune of any Trait as a Meta Tag and all deployed
Effect: At the end of the round if you play a rune to down a Bronze Idols or other Effigy Companions on the Battlefield
drink, gain +1 Fury. (within 16 hexes) will imitate the same action, so long as the
Rank Up: You may continue drinking. At the end of the round action is:
you may gain a number of Fury intensities equal to the number Any {Stance}.
of drinks you downed this combat round. Play 1 rune per drink Any {Manoeuvre} Action with the words: Attack, Parry,
you wish to down. Every second drink you gain +1 Drunk Con- Block, or Posture in its title.
dition. Rank Up: Talk through your Bronze Idols, performing Social At-
tack Actions and Social Defend Actions through them by proxy.

TALEN TS - PAS S IV E S - 455 -


Nicolas Phaneuf Gohier (Order #31317871)
fer from an affliction, the strain unlocks a reserve of magical
Emotional Tirade talent in you.
Innate Effect: While you suffer from a negative Condition and have
When you get stares, you don’t stop until you get your point a spell effect In-Play with a Maintain Meta Tag, gain a Focus
across, using emotions to drive your social attacks forward. +1.
Effect: If you are suffering from an Emotional Condition Rank Up: The spell also does +1 damage.
gain +2 Social Attack Factor.
Rank Up: Gain an additional Social Attack Factor +1 under Equipment Mastery
these circumstances. Feat
You may wield larger items with great ease.
Emotionally Demanding Effect: All items equipped by you are considered to be 1 Size
Innate smaller for purposes of calculating encumbrance.
When upset, you know how to get what you want by charging Rank Up: Decrease the Size of your items for encumbrance
your demands with emotional impact. purposes by a further -1.
Effect: If you are suffering from an Emotional Condition,
gain +3 on Compel Actions. Eye of Air
Rank Up: Switch your tactics and gain Social Defence Factor Enchantment
+1 for the rest of the round if your Compel Action fails. You have no need of enchanted items in order to fuel your
spells. You have an innate talent for powering Mental effects.
Emotionally Guarded Effect: When you cast a spell that deals Mental damage, you
Innate add +2 Mental damage.
Years of staying quiet about your emotions serves you now. Rank Up: If you cast a spell that does Physical damage, you may
It is not so easy to get you to open up, or to manipulate your convert 2 points of that damage into 1 Mental damage. (Then
feelings with words. you may gain the benefits of this power, since the spell inflicts
Effect: Gain a +2 bonus on Social Defence Factor vs. Pro- Mental damage.)
voke or Question when pertaining to revealing your true
feelings. Eye of Fire
Rank Up: Gain an additional Social Defence Factor vs. Pro-
Enchantment
voke or Question +1.
You have no need of enchanted items in order to fuel your
spells. You have an innate talent for powering Physical ef-
Emotionally Thick Skinned fects.
Innate Effect: When you cast a spell that deals Physical damage, you
When you sense social conflict coming you know how to pre- add +4 Physical damage.
pare yourself emotionally. Rank Up: Gain an additional Social Attack Factor +1 when
Effect: Your first Social Defence of the round gains a free the foe can see your eyes.
Meta Tag.
Rank Up: Gain an additional Social Defence Factor +1 un- Eye of Stone
der these circumstances. Enchantment
You have no need of enchanted items in order to fuel your
Emotionally Unimpressionable spells. You have an innate talent for powering healing effects.
Innate Effect: When you cast a spell that Heals damage, you gain a
You don’t get swept up in the sentiment of the moment. It is +2 Heal bonus.
difficult for others to jar you into action. Rank Up: Gain an additional Social Defence Factor +1 when
Effect: Gain a +2 bonus on Social Defence Factor vs. Compel. the foe can see your eyes.
Rank Up: Social Defence Factor +1 for this power.
Eye of Water
Enchanted Prowess Enchantment
Feat You have no need of enchanted items in order to fuel your
While you remain concentrated on a magical source and suf- spells. You have an innate talent for powering spiritual effects.

- 456 - TALENT S - PAS S IVES


Nicolas Phaneuf Gohier (Order #31317871)
Effect: When you cast a spell that deals Spiritual damage, penalty, except for attempts to intimidate.
you add +2 Spiritual damage. Rank Up: Increase your Size by +1 for every 5 Levels, how-
Rank Up: If you cast a spell that does Physical damage, you ever, you may only ever equip magic items forged beneath the
may convert 2 points of that damage into 1 Spiritual damage. sea.
(Then you may gain the benefits of this power, since the spell
inflicts Spiritual damage.) Forge of the Underground
Enchantment
Fangs The rocks obey your command to remember the time long
Enchantment ago when they were molten rock, and by your word return to
Your natural weapons (such as claws, fangs, etc.) are longer, that primal state.
sharper, and more pronounced. Effect: Draw any rock from the earth. So long as you are
Effect: The damage from natural weapons (unarmed com- underground, the rock will obey your command to heat and,
bat) is increased by +1, and you gain a +1 Parry bonus. This over the course of an hour, will become hot enough to use as
bonus stacks for every 4 Levels (i.e. +2/+2 at level 4). a forge.
Rank Up: Your fangs are pronounced enough to be noticed, Rank Up: Handle metal no matter its condition, if it is molten
giving you a +3 bonus to Provoke to Fear. hot or freezing cold, you can handle it empty handed.

Fathach’s Might Fox’s Tongue


Feat Innate
You have spent your life training to embody the toughness You make tricks and set traps with your words, running cir-
of your people, not through supernatural means but through cles of cleverness around your adversaries.
sheer mortal determination. Effect: Gain a +1 to Social Attack Factor.
Effect: Once per round after you are attacked, add +4 dam- Rank Up: Increase the bonus to Social Attack Factor by +1.
age to the next Attack Action you make.
Rank Up: Add Knockback +1 to the next Attack Action as Frightened Agility
well.
Enchantment
Fear makes you more cautious, more clever, and more nim-
Fey Favours * ble.
Innate Effect: Your Move Actions gain +1 Move per intensity of the
You have made many friends in the wild spaces that border Fear Condition you are under.
the mist-barrier between the mortal realm and the Other- Rank Up: When under the Fear Condition increase your
worlds. Parry by an additional +2.
Effect: When dealing with any fey, gain Social Attack Factor
+1 and Social Defence Factor +1. Fuelled by the Crowd
Rank Up: Add Social Attack Factor +1 and Social Defence Feat
Factor +1 to this power.
When enemies descend upon you, your motivation to get out
is bolstered by the size of the angry mob.
Fleet Footed Effect: On your next Move Action, gain a Move bonus equal
Feat to twice the number of adjacent foes.
You are especially good at running. Rank Up: Move through enemy hexes freely when making
Effect: Move Actions gain a +1 bonus. this kind of Move Action, but you cannot end your turn in
one.
Rank Up: Increase the bonus to Move by an additional +1.

Fury from Anger


Fomorian Size Feat
Feat You are keen to channel your anger into something more im-
Your size category is larger than that of a typical human. pacting.
Effect: You Size category increases by +1, however, your Effect: During Upkeep you may transfer all intensities of An-
fearsome size means your Social Attack Actions suffer a -2 ger into the same number of intensities of Fury. Then you no

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Nicolas Phaneuf Gohier (Order #31317871)
longer have any intensities in Anger.
Rank Up: When you transfer at least one intensity of Anger Fury to Protect the Weak *
into Fury, you may also draw a weapon as though you have the Feat
Quick Draw power. One of the duties of a champion is to bleed for his kin and
kith, you will not suffer even the thought of letting your own
Fury from Bravery getting hurt and thus place yourself between them and those
Feat who would hurt them.
The moment is now to channel your bravery into righteous Effect: Gain 1 Fury when an ally within Far Range (8 hexes)
fury. takes a Wound for the first time this round. If the wound your
ally takes results in their being Bloodied, gain an additional
Effect: During Upkeep you may transfer all intensities of
+1 Fury.
Bravery into the same number of intensities in Fury. You no
longer have any intensities in Bravery. Rank Up: If your ally is adjacent when this occurs, grant
them Heal +2.
Rank Up: Heal +2 when you transfer at least one intensity of
Bravery into Fury.
Galvanized Champion’s Ambushing
Fury From Sorrow Adder Dash
Feat Feat
You are keen to channel your sorrow into something more You may not move quickly in your heavy armour, but you
impacting. know how to position yourself against enemy action.
Effect: When combat begins you may gain an intensity in Effect: While you are affected by a Condition, wearing heavy
Fury equal to the sum of all your intensities in Grief, Re- armour and wielding a two handed weapon, after you per-
morse/Guilt, and Humiliated. You remain affected by the form a Move Action, you may change your Initiative by +/-1,
Emotional Condition at the same intensity. Heal +1 and gain +1 Physical PF until end of round
Rank Up: Heal +2 with this power. Rank Up: Increase the Heal of this Talent by an additional
+1.
Fury of Boiling Blood *
Feat Galvanized Champion’s Ambushing
Your supernatural heritage declares itself in the heat of bat- Adder Strike
tle. Your body heats up the more you fight until it glows with Feat
heat, powering your attacks as you barrel down to challenge You may not be swift on your feet, encumbered as you are by
the mightiest opponent. your heavy armour, but you know how to position yourself
Effect: Gain 1 Fury when you receive any damage greater after an attack.
than Stun from an enemy for the first time this round. If the Effect: While you are affected by a Condition, wearing heavy
wound you take results in you being Bloodied, gain an addi- armour and wielding a two handed weapon, after you per-
tional +1 Fury. form an Attack Action, you may change your Initiative by +/-
Rank Up: Move 1 hex when you gain Fury with this power. 1, Heal +1, and gain +1 Physical PF until end of round.
Rank Up: Increase the Heal of this Talent by an additional
+1.
Fury of the Manhunter *
Feat
The sweet smell of blood awakens your bloodlust, pushing Galvanized Champion’s Cerebral Strike
you to hunt down more prey. Feat
Effect: Gain 1 Fury when you inflict a Wound on an enemy You know how to conserve your energy with an attack, and
for the first time this round. If the wound you inflict results in keep your mind sharp, even if you wear heavy armour and
your foe being Bloodied, gain an additional +1 Fury. wield a mighty weapon.
Rank Up: You are invigorated by your success. Heal +1 when Effect: While you are affected by a Condition, wearing heavy
you gain Fury with this power. armour and wielding a two handed weapon, after you per-
form an Attack Action, you Heal +1 and gain +1 Mental PF
until end of round.
Rank Up: Increase the Heal bonus of this Talent by +1.

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Nicolas Phaneuf Gohier (Order #31317871)
Effect: Gain a +1 to Social Protection if you are suffering
Galvanized Champion’s Hornet Strike from an Emotional Condition.
Feat Rank Up: If you are at maximum intensity of an Emotional
Your weapon is large and its weight can be used to your ad- Condition, gain +1 Social Protection.
vantage. You know how to carry your body forward with the
weight of your swing. Guardian *
Effect: While you are affected by a Condition, wearing heavy Enchantment
armour and wielding a two handed weapon, after you per- You are the linchpin that holds your group together, helping
form an Attack Action, you may perform a free Move Action. everyone survive the harsh turns of combat, and ensuring all
Rank Up: Increase the Move bonus of this Talent by +1. will see another sunset.
Effect: When you assist an ally by using an Active Talent or
Galvanized Champion’s Cerebral Strike Passive Power to give them an Attack, Defend, or Move Ac-
tion, add an additional +1 bonus. If the ally is Bloodied (or
Feat
a Companion that is also an ally is Damaged) then increase
You do not simply strike, you strike seemingly clumsily, play- this bonus by +2.
ing the fool, taunting your opponent to come for you, even
Rank Up: Increase this bonus by an additional +1.
while you move into a better position for the coming conflict.
Effect: While you are affected by a Condition, wearing heavy
armour and wielding a two handed weapon, after you per- Hateful Reanimation *
form an Move Action, you gain +1 Taunt and may change
Enchantment
your Initiative by +/-1.
Through your pact with Father Donn, your soul is given a
Rank Up: When you use this Talent you may change your
chance, animating your body to pay the blood price in ex-
Initiative by an additional +/-1.
change for another chance at life.
Effect: When your last rune enters Death, you remain alive
Get Back! for 1 additional round. Next round Wyrd from your Death
zone and if you kill a Worthy Foe (within +/-5 levels) this
Feat
round, you remain alive and the previous death is forgiven
Your experience in spell-casting in dangerous situations and forgotten. The runes that you have Wyrded are now your
allows you to cast while others leap behind you to avoid the remaining life force if you killed a worthy foe, but if you fail
wrath of your magic. to do so, at the Cleanup Phase, place all runes in Death and
Effect: After you cast a spell, an adjacent ally may perform a you are dead.
Weak Move to seek cover. Rank Up: If you meet the conditions to revive you from
Rank Up: If your ally uses the Move Action to seek cover be- death, Heal +3 next Upkeep.
hind you, they gain PF +1.
Heart of a Poet
Give Chase * Innate
Feat You spin an excellent thread to get others to sympathise with
For some war is about winning, making sure your side over- your feelings.
comes their foes, giving no ground and sparing none, hunt- Effect: Gain a +3 bonus on Provoke Actions if you suffer
ing down relentlessly those who run to one day come back to from an Emotional Condition.
hurt your own. Rank Up: Also gain Provoke +2 to send your foe into Grief
Effect: Once per turn if an opponent is Bloodied and or Inspired.
moves away from you with a Move Action, you may imme-
diately perform a Move Action to pursue them. Heavy Armour Master
Rank Up: In pursuit of your fleeing enemy gain an additional
+2 Move. Enchantment
You’ve lived and moved so long in the casing of your heavy
armour that you know its strengths and weaknesses better
Glib than perhaps your flesh.
Innate Effect: Gain +1 Physical PF when equipped with heavy ar-
Your cavalier disposition and sarcasm gives you a natural so- mour (equal or larger in Size).
cial armour. Rank Up: Ignore encumbrance penalties when wearing
heavy armour.

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Nicolas Phaneuf Gohier (Order #31317871)
Effect: Gain 1 Fury when you inflict a Wound for the first
Heavy Weapons Master time this round. If you are Bloodied when you do, gain an
Enchantment additional +1 Fury.
The weight of heavy weapons sits well in your arms. You can Rank Up: If your foe is Supernatural, then also Heal +2.
use the extra weight to great advantage in reaching your ene-
my, and doing the most harm.
Effect: Gain +1 damage and +1 Reach when wielding weap- Holy Spirit
ons of a Size larger than you. Enchantment
Rank Up: The first Disarm attempt against you in a round is You are filled with the Spiritus Sanctus.
automatically Countered.
Effect: During Upkeep, you may gain Possession +1 and the
possessing Spirit is friendly and adheres to Miracle doctrine
Hidden in Mist and ethics. While possessed by the Holy Spirit, other Pos-
Enchantment sessions are ignored. Faith powers invoked by the spirit gain
Miracle bonuses and are boosted by an additional +1. During
When dense mist is on the ground you know how to take best
the Cleanup phase, Heal an amount of damage equal to the
advantage of it to obscure your movements.
intensity of the Holy Spirit Condition.
Effect: When there is mist on the ground during Upkeep,
Rank Up: If you reach maximum intensity of Possession, gain
gain +1 Shroud Condition. While in the mist, your Shroud
+1 Miracle.
cannot drop below 1 intensity if you do not wish it so.
This mist could be the kind that commonly hugs the ground
during the Celtic Twilight, or the dense magical kind sup- Holy Suffering
plied by spells like Battlefield of Mists or Power Over Mists.
Enchantment
Rank Up: Also add an additional Parry +2 when in mist.
You can bear the wounds as did your Lord and saviour.
Effect: When you receive damage greater than a Stun for the
Hidden in Rain and Snow first time this round, gain Spiritual PF +1 and Heal 1.
Enchantment Rank Up: If you are already Bloodied when you take the
You blend into the weather conditions, and become harder to wound, gain an additional Spiritual PF +1.
make out from the rain or snow.
Effect: When it is raining, or snowing, or the weather is oth- Holy Vision
erwise adverse in a way that could obscure vision, you gain Enchantment
+1 Shroud during Upkeep. While the harsh weather condi- Miracles are rare, but at times in a deep prayer trance, a vi-
tions continue you cannot drop below 1 intensity of Shroud sion will come to you, sent by an angel or saint that opens up
if you do not wish it so. the possibilities of your destiny.
Rank Up: If you are Bloodied in this weather, gain PF +1. Effect: If you are at maximum Trance intensity then gain +1
Miracle.
Hide Behind Emotion Rank Up: If you Consume all intensities of Trance, you can
gain an additional +1 Miracle.
Innate
You are practiced at focusing on your feelings and clinging to
them rather than listening. Honest and True
Effect: If you are suffering from an Emotional Condition Innate
gain +2 Social Defence Factor. There are limits to what you will do, to how far you will go,
Rank Up: If you are suffering from a negative Emotional and you will not cross them.
Condition at maximum intensity, gain an additional +3 So- Effect: Gain a +3 bonus on Social Defence Factor vs. Com-
cial Defence Factor. pel to do something dishonest or dishonourable.
Rank Up: If you are Bloodied, gain Social Protection +1.
Holy Fury
Enchantment Hooves and Iron *
Righteous fury is yours for your cause is true and glorious in Feat
your eyes, and therefore your violence is sanctified. For some a horse is only a mount to go from one place to an-

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Nicolas Phaneuf Gohier (Order #31317871)
other, for warriors like you a horse becomes part of you on
the battlefield, charging forward to run down your foes. Hulk, Mind Eater
Effect: While on a mount, gain +1 PF for each Rank in the Enchantment
Riding Skill. This bonus also applies to your mount Compan- You are not only massive, but your powerful consciousness
ion. matches your girth.
Rank Up: Give any ally sharing the mount with you +2 Parry. Effect: When casting spells, gain a +1 Mental damage bonus
at Size 8, and then an additional +1 Mental damage bonus
Hover every 2 Sizes.
Enchantment Rank Up: The second time you inflict Mental damage in a
round it increases by +1.
You may rise above the ground and move on an air cushion
allowing you to run over water, hot coals, or broken rubble
without being affected by the surface below. Hulk, Slamming
Effect: You levitate off the ground at the height of about Enchantment
where your knee would have been. You ignore any terrain You can’t help it, your immense size knocks folks around
penalties that would be applied. You still must climb when when you touch them.
there are inclines greater than 45 degrees. If you are mount-
Effect: Your Attack Actions gain +1 Knockback at Size 8,
ed this effect applies to your mount.
and an additional +1 per Size category. The Knockback
Rank Up: Raising off the ground as you do is still within the effect is reduced by the opponent’s difference in Size, and
same hex of space. Instead you may rise up to maximum of an [Counter P] per hex. If your Size is larger than your oppo-
effective Range of +2 hexes higher. nent you can smash them into the ground if you make an At-
tack Action for that specifically. Your foe must spend 1 rune
to dig themselves out per successful Knockback.
Hulk, Benevolent Rank Up: Whenever you would inflict Knockback, increase
Enchantment it by +2 [Counter P per hex].
You are not only massive, but your body radiates a regener-
ative vibe.
Effect: When casting spells, gain a +1 Heal bonus at Size 8, Hulk, Soul Devouring
and then an additional +1 Heal bonus every 3 Levels. Enchantment
Rank Up: When casting spells at Size 8 or greater, gain an You are not only massive, but your soul is just as ravenous as
additional +2 Heal. it is large.
Effect: When casting spells, gain a +1 Spiritual damage
Hulk, Earth Bender bonus at Size 8, and then an additional +1 Spiritual damage
Enchantment bonus every 3 Sizes.
You are not only massive, but your body is woven together Rank Up: Gain an additional +1 Spiritual damage when
with magic. The larger you are, the more potent your spells. casting Spells if your Size is larger than your foe.
Effect: When casting spells, gain a +1 to damage at Size 8,
and then an additional +1 to damage every Size category. Idolcraft
Rank Up: When spells are inflicted upon you, gain Parry +1 Enchantment
at Size 8. You carve an idol out of wood, stone, or iron, silver, bronze,
or gold, and imbue it with magic. The being that you created
Hulk, Eldritch now serves you as an automation that follows your literal in-
Enchantment structions to a fault.
You are not only massive, but your body is woven together Effect: You are capable of constructing an Effigy with the
with magic. The larger you are, the more potent your spells. Craft Skill, and imbuing it with life. It costs 1 QR for each
simple instruction imbued into the Effigy, including, for in-
Effect: When casting spells, gain a +1 Focus at Size 8, and
stance: defend a position, engage a foe, or run in one direc-
then an additional +1 Focus every 3 Sizes.
tion. Once the Effigy is brought to life it will carry out its or-
Rank Up: The spells you do also inflict +1 Knockback. ders to the best of its abilities and accept no more commands.
It will fully be under the control of the Norn.

TALEN TS - PAS S IV E S - 461 -


Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: You are capable of applying the Craft Skill to an
Effigy a second time, which includes an opportunity to invest Inversion of Ice
it with new orders. You may also spend 1 QR to revoke a pre- Enchantment
vious order. If there is a contradiction between new and old Your body is cold. Your nemesis is heat.
orders, the Effigy will do its best to reconcile them under the
Effect: Ice and cold sources Heal you by the amount of
direction of the Norn.
damage inflicted, instead of dealing you damage. You take
double damage from fire and heat sources. (Degeneration is
Ignorant Beast considered “neutral” damage and never has a type associated
with it.)
Innate
Rank Up: Gain PF +1 against Fire and heat sources.
You are not intelligent in the ways of humans and Fey, but
you have your own form of cunning.
Effect: Gain Social Protection versus Questions +8. Howev- Keen Senses
er, you cannot speak or understand language except through Feat
an appropriate “Parlay with” Passive Power. You have acute sight, smell, and/or hearing.
If tamed and made a Companion you can understand simple in- Effect: Rune costs to overcome the Shroud Condition are
structions, but still cannot communicate in return any more than reduced by 1.
a common beast.
Rank Up: You do +1 damage against a foe with Shroud.
Rank Up: Gain an additional Social Defence Factor +2 ver-
sus Questions.
Leaping Striker
Feat
In Service to a Higher Power You have perfected a technique of leaping at an opponent
Innate and using that motion to increase the ferocity of your attacks.
Your life is not your own; it is to another that you owe your- Effect: After performing a Weak Move Action, gain a +2
self, your life, and your actions. This loyalty has some advan- damage bonus on your next Attack Action. After performing
tages, for instance making you harder to compel. a Move Action, gain a +4 damage bonus on your next Attack
Effect: Gain a +3 bonus on Social Defence Factor vs. Com- Action.
pel to do something that may anger a deity with whom you Rank Up: Increase your weapon’s Reach by +1 or Range by
have a relationship. +2, and the vertical lift of your leap is heightened by +1 hex,
Rank Up: Increase this Social Defence Factor vs. Compel by meaning you could jump over Size 4 Characters and barriers
an additional +2. with this Talent.

Interrogator Lion of God


Innate Feat
You have a knack for the truth and getting it. When your blood spills the ground your awareness of danger
Effect: Gain a +2 bonus on Question Actions. expands, just like the ferocious beasts of God’s kingdom.
Rank Up: Increase the bonus to Question Actions by +2. Effect: Gain 1 Alertness when you receive a Wound from an
enemy for the first time this round. If the wound you take re-
sults in you being Bloodied, gain an additional +1 Alertness.
Inversion of Fire Rank Up: If your foe is Supernatural, then also Heal +2.
Enchantment
Your body is heat. Your nemesis is cold. Long Shot
Effect: Fire and heat sources Heal you by the amount of Feat
damage inflicted, instead of dealing you damage. You take You have trained to throw with deadly strength and precision.
double damage from cold and ice sources. (Degeneration is Effect: Ranged weapons have +3 hex Range for every Alert-
considered “neutral” damage and never has a type associated ness Intensity.
with it.) Rank Up: Any Weak Ranged Attack made at more than Far
Rank Up: Gain PF +1 against cold and ice sources. (8 hex) distance is a full Attack instead.

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Nicolas Phaneuf Gohier (Order #31317871)
Martial Prowess Might
Feat Feat
Some stand head and shoulders above others in their domain You are stronger than average, and your melee weapons
of expertise, when said domain is war, all turn to you when strike with greater impact.
the battle begins. Effect: On an Attack Action with a melee weapon or when
Effect: On an Attack Action using a weapon (ranged or me- performing an unarmed attack, deal +1 additional Physical
lee) deal +1 additional damage. damage.
Rank Up: Specialize and choose to focus on ranged or melee Rank Up: Increase your weapon and unarmed damage by an
weapons. This choice can only be made once with this Rank additional +1.
Up.
When performing your chosen kind of attack against a Wor-
thy Foe who is still in full health, you gain a free Swift Meta
Mighty Arm
Tag to your Attack Action. Feat
Your keen eye and strong arms allow you to make devastating
ranged attacks.
Master Sailor Effect: On an Attack Action with a ranged weapon (shot or
Feat thrown), inflict +2 damage.
Born at sea in the tooth of a gale, the seas have known you as Rank Up: When performing a Range Attack Action against
you have known them. a Worthy Foe who is still in full health, you gain a free Swift
Effect: You are accustomed to the motions of the waves, even Meta Tag to your Attack Action.
in violent storms, and can always keep yourself righted.
Your Skill checks made at sea, pertaining to all matters of Mob Mentality
sailing including fishing, navigation, and cooking, gain a +1 Feat
bonus.
Your confidence and combat prowess is bolstered by the
Rank Up: Increase your Skill checks for seafaring by an ad- presence of others aligned with your cause.
ditional +1.
Effect: All of your Attack Actions deal +2 damage if an ally
is adjacent.
Mastermind Rank Up: Increase damage by +1 for each additional adja-
Innate cent ally.
Plans within plans brew in your mind. The strings of informa-
tion you gather are precious, and you use them well. Morrigan’s Shadow
Effect: Gain a +1 Social Attack Factor bonus to Compel your Enchantment
warband to a plan of action. They cannot be under any neg- Your shadow assumes the shape of the Morrigan and rises
ative Emotional Conditions. If the Social Attack overcomes from the ground to envelop you and guide your hand.
all your ally’s Social Defence, then a successful plan of action Effect: After you Wyrd, if it is night and dark, and there are
has been agreed upon, and you all now share a String to carry shadows of at least your Size within a Nearby (4 hex) dis-
it out. tance, gain +1 Shroud. As long as there is darkness or shad-
Rank Up: Increase a successful plan of action String bonus ows within a Nearby distance your Shroud cannot drop below
by +1. 1 intensity if you do not wish it so.
Rank Up: In places of deep darkness or stark light, gain +1
Mental Parry.
Merry Disposition
Innate
Keeping a positive attitude is good for your health, and learn- Mysterious Rider
ing to smile while under social attack is a social necessity. Enchantment
Effect: Gain a +2 bonus on Social Defence Factor vs. Pro- When you are on a mount it takes on a magical agility, mak-
voke. ing you harder to hit.
Rank Up: Increase your Social Defence Factor bonus vs. Effect: If your mount has taken no damage by the Cleanup
Provoke by +2. phase of the round, then both you and your mount gain +1
Shroud.

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Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: Your mount’s feet make no sound upon the
ground, and your animal makes no idle noises. Your mount Oppose the Crowd
will contribute +1 to any Skill check for sneaking, stealth, or Feat
silence. You thrive when surrounded by foes. Your ability to avoid
damage is proportional to the number of enemies around
Natural Instigator you.
Innate Effect: Gain PF +1 per 4 adjacent foes.
It seems you cannot pass up any opportunity to make trouble. Rank Up: If you are Bloodied, gain an additional +1 PF per
Effect: Gain a +2 bonus on Provoke Actions. 4 adjacent foes.
Rank Up: Gain an additional +2 Provoke if the behaviour you
are provoking will lead to chaos. Otherworldly Beauty
Enchantment
Nature’s Child So beguiling is your comeliness that simply to look upon
Enchantment your countenance weakens the resolve of others.
You are attuned to the woods and rivers of the mundane Effect: Gain a +2 bonus on Compel Actions.
world, and how energy flows to them from the Otherworld.. If any Compel is successful and your foe is of lower Level than
Effect: When receiving or performing a Heal, gain a +1 bo- you, they will fall in love with your image, and will experience
nus. Grief if they are more than a Far (8 hexes) away from you, and
Rank Up: Increase this bonus by another +1 Heal. will always suffer 1 intensity of the Drunk Condition in your
presence.
Nimble Rank Up: Increase the Compel of your countenance by an
additional +3, but increase the intensity of your target’s
Feat Grief and Drunk by +1.
You have a survival instinct that helps you avoid damage.
Effect: On Defend Actions, gain a +1 Parry bonus.
Rank Up: Increase this bonus by another +1 Parry. Overcome
Feat
When you are in the worst position is when you summon
Ogham Armour Enchantment your greatest strength to succeed.
Enchantment Effect: If you are Bloodied and suffer from a negative Condi-
This set of sigils augments the spiritual protection of the ar- tion, when you apply a Condition on another combatant, the
mour it is carved upon. intensity is increased by 1.
Effect: Armour of greater than your Size gains +1 Spiritual Rank Up: If you suffer from a negative Emotional Condition
PF. when using this power then you may Restore 1 at the end of
Rank Up: Strengthen the oghams enchanting your armour, the Action.
granting you an additional +1 Parry.
Parlay the Strange
Ogham of Retribution Enchantment
Enchantment You are a friend to the animals, at least of a certain sphere.
The sigils you adorn yourself with speak of failed opposition; When you encounter one the following animals in the wild
resistance against you is futile. it has a neutral, rather than hostile disposition towards you
Effect: If a melee attack fails to deal any damage to you, the specifically. You can speak and understand its language. So-
attacker receives the damage they just dealt. They may per- cial Combat may improve (or worsen) its opinion of you.
form Defend Actions against their own damage. Effect: You speak the language of one classification of beasts
Rank Up: While you are affected by a Condition gain Phys- and may converse with them.
ical PF +1. If you spend 6 hours performing a ritual, you can summon a
random animal of this kind to your presence from up to half
a day’s travel away. The animal may take that long to come to
you, and after such a journey will expect an offering.
Put all your runes in your Essence Bag. Wyrd 1 rune. That

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Nicolas Phaneuf Gohier (Order #31317871)
determines the animal that responds to your ceremonial offer
of a parlay with nature. Parlay the Woods
• Red: Wren- Wrens know very little, but are excellent Enchantment
messengers. A friendly Wren will relay a message of up You are a friend to the animals, at least of a certain sphere.
to 9 words to any one person you know. When you encounter one the following animals in the wild
• Blue: Raven- A raven lands on a nearby low branch. Ra- it has a neutral, rather than hostile disposition towards you
vens have knowledge of war, the circumstance of nearby specifically. You can speak and understand its language. So-
warring states, and the toll of the dead. cial Combat may improve (or worsen) its opinion of you.
• Green: Crane: A crane walks out from behind a tree Effect: You speak the language of one classification of
and stands silently. Cranes have knowledge of riddles, beasts and may converse with them. If you spend 6 hours
secrets, and hidden information. They are the bird who performing a ritual, you can summon a random ani-
knows “what is missing”, and is fond of giving directions mal of this kind to your presence from up to half a day’s
to magical sites unknown to others, of long-gone struc- travel away. The animal may take that long to come to
tures, of standing stone formations, revealing where you, and after such a journey will expect an offering.
powerful magical beings sleep. If appeased, a crane may Put all your runes in your Essence Bag. Wyrd 1 rune. That
cough up an artifact that would be helpful against a mag- determines the animal that responds to your ceremonial offer
ical problem, the very thing that is “missing”. of a parlay with nature.
Rank Up: The animal is sure to know +1 secret each time. • Red: Bear: A bear lumbers down a path towards you.
Bears know very little, but a friendly bear will bring you
Parlay the Waters food enough for 6 days on land for one person.
• Blue: Wolves: A wolf approaches silently. A wolf always
Enchantment knows every mundane person you know, knows who is
You are a friend to the animals, at least of a certain sphere. loyal and who pretends to be, and knows the weakness
When you encounter one the following animals in the wild of your enemy. Wolves do not give information freely,
it has a neutral, rather than hostile disposition towards you and must be appeased.
specifically. You can speak and understand its language. So- • Green: Stags: A stag approaches cautiously. Stags have
cial Combat may improve (or worsen) its opinion of you. knowledge of the local Fey, and if appeased can parlay
Effect: You speak the language of one classification of beasts with the Fey on your behalf. It is difficult to gain an invi-
and may converse with them. tation to the Fey Courts, but a stag always has one, and
If you spend 6 hours performing a ritual, you can summon a may be willing to bring you there if your cause is noble
random animal of this kind to your presence from up to half and ultimately peaceful.
a day’s travel away. The animal may take that long to come Rank Up: The animal is sure to know +1 secret each time.
to you, and after such a journey will expect an offering.
Put all your runes in your Essence Bag. Wyrd 1 rune. That
determines the animal that responds to your ceremonial offer Patient Disposition
of a parlay with nature. Innate
• Red: Otter: An otter leaves the water and climbs onto Your attitude is unmoved by the taciturn nature of others.
the bank near you. Otters know very little, but a friend- You can maintain focus while others attempt to bait you.
ly otter will bring you food enough for 3 days for one Effect: Gain a +2 bonus to Social Defence Factor vs. Pro-
person. voke.
• Blue: Salmon: A salmon pokes its head above water. Rank Up: Increase your Social Defence Factor vs. Provoke
Salmon have knowledge of sea voyages, weather, and by +2.
the condition of the seas.
• Green: Seals: Seals know very little, but a friendly seal
can find someone or something easily recognizable in Pawn of the Queen
the sea within 3 day’s travel, and either bring it to you or Feat
report its location. The exception to this is food. Seals You have given your soul to the Raven Queen to gain power.
are gluttons and will always eat whatever food they try When in battle she will always watch and feed you her power,
to bring you. at the price of your body, possessing you to better direct your
Rank Up: The animal is sure to know +1 secret each time. thoughts and actions to ensure your victory or survival, if you
are still useful to her.
Effect: Once per turn when you inflict Mental damage, gain
1 Trance Condition.

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Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: If your Trance is at maximum intensity then the The ground closes behind you making you inaccessible to
first Mental damage you inflict in a turn is increased by +1. others until they dig you out.
The Iron Behemoth will cocoon around you, protecting you
Pounce from further harm with its body. You have no need of air,
Feat food, or drink.
With your initial attack, you surprise your opponent by leap- You are trapped in its embrace deep underground there until
ing onto them and knocking them off-balance. you heal fully.
Effect: Your first Attack Action of the round inflicts 1 Im- Any Condition that you had before your Iron Behemoth bur-
peded Condition. [Counter P]. rows to protect you underground is still active. (For instance,
if you suffer from the Degeneration Condition, it would still
Rank Up: If you made a Move Action before the Attack Ac-
activate on Upkeep every round, and you would die.)
tion then for the last half of the Move Action you may ignore
any difficult terrain between you and your foe as you leap If you die in the Iron Behemoth’s embrace, it stays buried. If
upon them. you heal fully in its embrace, it brings you back to the surface.

Power of Disbelief* Protector


Enchantment Enchantment
Your body, mind, and soul shut out the supernatural. As long You look after your friends, developing the skills that allow
as you choose not to engage it, the supernatural may not lay you to help them in their time of need.
a finger upon you. Effect: You can perform Defend Actions for adjacent allies
Effect: You automatically ignore any Supernatural being when they are attacked, adding your total to their own De-
whose Level is lower than the combined value of your Dwell- fend Actions.
er Level and your Faith Condition intensity. If an active Talent also allows you to perform Defend Actions
An ignored creature may not interact with you in any direct for an adjacent ally, then that active Talent also gains Parry
manner. They may not push you, throw or swing anything at +2.
you, cast a Spell on you or even shout at you. They may only Rank Up: When you make a Defend Action for an adjacent
affect you in a very indirect manner (judged by the Norn). ally, also grant them an additional Parry +2 for their next De-
For example, they may light a longhouse on fire and if you’re fend Action.
within it, you may burn.
Your Actions will also ignore the Supernatural being, but
indirect Actions may affect them. Your area of effect Talents Protective Fury
and powers will exclude anyone you have ignored by this Feat
power. When there is someone to protect, you let loose to your baser
If you initiate conversation, you negate your power, and the self, giving in to the emotions of anger, rage, and fury. You
supernatural being may converse with you. This works the allow yourself to be ruled by those emotions as you spiral into
same for physical contact. rage while frothing at the mouth and chewing your shield, all
Rank Up: If a Supernatural being attempts to inflict an Emo- to make the one last stand to protect your own.
tional Condition upon you while you are in a state of disbe- Effect: During Upkeep, if an adjacent ally is Bloodied, gain
lief, you inflict upon them +1 Humiliated. +1 Fury Condition.
Rank Up: If all allies within a Far (8 hex) Range are Bloodied,
gain an additional +1 Fury.
Protective Monstrosity *
Feat
When you are close to death, the Iron Behemoth will activate Quick Draw
and rise from the ground to shield you with its body. Feat
Effect: When you are down to your last rune you automati- You are very quick at drawing a weapon, performing the mo-
cally shapechange into riding on your Iron Behemoth for free tion instinctively.
without paying a rune. Effect: You do not need to play a rune to draw your weapon,
Rank Up: If the Iron Behemoth has triggered and your last or to switch weapons.
rune goes into Death, the Iron Behemoth embraces you as Rank Up: Once per turn, gain +2 Parry for your next Defend
an {Interrupt} then burrows deep underground as far as its Action when you draw a new weapon or a shield.
maximum Move.

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Nicolas Phaneuf Gohier (Order #31317871)
rune from In-Play and place it in Contingency to be used only
Quiet Disposition for allied Combo metas.)
Innate Rank Up: Increase the Range of the Combo Meta Tag to
It is difficult to rouse you to speech, as your natural inclina- Nearby (within 4 hexes.)
tion is to be silent, and not give away information.
Effect: Gain a +3 bonus on Social Defence Factor vs. Ques- Reclaim the Light
tion from someone who has not previously questioned you. Enchantment
Rank Up: This bonus can continue to apply even if the per- You absorb the light, gaining new ideas from it, like ideas of
son has questioned you before. violence that help your allies in battle.
Effect: If an ally or foe gains Shroud within Nearby (4 hexes)
Reclaim Aggression of you, Reclaim 1 (take a rune from In-Play and place it in
Enchantment Contingency to be used only for allied Combo Metas).
Every attack your enemy makes is an opportunity for a better Rank Up: Increase the Range of the Combo Meta Tag to
counter attack with your allies. Nearby (within 4 hexes.)
Effect: After you are attacked, you may Reclaim 1 (take a
rune from In-Play and place it in Contingency to be used only Reclaim Magical Energies
for Allied Combo Metas). Enchantment
Rank Up: Increase the Range of the Combo Meta Tag to You are efficient in your use of magic, and can reclaim the
Nearby (within 4 hexes.) tail end of your spell to give you strength to help your allies.
Effect: After you cast a Spell where you applied a Meta Tag,
Reclaim Craftwork you may Reclaim (take a rune from In-Play and place it in
Enchantment Contingency to be used only for allied Combo Metas.)
The insight you have into the materials you have crafted allow Rank Up: Increase the Range of the Combo Meta Tag to
you to make more coordinated actions with them. Nearby (within 4 hexes.)
Effect: When you make use of equipment that you personal-
ly crafted (or assisted in crafting by using any crafting Skill) Reclaim Momentum
in an Attack, Defend, or Move Action that involves 2 Meta Enchantment
Tags, you can Reclaim 1 (take a rune from In-Play and place
You have movement to spare, and when you have moved a
it in Contingency to be used only for allied Combo Metas).
great distance you can quickly assess how to help your allies
Rank Up: Increase the Range of the Combo Meta Tag to on the battlefield.
Nearby (within 4 hexes.)
Effect: After two consecutive Move Actions you may Re-
claim 1 (take a rune from In-Play and place it in Contin-
Reclaim Footing gency to be used only for allied Combo Metas).
Rank Up: Increase the Range of the Combo Meta Tag to
Enchantment
Nearby (within 4 hexes.)
When someone defends you, know what to do - reposition
yourself to better take advantage of their response, and set
up a situation where your allies can help. Reclaim Silver *
Effect: When a foe makes a Defend Action against your At- Enchantment
tack, you may Reclaim 1 (take a rune from In-Play and place Your arms and hands are so powdered with silver that they
it in Contingency to be used only for allied Combo Metas). shine. Your connection with silver has given you enhanced
Rank Up: Increase the Range of the Combo Meta Tag to healing properties.
Nearby (within 4 hexes.) Effect: Whenever you perform a Heal on yourself Reclaim
1 (take a rune from In-Play and place it in Contingency to
Reclaim the Kill be used only for allied Combo Metas). When you perform a
Heal on an ally, they Reclaim 1.
Enchantment
Rank Up: If this is the second time you have healed an ally with
Your foe may be down, but you have more to give to violence, an Active Talent this round, their skin is starting to be overtaken
and so look around to your allies to see who you can help. by silver. They gain PF +1.
Effect: After you kill an opponent, you may Reclaim 1 (take a

TALEN TS - PAS S IV E S - 467 -


Nicolas Phaneuf Gohier (Order #31317871)
Regenerating Fury Resistance to Vulnerable
Feat Enchantment
You use the energy of your fury to suppress pain, ignoring You are supernaturally resilient to the Vulnerable condition.
your wounds in favour of great violence. Effect: Once every turn, ignore the first intensity of the Vul-
Effect: When you gain an intensity of Fury, Heal +3. nerable Condition.
Rank Up: Increase the amount you Heal when you gain an Rank Up: When the Condition fails to apply to you, Heal +2.
intensity of Fury by +1.
Rigid Mind
Repetitive Motion Innate
Feat Holding steadfast to your beliefs it is difficult to unseat you
You are accustomed to spending long hours making the same mentally. Your convictions are strong and you maintain them
repetitive motion, and it is a little matter to you to make a at all costs.
second swing after the first. Effect: Gain a +1 to Social Defence Factor.
Effect: If you perform a {Manoeuvre} that you did earlier this Rank Up: Increase this bonus by an additional +1 Social De-
round, it gains a free Meta Tag from amongst the manoeu- fence Factor.
vre’s available Meta Tags.
Rank Up: The fourth time you make the same {Manoeuvre}, Roots Below
gain a free Meta Tag from amongst the manoeuvre’s available
Meta Tags. Enchantment
Your feet have roots that burrow into the ground and from
them you draw strength, releasing what ails you into the
Resistance to Blindness earth.
Enchantment Effect: During Upkeep, if your feet touch the earth, then re-
You are supernaturally resilient to the Blindness condition. duce 1 intensity of a negative Condition.
Effect: Once every turn, ignore the first intensity of the Rank Up: If you did not take any Move Actions last round,
Blindness Condition. you may reduce a negative Condition by an additional +1 in-
tensity.
Rank Up: When the Condition fails to apply to you, Heal +2.

Resistance to Degeneration Sacrificial Kill *


Enchantment Enchantment
You are supernaturally resilient to the Degeneration condi- Your destruction of your enemies is absolute. When your
tion. melee attack kills your victim, the body explodes affecting
Effect: Once every turn, ignore the first intensity of the De- everyone adjacent to it.
generation Condition. Effect: If you suffer from Divine Wrath immediately deal
Rank Up: When the Condition fails to apply to you, Heal +2. the same damage you just dealt to all adjacent enemies as the
corpse of your enemy explodes in a shower of boiling blood
Resistance to Impeded and splintered bones (a death caused by this effect will not
cascade).
Enchantment If you suffer from Divine Favour, you and adjacent allies are
You are supernaturally resilient to the Impeded condition. healed an amount equal to the damage dealt as the body van-
Effect: Once every turn, ignore the first intensity of the Im- ishes in radiant light.
peded Condition. At intensity 4, the effects are Amplified.
Rank Up: When the Condition fails to apply to you, Heal +2. Rank Up: When you play a {Divine} Talent rune-chain,
gain +1 PF vs Physical until end of round if your Divine
Resistance to Possession Favour/Wrath intensity is greater than 0.
Enchantment
You are supernaturally resilient to the Possession condition. Sadist
Effect: Once every turn, ignore the first intensity of the Pos- Feat
session Condition. You take great pleasure in humiliating and degrading your
Rank Up: When the Condition fails to apply to you, Heal +2. opponents. You ensure that your attacks are directed at your

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Nicolas Phaneuf Gohier (Order #31317871)
opponent’s eyes and ears, causing them to lose their effec- an explosion of sparks and inflicts 1 Blind Condition upon
tiveness on the battlefield. an adjacent attacker [Counter P]. This occurs every other
Effect: Your first Attack Action of the round inflicts 1 Blind Defend Action thereafter as well; the 6th, 8th, 10th, and so
Condition [Counter P]. on.
Rank Up: You may distract your foe before attempting to
blind them, forcing them to Counter with a Mental rune in- Shining Path *
stead. You must make the choice of what rune you are insist- Enchantment
ing your foe Counters with before you inflict Blind.
When you run it leaves a faint shining streak in your wake,
only visible to your allies.
Secretive Disposition Effect: Your Move Actions and any path you scout can be
Innate easily tracked by your allies or those friendly to you. If they
You didn’t get this far in life without knowing how to keep a follow in your path, any difficult terrain is traversed as nor-
secret. mal terrain. If your trail has been cold for more than 6 hours,
a Skill Check must still be made.
Effect: Gain a +2 bonus on Social Defence Factor vs. Ques-
tions. Rank Up: Any ally following the path of your Move Actions
within the same round by more than 1 hex will Heal +1.
Rank Up: If you can cite a different String of information as
a red herring, then gain an additional +3 Social Defence Fac-
tor vs. Question. Silence the Crowd
Feat
Sgian-dubh You thrive when surrounded by foes. You use your oppo-
Feat nents’ attacks against them and maximize the punishment
Any traveller knows the importance of carrying a knife, be it you inflict by knocking them into each other.
to survive on land or at seas. You are privy to an old spell to Effect: Boost damage done by a weapon by +1 for every 2
make sure there is always a knife on you, the “Sgain-dubh”, adjacent foes.
the hidden knife, black like a shadow, and tucked into your Rank Up: Once per round when you make an Attack or De-
sock in the form of a leg tattoo. When you wish, draw it out fend Action you may inflict +1 Knockback [Counter P] on
from your tattoo and you have a short, single-bladed knife for a foe.
any purpose from fish scaling, gutting a deer, or goring your
enemy.
Effect: You always have a knife hidden in your sock, or where
Silver Limb
your sock would be. It exists only as a tattoo on your skin un- Enchantment
til you draw it out. Greater wounds require more and better quality silver. Leg-
The knife is the same as the one listed as “dagger” on the ends say you could even replace lost limbs.
Equipment section page 266. Effect: If you Heal a Bloodied target, gain a +1 bonus to
The magic dagger cannot go beyond a Far (8 hex) distance Heal.
from you or it disappears, and can be redrawn from your leg. In the event of a Dweller’s death, if their player chooses the
Only one dagger can be drawn from your leg at a time. optional rule of permanent Injuries, you may use your heal-
Rank Up: Your tattoo increases in power, gaining 1/2 QR ing powers to restore the Dweller to their former glory by
every Dweller Level. The Dagger can take on new abilities fashioning for them a limb of silver, and enchanting it to life.
according to the Crafting Chart for a weapon on page 432. A Character can accept a silver limb to be spared from mu-
tilation only once in their life. This process takes a week of
craftwork and 1,000 Skatt in naturally mined silver. (What is
Shining Clash transmuted by a Nuada’s Hand from rocks will not do, as this
Feat limb must be made to last.)
When your weapon is struck it sheds sparks down upon your Rank Up: Increase the Heal bonus of this power by an addi-
enemy. tional +1.
Effect: When you perform a second Defend Action in a
round and hold a magic weapon (or one enchanted with Men- Silver Tongue *
tal or Spiritual damage) inflict 1 Blind Condition upon an Innate
adjacent attacker [Counter P].
Words have power, you know this better than anyone, how
Rank Up: Your 4th Defend Action of the round also causes one verse can turn a simple story into a legendary tale, you

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Nicolas Phaneuf Gohier (Order #31317871)
know what words to use to try to win people over. Effect: When striking at the back of your foe, or at a foe who
Effect: When dealing with mundane nobles, chiefs, kings, is unaware of your attack, you maximise the situation and
bandit leaders, and other mundane humans in a position of deal +2 Physical damage.
power, gain Social Attack Factor +1 and Social Defence Fac- Rank Up: Gain +1 rune to perform a Cinematic Interrupt
tor +1. Turn Action. (The base cost of trying to Turn as an Intercept
Rank Up: Specialize, choosing to increase either Social At- on someone else’s turn is 1 rune.)
tack Factor by +1 or Social Defence Factor by +1. These op-
tions can be chosen only once at Rank Up. Steel Skin
Enchantment
Silver-tipped Weapons Supernatural energies saturate the vessel to toughen the
Enchantment skin, for example by covering it with scales, feathers, fur or
You have prepared your weapons to deal with supernatural making it stone-like to defend him/herself from an incoming
beings. assault.
Effect: While fighting against a Supernatural foe, double the Effect: After you Wyrd, Consume one intensity of a positive
effects for a metal weapon’s Meta Tag. Condition to gain +3 PF.
Rank Up: Specialize and choose to focus on ranged or melee Rank Up: Gain an additional PF +2 for each additional inten-
weapons. This choice can only be made once with this Rank sity of a positive Condition you Consume.
Up.
When performing your chosen kind of attack against a Su- Stoic Disposition
pernatural Foe who is also a Worthy Foe, gain a free Swift
Meta Tag to your Attack Action. Innate
You are the rock, but you have seen things. Things you do
not want to remember. You’re sure not going to answer any
Spirit Domination questions about it.
Enchantment Effect: Gain a +3 bonus on Social Defence Factor vs. Ques-
You have mastered the art of communicating with spirits. tion that recalls a painful memory referenced by your Char-
You may now manipulate them into greater fits of rage. acteristics or Lifepath.
Effect: If you have the Commune with the Dead Skill, you Rank Up: If you can cite a second relevant point from your
gain a +1 bonus to Spiritual damage you deal when dealing Characteristics or Lifepath, then gain another +3 Social De-
Spiritual damage. fence Factor vs. Question.
Rank Up: You may increase the Spiritual damage you do by
an additional +1 per rank of the Commune with Dead Skill. Stout
Feat
Steadfast Determination * You can purge afflictions by sheer willpower and constitu-
Feat tion.
Your faith in your god gives you the strength to stand your Effect: During Upkeep, you can reduce the Intensity by 1 of
ground. a Condition that is afflicting you if it is one of the following:
Effect: Ignore 1 Knockback per intensity of Divine Favour. Blind, Degeneration, Impeded, Possession, or Vulnerable.
Gain +1 Physical PF per intensity of Divine Wrath. Rank Up: You may instead reduce the intensity of the fol-
Rank Up: Ignore an additional 2 Knockback when under Di- lowing Emotional Conditions: Anger, Fear, Grief, Remorse/
vine Favour, and gain an additional +1 PF when under Divine Guilt, or Humiliated.
Wrath.
Striker
Stealthy Striker Feat
Feat Your fighting style allows you to strike foes who would other-
You are especially good at attacking from your opponent’s wise be beyond your reach.
blind side. When striking from the back, you maximize the Effect: Gain Reach +1 on all melee Attack Actions and
wounds by aiming your blows. Range +4 on ranged weapons.

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Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: If you are striking from a higher vantage point
(or are a greater Size than your foe) then gain an additional Suave Singer
Reach +1 for melee attacks, or an additional Range +4 on Enchantment
Ranged attacks. You must specialize and choose only one of Spell Song magic washes over you like a chromatic wave of
these options to be your Rank Up. restoration, regardless if the magic is hostile or benevolent
towards you.
Strong Faith Effect: Heal +4 during Upkeep if you are under the effect of
Feat a Spell Song.
Your heart and mind are open to the patterns of the universe. Rank Up: You are attuned to the rhythm of the spell song,
Faith governs your actions, and lends you strength. and during Upkeep may move yourself +/- 1 in the Initiative
order.
Effect: When performing a Spiritual Skill attempt for a Skill
that you know, or that can be attempted freely, you can Take a
Stun to reduce the Skill check’s Difficulty Rating by 2. Superb Swimmer
Rank Up: If you are Bloodied you find new stores of faith Feat
and lower the Difficulty Rating on Spiritual Skill checks by
You are a natural swimmer and swim faster than others.
an additional 1.
Effect: Move +2 while in water.
Rank Up: When you are forced to make a Weak Move while
Strong Knowledge in water you may instead make a full Move Action.
Feat
You have researched all there is to know about the subject, Support Allies
and can call on your academic achievements in the middle of Feat
conflict. You always have your eye upon how to support your allies.
Effect: When performing a Mental Skill attempt for a Skill Effect: Contribute to an ally’s Combo Meta Tag from up to
that you know, or that can be attempted freely, you can Take a Nearby (4 hexes) away instead of being limited to an adjacent
Stun to reduce the Skill Check’s Difficulty Rating by 2. position.
Rank Up: If you are Bloodied you mine your inner depths of Rank Up: Increase the distance from which you can contrib-
knowledge during a crisis and lower the Difficulty Rating on ute an Aid Meta Tag by +2 hexes.
Mental Skill checks by an additional 1.
Survival Instincts
Strong Muscles Feat
Feat Through sheer training, being born with it or honing them
You are practiced at tasks of labour, and put your spirit into in the wilds, you channel your instincts to swiftly react to in-
your work. coming attacks.
Effect: When performing a Physical Skill attempt for a Skill Effect: While you are Bloodied, gain Parry +2.
that you know, or that can be attempted freely, you can Take a Rank Up: Increase the Parry bonus of this Talent by an ad-
Stun to reduce the Skill Check’s Difficulty Rating by 1. ditional +2.
Rank Up: If you are Bloodied you summon new courage and
lower the Difficulty Rating on Physical Skill checks by an ad- Swordplay
ditional 2.
Feat
You have trained all your life to wield swords with both dex-
Stubborn terity and strength.
Feat Effect: When wielding a sword, gain +2 Parry.
Your manoeuvres are driven by your stubborn persistence. Rank Up: When wielding a sword you also gain access to the
Effect: It costs one additional rune of the same type to Coun- Swift Meta in addition to other Metas on the weapon.
ter your effects.
Rank Up: Pick 1 Trait. The first Counter each round of that Tactician
Trait is Countered without you having to pay a rune. Feat
You carefully watch all combatants and the next possible

TALEN TS - PAS S IV E S - 471 -


Nicolas Phaneuf Gohier (Order #31317871)
moves they are planning. This insight allows you to better
time your subsequent actions. Timeless Movement
Effect: During Upkeep, freely move +/- 1 in the Initiative Enchantment
order. However fast you move, you appear to saunter. Though you
Rank Up: You may move an additional +/- position in the may run as hard as you can, you will appear to walk. Though
Initiative order. your horse may be in full gallop, it will appear to walk slowly.
Effect: Once per round if you cast a Spell with an Area Meta,
Tech Duinn’s Celerity where you are also within the area, you can immediately move
to a hex that is the maximum range of the spell area. This is
Enchantment
considered a teleport and avoids all terrain in-between.
You are fuelled by the powers of the nether realm. Your body
Rank Up: If a foe makes a Move Action to follow you to your
accelerates from the nether taint in your blood.
new location within the same round, inflict+1 Grief Condi-
Effect: Gain Move +1 per rune in Drain. tion [Counter S] upon them.
Rank Up: While Bloodied increase Move by +2.
Titanic Size
Tenebrous Ring Feat
Enchantment You grow at an astounding rate, but cannot benefit from
You command lost spirits to spread your magical effect. any magical items as they are incompatible with your special
Effect: Once per turn Accept a Stun to add a free Area Meta physiology.
to one Spell Active power rune chain this turn. The spell Effect: Increase your Size by +1 and gain another Size +1
must have Area listed as one of its available Metas. This rune every 7 Levels. You may never equip any magic items.
chain cannot have a Maintain. Rank Up: You resist 1 Knockback for every Size category
Rank Up: If the Area is increased in this way, you may also you are greater than your foe.
Accept a Wound to add an additional free Area Meta Tag to
the spell. Tribal Loyalty
Enchantment
Terrifying Domination You are bound by your oaths to your warband members. Any
Enchantment harm to your companions amplifies your battle prowess.
You feel yourself becoming stronger and more confident Effect: When an ally Nearby (within 4 hex) Range becomes
when terrifying those around you. Bloodied, gain +1 damage on Attack Actions and +1 Parry
Effect: If your foe is under the Fear Condition and is afraid of on Defend Actions. This bonus scales by the number of allies
you, deal an additional +1 damage with your Attack Actions who are Bloodied to a maximum of +6/+6.
per intensity of the Fear Condition they suffer. Rank Up: Gain an additional +1 damage and +1 Parry for
Rank Up: If the target of your Attack Action is at maximum every 2 Bloodied allies within Far (8 hex) Range.
intensity of Fear, then do an additional +3 damage.
Tribal Weapon Toss
Terrifying Satisfaction Feat
Enchantment Your fury is so overpowering that you throw anything you
You gain pleasure from the fear you inflict. hold at your opponents.
Effect: Heal+1 when you inflict one intensity of the Fear Effect: Consume 1 Fury. On your next Attack Action with a
condition. melee weapon, you may throw it with a +4 hex Range bonus
Rank Up: The first time each round you inflict Fear, Heal an and with +1 Knockback [Counter P]. The weapon bounces
additional +2. against your target, back into your hand. The Multi meta may
not be used in conjunction with this power.
Tight Lipped Rank Up: You may use the Multi Meta Tag in conjunction
with this power to target +1 foes. Both targets must be Near-
Innate by (within 4 hexes) of each other. The weapon will bounce off
Loose lips sink ships. your first target and onto the additional target, before bounc-
Effect: Gain a +2 bonus to Social Defence Factor vs. Ques- ing back into your hand.
tion.
Rank Up: Increase your Social Defence Factor vs. Questions by +2.

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Nicolas Phaneuf Gohier (Order #31317871)
Rank Up: When Bloodied also gain an additional +1 PF.
Trick Riding
Feat
Your affinity with mounts is so great you can get them to Unbreakable Mind
make jumps over allies when moving. Feat
Effect: Any hex occupied with allies or obstacles no more You have an uncanny natural resistance to mental abuse.
than Size 4 you can jump over, provided there is sufficient Effect: When Bloodied, gain Mental PF +1.
room above and an empty hex on the other side of it to land Rank Up: When Bloodied, also gain Mental Parry+1.
on and occupy.
Rank Up: For any foe, ally, or obstacle greater than Size 4
you wish to jump over, reduce your Move by 2 to jump over. Unbreakable Will
Feat
Tricky Personality You have an uncanny natural resistance to spiritual abuse.
Innate Effect: When Bloodied, gain Spiritual PF +1.
You have gotten this far by pointing out every technicality, Rank Up: When Bloodied, also gain Spiritual Parry+1.
every loop hole, and exploiting every weakness you can find.
Effect: Counter the first String used against you in the com-
bat round. Uncanny Adaptability
Rank Up: Gain Social Attack Factor +2 to ask your own Feat
questions after someone tries to question you. No matter if you find yourself in the wilds or surrounded on
the battlefield, your mind is always searching for new ways to
Turn the Blade overcome any challenges.
Feat Effect: Once in a round, Consume one positive Condition
Your block is so efficient that you reverse the attacker’s intensity to gain one intensity of the Alertness Condition.
stroke and have them take the damage instead. Rank Up: You may Consume 2 more intensities of a positive
Effect: If you are attacked by an adjacent foe, and your De- Condition to gain an additional Alertness.
fend Action reduces the damage to 0 or less, your attacker
suffers the attack instead. The victim of this effect receives Uncanny Assistance
an amount of damage equal to the original attack before your
Feat
Defend Action reduced it. They get an opportunity to mount
a defence as usual (PF, Defend Actions, etc.) You protect your own, and when you help them you are even
more careful not to get them killed.
Rank Up: If the same foe attacks you again this round, you
gain Parry +2 against their next attack. Effect: Once per round when you grant an ally a weak or full
Attack, Defend, or Move Action, you gain 1 Alertness.
This power could be used in conjunction with, for example,
Umbral Negotiations the Talents “Cover Ally”, “Twin Strike”, or “Fight On!”, or
the Passive powers “Battle Manta”, “Get Back!”.
Enchantment
Rank Up: If as a result of this power you gain maximum
You have sway with the nether powers. You can strike bar-
Alertness, then once the Destiny is played you will start again
gains with those who whisper in your ear.
at Alertness intensity 1.
Effect: At the start of your turn, you may swap 1 rune in
Drain with a rune in Hand. This power can be used at will
outside of combat. Uncanny Danger Sense
Rank Up: You may perform more swaps, each swap costing Feat
1 extra rune from in-Hand. The amount taken from Drain
Your senses are finely tuned, almost like an animal, and when
remains the same, at 1.
danger strikes your natural instinct is to be alert.
Effect: When you are betrayed, ambushed, or caught by sur-
Unbreakable Body prise, gain +2 Alertness.
Feat Rank Up: When this happens also gain Parry +2 for your
You have an uncanny natural resistance to physical abuse. next Defend Action.
Effect: When Bloodied, gain +1 PF and +1 Parry.

TALEN TS - PAS S IV E S - 473 -


Nicolas Phaneuf Gohier (Order #31317871)
age, and you have a Condition that is at least 1 Intensity, you
Uncanny Monster Sense * can immediately perform a Weak Move Action.
Enchantment Rank Up: Your ally can perform a Weak Move Action under
Your senses are attuned to supernatural threats. these circumstances as well.
Effect: The first time in a round that a Supernatural Dwell-
er enters within Far (8 hexes) Range of you, known or un- Urban Cover
known, gain +1 Alertness. Feat
If you defeat this monster (it is killed or forced to flee), gain You know how to take advantage of barrels, boxes, building
+1 intensity to the Miracle Condition. corners, and posts to get an advantage on your opponent.
Rank Up: Once per round if you are Bloodied and a known Effect: Anyone targeting you suffers Reach -2 (minimum 1)
Supernatural foe enters within Nearby (4 hexes) of you, gain and Range -4 to their weapons if you are in a city or other
an additional +1 Alertness. dense urban area.
Rank Up: Any magic that targets you while in an urban space
Uncanny Opportunist suffers Reach -4.
Feat
Every predator knows when it is best to strike, seizing the Urban Run
advantage to strike down its prey. Feat
Effect: Once per round when making an Attack Action, gain Run through the streets and back alleyways without making
+1 Alertness if your foe has a negative Condition. a sound, knocking over a box, or disturbing a discarded bit
Rank Up: If your foe has a negative Condition at maximum of paper.
intensity, gain an additional +1 Alertness. Effect: You can move normally and with Move +1 through
obstructed urban environments that would usually qualify as
difficult terrain.
Unencumbered Dodger Rank Up: When you use this power, Reclaim 1 (take a rune
from In-Play and place it in Contingency to be used only for
Feat allied Combo Metas).
You have an innate danger instinct and lightning-quick re-
flexes that are perfect for avoiding danger. When wearing
armour, this natural reflex is hampered. Vitality
Effect: While wearing no armour you gain PF +1 and Parry Feat
+1, with an additional PF +1 for every 5 Levels and Parry +1 Your reserves of energy are greater than you imagined.
for every 10 Levels.
Effect: Heal +1 per Condition that affects you.
Rank Up: If you also have no weapons equipped then gain an
Rank Up: Also Heal +1 for every Condition that affects you
additional +1 PF and +1 Parry.
that is at maximum intensity.

Unseelie Gift Voice of Authority


Enchantment Innate
You are fuelled by the powers of the nether realm. Magic is There is a commanding aspect to your manner that others
re-energized by the darker essence of the Otherworld run- find inspiring. When you speak, people listen.
ning through you. Effect: Gain a +2 bonus on Compel Actions.
Effect: You have +1 Empower per 4 runes in Drain. Rank Up: If you are a higher Level than the Character you
Rank Up: Gain an additional +1 Empower for every 8 runes are attempting to Compel, gain a free Mastery Meta Tag.
in Drain.
Vow of Non-violence
Unwelcomed Motivation Enchantment
Enchantment You have vowed never to take up arms against another living
When you or an adjacent ally are targeted by magic that af- being. This has sharpened your mind against the attacks of
fects your minds, your feet work furiously to get you to safety. others.
Effect: Whenever you or an adjacent ally take Mental dam- Effect: Ignore the first intensity of a Condition that is ap-

- 474 - TALENT S - PAS S IVES


Nicolas Phaneuf Gohier (Order #31317871)
plied due to pain or torture, and gain a Speak in Tongues And so gain the following:
bonus of +1 when someone is visiting physical violence upon • Spiritual PF +1 and then another +1 per 15 Levels.
your person. • Social PR +1 and then another +1 per 10 Levels.
You have taken a vow to: • Physical Parry +1 and then another +1 per 5 Levels.
• Carry no weapon other than a simple utility knife for use Others will seek your wisdom, and when you Aid someone’s
as a tool. Spiritual Skill checks, if you play a rune with a Trait matching
• Renounce worldly things, which means you reduce your the rune bound to this power, you grant double the normal
Item Slots by 1 (of the 4 from which you gain benefit), Aid bonus and personally gain +1 Miracle if the success AV
and any remaining (minimum 1) Item Slots must have exceeds the target Difficulty Rating by at least 4 AV. You can
the Faith attribute. only gain Miracle increases in this way once per day.
And so gain the following: Rank Up: Any water you carry for more than 24 hours be-
• Mental PF +1 and then another +1 per 15 Levels. comes Holy Water.
• Mental Parry +1 and then another +1 per 5 Levels.
• Others will seek your insight, and when you Aid some-
one’s Mental Skill checks, if you play a rune with a Trait
Wondrous Magic
matching the rune bound to this power, you grant dou- Enchantment
ble the normal Aid bonus and personally gain +1 Mira- While you plan for the future, your spells benefit immediate-
cle if the success AV exceeds the target Difficulty Rating ly.
by at least 4 AV. You can only gain Miracle increases in Effect: Gain a +1 Focus while you have a rune-chain in the
this way once per day. Contingency pile.
If you do damage to another living being there is a 33% Rank Up: Specialize with your methods. Your contingency
chance that this Passive Power will shut down for the day. The spells with this Talent gain Spiritual damage +1 or, when
Supernatural are exempt from any considerations of non-vi- activated, Heal +2. You must choose between these options
olence. with this Rank Up.
Rank Up: Any Shillelagh you take up as a walking stick has
the Faith attribute, and you may use it in violent conflict
against the Supernatural. Woodland Cover
Feat
You know how to take advantage of trees and bushes to get an
Vow of Poverty * advantage on your opponent.
Enchantment Effect: Anyone targeting you suffers Reach -2 (minimum 1)
You renounce all possessions except the bare essentials to and Range -4 to their weapons if you are in woodlands or oth-
survive: the clothing on your back, basic footwear, a cloak er dense vegetation.
suitable for the weather. By eliminating distractions, and Rank Up: Any magic that targets you while in woodlands or oth-
reinforcing your connection to the land around you, you are er dense vegetation suffers Reach -4.
naturally resilient to the elements, hunger and fatigue. You
also gain insight into the natural world, and can more easily
assess disruptions of that order.
Woodland Run
Effect: Ignore the first intensity of a Condition that is ap- Feat
plied due to hardship or weather, and gain a Perception bo- Run through forests without making a sound, breaking a
nus +1 when detecting human or other manipulation of the twig, or disturbing a leaf.
natural order. Effect: You can move normally and with Move +1 through
You have taken a vow to: dense vegetation that would usually qualify as difficult ter-
• Wear no clothes except the most modest, those labelled rain.
“Common” on the Equipment list page 269. (Visually Rank Up: When you use this power, Reclaim 1 (take a rune
they are over-worn and will always be in poor condition.) from In-Play and place it in Contingency to be used only for
• Carry no Skatt. allied Combo metas).
• Renounce worldly things, which means you reduce your
Item Slots by 1 (of the 4 from which you gain benefit), and Work in Concert
any remaining (minimum 1) Item Slots must have the Faith
Enchantment
attribute.
Your leadership is awe-inspiring and contagious. Your An-

TALEN TS - PAS S IV E S - 475 -


Nicolas Phaneuf Gohier (Order #31317871)
cestor Spirit ensures that your allies are invigorated by your
presence.
Effect: At the start of your turn, adjacent allies immediately
Heal +2 and gain a +2 Move bonus on their next Move Ac-
tion.
Rank Up: If you or an adjacent ally performs an Attack Ac-
tion, Defend Action, or Move Action, after an ally adjacent to
them performed the same type of Action this round, the per-
son performing the Action and any subsequent imitator this
round gains +1 damage, +1 Parry, or +1 Move respectively
to the type of Action.

Wrathful Hand
Enchantment
The anger of the gods boils in your limbs at all times, explod-
ing from your fists on the first swing of battle.
Effect: Your first Attack Action each round deals +1 dam-
age per intensity of Divine Wrath and inflicts Divine Wrath
[Counter S].
Rank Up: While you are affected by a Condition gain Phys-
ical PF +1.

Wyrd Ways
Enchantment
You pay for your lot in life, but that lot pays dividends in other
ways as well.
Effect: For each pair of runes in your Contingency pile, gain
PF +1.
Rank Up: For every 4 runes in your Contingency pile, gain
another PF +1.

- 476 - TALENT S - PAS S IVES


Nicolas Phaneuf Gohier (Order #31317871)
Magic Items

MAGIC ITEMS - 477 -


Nicolas Phaneuf Gohier (Order #31317871)
Magical Items Cochallin Draíochta
Some items fall outside of the mundane. Instead, they are clas- Accessory- Merrow Magical Hat [QR 8] Size: 3
sified as magical items due to the nature of their creation. The
crafting skills available to Characters are what make the creation MOVE: +2
of magical items possible. Below are some items of renown from
the Celtic Kingdoms.
A magical hat that was inspired by the Mer-
row. It is covered in red shells, dried seaweed
Beagalltach and hardened sand. It allows the wearer to live
Spear of Lugh [QR 10] Size: 3 beneath the waves as if they were on dry land –
with improvements. It also bestows movement
DF: 3 P • REACH: 1 • PARRY: 5 • META: GORE above or below the waves.

Known as the little fury, this shortsword was Powers


wielded alongside Moralltach in many a battle.
This weapon is known to be weaker than his Merrow’s Breath: Bestows the
longsword, and the wielder of both is bound to Aquatic attibute and 2 ranks of
only use the appropriate weapon for the enemy the Swim skill (max rank is 2).
or threat they are facing. The shortsword caus-
es rending cuts and harm, and will automatical-
ly repair itself if it is broken.

Powers Cruaidín Catutchenn


Dawn’s Reconstruction: If the Sword of Cu Chulainn [QR 18] Size: 3
weapon is damaged, it will repair
itself at the next dawn.
DF: 8 P • REACH: 2 • PARRY: 6 • META: DEGENERATION

The sword of Cu Chulainn is a


god-slaying weapon and a cous-
in to the blade Claimoh Solais. It
Beowulf’s Mail Shirt shines with the light of the moon,
Armour fashioned by Wayland [QR 10] Size: 3
and is capable of wounding or
harming any foe that it is used
PF: 2 P & 1S • PARRY: 2 • META: DEFLECT
against, no matter their resistanc-
A mail shirt in the Anglo-Saxon style es. It is able to set fire to enemies
that protects the body of the wearer who stand against its wielder,
from nearly any stabbing wound that gleaming like a candle in the night
would harm them. The attacks of as it does so.
those who would backstab the bear-
er will not break the skin. It is an an-
cient and long mail shirt, tied at the Powers
waist with a belt. Slaine Weapon: Drains 1 Di-
vine Potence per strike versus an
immortal.
Powers
Light of the Moon: The wielder
Awareness: Do not suffer Weak can will the sword to glow and il-
defend actions when attacked luminate a radius of 5 hexes.
from behind.

- 478 - MAGI C I TE M S
Nicolas Phaneuf Gohier (Order #31317871)
Coir Cethar
Harp of Four Angles [QR 60] Size: 6

PF: 10 M• SPELL SONG AV: +4 • META: EMPOWER

The Dagda’s Harp was found after a great battle with the Fo-
morians. It is unknown whether they were the creators of this
legendary artifact, or if it was stolen by them from some other
creator entirely.
Songs played are memorized by Coir Cethar and can be re-
called and played back by this animated harp. The spell songs
played while using the harp are empowered to greater effect
– making it desirable for those who practice the art such as
Fianna and Horned Ones. The harp can also affect the mood
of those around them, inflicting or removing emotions. The
harp is large, but deceptively light, making it a weapon that
could be equipped upon the battlefield. Coir Cethar is also
meant for divine hands, so mortals who wish to use it must be
trained by the Dagda or another immortal who knows how to
employ this accessory.
Dubán
Black Shield of Cú Chulainn [QR 15] Size: 3

Powers PF: 2 P • PARRY: 8 • META: ABSORB


Divine Right: This item may only be equipped by
someone with a Valknutt rune, or by a mortal who
The Black Shield of Cu Chulainn has
has a Trait score of at least 7 Mental and has an
several important uses. Any oath carved
immortal teach them how to use it.
into the shield cannot be broken by any
Spell Song Focus: While equipped, all Spell of the individuals party to it. They are
Songs gain a free Empower Meta tag (more Em- bound and forced to go along with the
powers can be added by activelyt playing runes to requirements of the oath. The shield
add the item’s Meta effect). itself was carved from ashes, making it
Song Memory: Any rune chains that involve black as night and, since it has already
playing music can be stored within Coir Cethar. been burned, the shield is immune to
Then by playing the Void or Valknutt rune, the fire and heat.
rune chain can be duplicated and resolved by tak-
ing the runes from Essence, or the playmat and
playing them in the In-Hand zone. This includes Powers
runes in Stun, Wounds and Death, but not Drain Resistance to Degeneration:
(this can result in a side-ffect of healing). The
Character evoking the memory must be the one Counter the first intensity of De-
who played the rune chain that was memorized. generation every combat round.
One cannot evoke a memory stored by another Oathkeeper: If two parties
player. take an oath and carve it into the
Stir Emotion: This power can be evoked by play- shield then they have to keep
ing the Void or Valknutt rune. Apply +1 intensity their end of it until one of them
of an emotional condition per Mental rune you dies or the oath is completed, the
have In- Hand and In-Play [Counter S] carving then simply disappears.

MAGIC ITEMS - 479 -


Nicolas Phaneuf Gohier (Order #31317871)
Gáe Derg Powers
Spear of Diarmuird [QR 16] Size: 5
Open Wounds: When applying
the Gore Meta tag, the Counter
DF: 3 S • PIERCE: 0 • REACH: 3 • PARRY: 3 • META: GORE is increased to 2 Physical runes
per intensity of Degeneration.

The “Red Javelin” is another of Diarmuird’s spears. The wood used to make the shaft Blood Seeker: When dealing
has a reddish hue to it, and it is shorter than several of his other weapons. Much like Gáe damage to a victim suffering
Buide, the wounds caused by the weapon never truly heal. It is shorter and weaker than from Degeneration, the spear
his other spear, but still a fearsome weapon, capable of soul stealing. deals an additional +1 S damage.

Marbhán Cathéide
Armour Corpse-Coral [QR 11] Size: 4

PF: 2 P • PARRY: 2 • META: DODGE

Corpse-Coral is a type of coral that is used by the Fomorians as


a way to get rid of their slaves, living or dead, or their defeated
Fomorian rivals. This fast growing carnivorous coral became
the favoured armor material of the sea giants because of the fear
it causes to the smallfolk. The warped skeletal remains of their
loved ones are stuck in the coral growths, and they stare back
at the living forever in silent torment, a grim reminder of what
happens to those who dare to challenge Balor’s folk.

Terrifying tales tell that the Fomorian sorcerers can actually


curse one with this coral causing it to grow slowly from the in-
side out flooding the mind of the accursed victim with the giant’s
influence until it’s no more than a husk. When the process is
finished only a coral encased skeleton remains.

Powers
Animated Evil: The armour itself is alive and
continuously inflicts Possession 4 upon the
wearer [Counter S]. The spirits of long dead Fo-
morians inhabit the host.
Mancing Presence: Attack actions that Provoke
to Fear or Compel to flee gain a +4 AV bonus.
Shatter: Weapons of lower QR striking this ar-
mour are Damaged [Counter P]

- 480 - MAGI C I TE M S
Nicolas Phaneuf Gohier (Order #31317871)
Hrunting
Beowulf’s Sword of Weeping [QR 10] Size: 4

DF: 4 P • REACH: 2 • PARRY: 2 • META: GORE

This sword is used to kill the most powerful of


enemies. It is of Viking design and was forged
in the blood of powerful heroes and mythical
beasts. It always weeps a poison and can cor-
rupt any wound that it makes upon its enemies.
Powers The only weakness of this is that, should it
Corrupting Strike: Upon striking a non-super- wound a creature that is already corrupted, it
natural foe who does not suffer from Degeneta- will have little to no effect.
tion, it will Inflict +2 Degeneration [Counter P
per intensity].

Pais Badarn Beisrydd


Cloak [QR 8] Size: 2

INTIMIDATE: +3 AV
Singing Sword of Conaire Mór
The Coat of Padarn “Red-Coat” al- Weapon [QR 9] Size: 4
ways fits a brave man and never fits a
coward or a churl. It is a unique item DF: 4 P • REACH: 1 • PARRY: 2 • META: GORE
and one of the thirteen treasures of
the Isles. It is in the ancient Roman
style, and it protects the brave from This sword is a powerful weapon that is wielded
harm during battle. It is a dark red, by leaders and generals. Though it is a powerful
never showing the wearer’s blood to sword in its own right, the songs that it sings as
the enemy. This ensures that it can it is used in battle enhance its power. It increas-
also aid in intimidating their ene- es the morale of those who fight on the same
mies. side of it while sounding like a horrendous
screeching to those who are its foes.

Powers
Furious Roar: [Amplify Area
Amplify] Play your Void rune
to Heal +4 and Inflict +1 Fury
Powers [Counter S] to all adjacent allies.

Aura of Courage: When gain- Maddening Howl: [Amplify


ing intensities of Brave, gain Area Amplify] Play your Void
+1 intensity. rune to Inflict +1 Blind [Counter
P] and deal 2 Mental Damage.
Outnumbered Bravery: Gain
+1 Parry per adjacent foe.
Blood Sipper: Your blood is
invisible to others.

MAGIC ITEMS - 481 -


Nicolas Phaneuf Gohier (Order #31317871)
Adventure
Sea’s Awakening
E
riu was ours, once. Long before the Tuatha dé Danann, long before any of you. We will retake what you
stole. – Fomorian Saying.
More and more Fomorians are raiding the shores of Eire. The mists hugging the ground from the Celtic
Twilight have given them confidence to come ashore to take what they desire before retreating back under
the waves.

Saga Overview Introduction


Each chapter, also called a story vignette, is its own scene that
A Fomorian named Tonn rose from the sea and raided a Mon- the players will engage with. Most vignettes are to be intro-
astery of the White God near the coastal village of Nissus, duced in numerical order, but as with any roleplaying game,
taking its relics. The Fomorian left a great deal of death and if the players derail the order through their actions, the Norn
destruction in its wake. should adjust which vignettes appear and in which order.
The Monastery (The Blessed Order of the Beauteous Rocks) The start of each vignette provides italicized text that could
was a holding place for a number of holy relics and artifacts be read to the players. The Norn is also encouraged to de-
from around the Isles, brought there for cataloguing before scribe it in their own words, should they so choose. The next
being taken on to Rome for formal authentication, registra- section of each vignette should be read only by the Norn and
tion, and redistribution. then implemented as a free form scene, offering the players
A band of Knights Templar is set to arrive at the monastery opportunities and options on how to resolve that scene. Usu-
any day to seize these dangerous relics for transport to Rome. ally, a skill check for perception or omens will give players
They are en route. clues as to how to best approach the scene.
Viking raiders gained knowledge of the powerful relics in Some players may jump right into combat, while others
the Monastery and were set to raid it themselves before the choose to start a dialogue with the Denizens. The Norn
Fomorian arrived. should be prepared for most eventualities, and if faced with
unforeseen choices by the players, the Norn should impro-
The Fianna, a fraternity of landless nobles fighting for jus-
vise on the spot. Some Denizen Talents are simplified for this
tice, are hunting the Fomorian through the wilderness based
saga.
on other reports of him raiding Monasteries farther south
along the shore. Getting from one chapter to the next should be glossed over
with a few descriptive sentences, with the bulk of playtime
Now the Fomorian carries over a dozen holy artifacts bun-
spent resolving the various vignettes. Most run-throughs of
dled upon its back, taking to the mountains so it can circle
this saga will result in the players reaching the final chapter,
back into the sea. With the possibility of pursuit, it has not
but not all run-throughs will be the same. Embrace and enjoy
yet had the opportunity to take stock of what it gained.
the journey!
The Dwellers will stumble across this path of destruction and
the different groups that are hunting the Fomorian. The dif-
ferent groups that pursue the Fomorian are at each other’s
throats, each hoping to seize the treasures for themselves.
Whoever gains these relics is going to have a great advantage
to their aims, with powerful artifacts being more important
than ever.

- 482 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
Chapter 1 The Beach of Nissus Introduction
How do the players wish to approach? The Dwellers
Blood in the Water have not immediately been spotted. They still have Figures of
The Dwellers sail home to find their beach-side village in ru- the choice of how to approach the situation. the Isles
ins, raided by fish-people called Merrow. Infiltrate and try to ambush the foes, or attack right
You are sailing back home to the port village of Nissus, your away to try and save as many villagers as possible. The Rules
glorious quest accomplished. As you round the eddie to sur- How do the players wish to land? There are two gen-
vey your homeland, your ship is suddenly surrounded by a Archetypes
eral options for getting off the ship.
dense, eerie fog.
Leave the ship at the smashed pier and jump into the Denizens
Assess: [Asses, Perception, at Difficulty -2)] To water. However, the water is the realm of the Fomo-
assess the danger and situation. Successes mean: rians. [Swim Difficulty -1 or be pierced on broken Talents &
1. Crystal Tower: A sharp crystal tower juts from timber and take 2 damage] Powers
the fog, close to the beach of your port village. Run the ship aground on the beach. It may take dam-
The tower shines. It is roughly the size of a age, but will certainly not be immediately usable if Adventure
peel tower, and twice the height, and pointed you do. [Physical check to row at Difficulty -4 or the
and jagged. (The crystal tower shouldn’t be ship’s underside is pierced on rocks and timber and
engaged with, if they sail towards it, it either it will no longer float if taken off the beach (it takes
crushes their boat or disappears under the on the Broken Status).]
waves.)
MERROW
2. Merrow Below: You notice dark shapes swim-
ming under the waves towards shore. Aquatic: Can breathe un-
derwater and can move in
3. Houses Aflame: Through the dense mist you
water without penalties
notice the flames where the roofs of village
and can float in place.
huts should be. You also hear screams, and
strange, bubbling, bestial cries. Level: 18 (12 members)
4. Navigate the Waters: Though the fog is dense Swarm Threshold: 1
- supernaturally so - you know the waters of
home and think you can navigate to the pier
avoiding the shallow waters and their rocks
that would cripple the ship. 12 3
As you approach the shore the signs of destruction are obvi- Essence Destiny
ous. The pier has been smashed. Villagers run screaming be-
tween burning cottages, chased by fish-like humans swinging Physical Combat
chains. What do you want to do? Equipment

Assess: [War Tactics or Lore Fey at Difficulty -2)] Short Spear: DF 2, Reach 2, Range 5, Meta: Degeneration

1. Who Are They? The fish-like humanoids are Shell Shield: Parry 4
Merrow, fish-human-like Fuath creatures Passive Powers
from the sea.
Master Sailor: Your Skill checks made at sea, pertaining to
2. What Are They Doing? The Merrow are matters sailing including fishing, navigation, and cooking,
chaining villagers and killing off the warriors gain a +1 bonus.
amongst them who try to fight back. Likely
Desperation: Your Attack actions gain a +3 damage
this is a slave raid, taking their captives back
bonus if you are Bloodied.
under the sea.
Brutalize: Your first Attack action of the round applies
A few things must be decided by the Dwellers as they sit upon
1 Degeneration Condition [Counter P].
their ship and stare at the carnage ashore.

ADVEN TURE - 483 -


Nicolas Phaneuf Gohier (Order #31317871)
ACTIVE POWERS SOCIAL ABILITIES SKILLS
Power Attack [Amplify Multi Swift] Verbal Manipulation [Combo Am- Swim [Aid Benefit Experience]
{Manoeuvre} Perform an attack action plify Sinister] Perform a Compel ac- {Skill} Navigating deep and turbulent
with a +2 DF bonus. tion with a +3 bonus. waters.
Flanking Attack [Amplify Multi Am- We’re Not Answering [Combo Am- Navigation [Experience Aid Ben-
plify] {Manoeuvre} Perform an Attack plify Abate] Perform a Defend vs. efit] {Skill} Orient yourself in space,
action and gain a +3 damage bonus if Question action with a +4 bonus if you knowing the direction of North and the
someone else has already attacked your and your allies outnumber the opposi- direction from whence you came.
victim this combat round. tion.
Regenerating Block [Amplify Am- Undermine Credibility [Combo Am- Drinking & Wenching [Aid Effi-
plify Amplify] {Interrupt} Perform a plify Abate] Perform a Social Defend cient Benefit] {Skill} Have a great time
Defend action, Heal +2. action with a +3 bonus if the attacker and win over those around you.
suffers from an Emotional Condition.
If asked, the fishermen and villagers will claim a monstrous
The Merrow fish-like giant stormed through the village.
Battle with Merrow: A battle ensues with the swarm of Mer- A clever villager will recognise the monster as a “Fomori”,
row in the village. The Merrow’s goals are: a malevolent race of sea giants that once fought with the old
• Kill all opposition gods for supremacy over Eire.

• Capture useful slaves. Decisions: This is not the homecoming you imagined. Do
you wish to:
• Steal anything of value (with a value scale based on the
shininess of the object). • See if your family survived?

• Cause havoc in the village as per the instructions of their • Assist the desperate villagers of Nissus? (This will allow
Fomorian boss. for the possibility of the Fomorian getting too far away
to track.)
• Flee from any engagement they do not reasonably think
they can win. • Follow the giant footprints?

Wet, angry, and bubbling at the mouth. Many of them have Keep in mind anything you do will take time, and any time
large challices and appear to be drinking as they enslave you spend means the Fomorian is farther away.
villagers and burn down houses. If the Raid Leader is tak-
en down, the swarm will immediately attempt to escape the
fight. Survivors
Family: Wyrd 1 rune to check in on your family and relations.
If there are less than 4 players, use 1 swarm, otherwise use
2 swarms. The male head of your family died fending off the
Merrow. You are now the head of your family.
Your whole family was destroyed in a collapsed village
The Village of Nissus hut. You are now all that remains of your family.
When the battle dies down but is not yet complete, one of the
Your family survived, but your father went off into the
Dwellers will notice:
stone hills in search of the Sea Giant that tore through
Giant footprints can be easily seen in the sand from the shore the village and did the most damage, before leaving
through the path of town, with further prints and mud lead- his Fish-people to wreak havoc and head to the mon-
ing from the beach into the hills. Unlike the footprints of the astery.
fish-like creatures, these prints are larger, heavier, and lead
purposefully away from the village and up the path to the
Monastery.

- 484 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
If the Dwellers decide it is more important to stay at
Aftermath the village and rebuild, and guard it lest the Merrow Introduction
The Dwellers may now offer to assist the villagers in the ef- return, then the adventure ends here. If they decide
fort to rebuild. The Chief and his family were caught in the to go with the friar to follow the giant’s footprints to Figures of
first wave of the attack and are unconscious (or dead if the the Monastery, the next vignette follows. the Isles
Dwellers took too long to land on the beach). Someone will

Chapter 2
need to take charge. There are several urgent matters: The Rules
• A villager is trapped under the burning logs of her col-
lapsed cottage. [Athletics or other physical attempt. Archetypes
Difficulty -4 to rescue.]
Following the Trail Denizens
• The Great Hall is still unstable, as it sustained damage You follow the friar back to the monastery to combat
when the sea giant bumped into it. The structure needs the “demon” there, which is a pressing concern. A few Talents &
to be reinforced if it’s going to be usable as the main surviving monks stand around a wrecked Monas- Powers
habitat for the village while other repairs occur. [Build tery chapel. Its walls on one side are smashed in, and
or similar at Difficulty -2.] rubble covers the ground. Adventure
• Nuca the village Druid was gutted by a Merrow’s spear. Abbot Ignatious of the Blessed Order of the Beaute-
As he lay dying in the middle of the village he utters: ous Rocks stands in front of his damaged Monastery.
“Where were you? Where was our village Champion? He will point out the direction the creature took,
Where were you all?” [Magical healing will send him but will be resistant to telling the warband what was
into a deep sleep as his wounds knit. He will be led away; taken.
he may or may not survive.]
Assess: [Asses, Perception] To assess the situation.
Once the Norn feels the pacing needs to move Successes mean:
to the next chapter, he can have the church
bells ring out in the distance. 1. The victims were brutalized by
a much larger and more powerful
villain. It may take an army to take
Next Vignette it down.
When the situation in Nissus is reasonably,
but not wholly resolved, read the following to 2. The villain’s passage is easy to
players: follow, it wasn’t subtle leaving this
place.
A distant church bell clangs, and from the
path to the mountains West of town comes a Abbot Ignatious
dishevelled-looking friar on a donkey trotting Level: 9 Monk
down the rocky path. The friar is screaming 3 3
something.
Essence Destiny
What is he Saying?: [Perception] “A demon!
A demon! A demon attacks the monastery!” Social Combat
Friar Bartholomew of the Blessed Order of To learn anything further from Abbot Igna-
the Beauteous Rocks will beg the Dwellers for tious, overcome his Innate Social Defence of
aid, saying that the monastery has more than 3 (Essence is all Spiritual runes) and “Don’t
enough to pay them for their troubles and he Question Me”, his +2 SDF vs. Questions.
will guide them to the monastery. He promis- Compensation: If pressed, Abbot Ignatious
es food and drink and wine and several other will begrudgingly confirm that he would
things he probably cannot actually produce. pay handsomely for the relics to be returned
The villagers gladly let the Dwellers take hors- where they belong.
es (Hobbie Pony) to go on their way.
Physical Combat
If the monks are engaged in Physical combat,
they do not put up a fight and instead surren-
der or become martyrs.

ADVEN TURE - 485 -


Nicolas Phaneuf Gohier (Order #31317871)
Essence Destiny Assess: [Omens & Portents, Prayer, Stargazing]
Fianna gain a premonition. Successes mean:
Level: 14 (4 members) 1. There is need for violence, your aims will not
Swarm Threshold: 2
8 3 be achieved by peaceful means.
Equipment 2. The holy relics that were stolen are very
Great Sword: DF 4, Reach 2, Meta: Vulner- powerful, unusable by those not
able deemed worthy in the eyes of the
White God.
Bow: DF 3, Range 8, Meta: Degeneration
What the Fomorian Stole: The Fomorian
Hobby Pony (mount): Move +4 stole a gilded chest containing a set of relics
Torc of Nobles: Social Protection +2 that was hidden under the heavy marble altar
it shattered. There are four reliquaries from
Passive Powers various Saints that were taken during the raid
Trick Riding: Jump over antyhing Size 4 or by the Fomorian.
less. • Staff: Only one of them, a staff once
Carried by Blood: While Bloodied, gain +3 wielded by St. Padraig, has any apparent use
Move (applies to mount as well). as a weapon, but all three are powerful arti-
Leaping Striker: After performing a Weak facts.
Move action, gain +2 DF on your next Attack. • Amulet: An amulet made of the big toe of
After performing a Move action, gain a +4 Brigid, an artifact that is said to help protect
damage bonus on your next Attack action. the wearer from curses.
• Charm: A lucky charm that is the bone
Social Combat
from the tip of the pinky finger of a Bishop
Their Innate Social Defence are based on the from over 500 years earlier, one of Padraig’s
runes drawn plus their equipment and Passive first followers, said to aid in healing the sick.
bonuses.
• Cross: The most important of all the rel-
Physical Combat ics is a carved wooden cross, said to be the
The Fianna are pragmatic and will either ask first cross in all of Eriu history and can grant
for the Dwellers to surrender when they have powerful miracles when prayed with.
the upper hand, or will offer their own sur-
render when only 1 Fianna remains.

ACTIVE POWERS SOCIAL ABILITIES SKILLS


Lunging Attack [Amplify Multi Answer Me Peasant [Combo Amplify Riding [Experience Benefit Swift]
Swift] {Manoeuvre} Perform a Weak Sinister] Perform a Question Attack {Skill} For every 4 AV, Command your
Move action and an Attack action (in action with a +4 bonus on someone be- mount to perform one additional Cine-
any order). low you in social status. matic Action.
Maim [Amplify Multi Amplify] {Ma- Attack Base Assumptions [Combo Sneak [Augment Benefit Benefit]
noeuvre} Combat: Inflict 1 Impeded Amplify Sinister] Perform a Provoke {Skill} Every 4 AV gains 1 Shroud.
[Counter P] and 1 Degeneration Con- Vulnerable or a Provoke Humiliated
dition [Counter P]. with a +3 bonus.
Regenerating Block [Amplify Am- Are You Still Talking? [Combo Am- Drinking & Wenching [Aid Amplify
plify Amplify] {Interrupt} Perform a plify Abate] Perform a Social Defend Surmount] {Skill} Have a great time
Defend action, Heal +2. action with a +3 bonus on someone be- and win over those around you.
low you in social status.

- 486 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
On the Road: The Dwellers then need to follow the pathway 5. The resistance has friends in high places, such
of destruction. As a large creature, the Fomorian leaves an as the King of Ailech, but publicly he needs to Introduction
easy to track path behind it. In an effort to counter this, it has knee to the Viking High King Sitric who rules
been zigging and zagging and otherwise trying to take a hard from Ath-Cliath. Figures of
to track path that takes it across rocky outcroppings as often 6. Life alongside the church of the White God the Isles
as possible. has changed the fabric of Eire over the last two
centuries. The Rules

Chapter 3 7. The Fomorian giants have been thought to be Archetypes


legends, not seen in over 500 years!
Assess: [Omens & Portents, Prayer, Stargazing] To Denizens
The Gaels gain a premonition. Successes mean:
Your lands have been under the boot heels of the Vikings for a Talents &
generation. Eire’s High King was defeated a decade ago, and 1. The ocean boils as a maelstrom ejects a crystal
Powers
the populace has fallen under their rule. tower a millennia old. The original stewards of
the island emerge to reclaim their birthright. Adventure
The lords of Eire have lost their lands to the conquering Vi-
kings and have become Fianna, landless nobles roaming the 2. The Celtic kingdoms are locked in war, man-
land. kind’s blood painting the land. A divine war is
about to begin, and mankind will hold sway in
You come upon a scene of great violence. The bodies of a its outcome.
small norse warband literally torn limb from limb. The site
is a bloody mess, with entrails, viscera and broken bodies 3. The Tuatha De Danann were the last gods to
hanging from the trees. walk the land before the coming of the new
White God. They fought a great war with the
In this situation the Dwellers come upon the bodies of dead Fomorians, while suffering several defeats,
Vikings. These are some of the Norse invaders to Erie, com- they were victorious in the end.
ing from Ath Cliath (the capital of Eire) and also on the trail
of the artifacts that the Followers of the White God and the 4. The power of the White God is immeasura-
Fianna are both pursuing. This scene is to introduce the ble when striking down supernatural forces.
Dwellers to the various political groups at play in Eire, the While the new way of life may be at odds with
first being the Gaels. old traditions, the might cannot be ignored.

Assess: [Lore Personas, Lore Locales, Lore Com- Assess: [Perception, War Tactics]
mon Folk] To get a sense of the history. One or 1. The Bodies & The Fight: The bodies were
more successes mean: Norsemen, heavily armed. The assailant was a
1. The Vikings have been invaders and conquer- single large creature, likely the Fomorian. It
ors of the Celtic kingdoms for a generation. appears to have torn the Vikings limb-from-
This has displaced many Gael nobles who seek limb.
revenge. 2. Tactics: It appears the Norsemen had the ele-
2. The Vikings speak of Ragnarok, the coming ment of surprise, and ambushed the Fomorian
of darkness and winter. The locals call it the apparently unaware.
Twilight, and survival can mean strange bed- 3. Signs of Flame: There are signs of singed
fellows. wood amongst the bodies, as though the Fo-
3. While the Vikings hold the largest city in Eire, morian was fighting with flame. (Note: this is
they do not have the manpower to occupy the the result of a sword that is able to wield fire
whole island. that the Fomorian has learned how to use.)

4. The Gaelic resistance has effectively used hit


and run tactics to strike fear in the hearts of
the occupiers.

ADVEN TURE - 487 -


Nicolas Phaneuf Gohier (Order #31317871)
Essence Destiny
Vikings
Passive Powers
Level: 15 (3 members)
Swarm Threshold: 3
9 3 Might: DF +1 when performing an Attack action with a me-
lee weapon.
Equipment Holy Fury: Gain 1 Fury when you inflict a Wound for the
first time this round. If you are Bloodied when you do, gain
Great Axe: DF 5, Reach 1, Meta: Impeded
an additional +1 Fury.
Heavy Armour: PF 2, Parry +1, Meta: Dodge
Galvanized Champion’s Hornet Strike: While you are affect-
Hobby Pony (mount): Move +4 ed by a Condition, wearing heavy armour and wielding a two
Arm Ring of War: Social Attack +2 handed weapon, after you perform an Attack action, you may
perform a free Move action.
Social Combat Physical Combat
The Vikings will fight to the death, wishing
The Vikings will do their best to first inflict Fear through in-
to join their fallen allies in Valhalla.
timidation and then make demands that the Dwellers lead the
charge against the Fomorian.

ACTIVE POWERS SOCIAL ABILITIES SKILLS


Lunging Attack [Amplify Multi Inflict Terror [Combo Amplify Sin- Athletics [Experience Benefit Aid]
Swift] {Manoeuvre} Perform a Weak ister] Perform a Provoke Fear Attack {Skill} For every 4 AV, Recover a neg-
Move action and an Attack action (in action to inflict +1 Emotional Condi- ative Physical Condition.
any order). tion with +4 bonus.
Behead [Amplify Range Area] {Ma- Take Advantage of Weakness [Com- Bash [Augment Benefit Benefit]
noeuvre} Combat: Inflict 1 Fear Con- bo Amplify Sinister] Perform a Com- {Skill} Damage an object of QR 6 or
dition and gain 1 Taunt condition. pel Attack action with a +4 bonus if less [Counter P if the item is held by an-
your foe is under an Emotional Condi- other]. Every 4 AV gain 1 Fury.
tion.
Cleansing Sprint [Amplify Amplify Interrogate [Combo Amplify Sinis- Drinking & Wenching [Aid Amplify
Amplify] {Manoeuvre} Perform a Move ter] Perform a Question Attack action Surmount] {Skill} Have a great time
action and Restore 1. with a +3 bonus. and win over those around you.

- 488 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
Ambush: During the investigation of the site, read the fol-
lowing:
Chapter 4 Introduction
Leaves rustle, but before you can know from where, the men
burst into the clearing, mounted upon horses with weapons The Vikings Figures of
drawn. You continue to follow the sea giant’s trail of car- the Isles
nage. You smell a camp fire in the distance, with
A band of Fianna burst into the clearing, prepared for battle. shouting in some foreign language. The Rules
They seek to capture the adventurers for being suspect of There remain several Norsemen who survived the
siding with the Fomorian, or being shapeshifters who were Fomomrian battle by fleeing after the initial con- Archetypes
directly complicit with the seizing of the relics. tact went so horribly. The Vikings are discussing
Denizens
The Fianna must either be reasoned with or fought (social how to best ambush the superior foe. The Norse
combat or physical combat). are a warband who were seeking to plunder the
Talents &
church but the Fomorian beat them to it.
The social interaction will be resolved with a +1 AV bonus Powers
when dealing with Celtic Dweller archetypes and at a -1 AV Assess: [Lore Personas, Lore Locales, Lore Com-
if interacting with Viking dweller archetypes (if players chose mon Folk] To get a sense of the history. Successes Adventure
Archetypes from other books such as the Core Rulebook, mean:
Denizens of the North, or Lords of the Ash). Criostai arche- 1. If the Dwellers have befriended the Fianna,
types such as Monk or Missionary do not gain a bonus, nor the Vikings are less likely to negotiate. Al-
are they affected by a penalty. though possible, it will be harder.
The Fianna are tracking the Fomorian, who has raided other 2. The Vikings are not monolithic in nature,
monesteraries, and they believe will continue raiding a series while some come to raid and pillage, others
of them along the coast before returning to the sea with its come for conquest, while others are merce-
spoils. naries looking for opportunity and adventure.
3. A dozen years ago, the feuding kingdoms of
Making Peace Eire united to fight the Viking invaders, but
If the Fianna are captured after the battle, or are otherwise they lost a decisive battle that destroyed the
convinced not to fight the Dwellers, they will fill things in for monarchies and have forced all of the king-
the players regarding the current state of affairs. The Celts doms to pay tribute to King Sitric.
will push the players to either help them, or to otherwise not
get in their way. 4. The Norsemen are known to fight to the
death, believing that glory awaits them in the
Vikings: The Fianna have heard rumours that a Viking mer- afterlife. Valhalla, Odin’s hall of the slain, is
cenary band from Ath Cliath is looking to raid local monas- where they will drink, feast and fight until the
teries for relics. The Fianna have tracked a group heading fourth era of Ragnarok.
for Nissus. This is likely them, although their number seems
short. 5. The conquest of the Viking kings has been
unstoppable, with their victories in Jorvik,
Followers of the White God: The Followers, or as they know Northumbria and now Eire. The only army
themselves “Criostai” are a few leagues away, travelling large enough to oppose them is King Aethel-
slowly with many horses and a huge chariot bound for the stan’s, a Criostai king ruling the kingdom of
Monastery. Wessex.
If the Fianna join the Dwellers, then they will fight along side Assess: [Omens & Portents, Prayer, Stargazing] To
them in all future battles. gain a premonition. Successes mean:
1. A thunder god has driven the wind behind
several longships coming towards Eire. They
come with purpose that is only known to their
god.

ADVEN TURE - 489 -


Nicolas Phaneuf Gohier (Order #31317871)
Chapter 5
2. A monastery is being attacked from both
sides, from one side a horde of Vikings, and
from another a large dark foe, arisen from the
depths.
3. This Viking warband travels from kingdom to The Monks
kingdom, meeting with various Celtic kings. Hearing church bells in the distance, you redouble your speed
They speak amicably. giving chase. The sea giant has reached another abbey, a
Assess: [Perception, Sneak, Survival Wilderness, great opportunity to intercept the beast before it outruns you
War Tactics] to gain an understanding of the threat once more. On the way, you notice a band of white cloaked
and situation. riders following a chariot illuminated by an unearthly light.
The figure in the chariot has an aura of grandeur.
1. The campsite: The Vikings are arguing
amongst themselves as to how to best hunt the Chasing after the Fomorian without pause is the Blessed
beast down. Brother Nectan leading a warband of crusaders. Treat the
crusaders as a swarm, and Brother Nectan as a Denizen with
2. Sneak: It appears the Vikings have drawn a his own attributes and talents. He will spare very little time to
map with the location of several local monas- parlay with the Dwellers as the Fomorian can be heard in the
teries. distance, assaulting another abbey.
3. They may be smaller in number, but they rep- He can be convinced to join the Dwellers for the upcoming
resent a formidable foe. battle, but if there are arguments between the Fianna, Vi-
4. Even when dismounted, the Vikings have tre- kings and his band, he will leave without waiting and engage
mendous mobility upon the battlefield. on his own. The Fianna and Vikings may wish to get their
They can be fought at this point, or spoken with. They are share of the abbey’s treasures that the Formorian is carrying,
the most friendly of the three groups, and are willing to share which is a non-starter for the Criostai (Brother Nectan and
food, fire, and at least some information without any deeper the crusaders). If the Dwellers do not temper the demands
efforts. of the Fianna and Vikings, there will be battle here, with the
Criostai refusing to negotiate the fate of the holy relics. This
They are from Ath Cliath, the capital city of Eire, and are all assumes that the Dwellers managed to talk the other fac-
serving as mercenaries for the Vikings there, but they are not tions into joining them. Otherwise the event is handled based
particularly loyal to the other Norsemen. on the discussion between the Dwellers and the Criostai.
They’re actually an active mercenary band and have fought Assess: [Lore Personas, Lore Locales, Lore Com-
for both the Gaels and Vikings in the past. mon Folk] To get a sense of the history. Successes
They wish that they didn’t have to kill the Gaels, as it may mean:
prevent them from visiting Aileach, which remains one of the 1. The Criostai have been in Eirie for the last
greatest cities of the Isles. 200+ years. Mostly keeping to themselves at
The Vikings are raring for a fight, but can be convinced to first, but increasingly penetrating the social
cooperate. The Vikings will prefer that the Dwellers lead fabric of the island.
the charge against the Fomorian in order to soften it up for 2. While the general population has no quar-
them, but if their convincing fails, then they will gladly lead rel with the church of the White God, druids
the charge. The Dwellers can ask them about Valhalla, and harbour animosity, blaming them for the ex-
their desire to die gloriously in battle. odus and eventual slumber of the Tuatha De
Danann.
3. Monks and Missionaries blend in well with the
heathen population, but the crusaders are the
violent arm of the church.
4. Crusaders are unleashed upon anyone who
brings violence towards the Criostai popula-
tion.

- 490 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
Essence Destiny
Crusaders
Level: 18 (4 members) Introduction

Swarm Threshold: 3
12 3
Figures of
the Isles
Crusaders are the violent arm of the church of the White
God, applying lethal force where monks and missionaries
The Rules
cannot.
Equipment Archetypes
Broad Sword: DF 3, Reach 1, Meta: Degeneration Denizens
Tower Shield: Parry +3, Meta: Deflect
Talents &
Hobby Pony (mount): Move +4
Social Combat Powers
Holy Cross Pendant: Social Defend vs Compel +4
Brother Nectan is an over the top, overly enthusias- Adventure
tic, charismatic, “southern” style preacher. He has
Passive Powers heard the voice of God, and moves with conviction
Oppose the Crowd: Gain PF +1 per 4 adjacent foes. and certitude. He will have already boosted the cru-
saders with the Bravery condition.
Aura of Influence: All Talents that use the keyword “ad-
jacent” to mean a radius of 1 hex now affect an “adjacent” The crusaders will be the strong silent types, prefering that
radius of 2 hexes. Brother Nectan handles all communication.
Protector: You can perform Defend actions for adjacent al-
Physical Combat
lies when they are attacked, adding your total to their own
The Crusaders will from a wall between them and Brother
Defend actions. If an active Talent also allows you to perform
Nectan. They will fight to the death, ready for martyrdom.
Defend actions for an adjacent ally, then that active Talent
also gains Parry +2. Brother Nectan will speak in a loud voice throughout the
fight, extolling the virtues of the White God, riding his char-
riot around, healing all allies.

ACTIVE POWERS SOCIAL ABILITIES SKILLS


Sacred Slash [Amplify Multi Swift] Stay Quiet [Mastery Abate Resist] War Tactics [Experience Benefit
{Divine Manoeuvre} Perform an Attack Perform a Social Defend action with a Aid] {Skill} Assess the strategy of your
action using a melee weapon. If you do +3 bonus if you suffer from no Emo- enemy, or the condition of your allies
damage to your enemy, gain 1 Divine tional Condition. in battle, gaining one point of informa-
Favour Condition. tion for each AV.
Versatile Combat Manoeuvre [Am- Charged Demand [Combo Amplify Scriptoria Orbis Terrarum [Experi-
plify Range Area] {Manoeuvre} Per- Sinister] Perform a Social Attack with ence Benefit Augment] {Skill} If you
form an Attack action with a +1 damage a +3 bonus if you have an Emotional become aware of a supernatural foe,
bonus or perform a Defend action with Condition. you can assess them for your chronicle.
a +1 Parry bonus. Gain 1 point of information for each
AV. One point of information may be
their Level, Essence, Destiny, or a Tal-
ent. Every 4 AV gains a relevant String.
Catharsis [Amplify Amplify Stay Calm [Combo Amplify Resist] Riding [Experience Benefit Swift]
Amplify] {Faith} Heal +4 and Restore Perform a Social Defend action against {Skill} For every 4 AV Command your
1. being Provoked with a +3 bonus. mount to perform one additional Cin-
ematic Action.

ADVEN TURE - 491 -


Nicolas Phaneuf Gohier (Order #31317871)
Passive Powers
Blessed Brother Nectan Note: all of Brother Nectan’s Passive powers are ranked up.
Brother Nectan has been honoured with the Blessed mon-
icker since his prophesies and visions have come to pass. Attention to Detail: Make a social action where each String
Those in the know speak of God speaking directly to Brother you use is granted an additional +1 bonus. Also, you mount a
Nectan, giving him a glimpse of what the Lord has planned. clever defence before making an argument. When you use a
As a result, Brother Nectan’s words are heeded, and his or- String, gain Social Defence Factor +1.
atory skills are peerless. Some of his statements sound like Charismatic Leadership: Your first Social Attack of the
riddles, but he indicates that he does not speak, but rather round gains a free Meta Tag and a +1 bonus.
the White God speaks through him. A divine light appears in
the darkness, and seems to illuminate the friar as his words Cool Head: Gain a +3 bonus on Social Defence Factor vs.
reach a certain fervor and crescendo. Provoke
Brother Nectan is a brilliant orator and will use social combat Driven By Emotion: If you are suffering from an Emotional
to achieve his goals. Only if his attempts fail will the crusad- Condition, gain +3 on Question actions. Also gain an addi-
ers step in as a method of last resort. tional Social Attack +1 for the rest of the round if your Social
Attack action to Question fails.
Blessed Brother Nectan has his Miracle condition at intensity
3. As a result all of his Faith talents are boosted accordingly. Emotional Tirade: If you are suffering from an Emotional
He will call for a miracle if things turn for the worst, and his Condition gain +3 Social Attack Factor.
role in the upcoming battle is to support the fight. Despite Emotionally Thick Skinned: Your first Social defence of the
being charismatic and able to steal the show, he rides around round gains a free Meta Tag and a +1 Social Defence Factor.
the periphery of the battlefield, healing and blessing his al-
lies. He will engage the Fomorian (or other enemies) directly Equipment
only if his allies have been decimated.
Pages of Holy Scripture: Social Attack +2, +4 Question
Essence Destiny Blessed Garments: Social Defend +2, +4 vs Provoke, +6 Parry
Blessed Brother Nectan Hobby Pony (mount): Move +4
Level: 22 Monk Holy Cross Pendant: Social Defend vs Compel +4
Move: 4 Size: 4
12 5
Bishop’s Chariot: rider always has a minimum 1 Inspired if
they are a Follower of the White God.

ACTIVE POWERS SOCIAL ABILITIES SKILLS


Halt Evil [Amplify Multi Swift] {Faith Stay Quiet [Combo Amplify Area] Per- Prayer [Augment Augment Benefit]
Spell Song} If you have at least 1 intensity in form a Provoke +1 intensity to Bravery {Skill} Every 4 AV gains +1 Miracle, and
the Miracle Condition then to a Supernatu- Attack on another ally with a +1 bonus to raises your favour with the Angels and
ral foe you deal 1 Spiritual damage, +1 Im- a crowd of no fewer than a dozen people Saints in Heaven above. (The disposition
peded [Counter S] and +1 Blind [Counter (Nearby), or a half-dozen if at least half range is: Angered, Neutral, Pleased, or
S]. If you are Bloodied, and no ally is Nearby are Bloodied (Nearby), with a +2 bonus Friendly. In most circumstances you be-
(within 4 hexes) then gain +1 Miracle. to any relevant Strings. gin in a Neutral position of ignorance.)
Duty of Care [Amplify Amplify Amplify] Sense Motives [Combo Amplify Sin- Commune with Gods [Augment Ben-
{Faith Interrupt} You may perform a Weak ister] Perform a Question Attack action efit Experience] {Skill} God reveals one
Defend action for an Adjacent Ally and Heal with a +6 bonus in order to discern imme- piece of information for each AV. Every 4
yourself or the adjacent ally by +1. That ally diate intent. AV gains 1 Possession [Counter M], but
may move +/- 1 position on the Initiative also a String of information.
track, +/- 2 if you’re Bloodied.
Catharsis [Amplify Amplify Amplify] Verbal Manipulation [Combo Ampli- Learned [Experience Aid Benefit]
{Faith} Heal +6 and Restore 1. fy Sinister] Perform a Compel Attack {Skill} 6 hours of study, gaining one point
action with a +5 bonus. of information for each AV.

Note: all Talents are at Rank 2, binding 2 colours to


each active, social and skill.

- 492 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
5. Monasteries are a fixture on the island, but holy relics belonging to the Criostai, the Followers
the new King Sitric despises them. Ap- of the White God. He has competed his mission Introduction
parently the All Father Odin (high god of and is about to return to the crystal tower beneath
the Vikings) has ordered that King Sitric the waves when the Dwellers and their allies appear. Figures of
eradicate the Followers of the White God. They will need to intercept the Fomorian and defeat the Isles

Assess: [Omens & Portents, Prayer, Stargaz- him in physical combat, as he will not surrender, and
ing] To gain a premonition. Successes mean: is near immune to social combat. The Rules

1. Relics have been gathered in far away Assess: [Lore Personas, Lore Fey] To get a sense of
Archetypes
lands to the south, in Outer Midgard, and the history. Successes mean:
brought to the emerald isle by holy men. 1. The giant before you is indeed a Fomorian, a Denizens
2. The Relics are favoured by some gods and beast from antiquity!
feared by others. Truly they will have an 2. These creatures are thought to be immortal, Talents &
impact on the coming Twilight. facing gods without hesitation. Powers
3. The servants of the White God chase a gi- 3. From its size, this fomorian may be a juvenile, Adventure
ant dark figure back into the sea, but many so you have a chance at success.
bodies lie strewn and the crusader boots 4. Why the Fomorians have chosen to arise after
are stained in blood. a thousand years is anyone’s guess.
Assess: [Perception, Sneak, Survival Wilder- 5. It is entirely unknown what it would want with
ness, War Tactics] to gain an understanding of relics belonging to the Criostai.
the threat and situation.
Assess: [Omens & Portents, Prayer, Stargazing] To
1. The crusaders are itching for a fight, but gain a premonition. Successes mean:
the monk will have the final say.
1. The Fomorian giant returns beneath the waves
2. Their priorities are different, but the goal with the relics and a whole castle emerges
is the same: stop and defeat the Fomorian. from the sea, with the crystal tower being only
3. While the leader is unarmed, you feel that one of the many spires.
he is wielding power, the likes you have 2. An army of scaled warriors await beneath the
not faced before. waves for the return of their leader. An inva-
sion of Eire is imminent.
3. The scaled giants seek out the slumbering
Chapter 6 Celtic gods and kill them in their sleep. Per-
haps the relics are their weapons.
Assess: [War Tactics] to gain an understanding of
the threat and situation.
The Fomorian
The abbey’s front doors have been smashed open and monks 1. The scales on this beast may be impenetrable
are running in panic in all directions. Smoke is emanating by weak weapons. Talents will need to be used.
from some of the broken windows and sounds of violence fill 2. The Fomorian can drop a mortal as an after-
the valley. thought should single combat be initiated.
This is the final scene. The difficulty will be variable based Overwhelming numbers will be the key to
on the number of allies that the Dwellers brought with them. victory.
If the Fianna, Vikings and Crusaders all fight by their side, 3. Take a moment and plan your strategy, coop-
the fight should be easy, but if they arrive alone, the fight eration will pay off.
may lead to all of their demise!
The Fomorian giant has been on a mission to collect certain

ADVEN TURE - 493 -


Nicolas Phaneuf Gohier (Order #31317871)
Essence Destiny
Fomorian Giant
Level: 36
24 6
Move: 12 Size: 12
Passive Powers
Fomorian Size: Size +1 and gain another Size +1 every 5 lev-
8 11 10 2 * els but Social Attack actions suffer a -2 penalty, except for at-
Social Def
tempts to intimidate. You may only equip magic items forged
P-PF Parry P-DF Social Atk
beneath the sea.
Equipment Fomorian Miasma: A hazy cloud of near-invisible gas sur-
Giant Coral Harpoons (7): Size 11, DF 10, Reach 3+3, rounds you. Once per round during Upkeep anyone adjacent
Range 16, Parry 5, Meta: Element to you has inflicted 1 Degeneration [Counter P].
Aura of Influence: “Adjacent” range is increased by 1 hex.
Attributes Unencumbered Dodger: While wearing no armour, you gain
PF +1 P and Parry +1, with an additional PF +1 P every 5
Aquatic: Can breathe underwater and can move in water
Dweller levels and Parry +1 for every 10 Dweller levels.
without penalties and can float in place. Move on land -2,
Move in water +2. Hulk, Slamming: Your Attack actions gain +1 Knockback at
Size 8, and an additional +1 per Size category. The Knockback
Twilight Vision: Perfect vision in normal and magical dark-
effect is reduced by the opponent’s difference in Size, and is
ness.
otherwise Counter P per hex. If your Size is larger than your
Immortal: Gain DP and place of rebirth. Range and Area Me- opponent you can smash them into the ground if you make an
tas can strike anywhere on the battlefield. All active powers Attack action for that specifically. Your foe must spend 1 rune
have {Providence} type: Providence power applies a bonus to dig themselves out per successful Knockback.
to all numerical values in an Active power by the Trait score
Cool Head: Gain a +3 bonus on Social Defence Factor vs. Pro-
that matches the rune played as the Root rune activating the
voke
Rune-chain.
Emotionally Thick Skinned: Your first Social defence of the
round gains a free Meta tag and an additional Social Defence
Factor +1.
Rigid Mind: Gain a +1 bonus to Social Defend Factor (SDF)
Emotionally Unimpressionable: Gain a +2 bonus on Social
Defence Factor vs. Compel.
Fox’s Tongue: Gain a +2 to Social Attack Factor.
Glib: Gain a +1 to Social Protection if you are suffering from
an Emotional Condition,but if the intensity is at maximum,
gain +1 Social Protection.
Hide Behind Emotion: If you are suffering from an Emotional
Condition gain +2 Social Defence Factor, but if the Condition
is at maximum intensity, gain an additional +3 Social Defence
Factor.

- 494 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
ACTIVE POWERS SOCIAL ABILITIES SKILLS
Introduction
Breath of Acid [Amplify Range Range] Change the Subject [Combo Amplify Hunting & Trapping [Experience
{Spell} You perform a breath attack in a Abate] Perform a Social Defend action Range Benefit] {Skill} Track your oppo- Figures of
cone in front of you. Up to 3 metal items with a bonus equal to 1+ the number of nent, assessing footprints and disturbanc- the Isles
of QR 6 or less caught in the blast take on Mental and Spiritual runes that you have es to nature in their wake. Each AV pro-
the Damaged Condition [Counter P each In-Hand and In-Play. vides one point of information. Every 4 AV The Rules
item]. Each Amplify applied increases the gains a String of one actionable item of in-
QR of potentially Damaged items by 6. formation relevant to a trap or an ambush. Archetypes
Blight [Maintain Maintain Amplify] You Will Feel My Words [Area Ampli- Brawling [Multi Abate Aid] {Skill}
{Unseelie Spell} Whenever you are the fy Sinister] Perform a Provoke Attack subdual damage to an adjacent opponent Denizens
recipient of an Attack action, your body action to inflict +1 emotional condition (normal unarmed damage is your Dwell-
Talents &
releases a toxic cloud damaging all adjacent with a +6 bonus on a target of lower Lev-er’s Size -3). For every 4 AV Inflict 1 De-
combatants Spiritual damage +1. When el. generation [Counter P] on your foe from Powers
you are struck, you boost your PF by +1. exhaustion.
Adventure
Dragon’s Breath [Amplify Range Bow to Me [Area Amplify Sinister] Omens & Portents [Swift Benefit Aug-
Area] {Unseelie Spell} Shoot your Perform a Social Attack action with a +4 ment] {Skill} Detect signs from other
breath to a Nearby (2 hex) Range. The bonus on a target of lower Level. worlds or their beings, and determine the
effect of the breath extends in a 1 hex legitimacy of suspected omens. Every 4
radius around that spot. The damage AV gains a relevant String.
you breath deals is 1 per 2 Size of your
Character.
Throw Enemy [Amplify Range Don’t Even Think of Asking [Combo Perception [Experience Aid Bene-
Range] {Manoeuvre} Perform an un- Amplify Amplify] Perform a Social De- fit] {Skill} Notice something peculiar,
armed Weak Attack action, then grab fend action vs. Compel with a +6 bonus if hidden, or out of place. Assess your sur-
an enemy [Counter P] of the same Size the attacker is lower Level. roundings for danger or oddity. Every 4
or less, and throw them Far (4 hexes) AV gains +1 Alertness.
with +1 additional hex for every Size the
thrower is greater than the thrown. If the
enemy’s progress is stopped, they take 1
damage for every hex they failed to pass
through. Each Amplify Meta Tag increas-
es the foe’s Size by 1. Each Range Meta
increases the distance thrown by Far (2
hexes).
Regenerating Block [Amplify Amplify Don’t Question Me [Combo Amplify Swim [Aid Benefit Experience] {Skill}
Amplify] {Interrupt} Perform a Defend Amplify] Perform a Social Defend ac- Navigating deep and turbulent waters.
action, Heal +2. tion vs Question with a +6 bonus if the
attacker is lower Level.
Quill Burst [Amplify Area Area] {Un- Inflict Terror [Combo Amplify Sin- The Sight [Aid Benefit Augment]
seelie Spell} Quills rise from your back ister] Perform a Provoke Fear Attack {Skill} Recognise fey and other sidhe,
when this power is activated. At the end action to inflict +1 emotional condition items of otherworldly origin, and the
of your turn before Cleanup, the dozens with +6 bonus. points of the mundane world that bridge
of quills explode outwards dealing 8 dam- with the Otherworld. Every 4 AV gains a
age to all enemies surrounding you. The relevant String.
radius of the area is a number of hexes
equal to half your Size (6).

ADVEN TURE - 495 -


Nicolas Phaneuf Gohier (Order #31317871)
work with either of the other groups unless the Dwellers or
The Battle Denizens are Criostai (or convert through baptism). They
If the Dwellers have allies, then the allies will most likely take will seek to return the relics to the cathedral of Clonmac-
the initial brunt of the Fomorian’s blows. The Norn should noise.
target the allies first, giving the Dwellers a chance to survive
the lethal damage dealt. This will escalate the tension as they The Norse Mercenaries Victorious: The Vikings will return
see the damage numbers and witness their allies falling swift- the relics to King Sitric in Ath Cliath, knowing that he will
ly in battle. pay them multitudes more than anyone else.

If the Dweller and their allies retreat, the Fomorian will not
pursue, instead making haste to the crystal tower. This is the
The Eye
The Division of Relics: Amongst the artifacts one object
one “out” the players have if they are losing the battle.
stands out, a large jagged dark purple crystal covered in
The Fomorian is immortal and has Divine Potence (DP) at blessed cloth. This was not part of the Relics from the mon-
their disposal. The rules for DP are covered on page 205, but astery and must be a possession of the Fomorians.
if the Norn does not want added complexity, they are free to
As soon as the Dwellers remove the cloth it will ignite with
ignore the DP, and simply keep it unspent, ensuring immor-
eldritch might, an inhuman pupil glaring back and to all pres-
tality after (temporary) “death”.
ent. A crystal tower will appear in the sea accompanied with a
deep guttural voice echoing in their mind.
The eye says: “Now I, Balor, have seen Eire once more, your
Epilogue end is near as I now see you, prey.”
The shocked Dwellers are left to make out what happened as
Aftermath: Just because the Fomorian has been dealt with they move to complete their quest.
does not mean that the situation is over. Any remaining
Celts, Vikings, or Christians who have not otherwise been
dealt with are going to be after the relics. It will require kill- Conclusion
ing them or an incredibly difficult Social Combat to prevent Several options open up for future quests:
all out melee. The Village of Nissus: Resolve the remaining threads of the
story from Nissus, help with the rebuilding efforts, and settle
Fight Over the Relics into a life of peace.
All the groups will be there soon after the combat with the Visit Clonmacnoise: Brother Nectan will hail them as cham-
Fomorian ends, each trying to take advantage of the weak- pions of the Criostai and will give them more jobs.
ened players from combat and the exhaustion of all those in-
volved. They will demand the relics to be turned over, then Head to Ailech: The Fianna want to rebuild and the relics
likely attack either way. may help them fund their war effort. The Dwellers may get
recruited into their war effort.
Tactics in combat: all the groups will target whichever of the
groups is in the most powerful position, ganging up on that Bend knee to King Sitric: The king is always on the lookout
group and re-evaluating each turn of combat. for more talent and has the deepest pockets in Eire.

Victory
Whoever seizes the weapons at the end will find themselves
in an advantageous position. They will have several great rel-
ics, but the downside will be that they are now the targets of
those who wish to possess them.
The Fianna Victorious: The Fianna desire to head to Aileach
after this, taking the relics on to improve the situation of the
would-be King here.
The Crusaders Victorious: The Criostai are unwilling to

- 496 - ADVE NTUR E


Nicolas Phaneuf Gohier (Order #31317871)
Index Boann 126
Boggart 298
Damaged State (item) 187
Damage Factor 153, 189
Eriu, Goddess 120
Essence 153, 198
Brave, Condition 183 Damage, Mental 177 Experience Meta 174
Breizh 10, 62 Damage, Physical 176
A Brigit 126 Damage, Social 178 F
Abate Meta 173 Britain 62 Damage, Spiritual 178 Faining 207
Absorb Meta 173 Broken State (item) 187 Danu 130 Faith, Talent 170
Abstract Range 191 Builg 143 Dead State 187 Fear, Condition 183
Accept 153 Death 176 Fear Dearg 302
Action, Phase 188 C Defend 162 Fey 276
Action Value 153, 164 Caoranach 324 Deflect Meta 173 Fianna 10, 246
Aethelflaed 60 Cele Dabhaill mac Scannal 68 Degeneration, Condition 183 Fimbulwinter 11
Aethelstan 11, 61 Cellachán mac Buadacháin 69 Denizen 153, 272–277 Fionn mac Cumhail 10
Afterlife 204 Celtic Twilight 12 Denizen Creation 273 Fir Bolg Battlesmith 250
Aid Meta 173 Cernunnos 144 Dian Cécht 132 Flight 276
Áine 123 Character 153 Difficulty Rating 165, 168 Focus 153, 171
Airgid Caróg 28 Characteristics 190, 198, Disir 205, 218–223 Followers of the White God 68
208–217 Fomorian 281–285
Alan Varvek 62 Divine Boards 225
Cinematic Actions 159, Fomorians 11
Alba 10 160–165 Divine Favour / Wrath, Condi-
Amplify Meta 173 tion 183 Friendly, Condition 184
Cinematic Action Values 161
Ancestor Spirit 205 Divine Potence 153, 205–206 Fuathan 287–294
Clean-Up, Phase 188
Anger, Condition 183 Divine Spell 170 Fury, Condition 184
Clothing, List 269
Angleland 62 Dobhar-chú 338 Fylgia 205
Clúrachán 300
Aonghas 124 Dodge Meta 173
Colour Challenge 159, 168
Aquatic 275 Domain 275 G
Combo Meta 173
Archetype 198, 200 Donn 147 Gancanagh 314
Companions 192–197
Area Meta 173 Druids 11, 22–26 Gillie Dubh 316
Compel 162
Armour & Shields, List 268 Drunk, Condition 183 Goblins 297–311
Condition Meta 173
Ascended 275 Dweller 153 God Blood 276
Conditions 153, 180–186, 189,
Attack 162 190 Dweller Creation 198 Goibniu 133
Augment Meta 173 Construct 275 Grief, Condition 184
Aware 275 Consume 153
E
Contingency Actions 159
Each-uisge 288 H
B East Anglia 61 Harbinger 254
Co-walker 326
Bandrui 12, 238 Effect 153, 158, 165 Healing Physical Damage 176
Creature Attributes 275–277
Base Powers 175 Efficient Meta 173 Healing Social Damage 178
Credne 128
Beasts 278–279 Eire 10, 11, 64 Healing Spiritual Damage 178
Crom Cruach 146
Bede 63 Elatha 148 Healthy State 187
Cu Chulainn 10
Benefit Meta 173 Elder Futhark 199 Horned One 258
Cu Sétanta 242
Blind, Condition 183 Element Meta 174 Humiliated, Condition 184
Cu Sidhe 336
Bloodied 153, 176, 195 Ellén Trechend 328
Cymru 10
Bloodied State 187 Emperor Otto 61 I
D Empower 171 Immortal 205–207, 276
Bloodline 207
Dagda 129 Equipment 166, 266–271 Impeded, Condition 184
Blot 207

497

Nicolas Phaneuf Gohier (Order #31317871)


Increasing Maximum Divine Multi Meta 174 Remorse / Guilt, Condition 185 Transform 171
Potence 206 Repair (item) 187 Transform, Talent 171
Infamy 207 N Resist 174 Transmute Spell 171
Inflict 153, 163 Norn 153 Restore 153, 163 Tuatha 12
Initiative 153, 188 Norns 11 Rounding, Calculations 153 Tuatha de Danann 12, 122–141
Injuries, Permanent 179, 182 Northumbria 61 Rune Morphing 153, 168 Twilight, The Celtic 11
Innate Social Defense 190 Nuada Airgetlám 140 Runes 155, 199 Twilight Vision 277
Inspired, Condition 184 Nuckelavee 292 Runes, List 199 Tylwyth Teg 320
Interrupt 153, 170
Interrupt, Talent 170 O S U
Invert Meta 174 Oakshee 318 Saint Andrew 66 Unconscious State 187
Item Attributes 167 Objective Range 191 Saint Brendan 64 Undead 277
Items 166, 266–275 Ogma 141 Saint Columba 66 Unseelie Spell 170
Ivar the Boneless 61 Oilliphéist 340 Seelie Court 313–321 Upkeep 153, 188
Opposed Action 165 Seelie Spell 170 Uruisg 332
K Oscar Deer Friend 10 Selkie 294
Kernow 10 Otherworld 11, 64 Shapechange 170 V
King of Aileach 11 Otto the Great 61 Shapechange, Talent 170 Vikings 11
Knocker 304 Overcome 153 Shroud, Condition 185 Void Rune 201
Sinister Meta 174 Void rune binding 202
L P Vulnerable, Condition 185
Sitric Cuaran 11
Legend 276 Parry 153, 189 Size 153, 166
Lepreuchaun 306 Passive Powers 175 W
Slot Board 225
Levelling 204 Phouka 330 Wandering Sidhe 310
Social Attack Factor 190
Lifepath 190, 198, 208–217 Play a Rune 153 Waterford 69
Social Defend Factor 190
Light Soul 276 Playmat 157 Weak 164
Social Protection Rating 190
Luchtaine 134 Pope John XII 68 Weak Actions 164
Solitary Sidhe 323–333
Lugh 135 Possession, Condition 185 Weapons, List 266
Spell 170
Primal 207 Spell Song 171 Weight 153
M Primal Being 277 Wessex 61
Spell, Talent 170
Maintain Meta 174 Protection Factor 153, 189 White God 12, 60, 61
Spiritual damage 178
Manannán mac Lir 136 Providence 207 Wild Sidhe 335–341
Stance 171
Mann 10 Winchester 62
Stance, Talent 171
Manoeuvre 170 Q Worship 206
Starting at Higher Levels 204
Manoeuvre, Talent 170 Quadruped 277 Wyrd 157, 188
States 187
Maven 192–197 Quality Rating 153, 166 Wyrd, Phase 188
Subdual Damage 179
Maximum equipped items 166 Queen Medb 11, 11–12
Supernatural 277
Mental damage 177 Question 163 Y
Swarm 274
Mercia 60, 61 Y Mab Daragon 12
Swarm Threshold 153, 274
Merrow 290 R
Swift Meta 174
Meta Tags 153, 159, 172–174 Ragnarok 10
Miracle, Condition 184 Range 191
T
Monk 262 Range Meta 174
Talents 159, 169–171
Morrigan 11 Rank 153
Taunt, Condition 185
Morrígan 138 Rat King Ard Ri na Francaigh
150 Thanes 192–197
Mortal 276
Reaction Value 153, 165 Trait Match Bonus 164
Mortals 312
Redcap 308 Trance, Condition 185
Move 163

498

Nicolas Phaneuf Gohier (Order #31317871)

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