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Children of Eriu
Children of Eriu
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
Introduction 6
Timeline 6
What Has Come to Pass 10
Denizens 272
Beasts 278
Fomorian 281
The Fuathan 287
Goblins 297
Mortals 312
The Seelie Court 313
Solitary Sidhe 323
Wild Sidhe 335
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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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Nicolas Phaneuf Gohier (Order #31317871)
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.
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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 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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Nicolas Phaneuf Gohier (Order #31317871)
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.
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Figures of
the Isles
13
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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Nicolas Phaneuf Gohier (Order #31317871)
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.
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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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-
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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.
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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.
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
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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.
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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.
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.
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.
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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.
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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
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 &
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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.
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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)
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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.
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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.
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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”.
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.
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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.
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.
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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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and they live by the moral credo of Fionn mac Cumhaill in
honour of his memory.
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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
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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.
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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.
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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.
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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.
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.
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.
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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
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.
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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
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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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.
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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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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.
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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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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.
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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.
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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.
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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.
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.
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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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• Value wisdom over strength.
• Toying with the cycle of life, death and rebirth is unfor-
givable.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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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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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.
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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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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.
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The Rules
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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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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:
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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.
1 3 2
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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).
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.
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.
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.
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.
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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Nicolas Phaneuf Gohier (Order #31317871)
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.
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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
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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.
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
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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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Talents
Overview of Talents
Okay, now let’s move up a level of crunch to crunch 2.
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.
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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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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.
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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
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.
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.
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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
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.
1 2
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.
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).
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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)
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.
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).
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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• 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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• 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.
Taunt
Mental
Your draw enemies to you baiting them to target you instead
of another.
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Condition Hierarchy
If inflicting a Condition comes into conflict with a pre-existing
Condition, consult this hierarchy of ascending importance:
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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.
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.
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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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.
Dweller 1
Denizen 1
Denizen 2
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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
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
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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
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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.
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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.
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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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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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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
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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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Elder Futhark
Tiwaz: Discipline Hagalaz: Storms & Chaos Fehu: Wealth
The number of runes of a certain Trait within Essence determines a Character’s Physical, Mental and Spiritual aptitude.
4x Strong physique
Nimble mind and innovative Charming and devout
and constitution
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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1 The Void rune sits in its own zone
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
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]
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]
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]
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]
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]
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.
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
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.
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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.
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.
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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
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Nicolas Phaneuf Gohier (Order #31317871)
Personality & Motivation
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Nicolas Phaneuf Gohier (Order #31317871)
Early Life Table
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.
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Nicolas Phaneuf Gohier (Order #31317871)
Brushes With Power Table
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.
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
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
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
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Social Connections Table
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.
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.
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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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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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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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.
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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.
Ballad Of ACTIVE Arcane Negotiate SOCIAL Ignore Blunt Battle- Boating SKILL Build
Heroes Shield PASSIVE Hardened
Disposition
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
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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
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
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
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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
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-
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
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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.
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)
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.
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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
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
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
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
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
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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
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
Land
Bestow Rising Bestow Negotiate Sense Tame Trick Mysterious Combat Build Steward- Forge
Wisdom Spirit Faith Motives Manou-
Riding Rider verability ship
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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
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
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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
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
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
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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
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
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
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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
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
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
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
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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
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
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
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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
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.
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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.
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)
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)
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)
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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
Repair Survival
Boating Sneak War Tactics Fidchell Disguise
Equipment Otherworld
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.
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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.
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)
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)
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)
- 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
Champion's
Perception Athletics
Cu Setanta Drinking & Fidchell War Tactics
Eye Skills Wenching
Curadmir
Hound Survival Lore Lore Herbalist
Appraisal (Champion's
Master Wilderness Personas Poison Medicine
Portion)
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)
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.
- 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.
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)
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)
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Nicolas Phaneuf Gohier (Order #31317871)
Fianna Skills
Cu Sétanta Blot & Silent Bandrui
Oaths Swim Navigation
Archetype Faining Tongue Archetype
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
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.
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.
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)
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)
- 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
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
Horned
Harbinger Feather Omens & Land
Lore Poison Perform Ones
Archetype Fingers Portents Stewardship 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.
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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.
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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)
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Harbinger Skills
Fir Bolg Herbalist Survival
Battlesmith Burial Medicine Wilderness
Archetype
Commune
With The Appraisal Athletics Fidchell
Gods
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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.
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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.
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).
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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)
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Horned Ones Skills
Sacred Wood Harbinger
Learned Brew
Binding Archetype
Read &
The Sight Fidchell Lore Poison Write
Trapped
Spirit Perception Perform Disguise
Commune
Survival Divine
With The Stargazing Escape
Gods Wilderness Board
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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.
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.
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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.
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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
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)
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)
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Monk Skills
Curadmir Fir Bolg
Cu Sétanta Lock- Riding The Sight (Champion’s Stargazing Battlesmith
Archetype Picking Portion) Archetype
Read &
Sneak Appraisal Prayer Learned Perception Navigation
Write
Lore Of
Lore Herbal Monk Rites & Sanctify
Common Burial
Poison Medicine Skills Rituals Relic
Folk
Silent Trapped
Swim Boating Disguise Escape Lore Arcana
Tongue Spirit
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)
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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.
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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.
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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.
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.
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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.
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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.
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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.
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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
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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.
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
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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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”.
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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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)
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.
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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Fomorian Raider
Base Level Size Move Reach
Social
1
Introduction
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
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
Tech-
Unen- nique Of War
Aura of Parlay the Umbral Ne- Timeless Boating
cumbered Fomorian Tactics
Suffering Waters gotiations Movement
Dodger Spear
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
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
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
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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
Fomorian
Attuned Heavy Weap- Tyrant Passive Oppose The Brawling Skills Swim
Weapon on Master Rigid Mind Crowd
Powers
Tech-
Unen- Hunting
Aura Of Parlay The Umbral Ne- Timeless nique Of War
cumbered & Trap-
Suffering Waters gotiations Movement Fomorian Tactics
Dodger ping
Spear
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
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The Rules
Mental
Sea Axe Weapon Archetypes
Size: 5 DF: 3 Reach: 2 Parry: 0 Meta: Impeded
Denizens
Spiritual
Talents &
Powers
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
Drinking
Enchanted Survival Awareness Escape Athletics &
Stout Fangs Wenching
Prowess Instincts Of Breath
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
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Attack Protection Defend
The Rules
Mental
Harpoon Weapon Archetypes
Size: 3 DF: 1 Range: 2 Parry: 0 Meta: Impeded
Denizens
Spiritual
Talents &
Powers
Merrow Social
Breath Of Flanking Active Chain Breath Of Tease Interrogate
Acid Attack Attack Hoarfrost Talents
Talents
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
Technique
Support Fathach’s Work In Deepen Survival
Quick Draw Boating Of Fomo-
Allies Might Concert Fury Otherworld rian Spear
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+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
Scorn Lore
Survival Resistance To Clearheaded Inversion Of Perform
Overcome Pole Arcana
Instincts Degeneration Defence Ice
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
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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)
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
Selkie Hunting
Superb Cauldron Of Swim Skills &
Master Sailor Passive Protector Trapping
Swimmer Motion
Powers
Figures of
the Isles
The Rules
Goblins
Archetypes
Denizens
Talents &
Powers
Adventure
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
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+0 3 5 1 Physical 3 Figures of
the Isles
The Rules
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
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
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+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
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
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+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
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
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+2 3 3 1
Physical
1 1 Figures of
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The Rules
Mental
Knocker Mining Pick Weapon & Tool 2 Archetypes
Size: 3 DF: 2 Reach: 1 Parry: 0 Vulnerable
Denizens
Spiritual
-1 Talents &
Powers
Give It
Bloody Arc Dark Run To Little Make A
Shield Bash Power Attack Deliberate
(Stua Fola) Castigation Shadow After- Plan
thought
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
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+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
Drunkard’s
Howl of Whirlwind Breath Push
Jumpscare Disarm Rhyming
Survival Attack (Breath of Riddle Your
Reply
Acid) Emotions
Lore
Parlay The Dramatic Driven By Resistance Brew Common Riding
Urban Cover Folk
Woods Personality Emotion To Impeded
Lepreuchaun Drinking
Oppose The Drunken Passive Drunken Carried By & Skills Perform
Crowd Heckler Songs Song Wenching
Powers
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+0 3 4 1
Physical
1 Figures of
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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
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
Technique
Unbreakable Survival Tailteann Of
Quick Draw Striker Sadist Brew
Body Instincts Games Knocker
Sword
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+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
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
Lore
Resistance To Tech Duinn’s Secretive Strong Survival Of The Survival
Striker Wilderness Common Urban
Impeded Celerity Disposition Knowledge
Folk
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
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.
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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
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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
Gancanagh
Skills
Social Talents
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
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+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
Will Not
Stay Calm Budge
Bury Divine
Divine Board Growl
Emotions Board
Divine
Herbalist Rites & Board
Divine Board
Medicine Rituals
Falconry Athletics
Feather
Perception Fingers
Hound Divine
Lore Poison Divine Board Board
Master
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Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
+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
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)
Survival
Speak In
Brambles Hulk, Resistance To Lore Fey Other-
Overcome Burrow Tongues
(Fangs) Benevolent Degeneration world
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
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Attack Protection Defend
+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
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
Tricky
Feather Woodland Hidden In
Swim Stargazing Perception Boating Person-
Fingers Run Mist ality
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.
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.
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Nicolas Phaneuf Gohier (Order #31317871)
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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
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
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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
Survival Lock-
Fomorian Natural Escape
Glib Bastion Pounce Urban Picking
Size Instigator
Dance Of Morrigan’s Honest & Parlay The Rites & Commune Lore
Nimble Rituals With Dead Poison
Feathers Shadow True Strange
+3 14 13/17 4
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Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
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
Howl, Touch Of
Dragon’s Strike Of Predator’s
Banshee’s Twin Strike Gearr (Hare) Bereavement Stay Quiet Tame
Breath Gaze
Wail Foot
Champi- Hunting
Ignorant Ellén Trechend Hulk, Hulk, Earth Skills & Trap-
Pounce on’s Eye
Beast PassivePowers Slamming Bender ping
Commune
Destroyer Rites & Animal
Vitality Hover Steel Skin Might With
Hide Rituals Empathy
Dead
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.
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Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
+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
Surprise Pred-
Breath Of Phouka Active Run To Attack Social
Throw Stone Seduce ator’s
Acid Talents Shadow (Cons. Talents Gaze
Shroud)
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
Uncanny Sacred
Battle- Tricky Per- Bond With Omens & Stargaz-
Idolcraft Danger Wood
hardened sonality Maven Portents ing
Sense Binding
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.
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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
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
Sacred
Survival Woodland Fury From Rites & Read &
Nimble Vitality Wood
Instincts Cover Anger Rituals Write Binding
Figures of
the Isles
The Rules
Archetypes
Denizens
Talents &
Wild Sidhe
Powers
Adventure
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.
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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
Survival
Uncanny Unen- Hound
Fathach’s Fomorian Other- Lore Fey
Might Danger cumbered Master
Might Size world
Sense Dodger
Survival
Strong Cu Sidhe Survival Leaping Wilder- Skills Athletics
Fangs
Muscles Passive Powers Instincts Striker ness
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Nicolas Phaneuf Gohier (Order #31317871)
Attack Protection Defend
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
Lunging Timely
Catharsis Feint Attack Riposte Snare Stay Quiet Distrac- Tease
Attack
tion
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
Hunting
Combat Strong Leaping Blood Silent
Nimble Stargazing & Trap-
Awareness Muscles Striker Drinker Tongue
ping
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Attack Protection Defend
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
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
Hunting
Destroyer Arcane Hulk, Mind Speak In Champi-
Overcome Burrow & Trap-
Hide Drums Eater Tongues on’s Eye
ping
Active Talents
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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’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.
• 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.
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-
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.
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
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.
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-
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).
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.
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.
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.
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
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-
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:
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:
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).
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
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
Brew 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)
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.
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.
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].
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.
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.
- 478 - MAGI C I TE M S
Nicolas Phaneuf Gohier (Order #31317871)
Coir Cethar
Harp of Four Angles [QR 60] Size: 6
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
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
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
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.
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.
• 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.
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.
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.)
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.
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
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
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