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This document is © 1999-2001 by Russell Linton. Dungeons and Dragons®, and ‘d20 system’ is a registered trademark of Wizards of the Coast An RPG setting inspired by Irish and Celtic Myth

Eyru campaign setting

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The site is lost, but the setting lives on. A 3.5 d&d setting.

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  • This document is 1999-2001 by Russell Linton.Dungeons and Dragons, and d20 system is a registered trademark of Wizards of the Coast

    An RPG setting inspired by Irish and Celtic Myth

  • This document contains OGL content. All such content is marked with a grey background.Content not marked as such should be considered Product Identity; copyright Russell Linton2000. Please see the Open Game License at the end of this document for more information.

    Feel free to drop by the official website at:

    www.eyrurpg.comContact the author at: [email protected]

    Contents

    Foreword ...................................................................................................................... 3Races ............................................................................................................................. 4Classes ........................................................................................................................... 7Skills and Feats .......................................................................................................... 13Magic .......................................................................................................................... 16The Two Worlds ......................................................................................................... 22History ........................................................................................................................ 28Geography and politics ............................................................................................. 33Culture ........................................................................................................................ 48Bestiary ....................................................................................................................... 53Appendix .................................................................................................................... 62OPEN GAME LICENSE Version 1.0a .................................................................... 69

  • ForewordThis project has been the result of several years of work on this campaign. I have had an interest in Irishmythology ever since college when I enrolled in an early Irish Literature course. Indeed, until then I had littleknowledge of even the existence of Irish myth or what it may be like.

    As we poured over early Irish literature, it struck me how so many of the roots of the fantasy genre as we knowit are rooted in those stories. The tales of the Tuatha De Danaan, some of the legendary first inhabitants ofIreland, open with a role call of heroes and descriptions of their magical arsenal which they brought with themfrom faraway lands. These newcomers battle the giant Fir Bolgs and the demon Fomorians for control of anIreland of yore. Magic spells, powerful artifacts and bigger than life personalities are the bread and butter ofthese stories. Everything about it screams fantasy as I have come to know the genre and its tales were toldmillennia ago.

    I began work on a campaign world to capture the flavor of those early Irish tales. Eyru was the result of thateffort. Eyru is of course inspired by Irish myth and not meant as a historical or mytho-historical setting forthe emerald isle. The early history of Eyru is very similar to the true legends, however things quickly divergeas time progresses. Overall themes and the same sense of history is intact, but Eyru and its real life counter-part, Eire are two completely different worlds.

    As information piled up and the release of the new Dungeons and Dragons Core Rules became imminent, Ibegan work on the website (www.eyrurpg.com.) Initially, the site and even the entire campaign was to benothing more than a resource for my players. Many of us who have had less and less time to devote to such atime consuming hobby.

    One day I glanced down at the page count on the Word document which I had compiled detailing the land ofEyru. It shocked me to see that count hovering around 50 pages! I began to reflect on the time I had investedin this little project. It hadnt seemed like much. An hour here, and hour there, but it had begun to build fairlysubstantially. Then I heard of Wizard of the Coasts interest in adopting some of the most open licensingpolicies that Dungeons and Dragons material has ever been given. At that point, I decided to make this a publicdocument. To throw in my contribution to the role playing hobby which I have enjoyed for so many years.

    The website was first. I worked to publish every scrap of material I had on Eyru and began posting SessionLogs from each session my group played. As the information began to gel I decided to try to place it all inone easy to reference document, this PDF. Ive worked off and on (more off than on it seems) and nearlyabandoned the project when things in my life and my players lives seemed to take over our hobby interests. Afriendly note from an Eyru fan however gave me a bit of a kick in the pants and over the last several weeks, thePDF has finally emerged.This is in no way a final document. The history is pretty well set in stone but the game mechanics areundergoing frequent tweaking (though a word of warning, Eyrian historians may or may not present the entiretruth!). Some things, the prestige classes come to mind, have seen little in the way of playtesting. For the latestEyru information, go to www.eyrurpg.com.

    Id like to also thank several people. My players most of all as they are the ones who have put up with my littlecreation: Edward (Liam) and Jennifer (Bebe) Burr, Deb (Cinn Oir) Denton, Bryan (Cian) Taylor, and my wife,Maaike (Dierdre) Linton. Id also like to thank Sean Spence for his interest in the PDF document (and theaforementioned kick in the pants). Further, not every bit of this material is my design. Bryan Taylor as CianMac Oc Midir, devised most of the magic items present in the magic section. Also, special thanks to MyronBreeden who developed the Fir Darrig and the Glasgavlen, two great additions to the Eyru bestiary. Finally, aword of thanks to the mailing list members whose interest in the land of Eyru helped make this possible.

    I hope you enjoy your stay in Eyru! Dont forget to stop by the website for all the current info and the ongoingofficial campaign tales.

    Russell Linton

  • 4At the beginning of a campaign, it is suggested thatHuman or Half Elf is the sole choice available to PCs.As the players uncover Eyrus mysteries and beyond,more races can become available for play. DMs mayopt to skip this exploration method. However, its a greatway to slowly divulge the history of Eyru to newcomersand it gives players ever expanding possibilities to lookforward to with new characters.

    Humans are the main inhabitants of the isle, living justsouth of the Wood Between which bisects the island.The humans slowly abandoned the Northern lands aspolitical power fell apart in the south. Newly born super-stitions have made them fearful of crossing through theWood Between as well. They have little knowledge ofthe other races who have been lost in myth.

    Humans are followed in number by giant-kin (Ogres andthe true giants) who live to the North of the Woods. Nei-ther has set eyes upon each other for centuries. Thegiants have holed up in their mountain keeps for centu-ries, waiting for the perfect time to seek revenge.

    The mischievous Faye inhabit the Wood Between. Theyare all a secretive people but if strangers do enter theirlands their curiosity usually gets the better of them. Othercreatures live among the woods as well, some danger-ous like the malicious Worg, others more friendly.

    On very rare occasions a half-elf is born to a human.Aside from the assumption that Faye creatures havetricked humans into bearing their children, there is noknown reason for the occasional half-elven birth (nor wouldany human from Eyru even know what an elf is.) Fre-quently a half elf childs parents will attempt to sendthem back to the Faye through a variety of methods.Being sent down river in a small boat, left outside in adeep wood, or various other means of exposure. Some-times a parents love will override superstition and theywill do their best to raise the child, hiding or even tryingto physically alter the childs unique features.

    Humans

    Humans follow all the standard d20 rules. They are themost common race by far in the land of Eyru. Their ex-pansionistic tendencies assure that however, those sametendencies bring them into conflict with the other forcesthat inhabit Eyru and, in modern times, themselves.

    Half-Elf

    Half-elves follow the standard game rules outlined in thePHB. Much with the other races, the history, societyand background information provided in the PHB is su-perseded by the Eyru historical material. Half-elves, mostoften are not accepted in the human Eyrian society.Oddly, only one elf is known to exist on the Isle of Eyru(Check out Session 8 on the website) and he presum-ably hails from a land far to the east. Nearly all half-elvesin Eyru are a product of this single individuals, shall wesay, exploits.

    NOTE: Any races not included in the core Players Hand-book are optional and used only at the DMs discretion.They may even be unsuitable for some campaigns. Soremember rule zero: (Players Handbook P. 4) CHECKWITH YOUR DUNGEON MASTER before selecting anyof the races below.

    Grig

    Grig are tiny faye that appear to be a cross between anelf and a grasshopper. They have a humanoid head andtorso with the lower half of a grasshopper. They usuallyhave light blue skin, forest-green hair and brown hairylegs. They stand a mere 1.5 feet tall. Like most otherfaye, they are pranksters at heart and love to play trickson people; especially those larger than they are.

    Grigs are only allowed in campaigns where the startingcharacter is at least 4th level. Three levels are accountedfor by the Grigs starting abilities.

    Starting HD 1d3 +con bonusSpeed 20ftAC 14 (+2 size, +2 Natural)AB +2Saves Fort +0 Ref +2 Will +2Special Attacks: Spell-like abilitiesSpecial Qualities: Jumping Maximums ignoredSkill points: 3 x IntClass skills: Craft (Any One), Escape Artist, Hide,Jump, Listen, Move Silently, Perform, Search, Spot

    Ability Scores: STR 1-8 (see the DMG), +6 DEX, +2CHA. +2 Racial Bonus to Search, Spot and Hide. +8Racial Bonus to Jump. +5 Racial Bonus to MoveSilently in forest settings.Feats: TwoGrigs also have the following spell-like abilities:Change Self, Entangle, Invisibility, Pyrotechnics andVentriloquism. These are cast as if by a Sorcerer oftheir character level. A total of three of these abilitiescan be used per day.

    Races

  • 5Favored Class: Rogue

    Half-Ogre

    Half-Ogres are nearly always the product of violence.None have been seen in the Eyrian lands in centuries.That may soon change as the Giant-kin slowly movesouth and encounter more and more humans. Whereogres pillage, the rare half-ogre is bound to be produced.

    While adult ogres stand about nine to ten feet tall weigh-ing 300 to 350 pounds, their half human offspring aver-age about seven feet tall and 250+ pounds. They have ayellowish skin tone and their sweat and oil glands areimmensely more active than those of their human par-entage. Through great effort, some may pass as aboveaverage size humans.

    Traits:+2 CON, +4 STR, -2 DEX, -4 INT, -2 CHMedium Size, base move 30DarkvisionOgre BloodFavored Class: Barbarian

    Nixie

    Nixies are waterborne faye who are generally quite re-clusive. They are loath to leave their ponds and streamsand are much more comfortable in familiar surroundings.Thus, they do not make ideal adventurers. It takes ex-treme situations to motivate a Nixie to explore beyondtheir watery homes. Nixies have webbed fingers and toes,pointed ears and silvery eyes. They are lightly scaledwith pale green skin and dark green hair. They standroughly 4 feet tall.

    Nixies are only allowed in campaigns where the startingcharacter is at least 3rd level. Two levels are accountedfor by the Nixies starting abilities, the third their charac-ter class.

    Traits:Starting HD 1d6 +con bonusSpeed 20ft. Swim 30ftAC 11 (+1 size)AB +1Saves: Fort +0 Ref +2 Will +2Special Attacks: Charm Person 3x per day (as by aSorcerer of their character level)Special Qualities: Water Breathing (Can also conferthis once per day as a Sorcerer of their character level)Skill points: 3 x IntClass skills: Animal Empathy, Bluff, Craft (any one),Escape Artist, Handle Animal, Hide, Listen, Perform,Search, Sense Motive, Spot

    Ability Scores: STR 1-12 (see the DMG), +6 DEX, +2WIS, +6 CHA. +2 Racial Bonus to Search, Spot andHide. +5 Racial Bonus to Hide when in water.Feats: Two

    Favored Class: Sorcerer (partial to the charm school)

    Worg

    Worgs are nearly always Neutral Evil in alignment (whichdoes not make them ideal party members in most cam-paigns). Players also need to be aware of certain facts:Worgs cannot wield weapons or wear standard armorand there is a next to zero chance of finding any suchcustom piece. Worgs can also not wear rings or manyother magic items. Creative DMs and players can over-come some of these obstacles, though not all.

    Worgs are intelligent wolves that hunt the reaches of theWood Between. Large wolves, they stand about threefeet at the shoulder and are five feet in length. They aredeadly and cunning fighters. Through obvious physicallimitations,they cannot study as Mages and many stan-dard skills are not useful or even possible. A generousDM may allow limited divine spell casting.

    In order to add a Worg to a campaign, the level of newincoming characters must be at least level 5. Four ofthese levels are accounted for by the Worgs natural abili-ties and the fifth by their starting class. Worgs are lim-ited in the classes open to them. They make suitablefighters or barbarians. Rogue is also an option thoughmany of a rogues skills cant be accomplished withoutan opposable thumb.... (Pick lock, Disarm Device, etc.Its up to the DM to decide which skills are unusable by aWorg.) Some DMs may allow Ranger, Cleric or Druid asan option. A creative player with a lot of patience, whopicks the right feats, can be a Sorcerer (Still Spell andclose attention paid to material components.)Traits:Starting HD 4d10 + con bonus each dice (first is max).Speed 50ft.AC 12 (+2 natural)AB +3, Bite 1d6Saves: Fort +4 Ref +4 Will +1Special Attacks: TripSpecial Qualities: Scent (see MM)Feats: Alertness.Skill points 15 + INT mod.Class skills: Hide, Listen, Move Silently, Spot, Wilder-ness Lore-all else is cross-classed.

    Ability scores: +5 STR, +4 DEX, +4 CON, INT 3-10(see the DMG for determining this score.), WIS +2+1 Racial Bonus to Listen, Move Silently, Spotchecks, +2 to Hide. +4 to Wilderness Lore checks

  • 6when tracking by scent.

    Languages

    The standard language selections also differs from thecore d20 core books. Eyrian Common is the standardlanguage for humans. Freemans Cant, a variation onEyrian Common, used mostly by bandits, is also an avail-able language. Sylvan and the language of the Worgs isavailable to a character who, as part of their class orbackground, has spent some time near the Wood Be-tween or with the Faye. Other languages, most of whichare dead or from forgotten times, are available and in-clude: Fomorian, Giant, Old Eyrian, Cant of MeAl, Ogre(very close to Giant).It is also not assumed that anyone is literate, as writinghas much less importance than the spoken word in thistradition. One language slot or skill point must be usedto purchase literacy. Once purchased, it is assumed thecharacter can read and write in any language they canspeak.

  • 7The selection of classes in the land of Eyru varies slightlyfrom other campaign worlds. Each class also has a bitof a different fit into the campaign.

    Barbarians

    The common people of Eyru are very adaptable to thisclass, and thus the name is something of a misnomer.Highlander may perhaps be a more appropriate term todescribe these rugged warriors who live in rural commu-nities and lead a boisterous and physical existence.

    Bards

    Bards are a well honored group of people. Many of theIsles greatest heroes were warrior poets. Their knowl-edge of the country and the people which inhabit it areseen as valuable assets. The spoken word has power inthis society and words woven in rhythm and song evenmore so. Further, the recounting of tales is deeply in-grained in the ceremonies of the people. It would be un-imaginable to perform a ceremony without recitation ofthe appropriate tale. This recitation (if skillfully done)brings good fortune to the event and to those in atten-dance. Voyages, marriages, funerals, battles, and birthsare all common ceremonies accompanied by story andsong.

    Common musical instruments for the bard include thecarynx, (a war trumpet), drums and harps.Bards, as a class, simply have this knowledge of tradi-tional tales at their disposal. For game purposes, it canbe a check made from their Performing skill to success-fully recall and recite an appropriate tale (whether it berecited or sung.) However, it is highly recommended thatthe bards of this campaign also learn the new skill Knowl-edge: Eyrian Lore.

    Clerics

    Generally their importance is as local sage and sometimes as political leader. Their wisdom is supplementedby a strong connection to the Eyrian ancestors. Mostcommonly, these clerics communicate with the foundersof the current four High Clans; Steairn, Tairan, Faough orErinin.

    However, on rare occasion one will find a cleric who still

    appeals to the Elder Gods. These mystical beings arestill recognized across Eyru, but their direct worship hasfallen into disuse. A cleric who selects an elder god astheir patron deity is most certainly bound to find a mixedreaction among the general populace.

    Druids

    The Druids may appear to serve a function similar to theclerics of the clans, however their domain is of that whichbinds the universe together. Much of their ceremony andsacrifice gives praise to the Great Womb of Time: theearth itself and its secrets. This knowledge precedes thespirits of the Founders and even the Elder Gods.

    Druids are revered as wise men among the people of theIsle. All clans give them proper respect, not only for theirwisdom, but because they harbor ancient secrets of theuniverse. These secrets are often used to give the peopleguidance in their own affairs. Druids fill the role of media-tor for inter-clan matters and they are important to allmatters of legal arbitration (see the new skills). Harminga druid is considered horrible luck for it will bring a cursefrom the magical forces which they have at their com-mand.

    Druids choose to remind the people of Eyru of a com-mon ancestry among all men, thus their neutrality toclan disputes. In recent times, someone referred to as aDruid is simply an expert in matters of Eyrian law andarbitration (and not a true member of the class). The truedruids that exist are keepers of ancient ways and tend tothe ancient monuments scattered across the country-side. Some of these monuments are sidhes or largemounds purported to be yet another entrance to the landsof the Faye, some are stone rings or ancient groves withmagical powers.

    Fighters

    This is the second most common class of adventurer.Clan life and its frequent clashes offer many opportuni-ties for warriors to sharpen their skills. Even many farm-ers and common folk have at least a basic knowledge ofwarfare as defense for outlying communities often fallsinto their hands. Members of the Ignoble (inhabitants ofthe Freemans Lands who have ousted from their clan)often opt to become mercenaries and bandits.

    Paladins

    Slightly different from the clichd holy rollers, these war-riors are simply champions which have adopted the ethosof their particular clan or god as their rallying cause. Theyare warriors smiled upon by the divine (whether they areaware of it or not). Some of the most respected mem-bers of the Council of Stone have been Paladins.

    Classes

  • 8Rangers

    These woodsmen are not common but are widespread.Their combination of ranger and druidical training gainsthem a good deal of respect among most clans.

    Tracking and trapping are strong sources of income, food,protection and entertainment for most Eyrians. Huntsare common for ritual days, and most gatherings as well.Anyone who has mastered these skills will draw praisefrom those in attendance.

    There is also rumored to be a group of rangerswho works closely with the true druids of Eyru,watching over the battle site of the Battle ofOne Hundred Wounds.

    Rogues

    Those who trade in stealth and subtletyare found anywhere in Eryuian society.They are most frequently found (and of-ten employed) in High Clan Steirn orHigh Clan Erinins densely populated ur-ban areas. Penalties for theft can beharsh. This does not stop the practicefrom flourishing in many varieties; from bur-glary to common theft to banditry and evenassassination.

    Sorcerers

    Sorcerers have a great secret to maintain.In their blood runs the blood of the Faye, thustheir innate magical power. Most sorcerersare unaware of their Faye heritage and themagical powers have been known to skip gen-erations in a bloodline before manifesting them-selves. Sorcerers must operate in secrecy lestthe superstitious populace bring them harm.

    Eyru House Rule: The superstitions of thepopulace arent without cause. Sorcerers arethe offspring of faye and otherworldly powerswho have been romantically involved with hu-mans. This union provides the child with innateaccess to spells. Their parentage also directlyinfluences the sorcerers power. The sponta-neous casting restrictions may be removed forone school of magic. This school relates di-rectly to the sorcerers ancestral bloodline:Abjuration:Nymph. Conjuration: Grogoch. Enchantment:Nixie, Dryad. Evocation: Draconic. Illusion: Pixie. Nec-romancy: Bollag. Transmutation: Swanmay.

    Wizards

    Wizards are nearly as rare as sorcerers. Wizards mustpractice their art in secrecy. Many commoners specu-late that arcane magic was either handed down from theinfernal dealings of Steirn the Heretic or survivors of theevil Fomorian race. Such knowledge is viewed as witch-craft by most of the people of Eryu and punishment usu-ally comes at the hands of angry mobs. Arcane magicstands out from divine magic due mostly to the compo-nents it requires and the absence of ancestral veneration(tales, prayer and holy relics). Further, its reliance on

    written materials also vilifies it. (See the sectionon Magic for more details.)

    PRESTIGE CLASSES

    Clagh Leir

    Clagh Leir is the name given to the originalheroes of the Council of Stone. Clagh Leirtranslates as Stone Seers and is given inreference to the stones the druids made forConnacher and his men to protect them fromthe Fomorians magic. These stones grantedthe heroes supernatural sight. A view of theearth from the eyes of the earth. A sightthat could not be tainted by the foul mag-ics of the Daughters of MeAl.

    Up until the tumultuous time of the Di-vide, this ability was a pre-requisite foradmission to the Council. During theDivide and after Erinins attempt tore-unite the clans through the Coun-cil, most of the descendants of theoriginal Council members weredriven from their positions.Since then, the Council hasbeen composed mostly of dip-lomats that were seeded by

    High Clan Steairn and High Clan Tairan.Only one sitting member, Aengus, claimsto have the Stonesight ability, though heis often chided as a charlatan.

    Regardless, the Clagh Leir were once com-posed of all the greatest heroes and hero-ines of Eyru. Being a member of this se-lect group meant being an embodiment ofthe heroic ideals of Eyrian society.

    Requirements:Base Attack: +6

    Perform: 4 ranksKnowledge, Religion or Knowledge: Eyrian Lore: 4ranksFeats: Stonesight

    Dierdre the sorceressshows off her...tattoo

  • 9Class Skills: Craft, Profession, Innuendo, Intimidate,Knowledge, Profession, Ride, Perform, Climb, Jump,Swim

    Class Features:Hit Dice: D10Weapons: Simple and MartialArmor: AnySkill Points: 4+Int Modifier

    Signature Skill: The character chooses one skill andthey can apply a modifier to all checks equivalent to onepoint per level.

    Heroic Essence: The character selects one weapon ofchoice-a specific weapon they have been using for quitesome time. This favored weapon is imbued with Magicalpower from their own essence. Minor Heroic: +1 and aMinor property; Heroic +2 and a Major Property; MajorHeroic +3 and a Major Heroic Property. The propertyshould either be randomly determined or selected by theGM. The properties should reflect the wielders own per-sonal fighting style, personality, or be appropriate in someother fashion. Also, considering the difference in the waymost campaigns handle magic items, the GM shouldfeel free to alter the rate at which these magic propertiesare handed out. The weapon should be unique and anice boon to the character though not overpowering.

    Legendary Prowess: The character receives one pointto add to any ability score.

    Name of Renown: Receives the Leadership feat for free.If the character already has it, the number of followers(not cohorts) is doubled.Shared Heroic Essence: The characters favored weapongains Intelligence. Its alignment will always match thatof its owner and if it gains a purpose, the purpose willreflect the attitudes of its owner as well.

    *A Geis is similar to the PHB spell, Geas. (Geis is justthe true Gaelic spelling. It is pronounced gesh.) It is amagical obligation a hero accepts or is tricked into ac-cepting. In many cases, heroes may be burdened by

    multiple gessa. King Connacher from Irish legend wassaid to be beholden to seven gessa. Not living up to therestrictions of a geis has dire consequences and oftenleads to the downfall of the hero. The powerful warriorDiarmuid of Finns Fiana (somewhat analogous to theKnights of the Round Table) was slain by a magic boarafter having unwittingly accepted a geis to not hunt a pig.

    While a geis is powerful magic, in the land of Eyru thegranter doesnt necessarily need to have access to thespell nor even be a spell caster. In true Celtic tales, oftenwomen are the granters of such magical obligations. Thegranter takes the recipients face in their hands and pro-claims the geis. As such, violation of a geis sometimesmanifests itself as an appearance of scarring to thecheeks. The details of geis granting and effects of ignor-ing a geis are up to the GM.

    Some examples include:

    Not hunting a certain monster or animal. (TheKing of Ireland could not hunt the crooked beasts ofCerna.) Not leaving a certain location for more than aspecified time. (The King of Ireland could not leaveTara for more than nine days in succession.) Being required to perform a certain action undercertain conditions. (CuChulainn, Irish hero, was un-der a geis to not pass a cooking-hearth without par-taking of the fare. Interestingly he was also under ageis not to eat a hound. Of course, shortly beforehis demise, he encounters three crones sitting arounda cooking-hearth eating dog.....) Never to follow a specific course of action.(Diarmuid was under a geis to never use a hiddenpassage/door to run from his enemies.)

    Gynfakin

    Gynfakin translates as The Unseen in Old Eyrian. It isdifficult to say much about this group without revealingthe very secrets they have sworn their life to protect.

    Level AB Fortitude Reflex Willpower Special 1st 1 2 2 0 Signature Skill (Ex) 2nd 2 3 3 0 Geis: The character must accept a Geis* 3rd 3 3 3 1 Minor Heroic Essence 4th 4 4 4 1 One free feat of the players choice 5th 5 4 4 1 Heroic Essence; Geis 6th 6 5 5 2 One free feat of the players choice7th 7 5 5 2 Legendary Prowess8th 8 6 6 2 Major Heroic Essence 9th 9 6 6 3 Name of Renown; Geis 10th 10 7 7 3 Greater Heroic Essence

  • 10

    Needless to say, long ago in Eyrus past, they were formedby a council of Druids at a time when the very survival ofevery human of Eyru was at stake. They continue bat-tling these same dark forces to this day.

    The history of Eyru is not quite as the people rememberit. Long ago, a lone fisherman spotted an incoming inva-sion force from the eastern seas. He rushed to the HighKings court to report what he had seen. The assumptionwas made then, and is still upheld, that it was theFomorians returning to seek revenge.

    In truth, it was a much darker force than any could imag-ine. Evil and steeped in terrible magics as they were,Connachers Hundred could not have defeated them alone.While the Druids crafted the mystical stones that wouldform the basis for Connachers victory, they also calledtogether the Gynfakin to delay this terrible threat whilethey did so.

    In a sense, they are much like the Council of Stone thoughthey wage a more secretive battle. In the present day, itis a small group. Many question whether they still exist.The only publicly known duty they hold is guarding thesite of the Battle of One Hundred Wounds.

    Requirements:Move Silently: 6 ranksHide: 9 ranksStoneworking or similar Craft: 9 ranksWeapon Proficiency: Any BowFeats: Alertness, Track, Weapon Focus: Bow

    Wisdom: 13+

    Class Skills: Craft, Profession, Hide, Intuit Direction,Listen, Move Silently, Spot, Wilderness Lore, Swim,Climb, Jump, Scrying

    Class Features:

    Camouflage: Gains +2 / lvl on Hide and Move Silently checks in natural surroundingsSniper attack: Follows same restrictions as a Rogues sneak attack ability but can only be made with a bow.Stones Blessing: Each day a stoneskin may be renewed at any standing stone during a full hour ritual. Thestoneskin will last for 24 hours or until discharged.

    Hit Dice: D8Weapons: Simple and MartialArmor: Light to MediumSkill Points: 4+Int Modifier

    Gealach Fuil

    Berserkers extraordinaire, they wield massive axes withdeadly precision. They hail from the northern lands ofHigh Clan Tairan and are known for their wanton, ruth-less, yet highly effective defense of the Northern landsfrom High Clan Steairn. A small platoon of these fiercewarriors has been known to drive larger armies off thefield in terror. Those who dont flee soon question theirdecision when the Gealach Fuils axe is brought to bear.

    Currently, the Gealach Fuil is under the command of KingTeigh McEoghan. He occupies the northeastern lands ofHigh Clan Tairan, gaurding against neighboring High ClanSteairn. The group operates out of his keep which is justwest of Lynn on the Tairan side of the River Aber.

    Depending on the timeline for your campaign, the GealachFuils lands are also near the Old Kings Highway, anancient route into the Northern Lands, and of course tothe home of the giants. This may be the only saving

    Level AB Fortitude Reflex Willpower Special 1st 0 2 2 2 Camouflage (Ex)2nd 1 3 3 3 Stone Shape (Sp) lvl x a day

    Sniper Attack 1d6 Range 30 feet3rd 2 3 3 3 Trackless Step (as a Druid)4th 3 4 4 4 Sniper Attack 2d6-Bow Only, Range 60 feet5th 3 4 4 4 Meld into Stone (Sp): 1/day and 1 every 2 levels hereafte6th 4 5 5 5 Stone Tell (Sp): 1/day and 1 every 2 levels hereafter.

    Sniper Attack 3d6-Bow Only, Range 90 feet7th 5 5 5 5 Immunity to Petrification (Su)8th 6 6 6 6 Stone's Blessing (Sp)

    Sniper Attack 4d6-Bow Only, Range 120 feet9th 6 6 6 6 True Sight (Sp) 1/day 10th 7 7 7 7 Sniper Attack 5d6-Bow Only, Range 150 feet

  • 11

    grace if the giants are to move en masse on Eyru onceagain.

    Requirements:RageFeats: Weapon Focus: Any AxeBAB: +8Strength 13Intimidate: 10 Ranks

    Class Skills: Climb, Craft, Handle Animal, Intimidate,Intuit Direction, Jump, Listen, Ride, Swim, WildernessLore

    Class Features:Hit Dice: D10Weapons: Simple and MartialArmor: Light to Medium and any ShieldSkill Points: 2+Int Modifier

    Inquisitor

    Somewhere between the Servants of the Flame of HighClan Steairn and the clandestine organization known asThe Fist lies an unnerving space between religious zealand paranoia. The Inquisitor thrives in that space, on arelentless search for power and driving out heresy.

    Improved Critical: The axe for Improved Critical and Specialization is of the same type they are Focused in. If they already have thisfeat for that weapon, a different type of axe may be selected but they must be focused in that particular type.Blood Fit: The rage of these warriors is a horrific sight to behold. Any Gaelach Fuil in a Rage may project an aura of fear. (Treat as aScare spell as if cast by a sorcerer of the same level. DC 10+Gaelach Fuil level.)Rage of Death: During their rage, a Gealach Fuil may select one target as the focus of their berserk fury. The target is suddenlyaware that the berserker is their certain doom. The target must make a Will Save (DC 15) to shake the overwhelming fear. If this failsand the target is struck by the Gealach Fuils attack, the target is forced to make a Fortitude Save or die (DC 5+Damage done). If theattack misses, it cannot be made again during the same Rage attempt.Crippling Blow: A strike with an axe may be designed to cripple an opponent. The attack must have been a critical hit. The targetsuffers a -6 to their Strength, Dex or Con unless they succeed at a Fortitude save (DC=Damage done.) This damage can be re-paired by clerical means or rest as per the DMG. The attack must have been designated a crippling attack before the swing.Greater Blood Fit: A Gaelach Fuil in a Rage now projects an aura of fear in a 20 foot radius. Those of 6 HD or less are affected asBlood Fit but are reduced to Cowering in fear; those over 6 HD must make a Will save or be Shaken (DC 10+Gaelach FuilHeadhunters Fury: The character may make Vorpal attacks during their rage with their specialized axe. On a successful critical hit,the target is decapitated.

    The social dynamics of High Clan Steairn are such thatfear and intimidation drive the people. When the churchgoes unheeded, they call upon the Fist to help enforcedivine law. The Fist in turn often relies on these eliteindividuals. Through brutal control or devious deceptions,the Inquisitor is very successful in their work.

    Of course, the Fist has its own agendas, far removedfrom that of the Servants of the Flame. They are inter-ested in discovering power from any source and are gladto use the church as a cover for their darker secrets.

    They are fond of poisons and are frequently versed inspell-casting: particularly spells which may assist themin their methods of information gathering or spells thatprep their subjects for torture.Requirements:Alignment: any evilIntimidate: 6 ranksKnowledge, Arcana: 4 ranksDisguise: 4 ranksSense Motive: 4 ranksGather Information: 6 ranksFeats: Skill Focus: (Disguise, Intimidate, or GatherInformation)

    Level AB Fortitude Reflex Willpower Special 1st 1 2 0 2 Improved Critical: Axe 2nd 2 3 0 3 Blood Fit (Su)3rd 3 3 1 3 Weapon Specialization: Axe 4th 4 4 1 4 Keen Edge (Ex) any wielded Axe5th 5 4 2 4 Rage of Death (Su) 6th 6 5 3 5 Crippling Blow (Ex): 1/day/Prestige Level7th 7 5 3 5 True Strike (Su) with any axe, once per day.8th 8 6 3 6 Greater Blood Fit (Su): 9th 9 6 3 610th 10 7 3 7 Headhunters Fury (Ex): 1/day/Prestige Level

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    Class Skills: Rope Use, Disguise, Spellcraft, Intimi-date, Gather Information, Knowledge (Any), SenseMotive, Innuendo, Search, Spot, Forgery, DecipherScript, Diplomacy, Bluff, Listen, Pick Lock, Hide, MoveSilently, Escape Artist, Read Lips, Bluff, Heal

    Class Features:Hit Dice: D6Weapons: Sap, Dagger, Dart, Flail, Katar, Whip,Spiked Chain, Spiked GauntletArmor: Light to MediumSkill Points: 6+Int Modifier

    Sneak Attack: Due to a gruesome understanding ofcenters of pain and pressure points of the human body,Inquisitors gain Sneak Attack as a rogue of their level.If the Inquisitor has levels as a rogue, the Inquisitorlevels stack with the Rogue levels to determine thesneak attack bonus.

    Coercion: Can bring unconscious opponents to a conscious but still helpless state (prepared for torture). Can coerce cowering,dazed, disabled, exhausted, stunned, frightened, panicked, staggered opponents into a similar helpless state. This requires a normalattack roll. On a successful strike, the victim must make a Will save (DC 15 + damage done) to avoid entering the helpless state. Thedamage caused can be either normal or subdual.Loosened Tongue: Any helpless victim can be forced to make a Will save (DC 10+ Inquisitor lvl + charisma bonus) or answer theInquisitors questions truthfully. This is a Full Round action and can be repeated each round. This (and all of the torture requires meleeor grappling contact-unless the helpless subject is bound or otherwise under the Inquisitors direct control.Influence of Pain: Any helpless victim can be forced to make a Will save (DC 10+ Inquisitor lvl + charisma bonus) or be subject to aSuggestion. This is a partial action.Non-Detection: The Inquisitor is difficult to Scry on (DC 11 + Inquisitor lvl.)Greater Influence of Pain: This can be used to force something similar to a Geas upon the victim. The victim must be in a helplessstate. The victim must perform the action or suffer the same consequences as the violator of a Geas. (Slowly becoming paralyzedwith fear of the Inquisitors retribution.) A Will save (DC 10+ Inquisitor lvl+ charisma bonus) negates.Dominate: The Inquisitor can brainwash a subject they torture, forcing them to act as instructed. A Will save (DC 10+ Inquisitor lvl+charisma bonus) negates. This is complete control and is similar to the Dominate spell except there is no telepathic connection. Allinstructions must be carefully relayed, however, the subject will not try to alter or pervert the instructions. (DMs might consider makingplayers under such affects NPC for the time.)

    Level AB Fortitude Reflex Willpower Special 1st 0 2 0 2 Skilled in Poison, +2 save vs. Enchantment 2nd 1 3 0 3 Coercion (Ex)3rd 2 3 1 3 Loosened Tongue (Ex)4th 3 4 1 4 Innate Deathwatch (Sp) as per the spell. 5th 3 4 1 4 Influence of Pain (Ex)6th 4 5 2 5 No penalty to attack or damage for subdual damage

    with class weapons. 7th 5 5 2 5 Non-Detection (Su)8th 6 6 2 6 Greater Influence of Pain (Ex)9th 6 6 3 6 Mindblank (Su): as per the spell.10th 7 7 3 7 Dominate (Ex)

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    Skills

    Knowledge, Faoughs Tale (Int; Trained Only)For this skill there is no ability check; once you learn thewhole tale. To learn the tale takes a minimum of oneyear. If the student shows no progress, the master willseek a new apprentice. Progress is what is important,there is no maximum amount of time it should take asidefrom the patience of the teacher and the need of anygiven tribe. None of the Tale is ever written down, hence,study is only possible when attended by a current clanelder. The history and importance of the tale is describedin the history of clan Faough.

    Every month spent in apprenticeship, the student mustmake a skill check. The check starts at DC 10 and in-creases by one every following month. The tale is con-sidered learned in full when the student has surpassed aDC of 25.

    Profession, Advocate: Brehon Law (Wis; Trained Only)This skill is necessary for anyone who chooses to repre-sent a plaintiff or defendant in legal proceedings. See thesection on History: Society for more details on the lawsof Eyru.

    If you have 5 or more ranks in Knowledge: Eyrian Lore,Sense Motive or Bluff (only one applies) you get a +2synergy bonus on Brehon Law checks.

    Special: This is a class skill for Druids as well as Bards.To judge (not just represent a plaintiff) a legal proceedingrequires 5 or more ranks in this skill along with 5 or moreranks in: Knowledge: Nature, and Knowledge: Eyrian Lore.

    Knowledge, Eyrian Lore (Int; Trained Only)This broad skill encompasses knowledge of all of thestories, legends and maxims of Eyrian society. Knowl-edge of these stories is a considerable power in and ofitself and the wisdom of the past is frequently used todecide the direction of the future.

    All legal proceedings take into account stories of theancestors. The proceedings and judgments often dic-tated by these ancient lessons. Further, recitation of ap-

    propriate tales is paramount to any social gathering. Wed-dings, funerals, battles, coronations, festivals, holidays,legal proceedings, births any imaginable scenario isoften accompanied by story.

    In cases where much is at risk (weddings of nobility,battles, any of the four festival days, etc.) it would be direindeed to neglect to honor the ancestors with a tale orsong.

    Anyone who would even think to call himself a Bard inEyru will have some investment in this skill. Far fromsimple wandering minstrels they are often seen as nec-essary parts of social events and securers of good for-tune.

    Special: This skill is a class skill for Druids as well asBards.

    Feats

    Binding of the Noble Hero Fornadmaim Niad Nir [Gen-eral]

    The youths told him that if he depended on hisown strength, that oath would not be broken.Then they grabbed him by the ankle, and hurledhim up into the rafters, and everyone startedthrowing their spears and darts at him. Slowly,cunningly, C Chulainn made his way down, rest-ing on the point of each spear until he reachedthe ground.

    The Training of Cuchulain, The Ulster Cycle

    You are a master of twisting out of the path incomingmissile weapons.

    Prerequisite: Dex 13+, Lightning Reflexes, DodgeBenefit: By taking a standard action you may elect tododge incoming missile attacks which you are aware of.For each attack that would normally hit, up to a maxi-mum equivalent to your Dexterity bonus, you may makea reflex saving throw versus DC 20 (add one point to theDC for each point of magical bonus if any). A successfulsave means you have sidestepped or otherwise avoidedthe attack. Any penalties from armor or encumbrancewill effect this save.

    Certain magical attacks (rays, and other visible missileattacks that require a to hit roll from the caster and whicheffect a single target) can also be dodged in the samemanner. The DC for the reflex save is 20 + spell level andeach such attempt counts double towards the number ofpossible attempts (i.e. if you have a Dex bonus of +2 youmay only attempt to dodge one such attack.)Only attacks which you are aware of, not flat footed dur-

    Skills andFeats

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    ing, and come after (or simultaneous with) your own ini-tiative can be dodged.

    Normal: This is similar to Deflect Arrows feat howeveryour hands are not required to be free and it can be usedto dodge multiple attacks and magical attacks as well.However, a standard action must be taken, armor/en-cumbrance check penalties apply to the save. This featwill not work if you are surprised or otherwise deniedyour dexterity bonus..

    Counter Tithbim [General]You are adept at taking advantage of an enemys missedblows. Youre wits are about you enough to seek oppor-tunity in the midst of a pitched battle where others wouldfail to notice.

    Prerequisite: Dex 13+, Combat Reflexes, maneuver-able weapon-one which is your size category or smaller

    Benefit: You may make an attack of opportunity againsta single opponent which has attacked in melee andmissed you. As soon as the opponent misses, you maymake an attack of opportunity against that opponent.

    Special: Attacks using this feat will take on any aggres-sive/defensive stance penalties applied to your attacksfor that round (i.e. if you are fighting defensively). Thisfeat can also be added to the list of Fighter feats. Thisfeat will not work if you are surprised or otherwise deniedyour dexterity bonus.

    Gae Bulga [General]Cuchulain caught it in the fork of his foot, andthrew the Gae Bulga as far as he could castunderneath at Ferdiad, so that it passed throughthe strong, thick, iron apron of wrought iron, andbroke in three parts the huge, goodly stone thesize of a millstone, so that it cut its way throughthe bodys protection into him, till every joint andevery limb was filled with its barbs.The Combat of Fer Diad and Cuchulain,Tin B Calnge

    You can make a powerful spear throw using your foot topropel it. The name of this feat is taken from the weapon

    bearing the same name that belonged to the famouswarrior Cuchulain. The spear and his unique method

    of hurling it were the end of many a powerful cham-pion.

    Prerequisite: Str 13+, Weapon Focus: SpearBenefit: When throwing a spear you may elect

    to cast it using your foot to apply velocity. This isdone by resting the butt of the spear on the top of the

    foot and swinging your leg as if kicking it forward whilethe arm guides the spears trajectory. Damage from thisthrow is 1.5 times your strength bonus. You also recievea +1 bonus to your attack roll. Using this feat is a stan-dard action. If you already have a spear set (as for acharge) the throw can be made as a free action.Normal: Damage added is just your strength bonus.Special: The Artifact, the Gae Bulga, requires this featto be used properly. This feat can also be added to thelist of Fighter feats.

    Heros Salmon Leap lheim braddan [General]You can leap with amazing strength and prowess. Thisfeat can also be referred to as Improved Jump.

    Prerequisite: Str 13+, minimum of 5 Ranks in JumpBenefit: Your Jump distance is as if you have a move of10' more than your true movement (This can also be addedto your normal total move for the round). You have nomaximum to your jump and all jumps clear a distance of1.5 foot intervals as opposed to only one foot.

    Normal: Your jump distance is normally effected by yourspeed. Your maximum is a function of your height. Forevery x amount over 10 on your check you clear only

    Bebes feat of the day.

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    one foot above minimum.

    Special: I also suggest adding this to the Monster Featsas well which will fix a few problems with critters such asthe Grigg. The Grigg are supposed to be phenomenaljumpers but following by the book rules, they are ex-tremely limited by their height and are mediocre jumpersat bestonly able to reach less than 1/2 the distancesof the second edition Grigg. Not too mention, the Jumpskill is essentially broken for wee people (around 1.5 feettall their maximums equal their minimums in somecases...)Little Dart Feat Cless Cletenach [General]

    Cu Chulainn then sought out the womenfolk andtook thrice fifty needles from them. These hetossed up one after the other. Each needle wentinto the eye of another, till in that wise they werejoined together. He returned to the women, andgave each her own needle into her own hand.

    Bricrius Feast

    You can throw darts, daggers or other light thrown weap-ons with incredible accuracy, striking a single point withmultiple shots.

    Prerequisite: Rapid Shot, Precise Shot, Point BlankShot, Dex 13+

    Benefit: When throwing multiple light missile weaponsat a single target and using rapid shot, you do not sufferthe -2 penalty to each attack.

    Normal: Rapid shot bestows a -2 penalty to each attackwhen making extra attacks. This feat circumvents thatpenalty, however, each shot must be made at the sametarget and it only applies to thrown weapons.

    Stone Sight Clagh Leir [General]You have the rare ability of stone sight as described inthe Eyrian history. (Sidenote: this isnt taken from IrishMyth and is unique to the Eyru campaign.) You can fightwithout vision, letting the harmony of the stones of theearth be your guide. This is a supernatural ability.

    Prerequisite: Blind-Fight, Alertness, DM Approval

    Benefit: You do not suffer concealment rolls. Further, aninvisible attacker gains no bonus to strike you in meleeor missile combat. You also suffer no penalty to speedwhile blind and moving.

    Special: Like blind-fighting, this offers no bonus againstthe Blink spell. You must also be in close contact withthe earth. This ability will not function while flying or aboarda ship in deep ocean water for instance. The song will be

    muted (and effectively no better than Blind-Fight.)This ability is said to only run in the bloodlines. DMsmay decide whether it is appropriate for a character tohave this feat.

    Magic Item Creation Feats-Variant

    All spells placed into an item must be cast using theDMG variant rule regarding spell components. Any ma-terial components must be of above average quality. Apinch of bat guano wont work for a wand of fireballs. Apinch of guano from a dire bat might, or, better yet, froma red dragon.

    As a guideline, the component must be gained from aCR encounter which is roughly equivalent to the casterlevel at which the spell is placed in the item. In the caseof material components which are specially hand crafted(i.e. gem inlaid, intricately carved bones for Augury), itmust be created by someone with a base skill level equiva-lent to the caster level at which the spell is to operatewithin the item.

    Further, the overall market price must be justified in someway. Take the ring of invisibility. Obviously its not just asimple silver band for a ring. If that were the case, somelow level wizard would definitely be cranking them out bythe hundreds and flooding the market and the 20,000price tag would be completely unjustified. Even if it re-quired a masterwork silver band, those would still berelatively easy to obtain. There must be a 20k price tagfor some reason (aside from the obvious balance callwhich seems to be the case).Now, unless gems or other valuable items used in mas-terwork crafts grow on trees in your campaign, I dontthink its too far fetched for the craftsman to ask the PCto provide the item. In the case of the Ring of Invisibility,Im going to concentrate on the ring itself. In my cam-paign, diamonds have always been a favorite of mine toplace in rings of invisibility. This means on top of needinga masterwork capable jeweler, the ring maybe needs ahigh quality and rare diamond as well. If you want tostick with the book physical description, perhaps thesilver must come from a certain place...deep in a forgot-ten mine or from the horde of a certain invisible monster.Any place which would gain about a CR 12 rating, as CR12 average treasure allotment is nearly 10,000 gp; equiva-lent to the material cost for the Wizard.

    In the case of potions, where the mage isnt employing amaster craftsman to complete the work and no spell islisted, things can still follow a similar pattern. Ingredi-ents must come from a logical source with a CR equiva-lent to the minimum spell caster level required. For in-stance, a potion of swimming could be manufacturedfrom the blood of a CR 6 shark or sahaugin.

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    MagicA Note on Magic in Eyru

    There is a clear distinction made between arcane anddivine magic in Eyrian society. Divine magic is easilyrecognized in its appeal to the ancestors or elder gods.Symbols of the gods are always present and many timesrecitation of that ancestors deeds is part of the appeal.The cleric does not invoke magic in so much as theycall upon the ancestors for favor who, now amongthe spirit realms, can respond with great power.

    A mortal wielding such powerwithout appeal to the ances-tors is, to the people of Eyru,unnatural. At best it linksthe wielder to the world ofthe Faye who seem to blurthe lines between the realand the spirit worlds. Atworst, it links the casterto such evils as thewitchcraft of theFomorians.

    Each High Clan reactsdifferently to the publicexercise of arcane magicwithin their boundaries.High Clan Tairan is per-haps the quickest to as-sume malicious witch-craft. An immediate par-allel with Steirn isdrawn. Exile is commonif the accused ever seescourt, however in most casesthey do not get that far. If caughtthey are usually burned by the su-perstitious populace and the law turns a blind eye tothis.

    High Clan Steirn has a more interesting fate involved.Given the nature of that society, anyone in a position ofpower would be most interested in getting their hands onan edge they could employ. Though they would do soat great risk to themselves. The Fist fervently investi-gates even the slightest charge of witchcraft. It is un-known what their interests would be but the populace atlarge does not question their business.

    High Clan Erinin, while somewhat more socially advancedthan the rest, still maintains the superstitions of its an-cestors. Witches are, at best, bad luck. If caught theyare most likely to try to keep the incident as quiet aspossible and secretly deposit the witch among anotherHigh clan or, in the Freemans Lands.

    High Clan Faoughs reaction is perhaps the most inter-esting. While the least advanced of the high clans, theyare also the closest to home with the faye. It is tradi-tional for the bravest warriors to gather and hunt thewitch, driving him or her further into faye territory wherethey presumably belong. Seldom is blood spilt however.

    The necessity of the written word in arcanemagic further invokes the superstitions ofthe populace. As a people, the Eyrians are

    mostly illiterate, not out of stu-pidity but lack of a need. The oral

    tradition among the Eyrianpeople is strong.

    The Druids maintain the an-cient ways of the Elder Godsthrough memory. Likewise,the ever important Bard re-tells the tales of the ances-tors and heroes of oldthrough memory as well.These stories and rituals areat the very foundations of thesociety and are an integralpart of the average Eyriansexistence. The act of writ-ing down these stories orrituals would be seen asblasphemous. The story it-self would become weigheddown to the earth; anchoredand powerless. Those whowould seek to do such a thing

    would be withholding the powerlocked within its words and di-

    luting its strength. Thus, the needfor recorded ritual and formula for the

    practitioner of Arcane magic is viewedwith immense suspicion.

    The only exception to this distaste for arcane magic isthe Bard. Bardic magic, while from an arcane source,is tied directly to the minstrels ability to perform. Indeed,bardic magic mostly emanates from and assists in theirrole as master of ceremonies and chronicler. The abil-ity to weave illusion and to charm an audience draws itspower from the Bards veneration of the ancestral talesand songs. In this sense, they share more in commonwith Divine magic in Eyru.

    Cian Summons a Fiendish Hawk

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    Spells

    Chariot of Epona

    Conjuration (Summoning)Level: Drd 9, Equine 9Components: V,S,MCasting Time: One RoundRange:Close (25ft.+5ft./2 levels)Effect: One Summoned Chariot and two horses fromthe Elemental Plane of FireDuration: 1 hour/LevelSaving Throw: NoneSpell Resistance: No

    When cast, this spell summons a fiery chariot pulled byflaming horses. These horses appear anywhere withinrange at the precise location designated by the caster.The vehicle hovers effortlessly above the ground and canfly at great speeds. The chariot flies at a rate of 90 ft withPoor maneuverability.

    The chariot and horses are natives of the plane of fire.The horses are equivalent to Large Fire Elementals withthe same weaknesses/abilities as these creatures. Theexception is their increased movement speed and abilityto fly. The caster commands these horses (and thus thechariot) by verbal command. Most commands can befree actions, however complex maneuevers (weavingthrough trees or a narrow canyon) may require standardor full round actions and be just as intense as if the char-acter were driving a standard chariot. (at the DMs dis-cretion.)The chariot can hold a number of creatures equal to onethird of the casters level. (Each creature being the samesize as the caster.) In any case, the chariot will not ac-commodate creatures larger than one size categorygreater than the caster.

    Anyone wishing to ride in the chariot must first be touchedby the caster. In combat, this can be accomplished us-ing standard touch spell rules (one friend per standardaction or up to six friends per full round action.) Thosewho are not touched, suffer the effects of the intenseheat when approaching the chariot.

    The heat radiated by the chariot inflicts 2d4 points ofheat damage per round for all within ten feet. Those whotry to enter the chariot or engage in melee combat withthose protected in the chariot will suffer 2d4+caster levelin fire damage. This fire will also Burn (as the specialability, DC 22. See the Monster Manual or DungeonMasters Guide for details) for unprotected creatures/ob-jects that make contact with its flames.If the chariot itself is target of attack, it is important tonote that it is a magical vehicle shaped from pure fire. It

    is immune to fire attacks and only suffers normal dam-age from cold attacks. It has the hit points of a huge fireelemental, an AC of 16, and damage reduction 10/+3.

    The chariot provides the equivalent of one-half cover forthose occupants who are standing in the chariot (and ofthe same size as the caster) versus reach and missileweapons .(This may be greater if the chariot is above anattacker and the sides of it further block an attackersview. Let your DM determine Line of Sight.) This is nothard cover, (and not concealmenta special case here.)For attacks which miss due to this cover, the weapon ormissile will suffer the above fire damage as it passesthrough the flames. These attacks may still cause dam-age to the occupants if they survive passing through theintense flame. Attacks which are immune to fire ignorethis cover and attacks which are especially susceptibleto fire take double damage. Due to space restrictions inthe chariot, this cover provides no reflex bonus to savingthrows. unless the attack is cold based.

    The material component for this spell is a collection ofholly berries, a fire source at least the size of a torch,and a piece of wood.

    Covetous Curse

    Transmutation

    Level: Drd 8, Sor/Wiz 8, Vengeance 8Components: V,S,MCasting Time: One RoundRange: Close ( 25ft. +5ft./2 levels)Target: One HD or level per caster levelDuration: PermanentSaving Throw: Fortitude NegatesSpell Resistance: Yes

    This dreaded spell causes the recipient to be changedinto a cursed animal form. Immediately upon completionof the spell, the target is forced into an animal form of thecasters choosing. The form must be that of a small ani-mal or insect and non-predatory in nature. If a group ofcreatures is targeted, each one will assume the sameform.

    The most famous example is that of the Children of Lirwho were turned into swans by their jealous stepmother,Aoife. (See Session Seven at www.eyrurpg.com in thesection entitled Session Logs.) Other examples includea similar curse placed upon the legendary beauty, Etainwho was transformed into a fly by a suspicious wife.

    The target, once transformed, is subject to a host of otherrestrictions (see the Swanmay template see the Bestiaryor www.eyrurpg.com for more information.) Victims of thiscurse do not retain their own type (as in Polymorph) but

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    Roll Incarnation St Dx Cn Size AB AC Attacks Dam Mv Special

    instead become Shapechangers.

    The material component for the spell is a properly pre-pared Rowan wand. The wand must be a masterworkcrafted item (carved and worked with druidic symbols). Itmust have been in the possession of a druid for a num-ber of days equivalent to the highest level victims HD orlevel.

    Reincarnate

    The available incarnations within the world of Eyru varyfrom any other world you may find. On the following pageis a new table to be used for Reincarnation in an Eyrucampaign. It also includes some game balance changesto better reflect the type of game one will most likelyplay in the Eyru setting. (As a sidenote: The stats maynot perfectly match stat bonuses extrapolated from themonster manual.)There are also a few things to clarify about how reincareffects the mechanics of the game in Eyru as well. Ingeneral, the only thing that happens is you lose abilitiestied to your physical form and gain those of the newphysical form. Your mental capacities remain unaffected.

    If changed into a race you already are, the abilities donot stack. You also dont gain abilities from a new racethat are based on training or overtime exposure to a cul-ture/environment. Also, it may not be clear, but if you aretransformed into a lower animal, you retain the ability tospeak and also become a type of magical beast andnot simply an animal. (It is also worth noting that as anon-human, you will no longer gain +1 skill points perlevel and you lose any favored class status in lieu of thenew one.)

    MAGIC ITEMS and artifacts

    The party wizard, Cian Mac Oc Midir, has cooked up ordiscovered some intriguing magical items in his stud-ies. With his permission, they have been passed on toother dabblers in the arcane arts. Use them wisely!

    Cians Lucky Pin

    Description: This high quality pin is crafted in engravedsilver, with a jet set into itself. It is capable of giving anunarmored wearer seemingly phenomenal luck in com-bat.

    Game Details: This pin contains the spell Mage Armor(cast at 4th level), and is capable of casting it on thewearer up to 2 times per day by use of a commandword. The spell functions exactly as the 1st level wizardspell. There are 50 charges before this pin is exhausted.

    Market Value: 2880 GPCreation cost: 1440 GP and 115 XP

    Cians Marks

    These Wondrous Items are essentially tattoos inscribedon the skin of the user. By a mere touch of the tattooedarea, the bearer can activate a spell, chosen by thetattoos creator. Any spell can be inscribed in a tattooas long as this items creator has access to it and ithas an effedct of self.

    Once activated, the spell contained within the tattooreleases and the tattoo fades from the skin. Otherwise,this item appears as a normal, and very permanent tat-too (though Detect Magic and the like will reveal other-wise.) For guidelines on the type of spell that can beadded into these tattoos, see the DMG on rules formaking magical potions.

    Market Value for these items is spell level X casterlevel X 50gp. 1/2 of this is spent in gold and 1/25 in

    01 to 03 Badger -2 6 4 T Size:+2 Size:+2 2 Claw/1 Bite d2/d2 d3 30, Bur. 10 Rage (Ex): +4 Con and Str and -2 AC. 04 to 09 Bear, Black 6 0 4 M - - 2 Claw/1 Bite d4/d4 d6 40 -10 to 13 Horse, Heavy 5 2 5 L Size:-1 Size:-1 2 Hooves d6/d6 50 Increased Encumbrance (Per Heavy Horse)14 to 17 Boar 4 0 6 M - Natural: +6 Gore d8 40 Feocity (Ex): Melee without penalty when disabled or dying18 to 20 Centaur 4 0 2 L Size:-1 Sz:-1, Nat:+2 2 Hooves d6/d6 50 -21 to 28 Fomorian -2 0 0 M - - Weapon Weapon 30, Sw 30 Change Self (Sp), Water Breathing, Swim +829 to 30 Eagle 0 4 2 S Size:+1 Sz:+1, Nat: +1 2 Claw/1 Bite d3/d3 d4 10, Fly 80 (Av.) Fly, Spot +8 in Daylight31 to 40 Elf 0 2 -2 M - - Weapon Weapon 30 Low-Light Vision, +2 Listen/Search/Spot41 to 46 Gnome, Forest -2 2 0 S Size:+1 Size:+1 Weapon Weapon 20 Low-Light Vision, +2 Listen/Alchemy, Pass w/o T race47 to 48 Viper, Huge 0 8 2 H Size:-2 Sz:-2, Nat: +3 Bite d4/Poison 20, Cl 20, Sw 20 DC 13 Poison (d6 Con dmg) +4 Hide/Listen/Spot, +8 Balance49 to 54 Bugbear 4 2 0 M - Nat: +3 Weapon Weapon 30 Darkvision, -4 Charisma, +4 Move Silently55 to 73 Human 0 0 0 M - - Weapon Weapon 30 1 extra skill point per level, one extra feat73 to 74 Krenshar 0 4 0 M - Nat: +3 2 Claw/1 Bite d4/d4 d6 40 Scare (Ex or Su) (Bluff +3 or Scare a spell DC 12)75 to 76 Owl -4 6 0 T Size:+2 Sz:+2, Nat:+2 2 Claw d2/d2 10, Fly 40 (Av.) Spot in the Dark: +8, +14 Move Silently, +8 Listen76 to 82 Half-Ogre 4 -2 2 M - - Weapon Weapon 30 Darkvision, -2 Charisma83 to 88 Grig -6 6 0 T Size:+2 Sz: +2, Nat: +3 Weapon Weapon 20 Salmon Leap Feat, +2 Search/Spot/Listen, +8 Jump89 to 90 Nixie -4 6 0 S Size:+1 Size: +1 Weapon Weapon 20, Swim 30 Water Breathing (Ex), +2 Search/Spot/Listen, +5 Hide in Water91 to 96 Wolf 2 4 4 M - Natural:+2 Bite d6 50 Scent (Ex): +4 Wilderness Lore checks while tracking97 to 99 Dog, Hunting 0 4 4 S Size:+1 Sz:+1 Nat: +2 Bite d6 40 Scent (Ex): +10 Wilderness Lore checks while tracking

    100 DM's Choice The gods save you

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    experience by the tattoos creator.

    The size of the tattoo varies as per the power of the magic.For every 1000GP of Market Value, the tattoo must covera space roughly equivalent to 1" diameter. Since the tat-too itself is the item to be enchanted, it must be ofMasterwork quality. The tattoos ink components mustalso be from a source whose CR treasure rating is equiva-lent to the overall market value. (See the variant magiciem creation feats in the Skills and Feats chapter.)Collar of the Rabid Guardian

    Description: It is said that in Eyrus past, evil druidswere fond of these collars for their guardians. Chief amongthese twisted souls of nature were the exceptionally raredruids of the giant-kin.

    This rusty iron chain has two brass clips at its terminalends. The length of chain varies as to the size of itspossessor, but when placed around the neck of a crea-ture of the type Animal or Dire Animal, it grants the beasta hideous countenance and heinous powers in combat.Its hair raises on end and blood and foam gather aroundits mouth, much like a rabid beast.

    Game Details: When placed upon an animal it confersthe following: Barkskin, Greater Magic Fang, and Conta-gion. For the Contagion to work, a solid melee hit mustbe scored (not simply a touch attack.) The disease typeis chosen at creation of the item and cannot be changed.

    The animals alignment immediately shifts to Neutral Evil(if not already so). The animal is considered Hostile toanyone save the originator of an Animal Friendship spell.Once the collar is put on however, the animal is immuneto further castings of this spell. Every day, the animalsowner must also succeed at a DC 10 + animal HD checkversus Handle Animal or have the creature turn hostile tohim as well (negating any Animal Friendship).Market Value: 58100 GPCreation cost: 24050 GP and 2324 XP

    Dierdres Hot Little Hands

    Description: These gloves seem to be traditional leathergloves. The delicate orange, red, and yellow embroideryis often hidden beneath a layer of soot. Its easy to seehow the soot got on the gloves when you get too close tothem. Many an eyebrow has vanished in a puff of smokeas a hand was quickly pulled back from someplace itshouldnt have been.

    Game Details: The gloves contain Burning Hands at acaster level of three, activated by use. The gloves have50 charges and can only be used 2 times per day.

    Market Value: 1200 GP

    Creation Cost: 600gp 48XP

    Horse of the Northlands

    Description: This small horse sculpture, made of ivoryor moonstone, with small silver insets fits gently in thehand. When dashed upon the ground, in its place growsa fully grown horse with tack, to serve willingly.

    Game Details: The statuette contains Mount (cast at4th level), activated upon use. It has no charges and isdestroyed during use.

    Market Value: 200 GPCreation cost: 100 GP and 8 XP

    Liams Lucky Clover

    Description: It was certainly Liams lucky day when hefound this four leaf clover. Even luckier, though, was whenthe poisoned blade of an assassin was wiped clean byhis cloak before tickling his ribs later that week. Sincedefeating that fellow, the clover has been part of his battleregalia.

    Game Details: This four leaf clover is charged perma-nently with Resistance. It activates by being carried onthe person of the user for a full week. After that, it isactive until removed from their person, in which case, theweek activation time must be reinitiated.

    Note: This item does not take up one of the standardmagic item slots and only needs to be carried some-where on the person. Its effects do not stack.

    Market Value: 3600gpCreation Cost: 1800gp and 144xp

    Mask of the Woods Between

    Description: This bone mask is made from the skull of alarge animal. Marked with paint, gemstones, and a vari-ety of fur, feathers, and teeth, it is a fearsome sight tosee. Often, it reminds viewers of the days when the worldwas young, and the lines between man and beast wereblurred.

    Game Details: The mask contains Speak withAnimals cast at 4th level, activated upon use by acommand word, 3 uses per day

    Market Value: 8640 GPCreation Cost: 4320 GP and 346 XP

    Needle Stone

    Description: This smooth white stone, of unknown typeor origin, is carved in an ocean design. When thrown onthe ground, it releases the stored fogs of the Witchs

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    Minor Artifact: A spatha (shortsword), with a pommelthat resembles a silver fist. The handle is made of iron-wood and the blade is of a magnificent mithral. Whendrawn, the blade hums as it leaves the scabbard and issaid to pulse in the wielders hand.

    It is a +3 weapon which is enchanted with a quickenedTrue Strike that will activate with every swing. Drawingthe weapon does present a problem, as once unsheathedit must be satisfied; someone must be slain (as a cursedweapon)......Lughs Spear

    Lugh, who sat in the court of King Nuada, was one of theTuatha De Danaans most versatile heroes. Aside fromhaving mastery in an exhaustive list of skills, he was anunsurpassed champion. His favored weapon was the spearand the spear he wielded was feared by all foes of theTuatha De Danaan. It was a weapon with a haft as blackas night and a point that shone with the brilliance of thesun. The length of the weapon was engraved with an-cient runes and the avian symbol of Badb, the BattleCrow.

    Major Artifact: It is a +3 half-spear with a very deadlyspell woven into its haft: Tensers Transformation. Thisspell effects the wielder as though cast by a 20th levelwizard. The spear also confers +1/10 damage resistanceto its wielder.

    Lia Fail, The Stone of Destiny

    On the first High King Biccrhus coronation, the druids ofthe lands came together and crafted this stone whichwas said to havebeen pulled from the depths of LochMeath by their powerful magic. In it they placed the es-sence of the four corners of the land and in symbolicgesture bestowed it to the new King.

    The stone has since become a symbol of true sover-eignty to the people of High Clan Tairan who await theKings return. All temples of High Clan Tairan contain areplica of the stone which is meticulously cared for bythe Defenders of the Crown (the specialty clerics of HighClan Tairan).This stone is housed in the Tairan capital of Lirshold whichsurrounds the ancient keep known as Dun Fail. Dun Failhas been home to the Lirnaan family ever since BiccrhuLirnaan was named first High King and is now occupiedby the descendants of Tairan.

    When seated upon it, the stone conveys miraculous pow-ers to Eyrus rightful ruler. The stones most renownedproperty is that it lets out a piercing scream when thetrue King of Eyru sits upon it. This wailing can be heardacross the land of Eyru. Appropriately, the stone hasbeen silent ever since the High King disappeared.

    Major Artifact: Aside from being able to detect whetherthe bloodline of the true High King runs in an individual,the stone gives any such person the following abilitieswhile seated on it:

    Needle. The release of the fog is accompanied by aneerie howl.

    Game Details: The stone contains Obscuring Mist, ac-tivated by use. The howl does nothing, and is a cosmetictouch only. This may seem like a very simple magic itembut its practical use is very valuable indeed. This spell isstored at a cleric caster level of 4.

    Market Value: 200 GPCreation cost: 100 GP and 8 XP

    Pet Rope

    Description: This high quality rope seems normal enough.Dont make fun of it, though, because itll get you! Wo-ven into its braided coils is the heart of an AssassinVine. When thrown by the user (ranged touch attack),the rope can entangle a victim who fails a reflex save (DC13).Game Details: This rope is charged with Animate Ropeat a caster level of 4th. It is command word activated andmay be used twice per day,

    Market Value: 2880 GP MarketCreation cost: 1440 GP and 115 XP

    Artifacts

    From the ancient times of the Tuatha De Danaan, scoresof powerful items were forged, the likes of which the peopleof Eyru have not seen since. Many of these millenia oldpowers are said to rest in the Otherworld now but it isrumored that the great ancestors may shatter the bound-aries are return these items to the world of the mortalswhen need is greatest. Some still rest in mortal handsbut their secrets have been lost to time.

    Nuadas Irresistible Sword

    Apart from being a wise king, Nuada was a powerful war-rior as well. He was said to wield a sword which onceunsheathed, no one could escape. Enemies could nothelp but accept this swords fearsome blows, regardlesshow they tried to defend themselves.

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    A +6 enhancement to Wisdom and Charisma Ability tobestow a Quest or Geas at willAtonement once per dayForesight as a 15th level Druid, runs continuously whileseated and runs after for 150 minutes.Commune with Nature once per day at sunrise, noon,sunset or midnight. This effect extends across theentire southern portion of the continent of Eyru-everything south of the Wood Between.A ruler who sits on the stone once every day atsunrise, suffers no adverse effects from aging. Forevery day he fails to do this, he loses one point fromeach normally effected ability (to the losses maximumfor his age category.)Being seated on the stone also confers invulnerabilityto Charm based spells.

    The Cauldron of the Dagda

    This large cast iron cauldron appears worthless on thesurface. Beaten, poorly made, and speckled with rust. ATrue Sight however, will reveal its true nature and thesymbol of a large Club hammered into the side. it is thecauldron of the Dagda, a being older than even the TuathaDe Danaan. Not even those who walked in his presencetruly understood his nature or his power but he lent greatmagical assistance to the Tuatha De Danaan wheneverpossible. Known for wielding a massive club in battle, heis also known for the magical cauldron he carried. It wassaid that no one left the cauldron unsatisfied.

    Major Artifact: The Cauldron has a bevy of magical abili-ties, each of which require specific actions to activatethem.

    It always acts as a Decanter of Endless WaterPouring the water into a flask stuffed with fresh mistle-toe can produce several results: If the flask is amundane flask (less than 1gp in value) a random Minorpotion will be produced. If the flask is of masterworkquality, a random Medium potion will result. If a specialflask is created (Masterwork quality and enchantedwith Identify, caster level minimum 3rd) then a randomMajor potion will result.Stirring the cauldron and then serving its contents inbowls will provide a Heroes Feast equivalent stew as ifcast at 20th level.Twice per day, staring into the Cauldron for a minimumof 5 rounds provides Greater Scrying as if cast at 15thlevelSubmerging someone in the cauldron will, once perday, perform a True Resurrect or True Heal, dependingon the need of the recipient.

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    The TwoWorlds

    Boundaries

    The world was created through magic: magical powerchanneled from the Otherworld by ancient beings. TheManterlaug, the Great Earth Mother, and the Dagda countamong the oldest of these. The Otherworld, where thesebeings dwell, is a highly magical counterpart that existsdirectly alongside the mortal realm.

    Physical boundaries in the real world can be places wherethe gap between these two worlds is weakest. Theseboundaries manifest themselves as rivers, mountainranges, caves, lakes, forests. In some cases, man-madeboundaries provide connection: the erecting of a stand-ing stone, the clearing of a road, even the littering of afield of battle. At these points, the connection betweenthe real and the other is at its most tenuous.This min-gling of forces brings about the existence of all sorts ofsupernatural beings and arcane powers.

    The Otherworld is also the home of the heroes and greatancestors of old. These valiant heros and heroines haveleft their mortal existence for the Otherworld. Powerfulancestors wielding wisdom and prowess find their skillsamplified among the Other. It is this very power whichthe people of Eyru call upon. By remembering these an-cestors of old, it is hoped that their deeds, steeped inOtherworldly magic, will manifest back in the mortal realm.

    Therefore, if the people of Eyru could be said to have

    gods then these ancestors are just that. By re-tellingthe tales of these long dead ancestors, the people ofEyru hope to bring good fortune into their own lives. Toensure strength in battle, tales of victorious ancestorsmay be recited. To give strength to marital bonds, talesof love and companionship will be relayed. In each case,the people seek to draw upon the same strength andpower that led the ancestors of the stories to triumphover their obstacles and adversaries.

    Once, this dichotomy was a near seamless part of Eyrianexistence. As the people turned their worship to morerecent ancestors, the true connection has weakened.While many of the same rites and traditions are still ob-served, they have become diluted. Further, the recentspate of superstition has sought to entirely separatemagic from the divine, leading to widespread misunder-standings about the relationship between the real andthe Otherworld.

    The Faye

    The faye are an important part of the connection betweenthe Other and the real. The loose definition used by thepopulace includes just about any unnatural creature imag-inable: monsters of legend, dire beasts, giants, faeriefolk. None of these has been seen in hundreds of yearsby an Eyrian. In the absence of everyday encounterswith such magical beings, superstition has grown strong.Because of this, anything not recognizably human oranything which wields magic without obvious appeal tothe ancestor gods is assumed to be linked to the faye.

    In truth, the Faye most correctly refers to any creaturewho inhabits those places where the links between thetwo worlds are weakest. It can even refer to the inhabit-ants of the Otherworld.

    In general, a Fayes power is always tied to the bound-aries of the earth in some fashion. Those places wherethe veil between the real and the Other is thin. Faye caneither be more or less rooted on one side of the bound-ary. So, in simple terms, the Faye are one of two ex-tremes.

    Those that are more strongly rooted in the real worldmanifest themselves as flesh and blood beings with su-pernatural powers. The most obvious examples are themischievous people of the Wood Between. A Dryad isbound to a unique tree; a Nixie, a secluded pond. Bollagsare tied to places of death and battle. In all cases, anatural or man made boundary among the landscapeprovides the link to the Other.

    These beings, while living in the material world, have astrong connection to the Other. As such, they oftenhave closer ties to the true inhabitants of the Otherworld:

    Liam, cleric of thegoddess Epona

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    the ancestors. The very ancestors of the people of Eyruare the true inhabitants of the magical Otherworld. Thisoften allows the Faye to serve as intermediaries or beprivvy to long lost secrets.

    There are other more powerful beings that are also simi-larly tied to the Otherworld. Creatures so ancient andpowerful that they themselves serve as distinct conduitsof Otherworldly power. Very few creatures such as theseexist upon Eyru. One of the most powerful of these is theDragon.

    The Elder Gods

    There are still some Eyrians that hold to the old ways.They remain protectors of tales long forgotten or weak-ened by superstition. These tales speak of ancient be-ings and heroes who walked Eyru millennia ago. Manyof these Elder Gods are members of the Tuatha De Danaanwho came from over the sea and wrested Eyru from thegiant-kin. Some are from more recent times, just prior toThe Divide.

    These Elder Gods are often misunderstood by the gen-eral populace though the Druids maintain a tenuous con-nection to them. Dedicated worship of these gods is ex-tremely uncommon. A cleric who elects to worship oneof the elder gods may expect a wide variety of receptionamong the clans; from adoration to outright fear.

    Dagda, the Master of All

    The Dagda is a powerful being that is viewed as father ofthe Tuatha De Danann. Badb is his consort. In legend heis described as the master of all tasks and the progeni-tor of knowledge and crafts. He carries with him a magiccauldron, said to restore health to all who partake of itscontents, and an enor-mous club. His de-voted clerics also carryiron cauldrons as sym-bols. These followersare even rumored to beable to partly emulatetheir patron deity's skillin brewing magicalelixirs.

    Symbol: An iron cauldron or an enormous clubDomain: Harvest*, Life*, KnowledgeWeapon: Great ClubGod Alignment: NeutralFollower Alignment: Any

    Badb, the Raven of Battle

    She was a powerful Queen of the Tuatha De Danannwho, against tradition, ruled her own land apart from her

    husband. She did so through cun-ning and unmatched skill on thebattle field. Badb is a goddess ofdeath and battle. This is not seenas necessarily evil to the Eyrians,as both things are an acceptedpart of the cycle of life. War is evenwelcomed in some cases by thebrave Eyrian highlanders. Yet evenso, her omens are most definitelyunwelcome among the commonperson.

    Symbol: RavenDomains: War, Death, ChaosWeapon: Sickle or scytheGod Alignment: Chaotic NeutralFollower Alignment: Any

    Lugh of the Long Arm

    Lugh is the slayer of monsters anda key figure in the original settlingof the isle. His skill with spear andsling were greatly feared, for anysoldier that took to the field waswithin his reach. He rarely exer-cised his battle prowess out of an-ger and fought only for the justcauses of his people. In the Battleof Moytura, an early battle with theFomorians, Lugh killed the greatlyfeared and evil Fomorian King,Balor of the Evil Eye. The FomorianKing had a deadly ability to kill people with a glance.Lugh, wielding a sling, struck the fomorian king in theeye, sending the deadly eyeball back through his headand killing him instantly.

    Symbol: Spear or SunDomains: Law, Sun, AirWeapon: Spear (any) or slingGod Alignment: Lawful NeutralFollower Alignment: Any Lawful

    Nuada, of the Silver Hand

    Nuada is considered the firstking of Eyru. He reigned priorto the Time of Chaos whichfound the humans embroiledin great wars with each otherand the giant-kin. Nuada wasa skilled king and com-manded a vast repertoire ofskills that challenged eventhat of the Dagda. He wasforced to step down from the

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    throne when he lost his hand in battle and was deemedunfit to rule by Eyrian law. However, one of the Dagdastriplet daughters granted him the gift of a silver hand whichthe court physician, Dian Cecht, grafted on to his body.However, Nuada still refused to take the throne citingtradition required the king to be whole. An artificial limbwould not do. Later, Miach, a famed healer, restored hisoriginal hand and Nuada regained his throne.

    Symbol: Silver handDomains: Knowledge, War, LawWeapon: shortswordGod Alignment: Lawful GoodFollower Alignment: LG, LN

    Epona, the GallopingLady

    Epona is the goddess ofhorses and it is the sameanimal that was her gift tothe original settlers of theisle. The horse is a greatlyrespected animal for bothits role in agriculture, warand travel. Epona smilesupon those who take care of her gifts and who recognizethe true value of a good steed. But woe to those whomistreat their mounts, for her wrath is swift. Her favoredweapon, the whip, is not employed for use upon her pre-cious horses

    Symbol: A Galloping HorseDomains: Equine*, Travel, ProtectionWeapon: WhipGod Alignment: Neutral GoodFollower Alignment: NG,CG,N,CN

    Brigit, the Three

    Brigit is the name of the three daughters of the Dagda.Each one is a master of a different skill: smithing, po-etry, and healing. Thesethree skills are vital tothe people of Eyru. TheThree in unison are alsoseen as a symbol of fer-tility and life. It is thecombination of these im-portant skills which hastruly allowed the peopleof Eyru to prosper.

    Symbol: Triskel (alsofrequently used as adruidic symbol)Domains: Healing, Knowledge, Smithing*, Life*Weapon: Warhammer or Three-Headed Flail

    God Alignment: NeutralFollower Alignment: Any

    Connacher, Champion of Eyru

    Connacher is the great leader of the he-roes who faced the Fomorians in the Battleof One Hundred Wounds. After seeking thesecrets of the druids, Connacher and hismen defeated the Fomorians and drovethem back into the sea. He is also patronsaint of the blind. It is told that he burnedout his own eyes before the final battle withthe Fomorians so that he would not be de-ceived by their illusions and magical trick-ery.

    Symbol: Standing StoneDomains: War, Strength, EarthWeapon: Battle AxeGod Alignment: Chaotic GoodFollower Alignment: LG,LN,NG,CG

    High King Bicchru

    Bicchru was the first High Kingof the people of Eyru after the

    Time of Chaos. The tales say hecame from across the sea from aland of great heroes to lead thepeople of Eyru to victory. He wasa good though unlikely king be-cause he was also known as acunning trickster. He delighted insatire and practical jokes, aweakness which contributed tothe downfall of diplomacy with theFomorians. Some say he began to lose his sanity in thelater years of his rule. This was never confirmed.

    Symbol: HarpDomains: Trickery, Luck, ChaosWeapon: ShortswordGod Alignment: Chaotic NeutralFollower Alignment: CN,N,CG,CE

    Tachta, Master ofthe Seas

    Tachta was a re-nowned sailor whoexplored the myste-rious land to theeast. His adventuresare recorded in numerous tales including "The Voy-age of Tachta" and "Tachta and the Talking Bears". Itwas under his guidance that a group of Eyrian settlersestablished the legendary city of Tach in the eastern lands.

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    He was also known for his marksmanship with the bowand his superhuman feats of strength (especially his abil-ity to swim without exhaustion.) As an ancestor god, heholds sway over the sea.

    Symbol: LongshipDomains: Travel, Water, StrengthWeapon: Short BowGod Alignment: NeutralFollower Alignment: NG,N,CN,NE,CE

    Manterlaug, the Rulerof Giants

    The Manterlaug is theshaper of the earth andis the god of giant-kin. Heis said to dwell deepwithin the mountain rangeknown as the GiantsStair. From here, on anenormous potter's wheel,he spun the world aroundhim as a place for his children to live. However, otherscame from beyond the sea and forced his children out.Since then, the Manterlaug and his children have be-come an evil and sadistic group bent on retaking theland by any means necessary. It is said that at times hewill take up his enormous flail and beat at the firmamentin outrage at his childrens loss. The tremors this pro-duces reminds the people of Eyru that his children willsomeday return to take what is theirs.

    Symbol: Potters wheel or seven bent arms arranged ina circleDomains: Strength, Earth, EvilWeapon: Heavy FlailGod Alignment: Neutral EvilFollower Alignment: LE,NE,CE

    Dian Cecht

    Dian Cecht was the court healer of King Nuada. He waswell known for his medical expertise but also his foultemper. His only desire was to retain this place of re-nowned and to do so at all costs. Miach, his own son,bested him by restoring Nuadas hand so that Nuadacould rule in accordance with Tuatha De Danann law.Dian Cecht, furious at being out done, decapitated hisson in a fit of rage.

    Worshippers of Dian Cecht are not limited to only cast-ing Inflict spells but may cast either Inflict or Cure. Theycan only spontaneously cast Inflict spells however.

    Symbol: Bloody DaggerDomains: Healing, Death, Vengeance*Weapon: Razor Sharp Dagger or any Vorpal Weapon

    God Alignment: Chaotic EvilFollower Alignment: CE,NE,LE

    The High Clan Founders

    As the fervor over the vacant High Kingship rose, so didthe desperate attempts of Eyrians to cope with the sud-den change from a time of peace to another age of chaos.Four leaders came to the forefront and tried to instill theirown versions of unity. Beyond dominating politics, thesefounders of the four High Clans changed the future spiri-tual realm as well.

    Each of the four High Clans has its own patron ancestor,that of the clans founder. These four leaders and theirmemory have dominated clan politics for three hundredyears, ever since the departure of the one High King.More specific information about these ancestors can befound in the High Clans section and the History section.The following details the benefits granted to a priest withineach High Clan.

    Shamans of High Clan Fauogh call upon their ances-tors and the Wol