From longswor@tower.nullnet.fiTue Oct 24 15:31:20 1995 Date: Sun, 22 Oct 1995 22:16:33 GMT From: Tuomas Pirinen Reply to: The wfrp mailing list To: list-whfrp@tower.nullnet.fi Newsgroups: list.whfrp Subject: WFRP: Albion Background INTRODUCTION The great island of Albion is situated between the Sea of Claws and the Middle Sea. It is a land shrouded by myths and mists, and the scholars of the Old World always write in their maps about Albion "Here Be Dragons" with bold red letters. But what truly lies beoynd the mist of the Northern Seas? Read on. This article deals mostly with the main island, the Greater Albion, while the Albion Islands as whole consist of Morien, Aeryn and Albany. These other areas are only hinted at this text, when their relations with the Greater Albion is discussed. 1.0 GEOGRAPHY Albion is not especially large landmass when compared to the Old or New World, but on this age of the world it certainly seems to be an endless wilderness as far as the majority of the inhabitants are concerned. Albion could be roughly divided in three parts: the Highlands, Lowlands and the coastal areas. The weather varies from place to place, but for most part Albion is dominated by short, beautiful Summers and long, harsh Winters. Mists and fogs are exceptionally common, and this is how Albion has earned it's nickname "The Isle of the Mists". Rain is also a common occurance, and it is usually very sudden. 1.1 THE HIGHLANDS The Highlands of Albion comprise an area of large hills, some rising 2000' or more. This area is situated in the Northern Albion, and is commonly called Scathland due the inhabitants of this inhospitable place. The hills run in irregular curved lines from south to north, jagged and weathered. They have relatively large amounts of topsoil, allowing humans and animals to scrape a meager living from the green grass and other plants. Many great boulders of granite jut from the landscape, some showing carvings from the bygone ages. These are held as sacred places by the Scaths, who claim that the power of the Gret Goddess of Earth, Danu, rests within these stones. Roads are few and far between, and genrally they are thought to date from the time of the High Kings. Now they are ill-kept and dangerous, and constantly patrolled by Brigands and worse. 1.2 LOWLANDS The southern parts of Albion are a bit more hospitable: The many rivers of the South like Tams, Cwyrr and Shann allow agriculture to be practiced here, and the tall hills protect the lands from the chilling winds of the North. Sea is plentiful with fish, and naturally the coastal areas are good places of inhabitations, especially the riverbanks. 1.3 COASTAL AREAS As with most large islands, the coastal areas are the the best known parts to the outsiders. Their appearence explains in part why Albion has a rather grim reputation. The coastline is littered with jagged peaks and treacherous rocks, and the winds are uncommonly high. But the river-mouths are perhaps the most fertile parts of Albion, and much of the humans live here, and agriculture and architecture has risen to a higher level than elsewhere in the Albion. The coast is insanely hazardous to navigate because of the rocks and winds, and this combined with the mists and fogs has kept Albion a closed Island for many centuries. 2.0 FLORA Albion may be a grim land of relatively few resources, but it is not a Chaos Wasteland: it teems with a number of plants. Great stretches of the Lowlands are covered by great Oak, Ash and Elm forests. These glades are often extremely ancient and for the most part uncharted, as the humans usually go to these forests to hunt or acquire timber. Moss and lichen covers the Highlands of Albion, and some very persistant variants of grass grow also there. 2.1 THE ALBION OAK The Albion Oak is a peculiar variant of the normal oak-tree that grows throughout the Known World. One of the hardest and most endurable trees of all, the Albionise Oak is much in demand for Castle gates, War Machines etc. (GM regard the Albion Oak as T 9 wood that can take double amount of damage.) 2.2 MISTLETOE Mistletoe is a holy plant in the Religions of Albion, and many mystical properties are connected with it. It indeed acts as a spell component for the Druids of Albion, and has some minor healing capabilities. (GM: if crushed in boiling water and inhaled by a sleeper it will double the healing rate of a wounded.) The supersitious Albionise claim that it will ward off Undead and protect from evil magic, but this is hardly true. Druids do use a specially prepared Mistletoe as an inrigient to their potions and as spell components, and this might explain it's fabled reputation. 2.3 MUSHROOMS Albion boasts one of the broadest choise of edible plants anywhere in the world. Many mushrooms are used as a foor, but others are poisonous, and some like the Mad Cap are reported to have mystical qualities. Anybody with a suitable skills (like Herb Lore) does not have to even take test during the autnumn to find food on any Forest of Albion. 3.0 FAUNA The animals of Albion are of a hardy breed: used to the coldness of Winters as well as hot summer days. For most part, the animals that can be found in Albion are identical to the most fauna in the Old world, But there are exceptions, and some animals are unique to the land. 4.10 PREDATORS 4.11 WOLVES Wolf is one of the most common predators of Albion. They always hunt in packs, using great cunning and skill when stalking stags or cattle, they make a great menace out of themselves. Luckily, they very rarely attack humans. 4.12 HAWKS Hawks of Albion are much in demand on other parts of the Known World. Both Bretonnian Dukes or A-rab Emirs will pay exorbitant prizes to acquire such beasts. Their reputation is not in vain: Albionise Hawks are truly magnificent creatures, being stronger, more enduring and intelligent than any hunting birds of the Old World. They are very rare and build their nests with exceptional cunning, so many hopeful hunters have failed to ever catch even a single egg or fletchling during their nesting perioids. 4.2 OTHER ANIMALS 4.21 DEER Deers are quite common throughout the southern Albion, even though they are very popular targets for hunters. Deer are hunted by the nobility, both by the Clans and the Norran Jarls. Deers makes an excellent meal, and thus hunting (where it is allowed) and poaching (where it is not) are very common practices. 4.22 RABBITS Rabbits are common throughout Albion, and they form a welcome addition to the meals around the island. They breed prolifically, making it almost impossible for hunters to really affect their numbers. They are also preferred prey of the Albion Foxes. 5.0 FANTASTIC CREATURES Though extremely rare, fabulous beasts like Unicorns and Great Eagles still live in Albion as the legends dictate. There are also some creatures that are unique to the lands of Albion, though one can not say whatever these are mutations brought by Chaos or are they remanants form some other forgotten time. 5.1 UNICORNS Some Unicorns still live amongst the Forests of Albion, though most of them have been hunted down by humans who belive their horns make excellent charms of Good Luck. Unicorns are intelligent creatures that reseble horses, though they are larger and stronger than even great Warhorses. The Winds of Magic float through them, giving them a natural ablity to resist Chaos. 5.2 GREAT EAGLES On the highest peaks of the mountaineous Scathland, there are few nests of these magnificient beast. They range far and wide in a search of prey, and while they do not hate humans, many a sheepherder has lost some of his sheep to these birds of prey. It is however, very rare for humans to try and shoot these predators, as many Clans regard them as sacred animals. In addition, many Albionise legends describe how the Great Eagles have helped Albion in the past. 5.3 GREAT HOUNDS It is not known whatever these slavering hounds are a variant of the Chaos Hounds or a creature of some other origin. They have a rough form of a gigantic (often over 7 feet) canine, with burning flourscent eyes and jaws which seem to spew flames. These monsters haunt the Highlands, and are agressive in extreme. They are solitary creatures, and very rare, and thus very often disregarded as a myth. 5.4 DRYADS Dryads are spirits of the trees, which appear as beautiful maidens. Once again, they mostly exist in the tales and myths, but the oldest trees sometimes harbour these spirits. They are very capable illusionist, doing their utmost to protect their home trees from destruction, as this would mean their own death in a few days. But if they are certain that their trees are not in danger, they are often helpful, guiding the lost amognst the woods with magical lights. 5.5 FAUNS Called Satyrs by some, the Fauns are humanoidic creatures with horns and hindquarters of a stag. Their upper torsos are very much like those of a man, and crowned with a horned head. Even though they are called devils by most of the Grimoires of the Old World, and though they are often mistaken for beastmen, they are not evil creatures, though they can be mischevous and headstrong, especially when drunk. Since their ascendancy, the Norrans have hunted these strong creatures, so now they are all but extinct. Almost all Fauns have talent for poetry, singing and musicanship, and it is said that on the ancient days the Faun Skalds entertained the High Kings of Albion in the ages past. 6.0 DARK CREATURES While the elder days when such monsters were much rarer are gone, the Albion still harbours it's share of the Enemies of Man. 6.1 GREAT WYRMS Great Wyrms are the most feared monsters of Albion, though nowadays they are merely legends told by the Sklads of Albion. It is said that they slumber deeply beneath the mounds of Albion, and will awake one day to bring the end of the World. Legends tell that on the earlier days of the World there were many Great Wyrms that either helped or prayed humans as their whim took them. The great hero Scatha is said to be the last man who has met a Great Wyrm, Scauldros, which he slew in his last battle. But this incident happened at least four hundred years ago, and no proof of the Gret Wyrms have been seen since then, except for some immense bones littering the Scathland. A dozen or so Great Wyrms still inhabit Albion, and they sleep, covered by wild moss so that people belive them to be small mounds or hills. For the unlikely event that the PCs would manage to find a Great Wyrm, below are some details about these great beasts. Great Wyrms are reptilians of immense size, strenght, and intelligence, and are very similar to Dragons except that they do not have wings and cannot fly. They breathe Mist of Ages that can put a man asleep for hundred years, dreaming of a bygone legends. Great Wyrms can both speak and cast spells, and this, in addition to their considerable intelligence and vast physcial stength makes them pratically invulnerable. Great Wyrms are also strongly tied to the Warp, the source of all Magic, and in a sense, they are multi-dimensional creatures that can not be truly killed. In an extremely unlikely event that somebody succeeded in slaying a Great Wyrm, his sleep would propably be forever hauted by horrible nightmares. 6.2 TROLLS Many Trolls live in the Highlands, and they prey upon the unwary travellers. Some trolls live under the great bridges and attack the passers-by as they cross the bridge and can not escape. Trolls are relatively common in Albion, and sometimes men from several Clans band together to slay a particularily dangerous Troll. Trolls usually hunt alone, but some small Troll clans have also been reported to exist near human settlements, doubtlessly imitating humans in their clumsy way. 6.3 GOBLINOIDS No part of the Known World is truly free of the Goblinoid infestation, and the same holds true to Albion. Tribes of Orcs and Savage Orcs, alongside with numerous Goblin Slaves infest the more remote parts of Albion. In general the Greenskin tribes of Albion are rather small, usually 100-500 members each, but this does not mean that they are not dangerous, and during the last great Civil War the infamous Duke McDeath used many Orc tribes as allies when he struggled to become the High King of Albion. The goblinoid tribes of Albion have a far higher percentage of Orcs than those of the Old World, subsequently having only some 50% of their numbers as Goblin slaves. 6.4 FIMIR The great Fimir haunt the bogs and mires of Albion, ocassionally raiding villages. The strange mist generated by these creatures is in part responsible of the reputation that the weather of Albion has. Fimir hide amongst their magically created mist and build their lairs out of the rocks of the Highlands. From here they sally forth, capturing humans for breeding, food and sacrifices. There are couple of dozen Fimir tribes in Albion, each ruled over by a powerful Mearch, a female Witch-Queen. Their numbers have dwindled lately due the strenghtening human nations, but each tribe is still a fearsome opponent, boasting some 20-100 individuals each. Fimir are humanoidic creatures, tall and well-muscled. They have tails which they use as weapons. Apart from the singular female Mearch, the Fimir are divided amongst Fimm, the warriors, Shearl, the slave Fimir, and Dirach, daemon-friends and sorcerers. 6.5 FOMORIANS Fomorians are an echo from a bygone age, a race of amphibian creatures of roughly humanoid shape and size. They live on a desolate island near the northern shores of Albion, called the Tory Island. Once, it is said, they ruled the whole albion under their thrall, but the legends tell how Scatha, the unifier of Scathland, defeated them and drove them from Albion. Now they live in a bitter exile, as a vastly diminished people, ruled by kings Erc and Balor. They raid Albion for slaves and sacrifices for their unspeakable gods, but even these raids have become so rare that most people dismiss them as a legend. In appearence the Fomorians are hideous, stooped creatures from 6 to 7 feet in height, and relatively muscular. Mutations are extremely common, and their totally evil and chaotic nature makes any attempts of communication impossible. Fomorians have a natural talent for sorcery, and their leaders often have magical abilities, and their armies make a great use of crude but effective weapons. 6.6 THE UNDEAD There are no powerful Liche-Lords or Necromancers with hosts of Undead, but suprisingly many (1%) of the burial mounds of Albion harbour Wights and Wraiths. Ghosts also manifest themselves on Albion, and are very common when compared to the Old World. Luckily, they are rarely evil, and most often seek to right some bygone crime. 7.0 THE INHABITANTS There are several tribes, clans, and peoples that inhabit Albion. It is impossible to detail them all here, though many of the largest and the most important groups are detailed. Albion has no real Elven or Dwarven population, though the mystical race of Feys (see below) inhabit the deepest forests and are thought to be close relatives to Elves by those few who have seen them. 7.1 NORRANS Of all the many tribes and clans of Albion, it is the Norrans who are the dominant human inhabitants. They live in the lowlands, choosing the most plentiful fields and meadows amongst these lands, and here they build their towns and villages that are almost always protected by a small keep or at least a fortified hill of Norran armed forces. Norrans are of a foreign origin, a powerful Norse tribe that has carved a powerful kindom with the force of their armies. They scorn and despise the Clans of Albion, and in turn the Albionise hate their tyrants. But the Clans are far too dispersed and have too many internal rivalries that they have never been able to form an alliance to outs these invaders. 7.11 DRESS AND APPEARENCE Then Norrans are imposing men: they avarage at some 6' and womenfolk are almost of same stature, about 5'8". Hair color ranges from blond to fiery red, and their eyes are usually grey or ice-blue. Norrans sport long beards, and these are regarded as a mark of a true man. Due the heavy taxes carried form their subjects, Norrans are the richest of the peoples of Albion, and this reflects on their way of dressing. Those of Noble birth wear linen and silk on ocassions, though wool is still used in most of their every-day clothing. Normal Norran man wears wool pants and long fur jackets, along with soft leather boots, and a weapon of some sort is considered as an essential part of Norran's dress. Women wear linen or wool dresses, and comb their hair in long braids that flow down their back. A knife is usually carried by Norran females, so even they can punish their slaves or defend themselves. 7.12 POLITICS AND POWER The King of Tirnand is at least in theory the lord of all Albion. The pratice, however is different: Each Earl pretty much decides their own politics, though they all pay the King's Taxes, and when it is time to march to war, they flock under the King's banner. While none of the Norran Lords dares to challenge the King's authority directly, and indeed they all lack the strength to do so, they still conduct many things that are Kings sole domain. Once a year, the King holds a meeting of all his Earls and declares any new plans he might have. This usually involves new campaings against the free tribes of Albion, or gathering a raiding fleets to patrol the coastal areas. Every Earl is expected to contribute to these efforts according to their status, and failing to do so would mean great loss of face. Norran castes include the Warriors (such as the Norran Legionneers described below), the nobility (Jarls and king's knights), merchants and a small but influental priesthood. The Norran artisans are rare and higly specialized, and include carpenters that are extremely competent shipwrights, weaponsmiths, blacksmiths and brewers. Norrans are allowed to own slaves according to their status (varying from 1 to 1000) and these miserable beings hold the lowest position in Albion. Surprisingly few are of a Albionise origin. Most of them are in fact captives from the many raids the Norran Longships have committed. 7.13 SOCIETY Norran society is strongly based on the Way of the Clan: The Earl (or Jarl as some would have it) is the absolute ruler, answerable only to the king, and is backed by the warriors of the tribe, the Huscarls or Legionneers as they are called these days. Norran society is very pathriarcal: woman is expected to marry when young and raise children. They have a degree of authority over the household, but they must respect their husband as the master of the family. The males are allowed to have concubine slaves, if their wives can not give a birth to a male child. Norrans are expansionists, and they constantly wage war against independent tribes of Albion. This does not mean that they always fight their wars themselves, as this would quickly drain their military power. Rather, they use bribes and alliances with their armed might, and enjoy nothing better than setting Albionise tribes against each other. Norrans offer two choises to the tribes they have defeated: either to let the Norrans divide their lands again (giving the Norran Nobility an ample chance to reap a Lion's Share of the best lands) or only pay the taxes and retain a modest autonomy over their ancestral lands. There is a catch to the latter, of course. Each tribe that wishes to retain the right to decide it's own affairs must send at least one male of 16-30 years for each household of the Clan to serve as the bondsman (read:Cannon-fodder) in the Norran armies. The service is for 20 years, with no hope for any position of leadership or improvement in status. These bondsmen can, however, claim a part of the lands they have helped to conquer. The ownership is transferred to their original tribe, and thus some of these "Fallow Tribes" have become quite powerful, even if the Norrans always get the richest pickings of any conquest. No member of a subjucated tribe is allowed to carry weapons, except if he is part of a Norran military. As a weapon is a natural part of a dress for many Albionise tribes, this in addition to other benefits acquired by joining the Battle-Thralls has proved a dire temptation for many a tribe. 7.14 MILITARY Of all the inhabitants of Albion it is the Norrans who (unsurprisingly) have the most advanced and regulated military system. The backbone of the Norran military might are the Legionneers: these men closely resemble the Norscan Huscarls, except that they are more regimented. They carry spears and great iron or steel swords, and extremely large shields that can be overlapped and locked in position to form an almost impenetratable shield wall. They wear long chain mails, double-layered and padded armour that reaches to their feet. (GM:treat as 2 AP protection). Their favourite method of fighting is to attack on a great wedge of steel that juts with spears. This formation tends to grind any opposing infantry to dust, as once such unit gets going it is almost impossible to stop. Legionneers wear distinctive tall helmets, and each company has it's own standard or banner that is defended fanatically. Norrans favour great longbows as their primary missile weapon. The longbnow is a devastating weapon, especially when used en-masse against lightly armoured opponents in an Open Field Battle that the tribes of Albion are so fond of. Norran Lords clad in Chain-Mail and ride horses, or, very rarely, Warhorses acquired in their raids. Preferred weapons are a heavy war-spear, cavalry sword and a war-flail. Norran Cavalry regiments are their most powerful shock troops, and while feeble when compared to the full knights of the Empire and Bretonnia, they are still all but unstoppable by the Albionise standards. The subjucated tribal warriors form the lowest caste of the Norran armies, serving as the foot-sloggers and skirmish screens. Norran kings usually send a great swarm of these Battle-Thralls against the enemy lines in advance to soften up their opponents and tire them out. Norrans also use their great Dragon-prowed ships to make quick manouvres of troops when they wage war near to the coasts. Norran King also has a limited supply of War Machines like Ballistas and Siege Towers, along with the very occassional and often antique Cannons that they have plundered from the ships of other nations. All in all, the Norran armies are powerful enough that they would need full attention even by the great military powers of the Old World. 7.15 RELIGION Norrans follow Olric, the Father of War, and Valdin, the All-Seeing Master of Fate. Both of these cults bear extremely close resemblance to the Norscan cults, further supporting the view of most scholars that the Norrans are of a Norscan origin. Olric is a typical War God, requiring courage and prowess from his followers, and promising little in return. 7.16 LANGUAGE Norrans speak Albion like rest of the men of this Island Kindom, though their lords use a distinctive dialect that is closely related to Norscan. The percentage of people who can read and write is sadly small, though most of the priest of Valdin are literate both in Norscan runescript, Albionise Oghams and the common Old Worlder dialects. 7.17 ECONOMY Norrans know two ways to increase their wealth: plundering and trade. Their ships roam the Sea of Claws and the Middle Sea, preying upon the hapless merchant ships. The King, however, also has a considerable merchant fleet, and the Albion Oak, wool of the sheeps of Highlands, and the iron ore are all much in demand. They also trade those stolen merchantile they cannot use themselves, like luxury goods and cattle that are too cumbersome to be drafted back to Albion. The King of Albion has a mint that makes silver and gold coins, alongside with the more common copper. The picture of the current Norran king appears on the coin. The coins are very rough in appearence and certainly not of a standard weight, making Albion a paradise for a Forger or a Clipper. (+10 to any appropriate checks.) The trade is still the norm amongst the commoners, however, and it is very unlikely that they would have more than few copper pennies at any given time. Most fairs and markets operate on the basis "I have a good chiken here. Will you give that knife for it?". 7.2 SCATHS There are many great tribes living in the Highlands, but almost all of them share many common traits and traditions, and are thus called Scaths regardless of a tribe. They do not fight amongst themselves as much as other tribes, and because of this the Scathland is mostly free of the Norran dominion. 7.21 DRESS AND APPEARENCE The men often sport grand beards, and the color of their hair varies from red to brown and black. Clothing is simple, reflecting the poorness of their land, but it is utilitarian. The men wear kilts made from hides or more rarely from wool, and is wrapped around the waist. In wintertime the Scaths wear high boots with wool stockings, and add thick fur-capes to their dress. They favour jackets made from wool. Women wear wool dresses and the leather jacks along with fur coats. They braid their hair and decorate it with beautiful copper combs. 7.22 SOCIETY The Scathland is not a rich country. Men have always had to live sparingly and without comforts that most Old Worlders could not do without. This does not mean that the Scaths are a miserable people -quite on the contrary in fact, as their merry celebrations and fairs are some of the best entertaiment in all of the Known World, and often last for many days. Women take care of the children and home, but Scath males value their women-folk very highly. It is simply that the men regard raising children and cooking as equal skills to farming and herding cattle. A Scath tribe is always led by a Clanchief, who is supported by a Warmaster and the Elder of the tribe. Clanchief is not a tyrant: all really important decisions are voted amongst the clan, and traditionally the Warmaster takes care of all military matters. Clanchief enjoys a termendous status within the tribe, however, and it is very rare that the tribe votes against his wishes. The Elder of the Clan is chosen from the ranks of the old, and his/her part is to give the Clanchief advice and lent his/her experience for the tribe. Scaths raise sheep, goats and some cattle, and farm land even if the Highlands are not especially suited to this. They are very efficient when it comes to acquiring food, so many a farmer would be surprised how much crops they are able to scrape from their poor soil. Like all original Albionise, the Scaths are skilled artists, capable of making stunnigly beautiful jewelry and decorations are sword-hilts. They are adept at carving Oghams, the runescript of Albion, and their famed Skalds recall their legends from these carvings. The main thing that unites the Scaths is their past. The stories tell of many heroes, though none was as great as Scatha the Berserker who united Scathland and drove off the Fomorian invaders. Scaths may be poor, but their hospitability is excellent. If they regard their guests as friends, they will deny almost nothing from them, as it is also the Scath way that a man gains status by giving things away. They laugh easily, but Scaths also have a fiery temper, and once angered, it is very difficult to calm a Scath down. Insults are remembered for a long time and a Blood-debt must be avenged. In fact, it is a Scath law to do so, and since Scaths enjoy fighting and physical challenges, it is possible that anybody who has killed a Scath will face a whole Clan of angry Warriors! 7.23 MILITARY The Scath passion for fighting greatly affects their society and culture. Their primary weapon is, and has always been a great Battle-Axe, first made out of wood and stone, and nowadays an iron or even a steel weapon which is wielded with a frightening efficiency and skill. While armour in the sense of a Bretonnian battle-armour is of course vastly too expensive and rare, the Scaths use hardened leather jacks and leggings, and employ thick, round wooden shields against enemies that use arrows. During the War-time the Scath warriors are not allowed to shave their heads until they have slain an enemy. Thus the hairiest are the most eager fighters. Other typical habit for Scaths is to bring their bagpipes to the fray. This has beeb known to panic more than few foes! There are few things more dangerous than Scath Berserkers. These are men that are claimed to be possessed by the spirit of Mother Earth, the Triple Goddess Danu Herself. They are at least as dangerous as the vaunted Norsca berserkers, fighting with astounding fury and strength, though with little skill and planning. When the opportunity arises, Scaths also buid crude but effective Chriots from the Albion Oak, and equip them with great wooden scythes. The front of these Chariots is protected by thick wicker plates, and each is drawn by two horses and carries a javelin-armed driver and a picked warrior adept at fighting from a Chariot. Even Scath females take part in their battles: they often accompany the warbands, screaming encouragement to the brave, and hurling insults and threats to anybody who shows signs of cowardice! Also, it is not unknown for a Scath woman to become a Warrior, and these she-warriors are respected as the chosen of Danu. 7.3 DARK TRIBES Dark tribes are small coalitions of Warriors that band together to follow their beliefs, which include rading, murdering and pillaging. They are a Doomsday Cult of sorts, dedicated to prove themselves worthy to their God with skills at arms. 7.31 DRESS AND APPEARENCE The most notable aspect of their appearence, however, are their tattoos. These marks are awarded each time a Dark Tribe warrior kills an opponent. Thus the most formidable fighters are easily identified. Even though their life is filled with constant battle, they scorn armour as a mark of a coward. As the Warriors of the Dark Tribes can have belonged to any specific Clan, thieir actual physical appearence varies greatly, though the natural process weeds out any weak men. Women are not enitirely unknown in their ranks, but extremely rare. 7.32 SOCIETY The society of the Dark Tribes is unique amogst the Clans of Albion: It is based solely on fighting. One might belive that these tribes would have become extinct long since, but their dark religion seems to attract a constant flow of young warriors from all over the Albion, so their ranks remain solid. As their religion dictates, the Dark Tribes must spread the gift of Death to others, and because of this their society is quite straightforward: they concentrate on fighting other tribes, attacking whole villages at a time, an killing everybody, sparing only those to be sacrificed. Dark Tribes have no leaders, if their priests can not be called such. They form a group of "brothers", and while they are not engaged in some battle, they will fight amongst themseles, though their priest scorn this, claiming they should reserver the "Gift of Death" to the infidels and thus show their devotion. While not fighting, the Dark Tribes practise their weapon skills, and test themselves against pain. Ritual scarring and applying tattoos to tender parts of a body is commonplace, as is walking on hot coals and body-piercing with heated weapons. This all is performed in an eerie silence, as screaming out in pain brings disfavour of their god, while suffering in silence pleases Crom-Cruarch. Dark Tribes do no farming, raise no cattle, or practice any artisan skills that are not involved in making weapons. Anything they require is obtained in their raids. The priests are called "Drunes" or "Drows", and share many common traits with Deamonologist and Necromancers, combining the worst qualities of both. 7.33 MILITARY Dark Tribe Warriors come from all parts of Albion and from any walk of life, and thus they form a mismatched but effective fighting force. Their greatest weapon, however, is fear. People of Albion regard them with a supersitious fear, and this unnerving quality has won them many battles. They are thought to be in league with Daemons, and (correct) tales abound what happens to their prisoners. One other thing that has strongly helped them in their past battles is their habit of simply staying on the field until they are all killed or their enemies have fled. There is simply no way to make these grim warriors flee. They tire out and die just like other men, but they will fight to the last breath of their bodies. Dark Tribe Warriors do not charge into combat. Rather, they walk silently towards their enemies, without uttering a sound, and disregarding any arrows. They like to fight in the night-time, as they claim that Crom-Cruarch grants them the ability to see in the dark, and this reduces the effectivity of the enemy missile fire. Their black Tattoos blend into darkness, giving furhther cover, and besides the night time allows less opponents to flee as the approach of the Dark Tribes can not be seen from the distance. 7.34 RELIGION Dark Tribes follow the dread god Crom-Cruarch, the great Worm of War, and they openly scorn other religions. Druids of Cantonbury find this religion very disturbing not only because of it's violent nature, but also because it bears a close resemblance to the forbidden cult of Khorne the Blood God. In part, this is not true: Followers of Crom do not revere violence but Death itself. War is only one of the ways to gring the Great Liberator. Famine, starvation or weapon, all these are equal in the eyes of Crom-Cruarch as long as they will bring a painful death to a human. As practical men, the Dark Tribes prefer war as the way of following their god. But the essence of this religion is to bring an end to the suffering and strife of Human life on this plane, allowing the soul to journey to afterlife in hope of a better place under the watchful eyes of Crom-Cruarch. Crom-Cruarch demands an endless supply of human sacrifices, and to accquire these, the Dark Tribes raid settlements regardless of the strength, size or race inhabiting it: An Orc camp is just as good as a fortified Norran enclave. Crom-Cruarch is said to despise cowardice and a greatests gift from him is to die in agony, without making a sound. The captives are given a chance to reach immortality and favour in the eyes of Crom-Cruarch, for Dark Tribes torture their victims to death, and urge these poor individuals to suffer in silence so they will reach Crom-Cruarch after their death. 7.35 LANGUAGE Like other Tribes of Albion the Dark Tribes use the Cymr, or Common Albion in their every-day dealings. The priests of Crom-Cruarch also know the forbidden Arcane Language of Daemons that they use in their rituals. 7.4 LYONESSE Lyonesse are a "typical" Clan of Albion: followers of Danu the Mother of All Things, brave warriors with great pride, and skilled artisans. There are many Tribes similar to Lyonesse, and the same reference can be used with a slight changes. 7.41 DRESS AND APPEARENCE Lyonesse men favour heavy fur cloaks and leather jacks, as well as High boots. All free men carry weapons made form iron or stone, and jewelry is worn by both sexes. Lyonesse have blond or black hair as a standard, and their eyes are usually blue. Hair is worn in long braids and often decorated with metal combs. Lyonesse Warriors are easily identified by their red tattoos which form complex round symbols and cover much of their bodies. 7.42 SOCIETY Lyonesse men and women must take the Test of a Titan before they are regarded as full member of the tribe. According to the skills of a given individual, this might be slaying your first enemy in combat, recriting an epic poem, learning the first spell of a Druid, giving a birth to a child or hunting down a Deer barehanded with a friend or alone with weapons provided by nature. Before this the children are raised by their mother alone, and after the child's ascendancy to adulthood father will take his place as one of the parents. Men can, however, train their children for the Test of a Titan for three hours a day if they wish. The kings of the Lyonesse are chosen for a perioid of seven years only, as the Lyonesse belive this prevents them from turning into tyrants. After this time the king is killed in a ritual sacrifice. These precautions make sure that only men or women who truly desire the best for the Clan vie for this position, or at least that's the theory... As their own lands are not suitable for raising cattle, Lyonesse plunder their neighbours quite happily, and since they are a particularily large and war-like Clan, they usually can acquire any meat they need. Both men and women are allowed to have more than one consort, provided that their mates are willing and they can uphold more than one wife/husband. This is extremely rare, though some very rich and influental persons have as much as four wives/husbands. Lyonesse are taught to always speak the truth and always keep their word. In fact, the honesty of Lyonesse is such that they don't even build doors to their houses, as it is unthinkable that anybody would steal from their neighbours. Lyonesse are great artisans, and especially adept at working with gold that is found in large quantities within the tribal borders. Lyonesse artwork is much in demand all over the Albion, and unfortunately it has also drawn the attention of the Norrans. As almost all Albionise, Lyonesse claim that Artus, the legendary High King of all Albion was originally Lyonesse, but there are other great heroes who undobtedly wery Lyonesse: Cuchlain the Berserk, a man who slew four-hundred and sevety on a single day is perhaps the best known, and his held as a warrior ideal of Lyonesse. 7.43 ECONOMY Lyonesse use iron bars as curruncy (as this has great material value unlike gold and silver that are too soft for weapons or construction), though trade is the norm. Lyonesse traders are very honest, but they also ask a high prize for Lyonesse work. Considering their high standard of their artisans, this is justified. 7.44 MILITARY Lately the Norrans have made several attempts to conquer the Lyonesse. Each time they have been repulsed, but at an increasing cost. Norrans have not yet really used their full power, however and on the long run they can hardly do anything else except lose. Lyonesse equipment is well made, but since they rarely can afford steel they are at great disadvantage when compared to a fully armed and armoured warrior from Empire or Bretonnia. Lyonesse still keep alive the art of fighting from a fast-moving Albionese chariot. The charioteers are armed with javelins and the wheels are equipped with sharpened wooden spikes to drive down the enemy. it is said that once Lyonesse Queen, Bodicca, drove invaders from sea back from the shores of Albion with such chariots. Their choise of armour is leather reinforced with metal plates. Favoured weapons are axes and swords, but shields and spears are also used, as well as especially long spears for holding off cavalry. Hunters often bring their bows at fray but these are not thought to be worthy weapons for a warrior and thus there is no formal training for their use in battle. Lyonesse are well known from their dreaded war-javelins called These nasty weapons are studded with curled spikes that will rip out enemy's entrail if they pierce body and are then torn from the wound.(GM regard as javelins, but will cause S6 hit if drawn from a wound -and the Lyonesse warriors will surely try.) Great many Lyonesse are trained in Alba, and they form the elite core of their war-parties. Thus the individual skill of an avarage Lyonesse warrior is great indeed, but lacking any other tactics except "CHARGE!" they are vulnerable to any enemy who uses cowardly tricks. (read: strategy) 7.45 RELIGION Lyonesse are devout followers of Danu the Mother Earth, but they also worship Lugh the Sun God and Hu the Warrior. There are several Drudis that have recieved their training in Cantonbury, near the Great Dolmens, and they also select 12 young maidens who serve as the "Handmaidens" of Danu and take care of Her sacred stone circle which no male can enter. Most Tribes own an ancient artifact of a great religious importance, and the Lyonesse are no exception. Their Druids guard the great Horn of Plenty, which will is said to able to cure the sick and feed the needy. It will not help cowards or those that do not have a genuine need, so it's power is rarely challenged. 7.46 LANGUAGE Unsurprisingly, Lyonesse speak common Albion. They write on animal hides with the Oghams, the runescript of Albion, and there is a surprisingly large percentage (25%) of the tribe who can read and write. This just proves that it is a great mistake to regard Albionise as mere Barbarians. 7.5 PICHTS Pichts live in the dense forsests of the Northern Albion, and are openly hostile to anybody who enters their home woods. Even though they are no match for the mystical Feys, they are still perhaps the most capable human forresters and scouts, and many people take their chances and come seeking Pichts with many gifts so they might hire them. Usually this is fatal. 7.51 DRESS AND APPEARENCE Pichts are not technically advanced tribe. In fact, their appearence is that of a savages: low, stooped, darkskinned men, dressed in leather loin-clothes, brandishing wood and stone weapons. Pichts are not tall men avarageing from 5' to 5' 6" and females are genrally few inches shorter, but they are robustly built and very agile. Picht have black hair and their eyes are deep brown. Pichts sharpen their teeth with stone grinders, claiming this brings them closer to their spirit animals. All in all, most outsiders would consider them little more than animals, but there is more than meets the eye. 7.52 SOCIETY Pichts live as hunters, with their women-folk taking care of the family while their men hunt for woodland creatures. Pichts never kill more than they need for subsistance: When a Picht is roughly fourteen-years old, they are allowed to choose a "totem-animal" whose habits and ways they try to follow as closely as possible. A Wolf for example, is a very popular totem, as it's ways are well suited for these hunters. Pichts choose the best and the strongest of their hunters to act as a Pack-leader, and during wartime the most suitable warrior is elected as the War-chief or Claw-leader. Pichts are openly hostile to any and all outsiders, including Pichts from other Tribes. No missionaries nor traders have won their approval, and all are ruthlessly killed and their boiled skulls, filled with glowworms are placed on tree branches near their forest boundaries. They don't do this because of hatred: rather, they want to keep their forests "pure". outsiders simply bring disharmony and outlandish technology that Pichts don't desire. Some men, however, are marked as "holy" in the eyes of the pichts (usually in the form of some birthmark) and these are welcome to their hidden camps. Any arguments between Pichts are resolved by a single fight (which are very rare). This discourages bickering and in-fighting as any offender will face a death-duel with his opponent, and possibly with his/her entire family. Strong cannot really dominate the weak, as bullies who try to strong-arm their way into power will simply be challenged again and again, giving them no time to rest between the bouts. Pichts may seem rather unintelligent to the outsiders, but in fact they are well aware of any technological tools that others around them use. They simply prefer their old ways, being happy and content with their ages-old customs. 7.53 MILITARY Pichts fight very rarely with outsiders who on the whole are sensible enough to stay out of their forests, but they do fight short, brutal wars with each other to establish borders and huntig grounds. Lately Norrans have invaded some of their forests and after bitter rounds of fighting, forced some of the Southernmost clans out of their ancestral lands. Pichts wear no clothing when they go to war, be it Winter or Summer. This custom of fighting "Sky-Clad" is unnerving to say the least, and the Pichts claim that this brings the blessing of the Gods. Pichts still use stone wepons and short bows, but their great numbers more than make up for this. A sling is also a popular weapon. Pichts prefer fighting deep in their forests, and here they are all but undefeatable. They use poisons provided by the nature extensively, and taking foes by ambush is not seen as a cowardly action, rather a cunning one. Pichts like to herd their opponents to a forest opening and then soften them up with slingstones and poisoned arrows, before charging with their screaming masses to overwhelm the foe. 7.54 RELIGION Pichts revere sprits of the forests, and some parts of their woods are regarded as "holy", and no Picht enters these glades that are usually marked by a great standing stone. They do regard Earth as their mother like the rest of the peoples of Albion, but in their legends the great Earth-mother is still sleeping and can not hear any prayers. 7.55 LANGUAGE Pichts speak Cwyrrd, an ancient and primitive language that compromises from guttural sounds and harsh jargons. Surprisingly, the Pichts have no trouble at learning the languages of other peoples quickly - a further proof that they are not as simple people as one might suspect. 7.6 FEYS Feys are very rare these days, and getting rarer still. They are thought to be close relatives to the Wood Elves of the Old World, though no proof of this is known to exist, and on the extremely rare occurance when one has a chance to speak to Feys they will say nothing of their origin. 7.61 DRESS AND APPEARENCE Feys are in many ways similar to the Wood Elves of Athel Loren when it comes to the appearence and the way they are dressing. Shorter than the Elves in general, they still are taller than most humans, being some 6' tall in genral. They have pale skin with a Greenish tint, and their eyes are invariably deep green. They have delicate, aesthetically beautiful features, and hair that is usually either jet black or Blonde, even though Feys with green hair have been reported. They have slender bodies and their bones are somewhat lighter than human's, but they are not weak, and their reactions are far superior to those of a human. 7.62 SOCIETY The Fey enclaves are ruled over by the lord or lady of the Glade. This is an elective position, though the choise is made for a life and the Feys live for a long time (GM: at least 500 years) The Feys live in a very close relationship with nature, and they are friendly with allmost all denizens of the forests. A Fey seems to be naturally able to pick the task most suitable to him or her. If somebody is adept at singing or carving wood, other Feys don't seem to mind even if they do not contribute to gathering food or building the cunningly hidden abodes of the Feys. Quite on the contrary, such individuals are given their share of the food and shelter. Thus a Fey community is far more varied and culturally colorful than one might expect. Those few humans that have visited their arboreal homes claim that Feys live by eating flowers. This is nonsense of course, while it is true that some edible flowers are regarded as a great delicacy by the Feys. They are capable hunters and gatherers, but they take great care that they will not tax their enviroment more than it is necessary, and they hold special ceremonies to calm the spirits of the the animals they have slain. The King and Queen of all Feys live on an enchanted island of Avalon that no mortal man may enter without their leave. The royal cople have always used the same names, and because of this they are thought to be immortal and may legends are woven around them. But perhaps it is just a Fey tradition to name all rulers with same names. The rulers of the Feys are known as Titania and Oberon, and all Feys recognice their authority. 7.63 MILITARY The social structures of the Fey settlements are not rigid, and this also reflects on their ways of war. Virtually every resident of a Fey community is capable of aiding in the defence of their homes, in the extremely unlikely occurance should any hostile force penetrate their woven enchantments. Feys are great archers, and their ability to move silently and unnoticed amongst the woods is startling. Thus it is no surprise that Feys prefer guerilla warfare, as their few numbers and relatively weak bodies would leave them helpless in the open field battles that some Albionians, like Norrans, prefer. One interesting note about the Feys is that they cannot touch cold iron. Thus their weapons are almost always made of Wood, or more rarely, of stone. A Fey wearing an armour is almost unheard-of. There are, however, few suits of magical armour that are light as a spidersilk and harder than any steel, but Feys have long since forgotten how to make these, and thus they are so rare that it is unlikely for any human to ever glance upon such mail-shirt. (GM: treat as 4 AP armour.) Some Fey lords are reported to carry presumably enchanted silver swords that resemble no other weapons in the Known World. (GM: regard these weapons as swords that completely ignore any armour points, magical or otherwise.) 7.64 RELIGION Feys revere nature and the great spirits of the Woodland. In many ways their "religion" is much alike the Old Faith or the cult of Danu the Earth Mother, but to them Nature is not a personified god, but rather an abstract consept of a silent worship. They have no religious seremonies or holy days. Rather they gather to some places where they claim nature is "Closer" than anywhere else and meditate in silence. 7.65 LANGUAGE Feys speak their own, secret language, Elaithan, which is very closely related to Eltharin. A character that can speak Eltharin can understand Elaithan on successful Int test, though any really complicated conversation is impossible, and the Feys seem to prefer using Albion in their affairs with the outsiders. 8.0 SOME PLACES OF INTEREST 8.1 AVALON, THE ISLE OF MISTS To the west of the main Isle of Albion, north from the shores of Morion, lies the enchanted Island of Avalon, protected by the Illusionary mists of the Fey magicians. Here the High King and the Queen of Feys, Titania and Oberon, hold their court. Navigating to Avalon is next to impossible (-100 to any Navigation attempts) and it is not wise to seek the Feys without a good reason -the treacherous waters around Avalon are full of wrecked Norran Longships, as the Norran Kings have always craved for the legendary riches of the enchanted island. Over the years more and more Feys have fled the main Isle of Albion to find peace and happiness here, amongst their own kin, protected from the violent humans by the enchantments of the Isle. 8.2 OLFRICHAM, THE CAPITAL Olfricham (or Lowdyn as it was known before the Norrans) is the greatest of the settlements of Albion. Inhabited by well over 30.000 inhabitants, it is the seat of the Royal throne of Norrans. The Norrans sail down the great River Tams that flows through the City, and their Longships terrorize those parts of Albion that are not yet under the Norran Yoke. Here is situated the great temples of Valdin and Olric, as well as the Castle Towyr, a scene for many great tragrdies and political decisions. It is a formidable castle, fully an equal to any great fortress of the Old World. Most of the citizens are not Norrans, as this was previously Albionise city. The Norrans still man almost all positions of authority and importance, as is befitting to their dominant status. 8.3 CANTONBURY AND THE STANDING STONES Just south of the Scathlands stands the greatest group of Dolmens in all Albion. Near this revered place rest the main temples for the Gods of Albion. Here the Druids of Albion come to learn their craft and spells, and in here much lore from the bygone ages can be found, carved in Oghams to the stone tablets that are guarded jealously by Druids. Here rests a great stone, called Bolg Danu, the navel of Mother Earth. It is said that it will wail out when the new rightful High King of Albion stands on it, and that the Tribes will flock to this new ruler who will bring a new age of Peace to Albion. Needlesss to say, Norrans do all in their power to cultivate this belief, as without this sign there is little hope for any ambitious Clanchief to gather an alliance to oppose them, and such a direct intervention by gods is unlikely in the extreme. The lord of Cantonbury is called the Archdruid or Magus. So long as anybody can remember, a mystical man called Myrddin has sat on the great wicker-throne of the Archdruid. Some even claim that he is same man who acted as the advisor of Artus the High King of Albion ages ago, but surely they are mistaken... It is very rare for Myrrddin to announce anything, but when he does, whole Albion listens and obeys, and his control over almost all druids is complete. Norran lords tolerate him, partly due fear, and partly because they belive (correctly) that any attack against Myrrddin would unite whole Albion against them. Just to mention few of the many gods whose ways can be learned here: Danu, the Earth Mother Lugh the Sun God Hu, the god of warriors Bila, the God of Death Ayrin, the Goddess of Love and Beauty Ogmios, the God of Literature and Poems (GM: this is the best place in Albion to learn any academical skills like Read/Write, and it is possible to acquire some unique skills like Arcane Script - Ogham.) 8.4 THE RUINS OF CAMALT The legends tell of a Golden Age of Albion, when the last High King, Artus Dragonheart ruled all of the Albion from his great castle Camalt. Legends tell that Artus wielded the great sword Caliburn (literally "Cutsteel") in combat, and that only the rightful High King of Albion can use the full potential of this Sword. Many other treasures, along with this mighty weapon, are said to be found in the ruins of Camalt, and many men have searched for it, though no-body has been successful. It is interesting that practically all tribes of Albion repeat the same tale of the High King Artus, though his name varies slighty (for example, he is called Agam Rund in Morien), and this lends weight to the belief of scholars that Camalt and Artus really existed once. But whatever the truth of this matter is, brave adventurers must first discover the ruins of Camalt. 8.5 ALBA, THE SCHOOL OF THE ARTS OF WAR On the mountains of Albion, known as the Black Sisters, is located the school of Martial Arts and Strategy, Alba. It is commonly regarded as the best place in Albion to learn the ways of war. Curiously, many the teachers are women: This is an age-old tradition, and the men of Albion put a great trust on their ancient ways: This has proven to be a great success, as any new students have already been psyched to obey these wise women by their tribe's Skald. The teachers are literate women who teach the ancient secrets of war from the sacred tablets of stone, while the more physical excercises are left to old Weaponmasters, students who have decided to stay at Alba. Both male and female students are accepted, but the initial tests and the training is just the same for both sexes, putting women at great disadvantage. On the other hand, the few female warriors of Alba enjoy great respect all over Albion. Just getting to Alba is a test in itself, as the school is located on a high slope of a Mountain, with no apparent path to the gates. The applicant must climb the treacherous cliff, while the students throw rocks at him/her, and he must fight with a mountain-wolves if he/she happens to be real lucky. (GM: Here one can learn any Combat-Orientated skills appropriate to Albion, and many of their more exotic weapons as well, provided that the applicant can prove him/herself worthy.) 9.0 RUNNING AN ALBION CAMPAING For my own campaing, the battle waged against Norran oppressors is the driving force for PCs, and a theme that gives a great deal of purpose for their actions. The most important thing, though is to set the right athmosphere to this campaing: steel weapons and armour are extremely rare, and money based on noble metals is unknown in many parts of Albion. Sorcery is feared and hated, and to most men their honour is more valuable than their life. The land is poor, and many people suffer for the yoke the Norrans have laid on Albion. The weather is cold and misty, and rains are more common than a sunshine. The countryside is littered with Dolmens and standing stones, ancient ruins and burial mounds of the heroes of old. Yet there is nobility and courage in the people who live there, and if compared to the Old World, Albion is mostly untouched by Chaos. The art of Albion is stunningly beautiful, as are the songs and tales of their Skalds. In fact, the Ogham Script is at least as old as any piece of literature that can be found in the Old World. All in all, Albion can be a refreshing change from the turmoils of the Old World and give some different goals for the PCs than the neverending war against Chaos. 9.2 THE DRUIDS In may ways, the Great Druid of each Clan is the supreme voice of authority to it's members -above even the King! They oversee all ceremonies and rites, right from helping the newborn to the coronation of the king. As their position gives them an excellent chance for polictics, many of them forget their oaths of overseeing the balance and try to hoard influence over the Clan. Druids of Albion are thought to be even closer in their faith to the original religion of the man than the Druids of the Old World, and they worship Nature's personification, the Earth Mother, rather than the abstract Nature itself. 9.3 SKALDS Skalds hold a very special position in Albion. They are the Bards and Minstrels of the Celtic peoples, the lorekeepers of the history of Albion. They enjoy vast prestige and are thought to be fit for advisors for Clanchiefs and Kings. Every Skald is a living link to the past, and if any outsider is patient enough, he can learn a great deal from these minstrels. There are two kinds of Skalds: Court minstrels and Wanderers, and Both have different roles. The Court Minstrels perform religious songs and record the tales of each particular Clan and it's families, while Wanderers go from town to town accumulating stories and entertaining commoners with new excating tales. 9.4 THE CULT OF MOTHER EARTH(THE TRIPLE GODDESSES) As the dominant religion of Albion the cult of Mother Earth deserves a closer look. DESCRIPTION: There are many gods and spirits in the Albionise pantheon, but one Goddess stands above all of them, and is worshipped by almost all Clans: Danu, the Mother Earth, the Triple Goddess. She appears either as a fair maiden, the Girl of Spring. In this aspect she is called Blodeuwedd. Her second aspect is that of a grown woman: either as an authorative mother or a mighty she-warrior. In this aspect she represents the Summer. This asepect is known as Morrigu. Her last aspect is that of an old hag, the evil witch and the bringer of Death. This is her sinister form that represents the fact that all living things must perish. She is called Ceriwen, and she represents the Winter. Danu is mother of all living things, and all other gods are said to be her children also. All mortal women are made to be her likeness, and she is as fickle and changeing as the nature itself. She is both gentle and cruel, mother as well as the bringer of death. All life is but a game to her, and her Druids say that is is pointless to struggle against her since in the end you are part of the nature, and defying her you harm yourself. ALIGMENT: Neutral. AREA OF WORSHIP: Pratically all of Albion, except in the kindom of Tirnand, the realm of Norrans. TEMPLES: Both Sacred Groves and great stone circles, as well as dolmes, the standing stones, are common throughout Albion. The power of the Old Days is much stronger here, and Druids have 1.5 as many magic points within these sacred places. Here in Albion the chains of these holy sites form unbroken lines throughout the lands, and perhaps because of this the land is relatively free of the touch of Chaos. Any case, marriages, coronations and any other cermonies are held on such sites as this is belived to bring good luck. FRIENDS AND ENEMIES: Cult of Mother Earth is dominant Cult of Albion, and has friendly relations with other Albionise Cults. Her aspect of Morrigu, the woman of Summer and War is openly hostile towards the Cults of Norrans and the Cult of the Dark Tribes, Crom-Cruarch. HOLY DAYS: The holy days of the cult are the summer and winter soltices and the spring and autnumn equinoxes. There is also a day in the calendar, called Saimhann, when the dark side of the nature is unleashed and the dead have a holiday. On this day the men of Albion bar their gates and do not venture out. CULT REQUIREMENTS: Druids of the Earth Mother must be Human, but there are no other restrictions. STRICTURES: All Druids take a vow that prohibits them from harming the nature or killing animals for other reason than in self-defence or for food. In addition the Archdruid also gives individual Geas to each druid, which can be very bizarre, like ordering them never to show their faces again tin public, never keeping their left eye open or always speaking in rhymes! Usually these strictures are less severe, and often they are even helpful in some time of the future. SPELL USE: The druids of Danu the Earth Goddesss use spells in the same way as other magic-users. A Druid may use elemental magic, Petty Magic, and Special Druid Magic. In addition there are many spells unique to the Druids of Albion. TRIALS: Depending of the time of the year the Goddess sets different tests to her followers. On Summertime the trials are of a physical nature, like taking part in a war, while the trials set on winter are of a more academic sort and often rather morbid, like holding a burial ceremony. Trials on springtime could include seducing a young person of the opposite sex or setting a serious argument between two tribes. BLESSINGS: Blessings of Danu tend to be bizarre, as all life is a game for her, all living things are her children, and all return to her in the end. Suitable blessings could be skills from ranger skill chart or sudden increases on statistics. (C) Tuomas Pirinen 1995 -- "I have some powers of Travel and communication." -Dardalion at the siege of Purdol.