RuneQuest - [Slaine Setting] Slaine.pdf

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Contents
Credits & Contents 1
Introduction 2
The Land of the Young 3
Character Creation 6
New Skills and Legendary Abilities 16
Goods and Weapons 24
Earth Power 35
A Guide to Sláine’s World 72
The Sessair 86
The Finians 96
The Fir Domain 110
The Falians 126
Lands of theDrune Lords 139
The Borderlands 158
Dinas Emrys 177
Adventures in the Land of the Young 180
Gods and Goddesses of Tir Nan Og
Credits
Author
Ian Sturrock
Cartography
Phil Renne
Developer
Nick Robinson
Publications Manager
Ian Belcher
Cover Art
Clint Langley
Production Director
Alexander Fennell
Runequest Logo
Anne Stokes
Proofreading
Ted Chang
Interior Illustrations
Clint Langley, Massimo
Bellardinelli
Playtester
Adam Gulwell
187
Bestiary
192
Campaigns in Tir Nan Og
219
Herd Duty
223
Index
229
Produced under licence from Rebellion A/S. ©2007 Rebellion A/S. All Rights Reserved. 2000AD, Judge Dredd and all related
characters and indicia are registered Trademarks or trademarks of Rebellion A/S. Visit www.2000adonline.com for more
information. The exclusive copyright in the artwork and the images it depicts is the property of Rebellion A/S. No part of this
book may be reproduced in any form or by any means without prior permission from the publishers.
Copyright Information
Sláine ©2007 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission
of the publisher is expressly forbidden. This game product contains no Open Game Content. No portion of this work may
be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.
mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product is a work of
fi ction. Any similarity to actual people, organisations, places or events is purely coincidental.
RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved.
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Introduction
W elcome to Tir Nan Og, a land where ancient
This book contains all the background information
needed to start a RuneQuest campaign in the world
of Sláine. You will need the RuneQuest book to make
full use of the material in this book. The RuneQuest
Companion, Legendary Heroes, RuneQuest Arms and
Equipment and RuneQuest Monsters are not required
but will also prove useful.
Celtic legends mingle with prehistoric
fact, thousands of years ago, just after the
end of the last Ice Age. Tir Nan Og is known as the
Land of the Young, for very few of its people live to
old age. The noble Tribes of the Earth Goddess keep
their proud warrior traditions alive in northern Tir Nan
Og, but are constantly threatened by the Fomorian sea-
devils, tribes of the evil Drune Lords, and bloodthirsty
berserkers of Midgard. The gods and goddesses of
the Land of the Young take a personal interest in its
affairs, and it is quite possible to interact directly with
them in their own lands, and even to call upon their aid
on the battlefi eld.
New to Sláine?
You are in for a real treat! Coming straight from the
pages of 2000AD, the comic-strip hero Sláine lives
in Tir Nan Og, a land of magic and legend. No other
fantasy setting draws on such a deep vein of Irish and
other Celtic mythology, presenting a fully detailed
ancient world of war, monsters, sorcery, and the very
gods themselves.
The Sláine roleplaying game allows Players to take the
role of mighty Celtic heroes exploring a land in which
legends are real and a strong warrior can carve out a
reputation that may last for millennia. As members of
the Tribes of the Earth Goddess, they will be called on
to raid or war against rival tribes, quest after ancient
treasures, or defend their lands against invading sea-
devils. Over the years they will build up their honour
and reputation, until one day they might join the ranks
of the tribe’s most elite warriors, or even become tribal
leaders themselves.
If you have never encountered Sláine before, you are
encouraged to start reading The Land of the Young,
starting on page 3, followed by A Guide to Sláine’s
World on page 72, before commencing with the main
rules. This will give you a good introduction to the
blend of Celtic myth, prehistoric fact and barbarian
fantasy that make up the setting of Sláine. From there,
go on to page 6 and start creating some characters to
begin play with. In many ways, human warriors are
the easiest characters with which to begin playing
this game, as they have a defi nite place in the tribal
structure, and a strong motivation to do great deeds so
as to increase their honour and reputation. In addition,
they almost always have something to do – whether
honing their combat skills, patrolling for enemy cattle-
raiders, heading out on a cattle raid themselves, or
defending their tribe from attack.
By playing the Sláine roleplaying game, you can
create a character who lives both in the magical land
of Tir Nan Og and in your own imagination and that
of your friends. One Player will take the role of the
Games Master, controlling the people and creatures
who dwell within the land whilst the other Players
will be either valiant heroes, wise druids, wily thieves
or cunning witches. The Games Master sets Tir Nan
Og before the other Players, allowing them to explore
everywhere from the frozen wastes of Lochlann in the
north, to the magically drained Sourlands in the south
and the territory of the evil Drune Lords beyond.
Witches, druids and characters from the three non-
human races (dwarves, rmoahal and warped ones) are
a little more complicated to play, partly because they
do not fi t so easily into the context of a tribe and partly
because of their various special abilities. For this
reason they are usually best left till both Players and
Games Masters are familiar with Tir Nan Og.
What You Need To
Play
To begin playing the Sláine roleplaying game, all you
need is the following;
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The Land of the
Young
T ir Nan Og is the legendary Celtic Land of the
The Finians are the northernmost tribe of the Earth
Goddess, occupying most of Alba and parts of Northern
Albion. They tend to be dour and taciturn, but like most
of the Earth Goddess tribes are eager for and competent
at war. Many vicious battles with the Fomorians have
taught the Finians how to handle great hardship, and they
are well used to surviving an entire military campaign
on a handful of oats and the occasional boiled turnip.
Young, a world rather like a mythical version of
Northern Europe in a time before much of that
continent sank beneath the waves. The four Tribes of the
Earth Goddess, on whom the Sláine stories concentrate,
are threatened on all sides, with the constant risk of the
Fomorians sweeping down from the icy north, the Drune
Lords encroaching from the south, and the ravages of
the berserkers of Midgard in the east.
The Sessair and Finians suffer fi rst and foremost from
the depredations of the Fomorians, since both tribes
inhabit the northern regions closest to Lochlann and
Tory Island. This has forged a grim respect between the
two tribes, though this mutual respect does not prevent
them from warring against and raiding one another at
every opportunity – rather, they recognise each other
as worthy foes. Unlike the Finians, the Sessair are also
well aware of the danger of the Drune Lords, since so
many young Sessair end up wandering the Land of the
Young as part of mercenary bands.
The Earth Goddess tribes are also known as the northern
tribes, or as the Tuatha de Danaan, literally ‘People of
Danu.’ Danu is the name of the great Goddess they all
revere, the primal Earth Mother who birthed them all
and will one day receive them all into death. She is
served directly by the druids, placated and sacrifi ced to
more secretively by the witches, and simply worshipped
by every other member of the northern tribes.
The lands of the Earth Goddess tribes are Alba in the
north, Albion in the south, and Cambria and Eriu to the
west. These correspond roughly to the modern British
Isles while those lands were still attached to mainland
Europe, though the Tribes of the Earth Goddess lived
many thousands of years in the past.
The Fir Domain, known as the Tribe of the Growling
Shields, is a fi erce and warlike tribe occupying most
of the land of Albion. This central position in Tir Nan
Og means the Fir Domain are often attacked by titans,
Drune Lord tribes, and Norsemen. Despite this the Fir
Domain are enthusiastic about warring with the other
Earth Goddess tribes too, considering their other foes
as barely worth bothering with. They regard the Titans
as something of a pest, rather than a proper enemy, and
organise Titan-hunting expeditions with great glee.
The Sessair are one of the most feared tribes in all of
Tir Nan Og, and are famed for deliberately attempting
to receive wounds in battle so as to demonstrate their
toughness. They range over Northern Eriu and parts of
Northern Albion. Their ancient city, Murias, is just to
the North of the Inland Sea, on the west bank of the
River Dôn. The Sessair are feared particularly for their
terrifying Red (or Violent) Branch, an elite warrior
band who are always at the forefront of any charge and
seem to have no thought for their own survival, only for
destroying their foes. The Red Branch are initiated at
the Sessair’s most sacred site, the Great Cairn in Eriu, a
vast stone mound sacred to Danu the Earth Goddess and
Lugh the Sun God.
The Tribe of Shadows have suffered greatly from the
attacks of the Drunes and from the encroaching of
sourland (once fertile land now drained of all life by evil
sorcery) onto their fi elds and pastures. They fi ght back
in a different manner, painting themselves black and
specialising in night attacks. Their lands stretch across
most of southern Eriu and much of Cambria, though the
minor tribes of Cambria are fairly independent.
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In recent years, the Tribe of Shadows have been in
something of a decline, after a long and vicious war
with the usually peaceful Beaver Folk who inhabit the
Inland Sea and the surrounding marshes. It is said that
their attacks on the Beaver Folk have left them under a
curse from the Moon Goddess, which is the main reason
they fi nd it so diffi cult to function in daylight.
Several minor territories also exist on the borderlands
between the Drune Lord tribes and the Earth Goddess
tribes. These include the small enclaves of the titans, the
lands of the Fir Bolg tribe, and Lyonesse.
The titans are giants who once ruled all of Albion, back
in the days before the Tuatha de Danaan arrived in the
land. It is said that they presided over a golden age of
peace and prosperity but, by the time the Earth Goddess
folk invaded the titans were already in decline both
intellectually and politically. Their once-great minds
seemed to have atrophied through centuries of easy
living and decadence, and they were unable to resist the
takeover of the more vigorous and numerous human
tribes. Today only a small number of titans remain, still
hunted occasionally by humans but for the most part
simply ignored.
To the south of the Earth Goddess tribes lie the
Tribes of the Drune Lords, once the same peoples as
the Earth Goddess folk but now utterly cowed by the
powerful and evil Drune sorcerers who rule their land.
The Drunes have long been experimenting with dark
magic, and in recent years this has caused great rifts
in time and space to tear through their lands, bringing
Time Monsters and other lethal beasts from the far past.
Drune sorcery has also drained much of the countryside
of the magical Earth Power that fl ows through it. Earth
Power is a gift from the Goddess that is used for good
by the wise druids of the northern lands, but it has been
stolen by the Drunes to help them keep their subject
tribes under control. They sacrifi ce many of their own
people, and slay those who resist using their powerful
lightning magic.
The Fir Bolg are ancient cousins to the Fir Domain,
and live just south of them, close to the Drune lands.
In many respects their culture is between that of the
northern and southern tribes – they are independent
of Drune rulership, but they worship the Drune gods
Carnun and Crom-Cruach.
When Drunes are found wandering beyond the safety of
their cities and sacred groves, they usually travel with a
war party of skull-swords, their armoured soldiers. The
skull-swords guard the Drunes and assist them to enforce
their rule. Skull-swords tend to be better-disciplined
than the warriors of the Earth Goddess tribes, but are
often said to be cowardly and dishonourable.
Lyonesse was at one time a proud and lush magical
land in its own right, but most of its peoples are now
dead or dispersed and the land itself is predominantly
sourland. Merchant sky chariots (fl ying ships) ply their
trade across it from the edges of the Drune lands, taking
cargoes of the Half-dead - dead men trapped between
the worlds by sorcery - to sell to the northern tribes as
battle-fodder in their wars.
The other great threat to the Earth Goddess tribes is
the Fomorians, foul mutants also known as sea-devils.
These amphibious humanoids live in the northern seas
and on the ice sheets of Lochlann, beyond northern
Alba. Though disorganised and not especially heroic,
they have the advantage of seemingly inexhaustible
numbers and a ferocious hatred of humanity. Their
leader, Balor of the Evil Eye, has the power to slay the
living simply by meeting their gaze.
It may well be that other lands lie across the seas of Tir
Nan Og, and certainly such lost lands feature in the tales
of mariners and other explorers. Little is known about
the continent beyond Midgard and the Drune Lords’
lands, either – another area ripe for discovery.
What is certain is that far beneath the Earth are several
more worlds, known as the El worlds. Home to elves,
goblins, elementals and other supernatural creatures,
these lands are very diffi cult to enter from Tir Nan Og,
and only druids, scholars and a few adventurers are
really aware of their existence as anything more than
superstition. Despite this relative ignorance, many
warriors have faced El creatures in battle, since they are
commonly conjured up by witches and other sorcerers
to do their bidding.
Beyond the lands of the Earth Goddess and Drune
Lord tribes, to the east of Tir Nan Og, lie the cold and
gloomy lands of Midgard, home to the Norsemen (also
called the Berserkers). The Norsemen are as fi erce and
uncompromising as their ice-locked homeland and are
best known to the other tribes as raiders and pirates.
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