The Fir Domain are one of the fiercest and most troublesome Tribes of the Earth Goddess. Whereas the Sessair and Finians will go to war as soon as look at you, the Fir Domain are just as eager for trouble but always with an eye to the main chance. Likewise, they can be as cunning as the Tribe of the Shadows, but are quite prepared to apply that intelligence and planning to a frontal assault or even an entire war, rather than relying on night raids. If they cannot profit from war, and with minimal casualties, they have no great interest in it. Of course, this could be long-term profit - taking over fertile farmland can be better in the long run than capturing a rich town or fort. The Fir Domain are also known as the Tribe of the Growling Shields for their fearsome battle feat of shield-growling, when they use specially shaped metal shields to amplify their war-cries. This feat reveals a great deal about the tribe in general for they are geared towards defense, and their warriors make great use of shields. Yet they use the shields for offence too - the shield growl instills terror into the hearts of any who face them in battle. This combination of attack and defense runs through many of the tribe's activities in both peace and war-time. Even their traders are cautious, yet quick to take advantage of any opening. However, their focus on defense should not be taken as an indication that the Fir Domain are cowards. A Fir Domain warrior sees his shield as his most crucial piece of equipment, but it is closely followed in importance by his sword or spear. Once the Tribe of the Growling Shields has decided they will fight, they advance in an implacable, well-drilled mass, almost as well organized as the skull-swords. The Fir Domain themselves consider that charging into battle is a sign of weakness and fear, not strength - so far as they are concerned, their more considered approach, even under a hail of javelins and sling-stones, demonstrates true courage.
The blood-shot and maniac grinning face on the front cover (by Mark Gibbons) leaves no doubt as to the content of this supplement. As part of the same series as the previously released Fir Domain, The Sessair is packed full of history, background and good solid game information designed to expand the characters of any player who hails from this tribe. The supplement kicks off with the History and Traditions of the Sessair including their myths, methods for choosing kings and the place of war-wives among the fighting men (alternately hurling abuse and compliments, they encourage their men to fight to ever greater degrees). Known as the Tribe That Stands Up, there are few that can stand in the way of a determined Sessair. The Tribe That Stands Up chapter covers new options for characters born into the tribe, and so will be eagerly devoured by players of the Slaine RPG. Character concepts, first introduced within the Fir Domain now include the Hermit, Mediator, Ideal Warrior, Swan, Wanderer, Hunter, Cattle Rustler, Murias Fisher, Plains Chariot Racer, Rath Grainne Noble and Devotee of Epona. Magic of the Sessair details new spells available to anyone, though they all originated with this tribe and are most commonly used in its lands. They range from the peaceful Sign of the Salmon to the rather gruesome Preserve Head - always useful in blessings. The supplement is polished off with Sessair Reference Tables, giving the GM a ready range of characters (such as a Red Branch Warrior or Headman) to use at a moment's notice or as the basis of a detailed NPC.
In the land of the Tribes of the Earth Mother, there once existed a ring of stones called the Teeth of the Moon Sow. Many tales were told of their power and potency, but none knew their real magic. The third part of the epic Horned Lord and Moon Sow campaign for the Slaine RPG reveals new perils, enemies and goals in the quest to defeat the evil King Osdann, the hideous Drune Lords and the loathsopme Fomorians.
The hedge wizard may seem a poor substitue for a wizard or sorcerer but this is a dangerous misconception. The hedge wizard is a rural, backwater magician who relies as much on superstition as actual magic to make a living. Specialising in the use of cantrips, he can find new power in minor incantations often ignored by other spellcasters.
Welcome to Way of the Horned God, the fourth adventure in the Horned Lord and Moon Sow campaign for the Sláine roleplaying game. In this epic adventure, the heroes will need to free their tribe from fomorian tyranny, quest for the tribal treasures of the other three Tuatha de Danaan, unite the four Tribes of the Earth Goddess under a single High King, re-establish the religion of Carnun, the Horned Lord, and assemble the last of the magical Teeth of the Moon Sow to create a magical artefact of staggering power! All you need to play Way of the Horned God is this book, a copy of The Player's Handbook, and the Sláine RPG. The first Slaine supplement, Tir Nan Og, would be useful for additional background but is not essential; the same is true of the Fir Domain Tribe Book.
The explorer is a gifted adventurer, dedicated to breaking into lost tombs, avoiding traps and finding fortune where others fear to tread. More than any other class, the explorer is truly self-sufficient, able to rely on her own abilities to see her through danger from any source.
One of the great tribes of the Earth Goddess, the Falians are regarded as mad by other tribes in the land of the young. Yet, these Lords of Shadow are sane enough to know exactly what they are doing and mad enough not to care! This d20 sourcebook for the Slaine RPG introduces a wealth of information about this tribe of crazy warriors and insane druids.
Armageddon 2089: Total War is a 304 page hardback RPG concentrating on mek-based warfare and the mercenary/corporate companies who use them. Using the d20 System to its fullest, this is the most detailed game of its type to date, and no expense has been spared in ensuring that it is also one of the best looking games available. This is by far the most ambitious project Mongoose Publishing has produced to date and many hundreds of man-hours have gone into the production of this game. The level of detail available to players is incredible. Warfare has never looked so good. . .
In the land of the tribes of the Earth Mother once existed a ring of stones called the Teeth of the Moon Sow. Many tales were told of it as a place of power and potency, but in the time before Sláine, none knew of its real magic. The Teeth of the Moon Sow had not always been stones: Long ago, in the dawn of Tir-Nan-Og, the followers of Ceridwen held a great festival where bards from all across the world, and beyond the world too (for El bards were among them) could compete before men and gods. Of them all, ten were found, nine most gifted, and one the very best. Ceridwen, greatly pleased with these, turned them into stone, forever to be the guardians of her circle of inspiration. Nine made the circle, but the finest bard of all was her altar stone. From her own power and theirs, she made a very great magic. Long before this campaign begins, the Moon Sow circle had been destroyed, to the deep anger of the Goddess it venerated. Its stones were taken and hidden throughout the Lands of the Young, by the Avanc beaver-folk, who could not bear the nightmare side of her sacred place. The Avanc believed she would be angry but that she would relent, because they adored her in all save this one thing. The Goddess is a rose with many thorns. She may love, but she does not forgive. Much of this campaign is based around the search to find the Moon Sow's Teeth and re-create or destroy the stone circle in their own kingdoms. It is not the land that makes the circle strong - it is the stones that make the land magically resonant, answering the desires of its most powerful bards. Thus, the tribe that has the Moon Sow's Teeth circle on its territory has a huge repository of dream to use. And they all want it! The four tribes of the Northern lands of Eriu will be seeking it, each for their own benefit. The various tribes of Midgard will be pursuing it. The El-folk crave it, the Drune Lords are looking for it and of course, the Cythrons wish to control it.
Hyboria is land of empires, from the Imperial elegance of Aquilonia to the mysterious Khitai. This full colour hardback details the various empires that can be found in Hyboria from their very beginnings right through to their sometimes spectacular demise. Player characters and Games Masters will want the information in this book at their fingertips to allow the players to fully appreciate each Empire. Most adventurers in Hyboria dream of ruling their own empire and this book will detail how players can set up their own empires, the pitfalls to avoid and the rewards that can be gained from ruling a mighty empire.
Since the original, prewar translation there has been no completely new rendering of the French original into English. This translation brings to the fore a more sharply engaged, comic and lucid Proust. IN SEARCH OF LOST TIME is one of the greatest, most entertaining reading experiences in any language. As the great story unfolds from its magical opening scenes to its devastating end, it is the Penguin Proust that makes Proust accessible to a new generation. Each book is translated by a different, superb translator working under the general editorship of Professor Christopher Prendergast, University of Cambridge.
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