Eolaí HEachtraithe Na HInse Móna: An Adventurer's Guide To Dromarra

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C ONTENTS
I NIS M ÓNA , OR T HE I SLE OF P EAT
The Origins of Life . . . . . . . . . . . . . .
A Brief History of Dromarrach Society . .
Dromarra Today . . . . . . . . . . . . . . .

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G EOGRAPHY
Places . . . . . . . . . . . . . . . . . . . . .

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C ULTURE
Calendar . . . . . . . . . . . . . . . . . .
Gender . . . . . . . . . . . . . . . . . . .
Gender in inheritance . . . . . . . .
Gender in war . . . . . . . . . . . .
Family . . . . . . . . . . . . . . . . . . . .
Naming . . . . . . . . . . . . . . . .
Architecture . . . . . . . . . . . . . . . .
Class Structure . . . . . . . . . . . . . .
Appearance & Clothing . . . . . . . . . .
Race . . . . . . . . . . . . . . . . . .
Societies . . . . . . . . . . . . . . . . . .
The Filí . . . . . . . . . . . . . . . .
The Canonical Druidic Order . . . .
The Cult of the Severed Head . . .
The Pugilists . . . . . . . . . . . . .
The Dromarrach Republican Order
The Ministry of the Astral Gate . .

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R ELIGION
Na Déithe: The Gods and Goddesses
The Dromarrach Pantheon . . . . . .
Ualal . . . . . . . . . . . . . . . .
Márdowan . . . . . . . . . . . . .
Íoren . . . . . . . . . . . . . . . .

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Galathnid . . . . . . . . . . . . . . . .
Taraunish . . . . . . . . . . . . . . . .
Dasclahoul . . . . . . . . . . . . . . .

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P OLITICS
Clan Organization . . . . . . . . . . . . . .
The Petty Kings and Queens (Rí
Tuaithe) . . . . . . . . . . . . .
The Overkings and Overqueens (Rí
Tuath) . . . . . . . . . . . . . .
The Provincial Kings and Queens
(Rí Ruirech) . . . . . . . . . . .
The High Kings and Queens (Ard Rí)
Court Life . . . . . . . . . . . . . . . .
The Major Clans . . . . . . . . . . . . . . .
Wintermane . . . . . . . . . . . . . . .
Elmsborn . . . . . . . . . . . . . . . .
Woadblood . . . . . . . . . . . . . . .

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G AMEPLAY A DDITIONS TO THE 5 TH E DI TION OF D&D
Combat . . . . . . . . . . . . . . . . . .
Escalation Die . . . . . . . . . . .
Roleplay/Interaction . . . . . . . . . .
Crafting . . . . . . . . . . . . . . .
Inscribe Magical Tattoo . . . . . .
Exploration . . . . . . . . . . . . . . . .
Character Development . . . . . . . . .
One Unique Thing . . . . . . . . .
Gifts of Birth . . . . . . . . . . . .

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B IBLIOGRAPHY

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I NDEX

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C ONTENTS

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I NIS M ÓNA ,

D

OR

T HE I SLE

(from Dromanna na
Máithreacha or “the backs of
the mothers”) is sometimes
referred to in the pejorative and,
conversely, the approbative, as Innishmora
(from Inis Móna or “the isle of peat”).
ROMARRA

T HE O RIGINS

OF

L IFE

Long ago, according to historian Suibiachtaithí,
when the world was young and humankind
was in its infancy, the island of Dromarra
lay undisturbed in the sea. As humanity
grew, so did its thirst for expansion. Thus,
thousands upon thousands of years ago, a
race of humans made its way by hide longship
across the sea from the mainland to settle the
rich Drommarach countryside.
Differing opinions, including practitioners
of the druidic tradition, portray man on Inis
Móna as indigenous - that the first human was
birthed by the mother goddess Márdowan and,
when it could not breathe the air in the Country
of the Gods (Tír na nDéithe), she planted her
feat on Tír na nDaoine, at the bottom of the sea,
and arched her back to allow her child to take
its first breath of fresh air.

A B RIEF H ISTORY OF
D ROMARRACH S OCIETY
Dromarrach is home to a culture, thousand of
years old, that has resisted nearly all attempts
at occupation and colonization. Dating back
thousands of years, the islands were home to a
very druidic society, with an incredibly strong
bond with and reverence for the forests, hills,
bogs, mountains, and oceans. This society,
according to mostly oral records, was extremely
superstitious and had a strong belief in the
otherworldly. Contemporary historians believe
this was likely due to the geographic - early
humanity’s understanding of the strange
behavior of peat bogs, for example - and the
mystic - the islands do display a particular
resonance for certain types of magic and
illusion.
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I NIS M ÓNA , OR T HE I SLE OF P EAT

OF

P EAT

This is believed to be one of, if not the first
society to navigate the seas. Their ingenuity,
bred from necessity given the rocky shores and
ferocious surf, inspired them to make hidecovered ships that granted them humanity’s
first-known voyage across a sea. While their
shipmaking was eventually outclassed greatly
by other societies and civilizations, this gave
them an early edge in and proclivity towards
raiding.
One of the most notable examples of superior
shipbuilding came from the north. Roughly
1000 years ago, the northmen came raiding
and conquering. They stayed for the more
hospitable farmland and greater variance
in fauna, as compared to their harsher
homeland. This occupation lasted for over
a century until their forces were gradually
integrated or repelled under the rule of the
contemporary era’s first High King, Íoren
Féasóg mhic Fhómhair (beard of the son of
autumn - modernized as Wintermane) - so
named for the god of justice, cooperation, and
despair. As a result of this occupation and later
integration, the culture of the northmen has
melded in many ways with the old culture of
the islands.

D ROMARRA T ODAY
The core of life in Dromarra remains the tuath the tribe. One’s clan can define status at birth,
and can provide a support infrastructure for
ambition and for hardship. Many debts have
been paid by the ágae fine, the “pillar of the
family,” and many would-be conquerors have
had their dreams crushed by a weak fine.
The country is divided generally by province
- each province being the reach of a rí tuath,
rather than a strong political boundary. While
these boundaries have changed greatly over
milennia, they remain largely stable as of the
last few centuries, with no capital city changing
hands between major clans in centuries.
For those of ambition, being a member of or earning a rare de facto membership into - a
clan can make all the difference.

G EOGRAPHY
P LACES
C ULNEARY ( FROM C ÚL NA N -I ONRÓIRÍ
“T HE B ACKS OF THE I NVADERS ”)

OR

Today, Culneary is the most populous city in
the country. Situated between the island’s only
two fjords, it is said to be the spot from which
High King Íoren Wintermane watched the last of
the northmen retreat to the sea.

O LDCHURCH ( OTHERWISE KNOWN
AS D ÚNLÉINN , OR “ THE FOR T OF
CIVILIZATION ”)
Home to the Duine Aithríoch - the penitent
man - it was long held as a druidic holy site
before the Westerners invaded, flattened it, and
built what is now the oldest surviving Western
Orthodox church on either landmass. The
only thing to survive the razing was a large
stone, carved in the likeness of a prostrate
man, nicknamed “the penitent man.” The Duine
Aithríoch is believed to be around 3,500 years
old.

B ALBASHTÍ ( FROM B AILE
“ HOME OF THE RAINS ”)

NA

T ALBOGAN ( FROM T ALAMH
OR “ LAND OF THE FEW ”)

B ÁISTÍ

AN

OR

B HEAGÁN

G EOGRAPHY

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C ULTURE
C ALENDAR
Having some of the earliest known structures
demonstrating solar and stellar awareness,
the island is actually home to one of the
most reliable annual calendars. Since they
relied on an oral tradition for so long, though,
their cataloging of “cycles” is suspect before a
certain date. Written records began to become
mainstream around the time of the northmen
invasions, as scholars and religious minorities
began frantically cataloging all they could.
THE CALENDAR AND Draiocht
The upper druidic circles still reject the recorded
cyclical calendar to this day on principle, although
they use it unofficially for practical reasons.
Written history began largely in response to
the First Great Invasion. Fearing their culture
would be lost under the Northman invaders,
many individual clans began recording their
histories and deeds. The druids never adopted
the system officially, but scholars and judges
began using dates in RR (Réamh-Réabadh or
“pre-violation”) and AA (Anáil Arís or “breath
again”) in the 2nd and 3rd centuries AA.

G ENDER
G ENDER IN INHERITANCE
While men are more commonly Provincial Kings
and High Kings, there is no stigma against
women serving as rulers or leaders, and they
are typically accepted and treated with the
same respect as their male counterparts. Some
of this is due to the importance maternal
ancestry holds in the role of the clan. The
clan name can pass through either the mother
or father - usually following whoever has the
more powerful name unless the next generation
would stand to inherit more property or status
by taking the other name. An example of this
might include distant cousins with little hope of
being selected as tanist to a Provincial King on
their mother’s side, but who stand to inherit an
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C ULTURE

Overking title or a portion of land through their
father’s family.
Matrilineal descent also features heavily
in family symbolism and heraldry. While the
ordinaries and charges of the coat of arms pass
patrilineally (with sections always maintaining
some clan consistency), the clan tartan passes
matrilineally - in a sense, making one’s
maternal heritage feature more prominently.

G ENDER IN WAR
Much like the northmen who invaded, the
Dromarrach allow women to participate and
lead in battle. Unlike the northmen, there is no
special requirement or designation of women
in battle. Although battles usually contain far
more men than women, any able-bodied woman
is allowed to contribute.
Some clans see this differently, and their
restrictions range from having only women who
have proven themselves worthy being allowed
to participate to excluding women from warfare
entirely. These clans are in the minority, and
are generally smaller clans.

F AMILY
Understanding the position of family is
essential to grasping the organization and
operation of Dromarrach society. Everything
from social standing to political organization is
governed directly by membership or affiliation
to the clans.

N AMING
Names in Dromarra will often carry some sort
of significance, represented in a shortened
version of an idea or phrase from the old
tongue. Both given names and ainm nochta,
or “revealed names,” are highly respected
by the Dromarrach. It is, however, a geas
to give oneself an ainm nochta - it must be
“revealed” to others through influence or action.
Once named, the ainm nochta is respected
equally to the given name, and can be used
interchangeably in any setting. Children will

rarely be named after their parents, but will
more frequently be named after grandparents living or deceased.

A RCHITECTURE

In another example, a dragonborn would
likely be categorized as a beast at first sight, as
dragons have limited mention in mythology and
humanoid dragons have none. A warforged,
though, might be treated with awe - as it
is something that can be understood as a
construction.

More to come.
PLAYING NON-HUMAN RACES

C LASS S TRUCTURE
While class is not the determining factor of
what one can accomplish in Dromarra during
a lifetime, it is certainly influential. The society
as a whole is divided into groups in a somewhat
flexible hierarchy, although the filí (poets and
seers), breithiúna (judges), draoithe (druids),
and rialtóirí (kings and queens) are always
located in the upper echelon.
Below them, generally, are the finígh
(clansmen) and the craftsmen and artisans,
followed by flaith (nobles who acquired their
status through skill, wealth, or strength
of character). Then, there are the freemen,
followed by the bothach (those who lost rights
to property), and then slaves.

A PPEARANCE & C LOTHING
R ACE
While the island is no stranger to humans of
different races - be it the native Drommarach,
the northmen who were assimilated, or the
large population of continental freedmen who
settled in the south - it is a place that is largely
unfamiliar with non-human races. That is
not to say that these races do not exist for
the purposes of character creation. After all,
Dromarra is a relatively small island even
within its own hemisphere. That said, it is
important to pay attention to the influence of
one’s race.
For instance, elves or “fairies” of all sorts are
major features in some cycles of Dromarrach
myth and play a large role in much of the
superstition that the island is famous for. An
elven player character might find themselves
treated with skepticism, on one hand, or zeal on
the other. Many, if not most, natives have never
seen an elf before, but have definitely heard of
them.

Ultimately, racial choice should not be limited by
the setting. In fact, since all non-human races are
so rare in one way or another, playing a non-human
race might give a player greater access than they
would have if they were playing a human. For
example, a halfling merchant in the hills might have
a steep discount for other halflings she encounters,
or maybe a warforged player could be seen as a
divine aid by an ambitious king and offered the key
to a city in exchange for allegiance.

S OCIETIES
T HE F ILÍ
T HE C ANONICAL D RUIDIC O RDER
T HE C ULT OF THE S EVERED
H EAD
T HE P UGILISTS
T HE D ROMARRACH R EPUBLICAN
O RDER
Comprising mostly unlanded freemen, members
of minor clans, and those without property
rights, the DRO is dedicated to creating a
centralized government that represents the
interests of the citizens, rather than the clans.
Inspired by revolutionary leaders across the
globe, they aim to create a united republic
governed by elected officials.

T HE M INISTRY OF THE A STRAL
G ATE
The Ministry of the Astral Gate is an
organization coprising mostly those who claim
C ULTURE

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to have been visited by beings from beyond the
stars.
Although the individual members and
particularly the founders had differing views
on who had been visiting them and why,
they were united in one core belief: that the
world as they knew it was going to end and
the only way for humans to survive was to
escape the galaxy via the astral gate - a large
astronomical anomaly that could transport
them unfathomable distances instantly.
They believed that many of the more influential clans, monarchies, and “democracies”
throughout the world are aware, through
advisors, captured experiencers, or deals with
these outside forces directly, and are actively
seeking to reserve their spots in the future
of the human race by limiting knowledge of
the astral gate and the coming end through
deliberate campaigns of misinformation,
burying of truth, and murder.
This paranoia led to the alleged dissolvement
of the organized Ministers of the Astal Gate
- although many members continue to
communicate through their tightest, most
trusted channels. But threats of murder,
imprisonment of high-ranking members on
fabricated charges, and disappearances meant
that the Ministry had to disappear.

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C ULTURE

R ELIGION
Dromarra has, for as long as any stories
can tell, been an island steeped in the druidic
tradition. Although the role of and the
significance of the druid has changed over
the centuries, these figureheads have always
represented two things for Inis Móna: a liaison
to nature and, often, a conduit for the spiritual.

THEON

U ALAL
(from Ualaíonn Sé Na Réaltaí or “he holds down
the stars”)

PLAYING A DRUID
While many, if not most, druids are religious figures
of varying import, it is not uncommon to see druids
as adventurers in Dromarra. However, unlike in
many other settings, the Dromarrach druid as a
religious figure is not known to shapeshift. Given
the island’s fascination with lycanthropy and its
mythology around transformation being something
much more otherworldly, if not sinister, a druid’s
wild shape should be used with caution, as it is
seen as one of the more questionable things a druid
can do.
So, given the cultural significance placed on a
druid, it is much more important to consider the
social implications of an action than it would be
elsewhere in the world. A druid who abuses certain
powers or uses its bond with nature too atypically
may find themselves rejected socially in a way that
is more pronounced than even the more undesirable
classes of spellcasters on the island.

N A D ÉITHE : T HE G ODS
G ODDESSES

T HE D ROMARRACH P AN -

AND

Dromarrach Paganism is practiced by the
majority of natives, and it is the most influential
of the most common religions on the island.
Its practice dates back to antiquity, and it
is one of the oldest surviving religions in the
world. During the second great invasion,
the Westerners attempted to eradicate
an phágántacht by decimating holy sites,
systematically eradicating holy men, and killing
or enslaving its practitioners.

The Giver and Taker, The Burdener, Taker of
Flames, The Divider
Major Deity
Symbol: The face in the sun
Home Plane: Tír na nDéithe
Alignment: Lawful Neutral
Portfolio: The sun, the sky, punishment
Worshippers: Commoners, reformed druids
Cleric Alignments: LG, LN, N, LE
Domains: Light, Solidarity, Life
Favored Weapon: Greathammer

Ualal is among the oldest of the gods. He,
along with Márdowan, gave birth to the humans
that inhabit Dromarra. Upon gazing at the
first human and seeing the chaos her progeny
would be capable of, he renounced his daughter
- symbolically making humanity a bastard child
of the gods.
After humans began to discover war, he tried
to take fire back from them - forcing them to
respect the old druidic ways. He did so without
consulting the other gods and, ironically,
inspired a war between the gods themselves
when the act was deemed unjust by Íoren, the
very man that Ualal himself had deemed brehon
of the gods.
After being upset in single combat by the
once-human Íoren and forced to return the
flame to humanity, Ualal became even more
bitter towards his children.

M ÁRDOWAN
(from Máthair an Domhain or “mother of
creation”)
R ELIGION

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TABLE 1-1
Name
Márdowan

Domains
Life, Nature, Protection

Rank
M

Alignment
LG

Ualal
Íoren
Galathnid
Taraunish
Dasclahoul

Light, Solidarity, Life
Order, Solidarity, Strength

M
I

LN
CG

Greathammer
Greatsword

Tempest, Grave, City
War, Strength, Protection
Ambition, Knowledge, Arcana

L
L
L

CN
N
CN

Shortspear
Short sword
Knife

The Mother
Major Deity
Symbol: The stone slab
Home Plane: Tír na nDéithe
Alignment: Lawful Good
Portfolio: Motherhood, tribal government
Worshippers: Mothers, clan leadership, patriots
Cleric Alignments: LG, NG, LN
Domains: Life, Nature, Protection
Favored Weapon: Shield
Márdowan is the mother god, responsible
for the creation of the Dromarrach island
and its inhabitants. As one of the few gods
that predates humanity, not much is known
about her origin in Tír na nDéithe. She remains
hunched over, feet rooted at the floor of the sea,
providing life and land for all of her children.

Í OREN
(from Fíor Aon or “the one true story”)
The Sword of Justice, The Mediator, High Brehon
(Ard Breitheamh), The Sullen One, The Voice
of Man
Intermediate Deity
Symbol: The yew branch
Home Plane: Tír na nDoaine
Alignment: Chaotic Good
Portfolio: Justice, cooperation, sacrifice,
despair
Worshippers: Non-druids, brehon
Cleric Alignments: NG, CG, CN
Domains: Order, Solidarity, Strength
Favored Weapon: Greatsword
Íoren is the patron deity of the ever-evolving
idea of justice. Born to a human mother and
father, he was known as the only brehon with
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R ELIGION

Weapon
Shield

Portfolio
Motherhood, tribal
government
The sun, the sky, punishment
Justice, cooperation, sacrifice,
despair
The sea, immigrants
War, dawn, healing, rebirth
Astrology, divination, injury,
the human body

an advanced enough view on law to be trusted
to govern the gods themselves. Among all of the
gods, he has throughout the cycles of myth had
the most direct interaction with humanity and
is often believed to be residing in Dromarra at
all times, acting as brehon of all humanity.
As a result, depictions of Íoren have changed
over time. Over the centuries, other humans
named Íoren (a somewhat popular name in
Dromarra) have been believed to have been
ascended into godhood to relieve the previous
incarnation, giving him a complicated and
oftentimes subjective history, depending on who
you ask.

G ALATHNID
(from Gialla an Ruda Anaithnid or “jaws of the
unknown thing”)
Lesser Diety
Symbol:
Home Plane: Tír na nDoaine
Alignment: Chaotic Neutral
Portfolio: The sea, immigrants
Worshippers: Immigrants, fishermen, sailors
Cleric Alignments: CG, CN, N, CE
Domains: Tempest, Grave, City
Favored Weapon: Shortspear
Galathnid (from Gialla an Ruda Anaithnid
or “Jaws of the Unknown Thing”) is the patron
deity of the sea.

T ARAUNISH
(from Tharraing Sí or “She Tore”)

The Valkyrie, The Shield of Dawn, The Undying
Lesser Diety
Symbol: The back of a fist
Home Plane: Tír na nDoaine
Alignment: True Neutral
Portfolio: War, dawn, healing, rebirth
Worshippers: Warriors, women, clan leaders
Cleric Alignments: NG, LN, N, CN, NE
Domains: War, Strength, Protection
Favored Weapon: Greatsword
The goddess of war. The youngest of all
the gods, she is believed to be a Northman
who began to secretly practice Págánacht na
nDraoithe. She was discovered and declared
outlaw by the Northmen and was slain by a
group of Northmen shortly after. Her death
was first written of in 257aa by the Northman
Invasion scholar Ceilg-Mhian in The Legacy of
An Críoch Réanna: A Study of the Branching
Influence of the First Great Invasion. CeilgMhian, despite his well-known skepticism of
certain embellishments of the oral tradition,
faithfully recorded the following story, as told to
him by the druid Tacaí Gcrann:
Mogh Cré, watching uphill, felt the earth
beneath his feet turn damp with the
blood of the Northmen. Unaffected
by the greataxe she had taken to
the stomach, Taraunish soared into
a ríastrad the likes of which he had
never seen before. Limbs began getting
tangled in the branches of trees around
the outcropping. After dispatching over
100 of the largest warriors the Northmen
had to offer, she finally fell to her knees,
axes in hand, with so many arrows
and weapons protruding from her skin
that her shape was barely recognizable
as human. Twenty men twice her size
were surrounding her, with nearly as
many hiding behind them, afraid to
encroach any farther into the space she
had won for herself. After nearly a day
in this standstill, a single crow landed
on Taraunish. When she did not shoo
it away, they knew it was done. They
moved to take her body with them as a
prize for their efforts, but she turned into
soil at their touch and disappeared into
the earth beneath them.
Ceilg-Mhian also notes that, “unsurprisingly,
no written or artistic references to the goddess

appear before this period [of The Great
Invasion] - lending credence to the idea that
1) her ‘ascension’ into godhood was a product
of the Isle’s desperation for a talisman of
resistance, and 2) although far less likely, she
was an actual human being who lived around
this time.”

D ASCLAHOUL
(from Dhathaigh Sé an Scliúchas Stairiúil, or “he
colored the storied brawl”)
The Unspoken, The Puppeteer, Boiler of Blood,
The Imbuer, The Illuminator, The One Who
Painted Man
Lesser Diety
Symbol: The cat with tongue
Home Plane: Tír na nDoaine
Alignment: Chaotic Neutral
Portfolio: Astrology, divination, injury, the
human body
Worshippers: The crippled, scholars, skeptics,
non-druid mages
Cleric Alignments: CG, CN, N, CE
Domains: Ambition, Knowledge, Arcana
Favored Weapon: Knife
Dasclahoul was an ancient druid who
dabbled in wizardry and sorcecy - kinds of
magic especially frowned upon by ancient
draiocht. Living life as an outcast, when
accused of a crime, instead of having the typical
fine levied against him, his tongue was ordered
to be cut out - although the exact nature of
his crime has been lost to history, as this was
well before written record and Dasclahoul, for
obvious reasons, was not able to speak of it.
This disfiguration sent him spiraling farther
down the rabbit hole of conspiracy theory and
what one might consider “mad science.” In an
attempt to overcome the handicaps forced
upon him, he fell deeper into his studies,
eventually becoming so well-versed in both
ancient and contemporary magic and artifice
that he restored his body to far better condition.
This is how he ascended into godhood, where
he sits to this day.
Along with Íoren, Dasclahoul is among the
most frequently-rumored of the gods to appear
to humans, offering them knowledge for the
sake of disrupting the status quo or revealing
a hint at a greater conspiracy. These stories
are rarely believed, as many criminals and
R ELIGION

9

many lunatics cite visits from Dasclahoul as an
excuse for their actions.
Importantly, Dasclahoul’s relationship with
Íoren is that of a strong mutual respect and,
some believe, friendship. In fact, Dasclahoul’s
ainm nochta comes from a story in which he
gave Íoren a magical tattoo, allowing him to
best the Greater God Ualal in battle, in order to
bring him to justice after he attempted to take
the flame back from humanity.

10

R ELIGION

P OLITICS
C LAN O RGANIZATION
The daoine Dromarrach do not hold kingship
in the same divine light that many other
cultures do. It is more akin to a political office
in most cases than it is a birthright. Each King
or Queen, no matter their level of influence,
operates with sovereignty over their own lands the only differentiating factor between them is
who they exercise suzerainty over. In that sense,
every King and Queen is titled appropriately.
In the overwhelming majority of cases,
kingship is determined from within a
dominant clan - thus the term ceann is applied
colloquially to many of the Kings and Queens.
For example, a rí tuath might be ceann of a
clan, a region, a city, or even another kingship.

T HE P ETTY K INGS AND Q UEENS
(Rí Tuaithe)
These are the heads of minor clans or tribes
that have smaller plots of land - anything
up to the size of a county or parish. Their
organization and succession laws today are
largely the same as those of the Overkings and
Oveqrueens, although their greater number
means that there is some more deviation in
some of their practices. Historically, many of
these clans were practitioners of gavelkind
succession, which meant that any land or
power amassed was divided during succession,
which left the more powerful tanist clans a
greater chance to solidify their power. A not
insubstantial number of Petty Kings and
Queens still practice or honor some form of
gavelkind succession today.
The land itself under a Petty King or Queen,
outside of their own direct holdings, is still
ruled allodially by members of the fine.

T HE O VERKINGS AND
O VERQUEENS (Rí Tuath)
These are the heads of the major clans
throughout the country. They exercise
suzerainty over the Petty Kings and Queens,
as well as the independent mayors and thanes

in their territory. Succession in the clans is
done by a form of cognatic tanistry, with the
extended family of the clan nominating and
eventually selecting a tanist to serve as heir.
This process was developed over time as a way
to avoid gavelkind succession - splitting of
properties among direct heirs - as clans that
practiced tanistry were able to easily overtake
the less stable clans as generations passed. Far
more often than not, this is the most powerful
position one can occupy in the entire country,
unless there is a currently sitting High King or
Queen or a Provincial King or Queen.

T HE P ROVINCIAL K INGS AND
Q UEENS (Rí Ruirech)
These are the rare Kings and Queens that,
through influence or through military strength,
become rí ruirech, or “king of overkings,” in a
larger region. They are more frequently spoken
of in history than in any present sense, as
their rule is often named retroactively. If a
Provincial King or Queen knowingly exists, they
operate much the same way as an Overking or
Overqueen, except exercising suzerainty over
that office instead of petty kingship. In this way,
provincial kingship is often a temporary holding,
not passed through succession. Succession
in the rare cases of conscious provincial rule
is not historically defined and tends towards
primogeniture. As a result, succession of a
Provincial King or Queen is often a bloody
affair.

T HE H IGH K INGS AND Q UEENS
(Ard Rí)
The islands are rarely unified under a single
high king or queen, but occasionally, a member
of a clan will successfully lay his or her claim
as high king/queen of Dromarrach. The role of
High King or Queen is almost entirely symbolic
- it is de facto rule rather than de jure. As such,
a High King exercises no more authority in
any region than a Provincial King, but having
generally-accepted suzerainty over largescale international affairs (almost exclusively
P OLITICS

11

raiding, since it is an otherwise very isolationist
country). Succession of the high kingship or
queenship does not pass through typical means,
as qualification is not determined by blood line,
but by individual merit.

S ELECTING

THE

Ard Rí

External Proclamation. Very rarely, a
member of another clan will proclaim a clan
head worthy of high kingship. Worthiness
is usually based off of tremendous success
while raiding, warring with other tribes,
repelling invaders, exemplifying high moral
standing, or commanding judicial respect.
This proclamation will almost always happen
at an event with representatives from the
majority of clans - a clan meeting, countrywide sporting event, great feast, etc. - as well
as a large number of jurors and druids. If there
is agreement, the coronation is arranged soon
after. If there is dissent, the candidate will
generally prove their worthiness by organizing
a large raid, offering tribute to other provincial
kings, or consulting The Tanist Stone.
The Tanist Stone. Set upon a hill by the
long-forgotten gods, The Tanist Stone is the
most respected means of determining one’s
worthiness of High Kingship. Legend has that if
the rightful High King or Queen sets their hand
on the stone, the stone will cry or sing out in
their favor. Official consultations of The Tanist
Stone are tremendous, but tremendous events,
open to the public, but requiring a handful
of rithe tuath, breithiúna, filí, and draoithe to
establish quorum.
Notable Exceptions. The high kingship
cannot be taken by force without most likely
incurring the disapproval of the true highest
powers in the land - the jurors, the druids,
and particularly the filí. While the fees and
punishments doled out to a king or queen of
a clan would typically fall upon the substitute
churl, the precedent of execution has been
set for any who would attempt to take the
high kingship by force without otherwise being
qualified in the eyes of the jurors.

12

they exist, and serve as a mercenary force off
the islands when the seat is empty. Originally
conceived by the high kings as the protectors
of the realm (as the stag is the protector of the
forest, the “bearded” (human) stag protects its
home), their transition to a generally mercenary
force happened easily as the high kingship was
so frequently left empty.
It is an honor to serve in Na Poic Féasógach,
although you forgo any chance at inheritance
when joining. The right to inheritance
can be returned to an individual in some
circumstances - typically after significantly
above-average length or quality of service.
Appeals to the jurors and druids can be made,
and typically rights are restored to all those
who request it after their service ends.

C OUR T L IFE
As every kingship is essentially the same in
operation, so, too, are they in court structure.
Nearly every King or Queen will have a court
comprising a council (typically a steward, a
marshall, a chancellor, and a spymaster), an
aithech fortha or “substitute churl,” an ágae
fine or “pillar of the family,” and a poet or bard.
Honorary titles may be given to a high druid,
court physician, court jester, cupbearer, seer,
lawspeaker, champion, and venerable elder.

T HE Aithech Fortha
T HE Ágae Fine

T HE M AJOR C LANS
W INTERMANE
(modernized from Féas mhic Fhómhair, or “the
beard of autumn’s son”)

E LMSBORN
(modernized from Síolrach Leamháin, or “progeny
of elms”)

N A P OIC F ÉASÓGACH

W OADBLOOD

There exists one military force that serves the
country over the interests of the clans - Na
Poic Féasógach (the The Bearded Stags). They
serve the rightful High King or Queen when

(modernized from Pór Glaisine, or “blood of
woad”)

P OLITICS

G AMEPLAY A DDITIONS
TION OF D&D
Given the rich and specific history of Inis
Móna, there are many systems and services
that may not exist in the standard 5th Edition
of Dungeons and Dragons. For the benefit of
players and Dungeon Masters alike, some of
those systems are outlined or prototyped in this
document. The inclusion of these systems is left
up to the Dungeon Master’s discretion.

C OMBAT
E SCALATION D IE
At the DM’s discretion, combat may involve
an escalation die.1 This is a standard
d6 that begins to take effect in the second
round of combat. At the start of the second
round of combat, the escalation die adds +1
to the attack of any physical attack made
byaffected creatures (including players and
some monsters, according to the discretion
of the DM). Each subsequent turn, the die is
increased by 1 (+2 at 3rd turn, +3 at 4th turn,
etc.) until it reaches a maximum of +6. The
principle behind the escalation die is relatively
simple - it “warms up” offense and simulates
defensive fatigue as combat goes on.
ESCALATION DIE AS DAMAGE
The DM can also explore using the
escalation die in damage for particular
encounters. Maybe a trap laid by a PC or by a
boss deals damage that escalates the longer it is
left untouched, for example. Or maybe an AoE
spell punishes those who stay in it too long by
including the escalation die in its damage.

R OLEPLAY /I NTERACTION
1. Rob Heinsoo et al., 13th Age: A Fantasy Roleplaying
Game (London: Pelgrane Press, 2013), 162.

TO THE

5 TH E DI -

C RAFTING
As gold and other forms of traditional currency
are less valuable on Inis Móna, given the
island’s emphasis on trade, crafting is an
important part of life in Dromarra. While one
can, especially as an adventurer, live a good
life off trading goods without any knowledge of
crafting, craft skill will be immensely helpful in
generating revenue and identifying the value of
goods.
Materials and methods differ from what a
foreign adventurer might be used to, so this
guide exists to give an introduction to some of
the basics of crafting on the starry isle of Inis
Móna.2

P ROFICIENCIES
For a character that wants to craft an item of
their own, they must first be proficient with
the artisan’s tools required for construction.
Some items may, at the DM’s discretion,
require multiple proficiencies to complete.
Some examples of multi-proficiency items
may include a halberd, which might require
both Smith’s Tools and Carpenter’s Tools, or a
belt, which might require Leatherworker’s Tools
in addition to Smith’s Tools, depending upon
its complexity. In these circumstances, it is
advisable to outsource part of the process or to
have a proficient ally assist.

C RAFTING C OST

AND

T IME I NVESTMENT

In addition to sourcing the raw materials
required to craft an item, before an adventurer
can calculate the total cost of item creation,
they must establish the base value of the
mundane version of that item.3 This base cost
will be affected by multipliers determined by
2. The system is lifted almost exactly from the crafting
mechanisms outlined in Charles Stapleford, Item Crafting
Rules for 5e, v1.4.1 (April 19, 2017; Dungeon Masters Guild,
October 14, 2017).
3. The basics for crafting prices and time investment
are defined in James Wyatt, Robert J. Schwalb, and
Bruce R. Cordell, Player’s Handbook, Dungeons & Dragons,
5th Edition (Renton, WA: Wizards of the Coast, 2014), 187.

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

13

the materials used, modifications included, and
enchantments woven, and these multipliers will
affect both the crafting cost in gold and time, as
well as the final resale value of the item.
Once the base cost of the item is established,
the desired materials are then factored in. The
rarer the materials, the more complicated and
expensive the crafting process - this difficulty is
reflected in the final cost and time investment.
Some of the more commonly-used materials by
Dromarrach craftsmen are outlined in the table
below. For items that involve multiple materials
of differing rarities, the DM may determine
the relative amount of materials used and the
resulting daily cost and multipliers.
MATERIAL CATEGORIES
Material
Common
Uncommon
Rare
Very Rare
Legendary

Daily
Cost
1gp
5gp
30gp
200gp
1000gp

Time
Mult.
1x
2x
3x
5x
10x

Value
Mult.
1x
2.5x
15x
100x
>500x

Iron. Very Common Material. Perhaps the
simplest and most common raw material used
in the crafting of weapons and armor, iron costs
a mere 50sp each day to craft in addition to
having a .5x Time and Value Multiplier. Its
efficacy, however, is proportional to its cost. On
any natural 1 attack roll, an adventurer must
roll a d20. If the resulting roll is below a 10, the
weapon is damaged and deals half damage until
it is repaired.
Steel. Common Material. While the raw
materials are less common, steel is the most
commonly-used material for weapon crafting,
and among the most common in medium and
heavy armor crafting. While slightly more
expensive and harder to refine than iron, the
ubiquity of steel among adventurers showcases
its reliability. It is the defining material of most
mundane weapons and does not provide any
additional benefits.
Copper. Uncommon Material. Known more for
its decorative use than its utility as a crafting
material, copper is not know to enhance the
properties of a weapon or set of armor in any
way.
Silver. Uncommon Material. Also used mostly
for decoration, it is also favored by monster
hunters and seekers of the paranormal because
14

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

of its strength against the otherworldly. There
are some creatures against which a steel-edge
or steel-tipped weapon will deal an additional
+1 damage.
Crucible Steel. Rare Material. A heavily
patterned steel created by mixing cast
iron, iron, steel, and various fluxes. The
inhomogenous nature of the mixture often
leaves the steel with a beautiful rippled pattern.
Very few smiths locally have any idea how to
create this metal, so the materials most often
need to be imported. This is still a highly rare
and sought-after material even in countries
where the process of manufacture is known.
A crucible steel weapon will have piercing
and slashing damage die of one size larger
than its mundane equivalent, up to a d12. For
example, a crucible steel shortsword would
deal 1d8 slashing damage, whereas a mundane
steel shortsword deals 1d6. A 1d12 mundane
greataxe, however, would become a 2d6 crucible
steel greataxe.
Bog Oak. Rare Material. The enduring oak tree,
symbolic for its resilience, is a common material
used in furniture and, for those that can afford
it, interior work. Oak that has been trapped
in a bog, due to the bog’s acidic and anaerobic
conditions, comes out essentially fossilized.
This bogwood, or morta adds a certain visual
appeal - the wood becomes stained by the
tannins in the bog - that makes it desirable
for high-quality artisan work. Because of the
mystical nature of the bogs, it is also seen as
being imbued with some mystical properties.
Due to the high concentration of minerals, an
item made out of morta will be more resistant to
flame than normal wood.
Bog Yew. Rare Material.

C RAFTING T IME

I NSCRIBE M AGICAL T ATTOO
As tattoos are important to Dromarrach
warriors and civilians alike, and imbuing ink
with magical energy is an ancient collaboration
between the druids and the clan leaders and
warriors, inscribe magical tattoo is an
ancient, although rare, custom among the
natives of Inis Móna.4
4. The original ideas and rules surrounding the concept
are outlined in Jason Nelson, Sean K Reynolds, and
Owen K.C. Stephens, Inner Sea Magic: A Pathfinder
Campaign Setting Supplement (Redmond, WA: Paizo

You can create magical tattoos, magic items
inked directly into the flesh of a willing or
helpless creature. Both you and the recipient of
the tattoo (if the recipient is not yourself) must
be present during the entire tattooing process.
Magical tattoos are difficult to destroy, though
they count as magic items for the purposes of
dispel magic.
SLOT LIMITS
In the Pathfinder system, the following rules apply
to magic tattoos:
Magic tattoos must be placed on a part
of the body normally able to hold a magic
item slot, but they do not count against
or interfere with magic items worn on
those slots. A single slot can only hold
one magical tattoo (nonmagical tattoos
and tattoos acquired from the tattooed
sorcerer archetype do not count against
this limit). Tattoos may be inscribed on
the following slots: belt, body, chest, feet,
hands, head, neck, shoulder, ring (up to
two), or wrist. They cannot be inscribed
on armor, eye, headband, or shield slots.
Outside of Pathfinder, the limits on number of
magical tattoos or “slot” restrictions are ultimately
left to the discretion of the DM, although
recommendations are included in this chapter.

needed for sterilization. The kit may also
include a sketchbook filled with original tattoo
designs, or magical templates that the artist
may find on their journeys.
Tattooist’s Tools are needed to create any
tattoos, whether they have magical properties or
not. Each set initially contains a variety of ink
colors, but does not include any specialty inks
from the specialty inks table.
As you create tattoos, you will use up the
supplies in your tool kit, which will need to be
replaced every so often. Every small tattoo it
takes 1 ounce of ink to make. Medium tattoos
take 2 ounces and large tattoos take 4 ounces.
Each color of ink costs more or less
depending on the dye used to make the color.
Purple, for example, is the most expensive
color as minerals and plants that produce
appropriately colored dyes are harder to find
and aquire than other dyes.

T ATTOOIST ’ S T OOL P ROFICIENCY
In order to create a tattoo, mundane or magical,
one must have proficiency in Tattooist’s Tools,
which is a type of Artisan’s Tools. To ink a
magical tattoo, one must have at least 1 level
in a spellcasting class and have proficiency
with these tools. In order to gain proficiency in
Tattooist’s Tools, you may either practice with it

Physically removing a magical tattoo with a
sharp instrument or defacing it with fire or acid
can destroy the tattoo. Doing so is a full-round
action that not only requires the target to be
willing or helpless, but also provokes attacks
of opportunity. At least 2 points of damage
per caster level of the tattoo must be dealt to
destroy a magical tattoo in this manner.
Magical tattoos follow the rules for magic
item creation as though they were wondrous
items. New magical tattoos can be researched
and designed using the guidelines for pricing
new magic items. Magical tattoos are treated as
slotless magical items for pricing purposes.

T ATTOOIST ’ S T OOLS
This kit comes in a sturdy briefcase of some
description and contains a variety of various
colored inks, needles, and medical supplies
Publishing, LLC, 2011), 16.

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

15

long enough to gain proficiency, or gain it from
the following Backgrounds.
•

•

•

•

Criminal: You may choose to forgo your
proficiency in either one type of gaming set,
or Thieves’ Tools, choosing instead to be
proficient with Tattooist’s Tools.
Guild Artisan: You may choose Tattooist’s
Tools as your one artisan tool proficiency.
Sage: You may choose to forgo one of your
additional language proficiencies, choosing
instead to be proficient with Tattooist’s Tools.
Sailor: You may choose to forgo your
proficiency with Navigator’s Tools, choosing
instead to be proficient with Tattooist’s Tools.

Additionally, your DM may choose to award
you proficiency with these tools for some other
reason, which remains up to their discretion.
LEARNING A NEW PROFICIENCY
First, you must find an instructor willing to teach
you. The DM determines how long it takes, and
whether one or more ability checks are required.
The training lasts for a number of days determined
by the DM and costs 1 gp per day. After you spend
the requisite amount of time and money, you learn
the new language or gain proficiency with the new
tool.

T ATTOO A PPLICATION
There are many variables that go into applying
a tattoo which must be taken into account
before choosing to apply one to the skin. Such
variables include the size of the tattoo, the
intricacy of the tattoo, the cleanliness of the
procedure, and the time that the procedure
takes.5
Tattoo Size. In order to apply a tattoo of any
type, there must first be room to draw it into
the skin. Every tattoo has a size and location.
Every creature only has so much space on their
bodies which to draw tattoos and so are limited
in the number that they can possess. The scale
of a tattoo adjusts depending on the size of the
creature it is being applied to. Because of this
a Large chest tattoo would take up the same
space on a human, a halfling, or a giant, as the
5. This section is lifted almost entirely, with some minor
adjustments, from Robofeather [pseud.], A Guide to Magical
Tattoos, The Homebrewery, August 7, 2016, 1-3, http
:
//homebrewery.naturalcrit.com/share/HkMxFdZY.

16

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

size of the tattoo stays proportional to the size
of the creature it is applied to.
If your DM allows, tails and wings may also
be tattooed, given that they are not covered in
feathers, fur, or scales and are a sufficient size.
They count as an arm or leg-sized body part.
Tattooing the Subject. In order to tattoo a
creature, the artist must make a Tattooist’s
Tools check. The skill for this role is either
Dexterity or Charisma, plus the artist’s
proficiency bonus from using the Tattooist’s
Tools. Every tattoo (along with size and location)
has a DC target depending on the power and
intricacy of the tattoo.
If the artist fails this roll and the tattoo was
intended to be magical, the tattoo holds no
magical properties but still takes up space on
the creature’s body. Based on how severely the
artist fails the roll, the tattoo can be anything
from minorly flawed (1-3 points under target)
to a horrible mess (10-20 points under target
or a natural 1). Rolling a 20 always results in
a success, with the tattoo being a perfect and
awe-inspiring display of artistic skill.
Intricacy
Simple
Average
Ornate

Tattoo DC
10
15
20

Time to Apply. Tattoos take time to apply based
on their size and intricacy. A large but simple
tattoo may take the same amount of time to
ink as it would to create a small but detailed
one. Sessions may be broken into chunks of 4
hours per short rest. Use the following table to
determine how long the procedure will take.
Size (Intricacy)
Small (Simple)
Small (Average), Medium (Simple)
Small (Ornate), Medium (Average),
Large (Simple)
Medium (Ornate), Large (Average)
Large (Ornate)

Time
2d4 hours
4d4 hours
8d4 hours
16d4 hours
32d4 hours

Risk of Disease. Even with sterile tools, there
is still a slight chance of picking up a disease
from being tattooed. The creature recieving a
tattoo must make a Constitution save, the DC
of which depends on how sterile the procedure

was.
Cleanliness
Appropriate medical supplies used
Improvised medical supplies used
Poorly improvised medical supplies used
No sterilization
Actively unsanitary

Con Save
DC
5
10
12
15
20

If a disease is contracted, the DM decides
what disease it is, either by choosing one from
pages 256-257 of the Dungeon Master’s Guide,
or by making one up.
Once the Tattoo is applied successfully, the
tattooed creature may utilize the effects of their
new tattoo after their next long rest.

E XAMPLES

OF

M AGICAL T ATTOOS

W ING T ATTOO
Wings grow, dog

E XPLORATION
C HARACTER D EVELOPMENT
O NE U NIQUE T HING
In addition to or as a substitution for 5e’s standard background process, character creation
can involve establishing one unique thing
that differentiates a character from every other
hero (or villain) in the world.6 This unique thing
should have no influence on combat to start,
although it may hint at hidden power or be an
exploration as to why a character has such
prowess or what that prowess means for them.

G IFTS OF B IR TH
In an island comprising almost entirely
humans, with only a few mixed species, there
are some things that set true heroes apart
from the rest of the crowd. In legend, many
of these heroes have a gift of birth - some
gifts, from fate, others from the glories or the
mistakes of their forbears. While a parent can
knowingly pass on gifts of property, wealth,
6. Heinsoo et al., 13th Age, 31.

or even something more intangible to their
progeny, a gift can be passed on generation-togeneration without being named and known.7
Sometimes, these gifts will be of tremendous
benefit to a hero - sometimes, though, they can
be their undoing. Most often, they provide a
little bit of both - but more importantly, for the
bards, the druids, and all the storytellers, they
provide depth to a story.
At the time of character creation or
conversion, if a character is of the Dromarrach
subrace, their player may opt in to check for
a gift of birth. This is done by rolling a d20
and consulting the Character Gifts table
below. The choice to search for a gift is entirely
optional, but once taken, must be abided to for
the lifetime of that character.
CHARACTER GIFTS
d20
1
2
3
4
5
6-12
13
14
15
16
17
18
19
20

Gift
Bad Luck
Blood-Feud
Kinless
Ugly
Geas
No Gift
Courage
Good Luck
Handsome
Status
Mixed Blood
Riastarthae
Seer
Magical Affinity

E XPLANATION

OF

C HARACTER G IFTS

Bad Luck. The character is born unlucky.
Neither the character not the gods can
change this fact. This does not mean that
the character cannot achieve great things
and be remembered in song and story to the
end of time. It does mean. however, that the
character will travel a harder road than most.
and face greater dangers.
In game terms, bad luck causes the character
to suffer a -1 penalty on all die rolls made
with a single type of die. The player may
choose which type of die is affected - it may
7. Graeme Davis, Celts Campaign Sourcebook, Advanced
Dungeons & Dragons, 2nd Edition: Historical Reference,
HR3 (Lake Geneva, WI: TSR, Inc, 1992), 15-18.

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

17

be a d6, d8, d10, or d20. The penalty comes
into effect any time the character attempts an
action using the chosen die, or any time the
DM uses that type of die to determine some
random event that affects only the unlucky
character. It does not apply to THACO and
damage rolls made by others when attacking
the unlucky character, but it does apply to
the charachter’s own attacks.
BAD LUCK EXAMPLE
For example, Dave has chosen the d10 as the die
for his unlucky character, Cormac mac Eogan.
One night, Cormac and his companions are
attacked by bandits. The - 1 penalty does
not apply to rolls for the group’s surprise or
initivative, since the roll does not only affect
Cormac; if he had been alone though. the
penaity would have applied.
In all cases, the -1 modifier is considered
to be a penalty to the unlucky character. It
a -1 modifier would be to the character’s
advantage, the modifier is changed to +1. In
the example above, +1 is added to Cormac’s
initiative, since this is the worse result for
him. Even with bad luck, a die roll can never
be modified to below 1.
Blood-Feud. The character’s family is currently
involved in a blood-feud with an NPC
Family. The DM should provide the name
of the enemy family and some background
to the feud. A feud might start with an
accidental death in a brawl, a dispute over
the ownership of some cattle, a broken
promise, or any number of- other things.
All encounters with members of the enemy
family are automatically hostile, although
the enemy may not immediately attack. In
addition, the NPC family may mount raids
and other attacks on the PC’s family and their
property. A blood-feud can only be ended it
both sides meet and agree to a settlement, or
if one side is completely wiped out.
Kinless. In ancient Dromarra, a man without
kin was said to be “headless.” The role of
kindred in Dromarrach society is covered in
Chapter 7; in this turbulent culture they were
a vital protection.
A kinless character has no one to protect him,
stand witness for him, or avenge wrongs done
18

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

to him; he must look to his own resources for
all these things. This means that NPCs are
likely to show less respect for the characterl
and feel less compunction about insulting,
abusing, and even attacking him, since they
know that they will not be risking a feud with
the character’s family.
Kinless men are regarded with fear and
distrust by the rest of society, since they have
no families to hold them back and redress
any wrongs they may do. Furthermore,
since they have had to survived without
the protection of their families, others
expect them to be strong, wild, bitter, and
unpredictable. The best comparison is with
Old West gunfighters or modern outlaw
bikers: regardless of the facts, society at
large will always be prejudiced against them.
In game terms, NPC reactions to a character
who is known to be kinless may never be
better than Cautious. Results of Friendly
and Indifferent are treated as Cautious. All
other dice rolls involving dealings with human
NPCs are made with a -1 penalty.
Ugly. The character is extremely ugly or
disfigured in some way. The character suffers
a -2 penalty to Charisma and may gain an
uncomplimentary nickname. The player may
choose the precise nature of the ugliness or
disfigurement, subject to the DM’s approval.
Geas. More detailed notes on gessae are given
in Chapter 7. The character is born with
some magical prohibition or compulsion,
and will suffer terribly bad luck if this is
ever violated. The nature of a geas is decided
by the DM, but the character may find out
about it by divination or by consulting a
seer. If the character has enemies, they will
try to discover the nature of the geas and
manipulate situations so that the character is
forced to break it.
A character who breaks a geas is cursed
forever, and suffers the effects of Bad Luck
above, but more prominently. Penalties are -2
instead of -1 and apply to all dice.
Courage. The character is noted for
fearlessness, and gains a + 1 bonus on all
saving throws vs. fear-based attacks.
Good Luck. The character is born lucky, and
gains +1 to all rolls with a single type of die:

d6, d8, d10, or d20. As with Bad Luck above,
the modifier is applied only to rolls affecting
the character specifically, and not to rolls
affecting a group of which the lucky character
is a member.
Handsome. The character is extremely goodlooking, and gains +1 to Charisma.
Status. Earlier chapters explain Dromarrach
social structure and status. The player may
choose for the character to be born into and
status below the very top level.
Mixed Blood. The character has a trace of
mystic or divine blood. Roll 1d12 and refer
to the Mixed Blood Table below to determine
what this means for the character.
TABLE 2: MIXED BLOOD TABLE
Die Roll
1
2
3
4
5
6
7

8
9
10
11
12

Result
Part mystic, Charisma +2.
Part mystic, +1 to saving throws vs.
spells
Part mystic, +50% to base maximum
age
Part mysticy infravision 60 ft.
Part mystic, Intelligence +2
Part mystic, Dexterity +2
Part mystic, may be multi-class.
adding Mage to any other class
except Druid, regardless of rules which
normally prohibit this
Part divine, Strength +2
Part divine, Constitution +2
Part divine, +1 to saving throws vs.
poison
Part divine, +25% to base height and
weight
Part divine, AC 8 unarmored

Riastarthae. The character is touched with
riastarthae, the warp-frenzy, and has the
ability to go berserk in battle. Whenever
wounded in battle, faced by an unequal
fight, or otherwise enraged (DM’s discretion),
the character can attempt a saving throw
vs. death magic. If the save is successful,
the character goes berserk. If the save
is failed, the character can try again on
the next round. for up to ten consecutive
rounds. At the end of the tenth round.
the character automatically succeeds. The

berserk state confers the following advantages
and disadvantages:
The character’s Strength increases by 2
points, to a maximum of 19. For Strength
over 18, percentile strengths increase by one
category for every extra point. The character
gains all appropriate bonuses to damage,
weight allowance, etc. The Character instantly
gains 2 additional hit points per level. The hit
points gained do not heal existing wounds;
they are simply added to the character’s
current total. These additional hit points
can cause the character’s total to exceed the
normal maximum the character is allowed.
The character’s base AC improves by 1 per
level, to a maximum of 20. This adjustment
is made to the character’s normal unarmored
rating, and is combined with the normal
modifiers for Dexterity, armor, shields,
magical items, spells, and so on.
Once a character goes berserk, he must enter
melee combat with an enemy. Though the
character can choose his opponents, he may
not hang back from battle. A character who
does not engage in melee combat within two
rounds of becoming berserk must attack
the nearest other character - friend or foe.
Once in combat, the character cannot change
opponents until the current opponent is
either slain or flees and cannot be followed.
A berserk character may not voluntarily
retreat from melee combat and cannot be
routed or forced to retreat.
A character may try to end the berserk fury
by making a saving throw vs. spell. If the
character is physically restrained (i.e., firmly
grappled) by friends, immobilized by some
other means, or doused in cold water, there is
a +2 bonus to the saving throw.
When the berserk frenzy leaves a character,
he must make another saving throw vs. death
magic. If the roll is failed, the character
loses 5 points of Strength (in addition to
the 2 pointsllevel granted temporarily by
the berserk state). The lost Strength is
recovered at the rate of 1 point per turn of
complete rest. No Strength is recovered until
the character can rest completely, and the
character may not go berserk again until
Strength has returned to its normal level.
Seer. The character has the gift of prophecy,
G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

19

which can be both a boon and a curse.
Once per day the character may attempt a
prediction as though using a divination spell whether or not the character is normally able
to cast spells. If the character is not normally
able to cast spells, the chance of a successful
prediction never exceeds 60%. This gift is a
prerequisite for the manteis Character class
(see p. 22).
Magical Affinity. The character was born with
an aptitude for magic, and may become a
multi-classed character. adding Mage to
any Chosen character class except Druid,
regardless of any rules which would normally
prohibit this.

C HARACTER G IFT S UBSTITUTIONS
If a player is playing a member of the Northmen
subrace, they may use the following table, with
substitutions of thematically appropriate gifts
made in italics.8
CHARACTER GIFTS
d20
1
2
3
4
5-12
13
14
15
16
17
18
19
20

Gift
Bad Luck
Blood-Feud
Family Outlawed
Ugly
No Gift
Courage
Good Luck
Handsome
Inheritance
Rune Lore
Second Sight
Seer
Title

Outlawed. The player character’s father
(typically) and all of his kin have been
declared outlaws by a local king. The DM
should determine what province or land
this applies to. The player character is a
condemned criminal in this land and will be
slain on sight if found by the noble’s men.
Inheritance. The character begins with a small
bequest from his late father or mother. The
player can either choose to have a small
8. David Cook, Vikings Campaign Sourcebook, Advanced
Dungeons & Dragons, 2nd Edition: Historical Reference,
HR1 (Lake Geneva, WI: TSR, Inc, 1991), 14-16.

20

G AMEPLAY A DDITIONS TO THE 5 TH E DITION OF D&D

farmstead (which can be used as a base for
adventuring), a small merchant ship, or five
times the normal starting money allowed the
character type.
Rune Lore. The character can use one rune,
(DM’s choice), regardless of class.
Second Sight. The character has the gift of
second sight.
Title. The character is the son of a king,
nobleman, or chieftain. (The order of
precedence generally follows kind, king,
nobleman, chieftain, freeman, farmer, thrall.
All other characters are assumed to be
the children of freemen or farmers. Player
characters never begin as thralls.) During
his lifetime, the character can make one
claim upon his father for a ship and men to
go raiding, assuming the character has not
broken with his family. The size and quality
of the ship and the number of men received
will depend on the reputation and level of
the character. A character will never receive
fewer [sic] than 10 normal men and a small
merchant ship or no more than 60 normal
men and a longship.

B IBLIOGRAPHY
Cook, David. Vikings Campaign Sourcebook.
Advanced Dungeons & Dragons, 2nd
Edition: Historical Reference, HR1. Lake
Geneva, WI: TSR, Inc, 1991.
Davis, Graeme. Celts Campaign Sourcebook.
Advanced Dungeons & Dragons, 2nd
Edition: Historical Reference, HR3. Lake
Geneva, WI: TSR, Inc, 1992.
Heinsoo, Rob, Jonathan Tweet, Lee Moyer, and
Aaron McConnell. 13th Age: A Fantasy
Roleplaying Game. London: Pelgrane Press,
2013.
Nelson, Jason, Sean K Reynolds, and Owen K.C.
Stephens. Inner Sea Magic: A Pathfinder
Campaign Setting Supplement. Redmond,
WA: Paizo Publishing, LLC, 2011.
Robofeather [pseud.]. A Guide to Magical Tattoos.
The Homebrewery, August 7, 2016. http:
//homebrewery.naturalcrit.com/share/
HkMxFdZY.
Stapleford, Charles. Item Crafting Rules for 5e.
V1.4.1. April 19, 2017. Dungeon Masters
Guild, October 14, 2017.
Wyatt, James, Robert J. Schwalb, and Bruce R.
Cordell. Player’s Handbook. Dungeons &
Dragons, 5th Edition. Renton, WA: Wizards
of the Coast, 2014.

B IBLIOGRAPHY

21

I NDEX
tattoo, 5
magical tattoo, 13

22

I NDEX



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