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DM's ONLY

Where to begin....

In the future I'd like to have this as a toggle-able option where DM notes could be turned on and off via this page. Once on, they would appear on the pages throughout the site where appropriate, commenting on DM only information. I know how to accomplish it (a little javascript and some hidden layers) but as always, I don't have the time at the moment. Hopefully that will be setup in the future. 

Legends

Tuatha De Danaan

I'll just start from the top of the legends section. The information presented in the Tuatha De Danaan section is accurate. The "land to the west" which they are from was intended to be a further expansion to the campaign. I haven't done a bit of work on it so it is pretty well up to each individual DM. The Tuatha De Danaan are simply human, their flexibility and mastery of both magical and combative arts was the unique trait that led them to eventually dominate the land of Eyru. Their ambition and capriciousness, however may also be their undoing.

Tuatha de Danaan simply means children or people of the goddess Danaan. It is a reference taken straight from Irish myth. For any DM wishing to detail this people, I would suggest looking to these sources for inspiration. 

In current Eyrian culture, all information about the land across the sea to the west is near mythic proportion (though deciding what is myth and what isn't in a fantasy world is quite an interesting task...). It is a garden of Eden of sorts to them and its people larger than life heroes and near omnipotent mages. Many of the heroes of these times have crossed over to the Otherworld and become objects of worship to the Eyrian people. (See the upcoming section on the Otherworld about how these ancestors derive and provide their powers from/to the Eyrian people.)

The High King

The first High King, Biccrhu Lirnaan was a very interesting fellow. Chaotic in nature (chaotic neutral alignment) he was a very unlikely leader. In many case though his personal charisma overcame his sometimes quirky attitude and he surrounded himself with powerful advisors. 

History tells of a curse uttered by the Fomorian Princess Me'al. This is true though the curse had no magic to back it up, nor is it likely such a curse could have devastated his mind in the way it did. The truth is far more shocking. It was in fact one of his own advisors who betrayed him.

Within the Fomorian populace their was a split in the preferred method of dealing with the rising power of the humans. The Fomorian king officially recognized the new diplomatic ties despite his cultures xenophobic tendencies. Among the ruling nobles of Fomorian society a quiet dissent quickly grew. These Fomorians sought a dark ally and gave their very souls to see to the destruction of the newly founded diplomatic ties.

The Fomorians by all appearances are a land dwelling race. Their cities and enormous palatial spires show a mastery of architecture not yet achieved by human or giant. In truth they are a sea born race, their true homes beneath the waves. Their coastal cities are merely a well crafted diversion to hide the true homes of these xenophobic people. It is little wonder that they are masters of the magical school of Illusion as well and every Fomorian is able to change their appearance via a natural change self at will. In their true form they are indeed closer akin to fish than human. Their humanoid forms are covered in scales, gills adorning their neck just below bulging eyes. 

Their undersea kingdom is vast and stretches far to the east of Eyru. East into an area seen by only a few humans and never viewed by the eyes of giant-kin. Here live several races unheard of  by the people of Eyru. In a dark bog-laden land lives an ancient power known by the inhabitants of the eastern relam as the Triumvirate. 

It is to the Triumvirate that the rebel Fomorians turned in order to dissolve the new diplomatic ties with the humans. The assistance was gladly provided and came at a terrible cost. 

Baaro Dewa oom Taari, a Fomorian Baron whom had let his disgust with the diplomatic relations be known, was the first to suggest approaching the Triumvirate. This decision seemed so desperate that it caused a rift even among the Fomorian dissenters. Baaro would not be dissuaded and in fact saw it as fitting that only three of the original nine dissenting nobles traveled with him to meet the Triumvirate.

In the few days they were gone, a pact was made. Baaro accepted a host of magical powers with which to undo the diplomatic ties with the humans. Still he asked for more. The Triumvirate obliged but named their owned price. Most speculate that Baaro in his lust for power did not fully understand what they asked of him. Some assume that the powers already granted to him had driven him over the edge. Regardless, Baaro accepted. The Triumvirate augmented Baaro's own natural Fomorian abilities, making real what was once illusion. The price required: Baaro's servitude and the servitude of all those who sought to follow his path. Here the second slave race was born, that of the Doppleganger. 

New as of 3-27-2003

Baaro returned to Eyru, his past xenophobia now twisted into a terrible hatred. He assassinated Bichru's top advisor and assumed his form. Through this trusted position he began to twist the High King's mind. Baaro's weapons: a sadistic mixture of surreptitious enchantment, illusion, and even allowing the High King to see through the Fomorian's own abilities.

At the apex of Fomorian-Human relations, Bicchru had agreed to wed the Fomorian King's daughter, Me'Al. Many said it was merely a marriage of convenience, however Bicchru was beginning to fall for the beautiful princess. The High King was not pleased with the "official" arrangements (requiring they not...fraternize...) and he secretly met with Me'Al on several occasions.

As part of a twisted plot, Baaro used his now close connection to the High King to slowly poison his thoughts.  Baaro knew that outside of Tara, away from the Lia Fail, Biccrhu was at his most vulnerable. Baaro, feigning concern for the King's safety, began to accompany him as the "trusted advisor".   

For months, Baaro had used his own formidable understanding of magic to concoct a unique curse. Based upon the illusionists spell "Phantasmal Killer", this curse was designed to cloud Bicchru's mind. The true Fomorian form was planted in Bicchru's subconscious as a nightmarish being. During one of Biccrhu's secret rendevous Baaro unleashed the dark magic and at the same time, gave Biccrhu the ability to see through the Fomorian's innate Change Self. Bicchru, seeing his bride to be and his worst of nightmares as one in the same, was horrified. (Sound familiar guys/ladies? Serious case of cold feet..)

Baaro was not satisfied with having destroyed the beginning of diplomacy between the two cultures. He had begun to blame his people for his own enslavement and he grew to resent them. So Baaro took his plot a step further.  Making sure that Biccrhu did not return to Dun Fail, Baaro used his guise as Biccrhu's advisor and the hooks implanted by the malicious enchantment to drive Biccrhu's mind from confusion to hatred. This began a chain of events which led to the Fomorian-Eyrian war.

In the end, the first High King, Bicchru Lirnaan disappeared at the conclusion of his military campaign against the Fomorians. His fate is unknown (even to this DM...hey, you guys gotta come up with your own stuff sometimes. I've tossed around several ideas but haven't really settled on one yet...) 

The Fomorians returned to their empire beneath the sea. There, in their natural element, they have nurtured their xenophobia and no longer wish to explore the land above the waves. They despise surface dwellers and believe them all to be treacherous, dangerous beings.

The Golden Age

The Golden Age of Eyru is not very detailed in either of the background sections, but it is an exciting time in the history of Eyru. It is an excellent time period for a campaign as it is the classic "fantasy adventure" setting. A great empire (Eryru) suddenly finds itself alone on the continent. The Fomorians have abandoned their coastal cities, the giant-kin have disappeared into the Northern-most mountains, the Druids have become frequent visitors to the Wood Between and befriended its quirky faye inhabitants. The High King issues an edict to settle the newly open lands for the glory of Eyru. The opportunities for adventure are limitless.

The North, once ruled by the giant-kin, is littered with their cavernous, abandoned castles. It is an unhospitable land. Freakish monsters roam the Broken Lands (the land of the ancient Giant-kin king who upset the Manterlaug) and monstrous predatory beasts search the plains for their next meal. Settling these lands is dangerous and often requires hardy adventurers to secure and even maintain settlements. In many cases nobles are willing to pay hefty sums for escorts to help them stake their claim. 

The Wood Between is a place of strong magic and dark secrets. In its depths live some of the most ancient creatures on the planet. Dire animals abound in this Wood where nature seems to have no limit on size. No human would dare try to call this place home (except the greater Druids, who are only arguably still human). However, brave and foolhardy adventurers of the time often venture into its depths. Braving the odd and oftentimes incredibly annoying faye is as much a challenge as surviving the deeper depths of the Wood. Inhabitants of the outer Wood include all the Faye (Fey), animals of all varieties (and size), treants, and other typical enchanted woods creatures.

In the deeper woods, the canopy is so dense in places light never reaches the forest floor. This provides an excellent home for a variety of monsters. (Use your imagination but among the known beasties: Displacer Beasts, Dragons, Trolls, Carrion Crawlers, Hags, Nagas, Nightshades, all sorts of Fungi etc....the adventurers of my campaign even ran into a Redcap.) The root structures of the gigantic oaks can create twisting labrynths in many places as well leading to natural "dungeons" of a sort.

The coastal regions of Eyru where the Fomorians once lived lay vacant for centuries. Though at one time they were willing to consider a very cautious diplomacy, after the war with the humans any Fomorian still railing against the culture's natural xenophobia was quickly quieted. In many cases the Fomorians completely destroyed their above sea settlements. Reports of magical explosions ripping apart the ivory towers of these cities are in fact true. (See the Witch's Needle for an example...run a search..) The xenophobia returned with such a wave that many felt not even a shred of their knowledge should fall into human hands. For the most part, humans avoid these areas fearing them haunted. In fact, Fomorian patrols from the sea often returned to these sites to harrass any passer-by's and reinforce this mistaken belief through adept (and often deadly) illusions. 

Up Next: The formation of the Council of the Stone...This section reveals some of Eyru's biggest secrets and details the Triumvirate

New as of 5/2/2003

Well, this is undoubtedly the biggest secret in Eyru. Mostly because history has actually been altered to hide the truth behind these disturbing events. The greater Druids of Eyru themselves saw to this. Only a select few living beings know this centuries old information in its true form. Those who witnessed these strange events were sworn to secrecy or else lost their lives.

The Council of Stone has it’s origins in a loose gathering of warriors, bards, and spell-casters who were the elite of Eyrian adventurers. Greatest of them all (arguably so of course) was Connacher. Connacher owned a keep at the center of Lake Meath and here the 100 heroes of Eyru met every festival day to swap stories, compete (fiercely and playfully), and impress the select nobles who were invited. The group was only loosely affiliated though membership was a sought after accolade for any adventurer. They met in peace on these festival days and made important connections with Eyru’s aristocracy. These same connections often saw these heroes and heroines competing outside festival days or at times working together in small groups to attain a common goal.

Roughly 700 years ago during the middle of the Golden Age, High King Horace Lirnaan of the North sat upon the throne of Eyru. He controlled a vast domain, from the southern most coasts to an area just North of the Wood Between. Everyday, Horace’s domain grew as adventurers pushed further north, taming the land that once belonged to the giant-kin. The Eyrian mainland had been at peace for centuries and it seemed the Golden Age would last forever.

That peace was shattered by the Fomorian invasion. The horrified fisherman that related the tale to High King Horace could barely speak. Having run from the eastern coast to Tara, the man refused to speak to anyone but the High King. Literally dying from exhaustion the fisherman related a story which Horace took for delirium. He believed the fisherman’s tale of an attack but its details were "nonsense".

Horace at once suspected the Fomorians, returned from the sea after all of these centuries. He called upon Connacher to assemble the 100 warriors of Eyru to meet this Fomorian force. In less then two days (through magical means of transportation and communication) Connacher granted the High King’s request. The host of Eyru’s greatest assembled on a hill overlooking what was to become the Plain of One Hundred Wounds.

The High King was wrong.

These were not the Fomorians, they were something far more sinister. And the ramblings of the dying fisherman were precise in every detail:

"They came on great serpents that floated above the waves, their sails full in a dead calm sky. We stopped and stared as they landed. Walking snakes that struck with fist and foot. The few who tried to fight were left mangled inside their skin-arms bent behind them, heads limp on top of pulverized spines. We surrendered to their might and I closed my eyes and prayed to Brigit of the healing touch to be spared. Slowly the wailing and lamenting of those that lived ceased and deathly silence fell upon all of Harknon. I turned to run, eyes still shut tight from horror. It was then I ran into my wife. She stood there staring blankly back, her skin, hair, even her eyes from edge to center were coarse and dull as if her form had been plucked from the womb of the earth. I couldn’t scream, nor even weep, all I could do was run. As I ran through town I saw them….all of them….just as my beloved."

Unknown to the High King, the Triumvirate had taken an interest in Eyru. No Eyrian had ever heard of them, none except the High Druid and he only in mystical tale and divine augury. The High Druid knew of their spawn from the Fomorian War, the slave race of the Doppleganger. Their form without nature was among higher druids a secretly observed threat, but it’s source had never been determined.

The Triumvirate works slowly, methodically. They are a force that has been since the beginning of time some say and will be there until the world is destroyed. They have time. This was a simple expeditionary force sent to test the Eyrian people. It proved to almost destroy the Eyrian civilization.

Connacher’s 100 as they were known represented the elite of the elite. In little less than an afternoon, they were slaughtered. History tells of a battle that lasted one hundred days. In truth it took this long to drag the Eyrian empire back from the brink of collapse. Connacher’s hundred met the forces of the Triumvirate in the open plains and initially appeared to fare well. The robed, unarmed serpent men were unorthodox but fell to steel and magic just as well. As their ranks thinned, they seemed to become faster and more agile but Connacher’s men held fast.

Among the fray shouts were heard from several of the magic wielders on the field. Unseen figures had infiltrated the melee and placed themselves among it. As the warriors took steel to the serpent men, a battle of willpower erupted between the spellcasters and the unseen foes. Spells were cast only to be countered, magics unleashed only to be tamed by the enemy or redirected. At the peak the great mage Fergus Killian roared in exasperation and began to recite an incantation of his own; a heavily augmented Greater Dispelling.

As Fergus began his enchantment Ciall O’Clerigh, wisest cleric of all Eyru studied the battlefield carefully from behind a Sanctuary screen. His spells were nearly spent trying to keep up with the damage dealt by the rapid blows of the serpent men. Something had struck him as odd about the battle. So he sat down to think it out and simply observe. As he watched the battle within the battle between the opposing spellcasters he noticed that it appeared that the unseen foes were simply taunting the Eyrians. He also noted that they were taking little action against Fergus’ spell which would surely end their Invisibility Magic. In fact, they tightened their circle, exposing themselves to the spell. They wanted to be seen.

Ciall stood and as he shouted a warning Fergus’ spell was unleashed. Their foes were fully visible and those faces would be the last any of the hundred, save Connacher, would see.

The host of heroes found themselves face to face with a new foe, that of the Medusae (see session 28 for our own party's encounter). Few understood the source of the Medusae’s power. The Medusae in turn were incredibly canny with the use of their powers being accustomed to foes that understood the danger of their petrifying gaze. The unwitting Eyrians were no match.

Connacher alone escaped and fled into the nearby woods. Exhausted he called upon the great Dagda for guidance and was soon visited by an earthly manifestation of this deity. The Dagda led him to the Grand Druid and communed with the two for the space of a day. Through power granted by the Dagda and his triplet daughters, the Grand Druid began crafting a powerful incantation to help overcome the Medusae force.

Connacher in the meantime began to gather a new army and entirely new tactics. The powerful druids from the Grand Druid’s inner circle pledged their assistance. Men of the woods and even faye folk were called upon to join this new force. Unlike any army ever seen before its emphasis was to be stealth and its weapon distance. Avoiding the close gaze of the Medusa was the key to Connacher’s strategy. He did not seek decisive battles or routing of the foe, only to delay their drive inland while the Grand Druid completed his incantation. This group became known as the Gynfakyn or "the Unseen".

The Gynfakyn were successful in their objective and kept the minions of the Triumvirate from its main goal, the capitol of Eyru, Tara. As the Gynfakyn and the Medusae skirmished, Connacher assembled a second 100 man force, hand picked from Eyru’s most promising adventurers, many blood relatives of the lost 100 heroes. These adventurers would form the basis of the Council of the Stone and would be woven into the fabric of the Grand Druid’s incantation that would save all of Eyru.

Couldn’t just spill the beans all in one sitting could I? Next time: More info on the Council of Stone, the Triumvirate, the Elves, the city of Tach and more!

New as of 6/9/2003

Connacher and his men finally triumphed over the Medusae expeditionary force. Their victory was secured by the secrets unlocked by the druids. It was not simple inherited skill that found a large number of blood relatives replacing the original fallen 100 warriors. True many were bred to follow in their parent’s footsteps. However, they also possessed a kinship, a blood bond which would serve in the Druidic magic that would ultimately secure victory.

Each of Connacher’s original One Hundred now lay encased in stone on the original battle site. At this site, while the Gynfakyn harangued the Medusae expeditionary force, the elder Druids met. The standing stone had always figured prominently in the Eyrian culture. They marked sites of great importance, places where normal space and that of the Otherworld had conjoined to create miraculous events. It had always been the task of the druids to care for these sites and over time the druids developed an affinity for the magic these stones channeled.

Unwittingly, the very destructive power that the Medusae used to overcome the Eyrian heroes had created a power which the Eyrian Druids could tap into. The heroes were not dead but caught between the world of the spirit and the material realm. The tokens left behind, their earthly forms now trapped in stone created a powerful conduit for the Druids own magic. The druids began a long series of complex incantations which stretched on for days. In the end, they provided the means of defeat of the medusae forces.

Rooted to the earth, these hundred heroes of legend began to call forth from the stones. Their voices channeled by the firmament and carried to all corners of Eyru. Their progeny, tied closely by blood and strong ancestry that carried into the Otherworld, heard the call.

None have clearly been able to describe this call. It was best put by the elder son of Fergus Killian as "a deep, musical, awe so rich it is palpable." With this clarion call ringing in their ears, Connacher’s new One Hundred donned eyeless masks and helms of ferocious appearance. They were now able to take the battle straight to the Medsuae and cripple their force on the field of battle. As they did, the Gynfakyn retreated back into the shadows to protect the source of this power: the grove of stones which the original One Hundred had become. To this day this remains their solemn duty and no one save the greater druids are allowed near them.

Never were the Eyrian people made aware of how close their "Golden" civilization had come to annihilation. History itself records a very different event, blaming the Fomorian "Witch’s" and their illusions. Presumably druids crafted a magic stone for each of Connacher’s men to help them defeat the illusions. Once Connacher’s men had the Fomorians on the run, history tells of how they mastered the Fomorian’s trickery and thus left their magically crafted stones on the final battlefield. and adding that Connacher’s Hundred had pursued the Fomorians into the sea and beyond and would continue that pursuit for eternity to insure the safety of all Eyru.

Connacher’s new one hundred went on to form the Council of Stone, a force dedicated to the protection and unity of all of Eyru.

The Triumvirate was not pleased by the failure of its force. Many of the Medusae who led the expedition were brutally punished. Unnerved by the defeat and unsure of the true source of the Eyrians sudden ability to turn back their minions, the Triumvirate kept a close eye on Eyru. Over the following centuries it infiltrated Eyru with a network of spies made up of its first slave race, the Dopplegangers.

Meanwhile, as the years past, Eyru continued its Golden Age, unaware of the clandestine dangers it faced. Vst portions of the land of Eyru were tamed and expansion led explorers like Tacthta Lirnaan east across the once impassable "Dragon’s Spine". Here the glorious city of Tach was established. The city becomes key to events that ultimately lead to the Divide but first a little background of the area around Tach.

Due to the difficulty of the seas between Tach and Eyru, communication was sporadic. By all accounts it was a thriving city though the officials who made these reports never quite told the entire truth for fear of the mainland losing interest in their outpost. While the city was in a fertile land and it grew with amazing speed it was constrained. Constrained politically for the new continent it found itself on was settled millennia ago by others.

In the southern marshes of this land live a race of cruel and devious beings known as the Medusae. The Medusa are more similar to the second edition Medusa as opposed to the third. They are human in every aspect aside from their horrible visages. This female race are the lieutenants of the force known as the Triumvirate. The Medusae are in turn served by the first slave race, that of the Lizard-folk. The simple Lizard-folk view the Medusa as gods and serve them as fanatically as one might expect.

The Medusa have been locked in an eternal war with the elves of the northern forests. It is in fact the elves who may have unwittingly awakened the Triumvirate several millennia ago. Wandering elven hermits had traveled to the southern marshes to spread the Unity (a form of monotheism) to the simple lizard-folk that lived there. They elves met with some success and found the lizard-folk to be a very curious people. They were in fact excellent students of the Unity of Body and Universe taught by the elven monks.

After the Triumvirate was awakened however they drove the elves from the marshes and convinced the Lizard-Folk of their status as gods. (Some among even the elves attest to the veracity of this claim.) In the process the Triumvirate gave birth to their worldly stewards, the Medusae. These Medusae share the serpentine features of their masters though it is unclear what the Triumvirate truly is (For the DM’s I envision them as Greater Medusae though powerful Naga or even, Yuan-ti might make excellent choices.) These Medusae are the eyes, ears and mouths of the Triumvirate.

As for the elves, the elves live in a relatively open society. In general, they are meditative and thoughtful and follow a religion which might best be compared to that of Buddhism. They seek enlightenment among the universe and try to live in harmony with all living things. They are also accomplished spellcasters due to their patience and sense of connection to the world and its forces around them.

Now, back to the city of Tach. As peace began to take something of a toll on the mainland of Eyru, the High King and his people grew restless. The clandestine forces of the Triumvirate sensed this growing agitation among the people of Eyru and chose it as their new weapon. It had been centuries since their defeat by the Council of Stone, but the Triumvirate is accustomed to adopting patience as a strategy (hey when you normally fight meditative elves….). The Triumvirate skillfully manipulated a long forgotten foe, the Fomorians.

Long ago, the Fomorians had retreated into the sea content to nurture their xenophobic tendencies. With the Eyrians pushing across the sea, the Triumvirate delivered disturbing (and not entirely true) information to the Fomorians, through clandestine means. Dopplegangers planted in the Fomorian ruling class began to warn that their "skies" (the surface of the sea) would soon become a frequently traveled shipping lane for the Eyrians. They began to agitate the populace into a war frenzy. Meanwhile, through similar means, the Triumvirate began to push the inner circle around the High King to establish a steady trade route to Tach. It was in fact a Doppleganger agent that supported the High King himself traveling to Tach to prove the safety of the journey and to put an end to the growing Fomorian raids on their shipping lanes.

The High King’s fleet left the harbor along with a contingent of 50 of the Council of Stone. Unknown to them, several doppleganger’s traveled with them. Fomorian resistance grew fierce as they neared Tach. The Fomorians had "gained information" about the High King’s fleet. The high seas battle was costly on both sides but the Fomorians eventually secured victory and the High King’s ship limped into Tach’s harbor. The ensuing undersea blockade mounted by the Fomorians around the city of Tach saw to it that word never reached Eyru of the fleet’s fate.

The Eyrians were suddenly adrift without their High King and the ensuing clan rivalries that resurfaced led to the Divide and the establishment of the four High Clans.

 


All original content is © 1999-2003 by Russell Linton.