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It is a land shrouded by myths and mists, and the scholars \par of the Old World always write in their maps about Albion "Here Be \par Dragons" with bold red letters. But what truly lies beoynd the mist of \par the Northern Seas? Read on. \par \par This article deals mostly with the main island, the Greater Albion, \par while the Albion Islands as whole consist of Morien, Aeryn and Albany. \par These other areas are only hinted at this text, when their relations \par with the Greater Albion is discussed. \par \par 1.0 GEOGRAPHY \par \par Albion is not especially large landmass when compared to the Old or New \par World, but on this age of the world it certainly seems to be an endless \par wilderness as far as the majority of the inhabitants are concerned. \par \par Albion could be roughly divided in three parts: the Highlands, Lowlands \par and the coastal areas. \par The weather varies from place to place, but for most part Albion is \par dominated by short, beautiful Summers and long, harsh Winters. \par Mists and fogs are exceptionally common, and this is how Albion has \par earned it's nickname "The Isle of the Mists". \par Rain is also a common occurance, and it is usually very sudden. \par \par \par 1.1 THE HIGHLANDS \par \par The Highlands of Albion comprise an area of large hills, some rising \par 2000' or more. This area is situated in the Northern Albion, and is \par commonly called Scathland due the inhabitants of this inhospitable \par place. The hills run in irregular curved lines from south to north, \par jagged and weathered. They have relatively large amounts of topsoil, \par allowing humans and animals to scrape a meager living from the green \par grass and other plants. Many great boulders of granite jut from the \par landscape, some showing carvings from the bygone ages. These are held as \par sacred places by the Scaths, who claim that the power of the Gret \par Goddess of Earth, Danu, rests within these stones. \par Roads are few and far between, and genrally they are thought to date \par from the time of the High Kings. Now they are ill-kept and dangerous, \par and constantly patrolled by Brigands and worse. \par \par 1.2 LOWLANDS \par \par The southern parts of Albion are a bit more hospitable: The many rivers \par of the South like Tams, Cwyrr and Shann allow agriculture to be \par practiced here, and the tall hills protect the lands from the chilling \par winds of the North. Sea is plentiful with fish, and naturally the \par coastal areas are good places of inhabitations, especially the \par riverbanks. \par \par 1.3 COASTAL AREAS \par \par As with most large islands, the coastal areas are the the best known \par parts to the outsiders. Their appearence explains in part why Albion \par has a rather grim reputation. The coastline is littered with jagged \par peaks and treacherous rocks, and the winds are uncommonly high. But the \par river-mouths are perhaps the most fertile parts of Albion, and much of \par the humans live here, and agriculture and architecture has risen to a \par higher level than elsewhere in the Albion. \par The coast is insanely hazardous to navigate because of the rocks and \par winds, and this combined with the mists and fogs has kept Albion a \par closed Island for many centuries. \par \par 2.0 FLORA \par \par Albion may be a grim land of relatively few resources, but it is not a \par Chaos Wasteland: it teems with a number of plants. \par \par Great stretches of the Lowlands are covered by great Oak, Ash and Elm \par forests. These glades are often extremely ancient and for the most part \par uncharted, as the humans usually go to these forests to hunt or acquire \par timber. \par \par Moss and lichen covers the Highlands of Albion, and some very persistant \par variants of grass grow also there. \par \par 2.1 THE ALBION OAK \par \par The Albion Oak is a peculiar variant of the normal oak-tree that grows \par throughout the Known World. One of the hardest and most endurable \par trees of all, the Albionise Oak is much in demand for Castle gates, \par War Machines etc. (GM regard the Albion Oak as T 9 wood that can take \par double amount of damage.) \par \par 2.2 MISTLETOE \par \par Mistletoe is a holy plant in the Religions of Albion, and many mystical \par properties are connected with it. It indeed acts as a spell component \par for the Druids of Albion, and has some minor healing capabilities. (GM: \par if crushed in boiling water and inhaled by a sleeper it will double the \par healing rate of a wounded.) \par The supersitious Albionise claim that it will ward off Undead and \par protect from evil magic, but this is hardly true. Druids do use a \par specially prepared Mistletoe as an inrigient to their potions and as \par spell components, and this might explain it's fabled reputation. \par \par 2.3 MUSHROOMS \par \par Albion boasts one of the broadest choise of edible plants anywhere in \par the world. Many mushrooms are used as a foor, but others are poisonous, \par and some like the Mad Cap are reported to have mystical qualities. \par Anybody with a suitable skills (like Herb Lore) does not have to even \par take test during the autnumn to find food on any Forest of Albion. \par \par 3.0 FAUNA \par \par The animals of Albion are of a hardy breed: used to the coldness of \par Winters as well as hot summer days. For most part, the animals that can \par be found in Albion are identical to the most fauna in the Old world, But \par there are exceptions, and some animals are unique to the land. \par \tab \par \tab \par 4.10 PREDATORS \par \par 4.11 WOLVES \par \par Wolf is one of the most common predators of Albion. They always hunt in \par packs, using great cunning and skill when stalking stags or cattle, they \par make a great menace out of themselves. Luckily, they very rarely attack \par humans. \par \par \par 4.12 HAWKS \par \par Hawks of Albion are much in demand on other parts of the Known World. \par Both Bretonnian Dukes or A-rab Emirs will pay exorbitant prizes to \par acquire such beasts. \par Their reputation is not in vain: Albionise Hawks are truly magnificent \par creatures, being stronger, more enduring and intelligent than any \par hunting birds of the Old World. \par They are very rare and build their nests with exceptional cunning, so \par many hopeful hunters have failed to ever catch even a single egg or \par fletchling during their nesting perioids. \par \par 4.2 OTHER ANIMALS \par \par 4.21 DEER \par \par Deers are quite common throughout the southern Albion, even though they \par are very popular targets for hunters. \par Deer are hunted by the nobility, both by the Clans and the Norran Jarls. \par Deers makes an excellent meal, and thus hunting (where it is allowed) \par and poaching (where it is not) are very common practices. \par \par 4.22 RABBITS \par \par Rabbits are common throughout Albion, and they form a welcome addition \par to the meals around the island. They breed prolifically, making it \par almost impossible for hunters to really affect their numbers. They are \par also preferred prey of the Albion Foxes. \par \par 5.0 FANTASTIC CREATURES \par \par Though extremely rare, fabulous beasts like Unicorns and Great Eagles \par still live in Albion as the legends dictate. There are also some \par creatures that are unique to the lands of Albion, though one can not say \par whatever these are mutations brought by Chaos or are they remanants form \par some other forgotten time. \par \par 5.1 UNICORNS \par \par Some Unicorns still live amongst the Forests of Albion, though most of \par them have been hunted down by humans who belive their horns make \par excellent charms of Good Luck. \par Unicorns are intelligent creatures that reseble horses, though they are \par larger and stronger than even great Warhorses. The Winds of Magic float \par through them, giving them a natural ablity to resist Chaos. \par \par 5.2 GREAT EAGLES \par \par On the highest peaks of the mountaineous Scathland, there are few nests \par of these magnificient beast. They range far and wide in a search of \par prey, and while they do not hate humans, many a sheepherder has lost \par some of his sheep to these birds of prey. It is however, very rare for \par humans to try and shoot these predators, as many Clans regard them as \par sacred animals. In addition, many Albionise legends describe how the \par Great Eagles have helped Albion in the past. \par \par 5.3 GREAT HOUNDS \par \par It is not known whatever these slavering hounds are a variant of the \par Chaos Hounds or a creature of some other origin. They have a rough form \par of a gigantic (often over 7 feet) canine, with burning flourscent eyes \par and jaws which seem to spew flames. These monsters haunt the Highlands, \par and are agressive in extreme. They are solitary creatures, and very \par rare, and thus very often disregarded as a myth. \par \par 5.4 DRYADS \par \par Dryads are spirits of the trees, which appear as beautiful maidens. \par Once again, they mostly exist in the tales and myths, but the oldest \par trees sometimes harbour these spirits. They are very capable \par illusionist, doing their utmost to protect their home trees from \par destruction, as this would mean their own death in a few days. But if \par they are certain that their trees are not in danger, they are often \par helpful, guiding the lost amognst the woods with magical lights. \par \par \par 5.5 FAUNS \par \par Called Satyrs by some, the Fauns are humanoidic creatures with horns and \par hindquarters of a stag. Their upper torsos are very much like those of a \par man, and crowned with a horned head. \par Even though they are called devils by most of the Grimoires of the Old \par World, and though they are often mistaken for beastmen, they are not \par evil creatures, though they can be mischevous and headstrong, especially \par when drunk. \par Since their ascendancy, the Norrans have hunted these strong creatures, \par so now they are all but extinct. \par Almost all Fauns have talent for poetry, singing and musicanship, and it \par is said that on the ancient days the Faun Skalds entertained the High \par Kings of Albion in the ages past. \par \par 6.0 DARK CREATURES \par \par While the elder days when such monsters were much rarer are gone, the \par Albion still harbours it's share of the Enemies of Man. \par \par 6.1 GREAT WYRMS \par \par Great Wyrms are the most feared monsters of Albion, though nowadays they \par are merely legends told by the Sklads of Albion. It is said that they \par slumber deeply beneath the mounds of Albion, and will awake one day to \par bring the end of the World. \par Legends tell that on the earlier days of the World there were many Great \par Wyrms that either helped or prayed humans as their whim took them. The \par great hero Scatha is said to be the last man who has met a Great Wyrm, \par Scauldros, which he slew in his last battle. But this incident happened \par at least four hundred years ago, and no proof of the Gret Wyrms have \par been seen since then, except for some immense bones littering the \par Scathland. \par \par A dozen or so Great Wyrms still inhabit Albion, and they sleep, covered \par by wild moss so that people belive them to be small mounds or hills. \par For the unlikely event that the PCs would manage to find a Great Wyrm, \par below are some details about these great beasts. \par Great Wyrms are reptilians of immense size, strenght, and intelligence, \par and are very similar to Dragons except that they do not have wings and \par cannot fly. They breathe Mist of Ages that can put a man asleep for \par hundred years, dreaming of a bygone legends. \par Great Wyrms can both speak and cast spells, and this, in addition to \par their considerable intelligence and vast physcial stength makes them \par pratically invulnerable. \par \par Great Wyrms are also strongly tied to the Warp, the source of all Magic, \par and in a sense, they are multi-dimensional creatures that can not be \par truly killed. In an extremely unlikely event that somebody succeeded in \par slaying a Great Wyrm, his sleep would propably be forever hauted by \par horrible nightmares. \par \par 6.2 TROLLS \par \par Many Trolls live in the Highlands, and they prey upon the unwary \par travellers. Some trolls live under the great bridges and attack the \par passers-by as they cross the bridge and can not escape. \par Trolls are relatively common in Albion, and sometimes men from several \par Clans band together to slay a particularily dangerous Troll. \par Trolls usually hunt alone, but some small Troll clans have also been \par reported to exist near human settlements, doubtlessly imitating humans \par in their clumsy way. \par \par 6.3 GOBLINOIDS \par \par No part of the Known World is truly free of the Goblinoid infestation, \par and the same holds true to Albion. Tribes of Orcs and Savage Orcs, \par alongside with numerous Goblin Slaves infest the more remote parts of \par Albion. \par In general the Greenskin tribes of Albion are rather small, usually \par 100-500 members each, but this does not mean that they are not \par dangerous, and during the last great Civil War the infamous Duke McDeath \par used many Orc tribes as allies when he struggled to become the High King \par of Albion. \par \par The goblinoid tribes of Albion have a far higher percentage of Orcs than \par those of the Old World, subsequently having only some 50% of their \par numbers as Goblin slaves. \par \par 6.4 FIMIR \par \par The great Fimir haunt the bogs and mires of Albion, ocassionally raiding \par villages. The strange mist generated by these creatures is in part \par responsible of the reputation that the weather of Albion has. \par Fimir hide amongst their magically created mist and build their lairs \par out of the rocks of the Highlands. From here they sally forth, capturing \par humans for breeding, food and sacrifices. \par There are couple of dozen Fimir tribes in Albion, each ruled over by a \par powerful Mearch, a female Witch-Queen. Their numbers have dwindled \par lately due the strenghtening human nations, but each tribe is still a \par fearsome opponent, boasting some 20-100 individuals each. \par Fimir are humanoidic creatures, tall and well-muscled. They have tails \par which they use as weapons. Apart from the singular female Mearch, the \par Fimir are divided amongst Fimm, the warriors, Shearl, the slave Fimir, \par and Dirach, daemon-friends and sorcerers. \par \par 6.5 FOMORIANS \par \par Fomorians are an echo from a bygone age, a race of amphibian creatures \par of roughly humanoid shape and size. They live on a desolate island near \par the northern shores of Albion, called the Tory Island. Once, it is said, \par they ruled the whole albion under their thrall, but the legends tell how \par Scatha, the unifier of Scathland, defeated them and drove them from \par Albion. Now they live in a bitter exile, as a vastly diminished people, \par ruled by kings Erc and Balor. They raid Albion for slaves and sacrifices \par for their unspeakable gods, but even these raids have become so rare \par that most people dismiss them as a legend. \par In appearence the Fomorians are hideous, stooped creatures from 6 to 7 \par feet in height, and relatively muscular. Mutations are extremely common, \par and their totally evil and chaotic nature makes any attempts of \par communication impossible. \par Fomorians have a natural talent for sorcery, and their leaders often \par have magical abilities, and their armies make a great use of crude \par but effective weapons. \par \par 6.6 THE UNDEAD \par \par There are no powerful Liche-Lords or Necromancers with hosts of Undead, \par but suprisingly many (1%) of the burial mounds of Albion harbour Wights \par and Wraiths. \par Ghosts also manifest themselves on Albion, and are very common when \par compared to the Old World. Luckily, they are rarely evil, and most often \par seek to right some bygone crime. \par \par \par \par 7.0 THE INHABITANTS \par \par There are several tribes, clans, and peoples that inhabit Albion. It is \par impossible to detail them all here, though many of the largest and the \par most important groups are detailed. Albion has no real Elven or Dwarven \par population, though the mystical race of Feys (see below) inhabit the \par deepest forests and are thought to be close relatives to Elves by those \par few who have seen them. \par \par \par 7.1 NORRANS \par \par Of all the many tribes and clans of Albion, it is the Norrans who are \par the dominant human inhabitants. They live in the lowlands, choosing the \par most plentiful fields and meadows amongst these lands, and here they \par build their towns and villages that are almost always protected by a \par small keep or at least a fortified hill of Norran armed forces. \par Norrans are of a foreign origin, a powerful Norse tribe that has carved \par a powerful kindom with the force of their armies. They scorn and despise \par the Clans of Albion, and in turn the Albionise hate their tyrants. But \par the Clans are far too dispersed and have too many internal rivalries \par that they have never been able to form an alliance to outs these \par invaders. \par \par 7.11 DRESS AND APPEARENCE \par \par Then Norrans are imposing men: they avarage at some 6' and womenfolk are \par almost of same stature, about 5'8". Hair color ranges from blond to \par fiery red, and their eyes are usually grey or ice-blue. \par Norrans sport long beards, and these are regarded as a mark of a true \par man. \par Due the heavy taxes carried form their subjects, Norrans are the richest \par of the peoples of Albion, and this reflects on their way of dressing. \par Those of Noble birth wear linen and silk on ocassions, though wool is \par still used in most of their every-day clothing. \par Normal Norran man wears wool pants and long fur jackets, along with soft \par leather boots, and a weapon of some sort is considered as an essential \par part of Norran's dress. \par Women wear linen or wool dresses, and comb their hair in long braids \par that flow down their back. A knife is usually carried by Norran females, \par so even they can punish their slaves or defend themselves. \par \par 7.12 POLITICS AND POWER \par \par The King of Tirnand is at least in theory the lord of all Albion.\tab \par The pratice, however is different: Each Earl pretty much decides their \par own politics, though they all pay the King's Taxes, and when it is time \par to march to war, they flock under the King's banner. \par \par While none of the Norran Lords dares to challenge the King's authority \par directly, and indeed they all lack the strength to do so, they still \par conduct many things that are Kings sole domain. \par \par Once a year, the King holds a meeting of all his Earls and declares any \par new plans he might have. This usually involves new campaings against the \par free tribes of Albion, or gathering a raiding fleets to patrol the \par coastal areas. Every Earl is expected to contribute to these efforts \par according to their status, and failing to do so would mean great loss of \par face. \par \par Norran castes include the Warriors (such as the Norran Legionneers \par described below), the nobility (Jarls and king's knights), merchants \par and a small but influental priesthood. \par The Norran artisans are rare and higly specialized, and include \par carpenters that are extremely competent shipwrights, weaponsmiths, \par blacksmiths and brewers. \par Norrans are allowed to own slaves according to their status (varying \par from 1 to 1000) and these miserable beings hold the lowest position in \par Albion. Surprisingly few are of a Albionise origin. Most of them are in \par fact captives from the many raids the Norran Longships have committed. \par \par 7.13 SOCIETY \par \par Norran society is strongly based on the Way of the Clan: The Earl (or \par Jarl as some would have it) is the absolute ruler, answerable only to \par the king, and is backed by the warriors of the tribe, the Huscarls or \par Legionneers as they are called these days. \par \par Norran society is very pathriarcal: woman is expected to marry when \par young and raise children. They have a degree of authority over the \par household, but they must respect their husband as the master of the \par family. The males are allowed to have concubine slaves, if their wives \par can not give a birth to a male child. \par \par Norrans are expansionists, and they constantly wage war against \par independent tribes of Albion. This does not mean that they always fight \par their wars themselves, as this would quickly drain their military power. \par Rather, they use bribes and alliances with their armed might, and enjoy \par nothing better than setting Albionise tribes against each other. \par \par Norrans offer two choises to the tribes they have defeated: either to \par let the Norrans divide their lands again (giving the Norran Nobility an \par ample chance to reap a Lion's Share of the best lands) or only pay the \par taxes and retain a modest autonomy over their ancestral lands. There is \par a catch to the latter, of course. \par Each tribe that wishes to retain the right to decide it's own affairs \par must send at least one male of 16-30 years for each household of the \par Clan to serve as the bondsman (read:Cannon-fodder) in the Norran armies. \par The service is for 20 years, with no hope for any position of leadership \par or improvement in status. These bondsmen can, however, claim a part of \par the lands they have helped to conquer. The ownership is transferred to \par their original tribe, and thus some of these "Fallow Tribes" have become \par quite powerful, even if the Norrans always get the richest pickings of \par any conquest. \par No member of a subjucated tribe is allowed to carry weapons, except if \par he is part of a Norran military. As a weapon is a natural part of a \par dress for many Albionise tribes, this in addition to other benefits \par acquired by joining the Battle-Thralls has proved a dire temptation for \par many a tribe. \par \par 7.14 MILITARY \par \par Of all the inhabitants of Albion it is the Norrans who (unsurprisingly) \par have the most advanced and regulated military system. \par \par The backbone of the Norran military might are the Legionneers: these men \par closely resemble the Norscan Huscarls, except that they are more \par regimented. They carry spears and great iron or steel swords, and \par extremely large shields that can be overlapped and locked in position to \par form an almost impenetratable shield wall. They wear long chain \par mails, double-layered and padded armour that reaches to their feet. \par (GM:treat as 2 AP protection). Their favourite method of fighting is to \par attack on a great wedge of steel that juts with spears. This formation \par tends to grind any opposing infantry to dust, as once such unit gets \par going it is almost impossible to stop. Legionneers wear distinctive tall \par helmets, and each company has it's own standard or banner that is \par defended fanatically. \par \par Norrans favour great longbows as their primary missile weapon. The \par longbnow is a devastating weapon, especially when used en-masse against \par lightly armoured opponents in an Open Field Battle that the tribes of \par Albion are so fond of. \par \par Norran Lords clad in Chain-Mail and ride horses, or, very rarely, \par Warhorses acquired in their raids. Preferred weapons are a heavy war-spear, \par cavalry sword and a war-flail. Norran Cavalry regiments are their most \par powerful shock troops, and while feeble when compared to the full \par knights of the Empire and Bretonnia, they are still all but unstoppable \par by the Albionise standards. \par \par The subjucated tribal warriors form the lowest caste of the Norran \par armies, serving as the foot-sloggers and skirmish screens. Norran kings \par usually send a great swarm of these Battle-Thralls against the enemy \par lines in advance to soften up their opponents and tire them out. \par \par Norrans also use their great Dragon-prowed ships to make quick manouvres \par of troops when they wage war near to the coasts. \par Norran King also has a limited supply of War Machines like Ballistas and \par Siege Towers, along with the very occassional and often antique Cannons \par that they have plundered from the ships of other nations. \par \par All in all, the Norran armies are powerful enough that they would need \par full attention even by the great military powers of the Old World. \par \par 7.15 RELIGION \par \par Norrans follow Olric, the Father of War, and Valdin, the All-Seeing \par Master of Fate. Both of these cults bear extremely close resemblance to \par the Norscan cults, further supporting the view of most scholars that the \par Norrans are of a Norscan origin. \par Olric is a typical War God, requiring courage and prowess from his \par followers, and promising little in return. \par \par 7.16 LANGUAGE \par \par Norrans speak Albion like rest of the men of this Island Kindom, though \par their lords use a distinctive dialect that is closely related to \par Norscan. The percentage of people who can read and write is sadly small, \par though most of the priest of Valdin are literate both in Norscan \par runescript, Albionise Oghams and the common Old Worlder dialects. \par \par 7.17 ECONOMY \par \par Norrans know two ways to increase their wealth: plundering and trade. \par Their ships roam the Sea of Claws and the Middle Sea, preying upon the \par hapless merchant ships. The King, however, also has a considerable \par merchant fleet, and the Albion Oak, wool of the sheeps of Highlands, and \par the iron ore are all much in demand. They also trade those stolen \par merchantile they cannot use themselves, like luxury goods and cattle \par that are too cumbersome to be drafted back to Albion. \par \par The King of Albion has a mint that makes silver and gold coins, \par alongside with the more common copper. The picture of the current Norran \par king appears on the coin. The coins are very rough in appearence and \par certainly not of a standard weight, making Albion a paradise for a \par Forger or a Clipper. (+10 to any appropriate checks.) \par \par The trade is still the norm amongst the commoners, however, and it is \par very unlikely that they would have more than few copper pennies at any \par given time. Most fairs and markets operate on the basis "I have a good \par chiken here. Will you give that knife for it?". \par \par 7.2 SCATHS \par \par There are many great tribes living in the Highlands, but almost all of \par them share many common traits and traditions, and are thus called \par Scaths regardless of a tribe. They do not fight amongst themselves as \par much as other tribes, and because of this the Scathland is mostly free \par of the Norran dominion. \par \par 7.21 DRESS AND APPEARENCE \par \par The men often sport grand beards, and the color of their hair varies \par from red to brown and black. \par Clothing is simple, reflecting the poorness of their land, but it is \par utilitarian. The men wear kilts made from hides or more rarely from \par wool, and is wrapped around the waist. In wintertime the Scaths wear \par high boots with wool stockings, and add thick fur-capes to their dress. \par They favour jackets made from wool. \par Women wear wool dresses and the leather jacks along with fur coats. They \par braid their hair and decorate it with beautiful copper combs. \par \par 7.22 SOCIETY \par \par The Scathland is not a rich country. Men have always had to live \par sparingly and without comforts that most Old Worlders could not do \par without. This does not mean that the Scaths are a miserable people \par -quite on the contrary in fact, as their merry celebrations and fairs \par are some of the best entertaiment in all of the Known World, and often \par last for many days. \par Women take care of the children and home, but Scath males value their \par women-folk very highly. It is simply that the men regard raising \par children and cooking as equal skills to farming and herding cattle. \par \par A Scath tribe is always led by a Clanchief, who is supported by a \par Warmaster and the Elder of the tribe. Clanchief is not a tyrant: all \par really important decisions are voted amongst the clan, and traditionally \par the Warmaster takes care of all military matters. Clanchief enjoys a \par termendous status within the tribe, however, and it is very rare that \par the tribe votes against his wishes. The Elder of the Clan is chosen from \par the ranks of the old, and his/her part is to give the Clanchief advice \par and lent his/her experience for the tribe. \par \par Scaths raise sheep, goats and some cattle, and farm land even if the \par Highlands are not especially suited to this. They are very efficient \par when it comes to acquiring food, so many a farmer would be surprised how \par much crops they are able to scrape from their poor soil. \par \par Like all original Albionise, the Scaths are skilled artists, capable of \par making stunnigly beautiful jewelry and decorations are sword-hilts. They \par are adept at carving Oghams, the runescript of Albion, and their famed \par Skalds recall their legends from these carvings. \par \par The main thing that unites the Scaths is their past. The stories tell of \par many heroes, though none was as great as Scatha the Berserker who united \par Scathland and drove off the Fomorian invaders. \par \par Scaths may be poor, but their hospitability is excellent. If they regard \par their guests as friends, they will deny almost nothing from them, as it \par is also the Scath way that a man gains status by giving things away. \par They laugh easily, but Scaths also have a fiery temper, and once \par angered, it is very difficult to calm a Scath down. Insults are \par remembered for a long time and a Blood-debt must be avenged. In fact, it \par is a Scath law to do so, and since Scaths enjoy fighting and physical \par challenges, it is possible that anybody who has killed a Scath will face \par a whole Clan of angry Warriors! \par \par 7.23 MILITARY \par \par The Scath passion for fighting greatly affects their society and \par culture. \par \par Their primary weapon is, and has always been a great Battle-Axe, first \par made out of wood and stone, and nowadays an iron or even a steel weapon \par which is wielded with a frightening efficiency and skill. \par While armour in the sense of a Bretonnian battle-armour is of course \par vastly too expensive and rare, the Scaths use hardened leather jacks and \par leggings, and employ thick, round wooden shields against enemies that \par use arrows. During the War-time the Scath warriors are not allowed to \par shave their heads until they have slain an enemy. Thus the hairiest are \par the most eager fighters. Other typical habit for Scaths is to bring \par their bagpipes to the fray. This has beeb known to panic more than few \par foes! \par \par There are few things more dangerous than Scath Berserkers. These are men \par that are claimed to be possessed by the spirit of Mother Earth, the \par Triple Goddess Danu Herself. They are at least as dangerous as the \par vaunted Norsca berserkers, fighting with astounding fury and strength, \par though with little skill and planning. \par \par When the opportunity arises, Scaths also buid crude but effective \par Chriots from the Albion Oak, and equip them with great wooden scythes. \par The front of these Chariots is protected by thick wicker plates, and \par each is drawn by two horses and carries a javelin-armed driver and a \par picked warrior adept at fighting from a Chariot. \par \par Even Scath females take part in their battles: they often accompany the \par warbands, screaming encouragement to the brave, and hurling insults and \par threats to anybody who shows signs of cowardice! Also, it is not \par unknown for a Scath woman to become a Warrior, and these she-warriors \par are respected as the chosen of Danu. \par \par \par 7.3 DARK TRIBES \par \par Dark tribes are small coalitions of Warriors that band together to \par follow their beliefs, which include rading, murdering and pillaging. \par They are a Doomsday Cult of sorts, dedicated to prove themselves worthy \par to their God with skills at arms. \par \par 7.31 DRESS AND APPEARENCE \par \par The most notable aspect of their appearence, however, are their tattoos. \par These marks are awarded each time a Dark Tribe warrior kills an \par opponent. Thus the most formidable fighters are easily identified. Even \par though their life is filled with constant battle, they scorn armour as a \par mark of a coward. As the Warriors of the Dark Tribes can have belonged \par to any specific Clan, thieir actual physical appearence varies greatly, \par though the natural process weeds out any weak men. \par Women are not enitirely unknown in their ranks, but extremely rare. \par \par 7.32 SOCIETY \par \par The society of the Dark Tribes is unique amogst the Clans of Albion: \par It is based solely on fighting. One might belive that these tribes would \par have become extinct long since, but their dark religion seems to attract \par a constant flow of young warriors from all over the Albion, so their \par ranks remain solid. \par \par As their religion dictates, the Dark Tribes must spread the gift of \par Death to others, and because of this their society is quite \par straightforward: they concentrate on fighting other tribes, attacking \par whole villages at a time, an killing everybody, sparing only those to be \par sacrificed. \par \par Dark Tribes have no leaders, if their priests can not be called such. \par They form a group of "brothers", and while they are not engaged in some \par battle, they will fight amongst themseles, though their priest scorn \par this, claiming they should reserver the "Gift of Death" to the infidels \par and thus show their devotion. \par \par While not fighting, the Dark Tribes practise their weapon skills, and \par test themselves against pain. Ritual scarring and applying tattoos to \par tender parts of a body is commonplace, as is walking on hot coals and \par body-piercing with heated weapons. This all is performed in an eerie \par silence, as screaming out in pain brings disfavour of their god, while \par suffering in silence pleases Crom-Cruarch. \par \par Dark Tribes do no farming, raise no cattle, or practice any artisan \par skills that are not involved in making weapons. Anything they require is \par obtained in their raids. \par \par The priests are called "Drunes" or "Drows", and share many common traits \par with Deamonologist and Necromancers, combining the worst qualities of \par both. \par \par 7.33 MILITARY \par \par Dark Tribe Warriors come from all parts of Albion and from any walk of \par life, and thus they form a mismatched but effective fighting force. \par Their greatest weapon, however, is fear. People of Albion regard them \par with a supersitious fear, and this unnerving quality has won them many \par battles. They are thought to be in league with Daemons, and (correct) \par tales abound what happens to their prisoners. \par \par One other thing that has strongly helped them in their past battles is \par their habit of simply staying on the field until they are all killed or \par their enemies have fled. There is simply no way to make these grim \par warriors flee. They tire out and die just like other men, but they will \par fight to the last breath of their bodies. \par \par Dark Tribe Warriors do not charge into combat. Rather, they walk \par silently towards their enemies, without uttering a sound, and \par disregarding any arrows. They like to fight in the night-time, as they \par claim that Crom-Cruarch grants them the ability to see in the dark, and \par this reduces the effectivity of the enemy missile fire. Their black \par Tattoos blend into darkness, giving furhther cover, and besides the \par night time allows less opponents to flee as the approach of the Dark \par Tribes can not be seen from the distance. \par \par 7.34 RELIGION \par \par Dark Tribes follow the dread god Crom-Cruarch, the great Worm of War, \par and they openly scorn other religions. Druids of Cantonbury find this \par religion very disturbing not only because of it's violent nature, but \par also because it bears a close resemblance to the forbidden cult of \par Khorne the Blood God. \par \par In part, this is not true: Followers of Crom do not revere violence but \par Death itself. War is only one of the ways to gring the Great Liberator. \par Famine, starvation or weapon, all these are equal in the eyes of \par Crom-Cruarch as long as they will bring a painful death to a human. As \par practical men, the Dark Tribes prefer war as the way of following their \par god. But the essence of this religion is to bring an end to the \par suffering and strife of Human life on this plane, allowing the soul to \par journey to afterlife in hope of a better place under the watchful eyes \par of Crom-Cruarch. \par \par Crom-Cruarch demands an endless supply of human sacrifices, and to \par accquire these, the Dark Tribes raid settlements regardless of the \par strength, size or race inhabiting it: An Orc camp is just as good as a \par fortified Norran enclave. \par \par Crom-Cruarch is said to despise cowardice and a greatests gift from him \par is to die in agony, without making a sound. The captives are given a \par chance to reach immortality and favour in the eyes of Crom-Cruarch, for \par Dark Tribes torture their victims to death, and urge these poor \par individuals to suffer in silence so they will reach Crom-Cruarch after \par their death. \par \par 7.35 LANGUAGE \par \par Like other Tribes of Albion the Dark Tribes use the Cymr, or Common \par Albion in their every-day dealings. The priests of Crom-Cruarch also \par know the forbidden Arcane Language of Daemons that they use in their \par rituals. \par \par \par \par 7.4 LYONESSE \par \par \par Lyonesse are a "typical" Clan of Albion: followers of Danu the Mother of \par All Things, brave warriors with great pride, and skilled artisans. \par There are many Tribes similar to Lyonesse, and the same reference can be \par used with a slight changes. \par \par 7.41 DRESS AND APPEARENCE \par \par Lyonesse men favour heavy fur cloaks and leather jacks, as well as \par High boots. All free men carry weapons made form iron or stone, and \par jewelry is worn by both sexes. \par Lyonesse have blond or black hair as a standard, and their eyes are \par usually blue. Hair is worn in long braids and often decorated with metal \par combs. Lyonesse Warriors are easily identified by their red tattoos \par which form complex round symbols and cover much of their bodies. \par \par 7.42 SOCIETY \par \par Lyonesse men and women must take the Test of a Titan before they are \par regarded as full member of the tribe. According to the skills of a given \par individual, this might be slaying your first enemy in combat, recriting \par an epic poem, learning the first spell of a Druid, giving a birth to a \par child or hunting down a Deer barehanded with a friend or alone \par with weapons provided by nature. Before this the children are raised by \par their mother alone, and after the child's ascendancy to adulthood father \par will take his place as one of the parents. Men can, however, train their \par children for the Test of a Titan for three hours a day if they wish. \par \par The kings of the Lyonesse are chosen for a perioid of seven years only, \par as the Lyonesse belive this prevents them from turning into tyrants. \par After this time the king is killed in a ritual sacrifice. These \par precautions make sure that only men or women who truly desire the best \par for the Clan vie for this position, or at least that's the theory... \par \par As their own lands are not suitable for raising cattle, Lyonesse plunder \par their neighbours quite happily, and since they are a particularily large \par and war-like Clan, they usually can acquire any meat they need. \par \par Both men and women are allowed to have more than one consort, provided \par that their mates are willing and they can uphold more than one \par wife/husband. This is extremely rare, though some very rich and \par influental persons have as much as four wives/husbands. \par \par Lyonesse are taught to always speak the truth and always keep their \par word. In fact, the honesty of Lyonesse is such that they don't even \par build doors to their houses, as it is unthinkable that anybody would \par steal from their neighbours. \par \par Lyonesse are great artisans, and especially adept at working with gold \par that is found in large quantities within the tribal borders. Lyonesse \par artwork is much in demand all over the Albion, and unfortunately it has \par also drawn the attention of the Norrans. \par \par As almost all Albionise, Lyonesse claim that Artus, the legendary High \par King of all Albion was originally Lyonesse, but there are other great \par heroes who undobtedly wery Lyonesse: Cuchlain the Berserk, a man who \par slew four-hundred and sevety on a single day is perhaps the best known, \par and his held as a warrior ideal of Lyonesse. \par \par 7.43 ECONOMY \par \par Lyonesse use iron bars as curruncy (as this has great material value \par unlike gold and silver that are too soft for weapons or construction), \par though trade is the norm. Lyonesse traders are very honest, but they \par also ask a high prize for Lyonesse work. Considering their high standard \par of their artisans, this is justified. \par \par 7.44 MILITARY \par \par Lately the Norrans have made several attempts to conquer the Lyonesse. \par Each time they have been repulsed, but at an increasing cost. Norrans \par have not yet really used their full power, however and on the long run \par they can hardly do anything else except lose. \par \par Lyonesse equipment is well made, but since they rarely can afford steel \par they are at great disadvantage when compared to a fully armed and \par armoured warrior from Empire or Bretonnia. \par \par Lyonesse still keep alive the art of fighting from a fast-moving \par Albionese chariot. The charioteers are armed with javelins and the \par wheels are equipped with sharpened wooden spikes to drive down the \par enemy. it is said that once Lyonesse Queen, Bodicca, drove invaders from \par sea back from the shores of Albion with such chariots. \par \par Their choise of armour is leather reinforced with metal plates. Favoured \par weapons are axes and swords, but shields and spears are also used, as \par well as especially long spears for holding off cavalry. Hunters often \par bring their bows at fray but these are not thought to be worthy weapons \par for a warrior and thus there is no formal training for their use in \par battle. \par \par Lyonesse are well known from their dreaded war-javelins called \par These nasty weapons are studded with curled spikes that will rip \par out enemy's entrail if they pierce body and are then torn from the \par wound.(GM regard as javelins, but will cause S6 hit if drawn from a \par wound -and the Lyonesse warriors will surely try.) \par \par Great many Lyonesse are trained in Alba, and they form the elite core of \par their war-parties. Thus the individual skill of an avarage Lyonesse \par warrior is great indeed, but lacking any other tactics except "CHARGE!" \par they are vulnerable to any enemy who uses cowardly tricks. (read: \par strategy) \par \par 7.45 RELIGION \par \par Lyonesse are devout followers of Danu the Mother Earth, but they also \par worship Lugh the Sun God and Hu the Warrior. There are several Drudis \par that have recieved their training in Cantonbury, near the Great Dolmens, \par and they also select 12 young maidens who serve as the "Handmaidens" of \par Danu and take care of Her sacred stone circle which no male can enter. \par Most Tribes own an ancient artifact of a great religious importance, and \par the Lyonesse are no exception. Their Druids guard the great Horn of \par Plenty, which will is said to able to cure the sick and feed the needy. \par It will not help cowards or those that do not have a genuine need, so \par it's power is rarely challenged. \par \par 7.46 LANGUAGE \par \par Unsurprisingly, Lyonesse speak common Albion. They write on animal hides \par with the Oghams, the runescript of Albion, and there is a surprisingly \par large percentage (25%) of the tribe who can read and write. This just \par proves that it is a great mistake to regard Albionise as mere \par Barbarians. \par \par 7.5 PICHTS \par \par Pichts live in the dense forsests of the Northern Albion, and are openly \par hostile to anybody who enters their home woods. Even though they are no \par match for the mystical Feys, they are still perhaps the most capable \par human forresters and scouts, and many people take their chances and come \par seeking Pichts with many gifts so they might hire them. Usually this is \par fatal. \par \par 7.51 DRESS AND APPEARENCE \par \par Pichts are not technically advanced tribe. In fact, their appearence is that \par of a savages: low, stooped, darkskinned men, dressed in leather \par loin-clothes, brandishing wood and stone weapons. \par Pichts are not tall men avarageing from 5' to 5' 6" and females are \par genrally few inches shorter, but they are robustly built and very agile. \par Picht have black hair and their eyes are deep brown. \par Pichts sharpen their teeth with stone grinders, claiming this brings \par them closer to their spirit animals. \par All in all, most outsiders would consider them little more than animals, \par but there is more than meets the eye. \par \par 7.52 SOCIETY \par \par Pichts live as hunters, with their women-folk taking care of the \par family while their men hunt for woodland creatures. Pichts never kill \par more than they need for subsistance: \par \par When a Picht is roughly fourteen-years old, they are allowed to choose a \par "totem-animal" whose habits and ways they try to follow as closely as \par possible. A Wolf for example, is a very popular totem, as it's ways are \par well suited for these hunters. \par \par Pichts choose the best and the strongest of their hunters to act as a \par Pack-leader, and during wartime the most suitable warrior is elected as \par the War-chief or Claw-leader. \par \par Pichts are openly hostile to any and all outsiders, including Pichts \par from other Tribes. No missionaries nor traders have won their approval, \par and all are ruthlessly killed and their boiled skulls, filled with \par glowworms are placed on tree branches near their forest boundaries. \par They don't do this because of hatred: rather, they want to keep their \par forests "pure". outsiders simply bring disharmony and outlandish \par technology that Pichts don't desire. Some men, however, are marked as \par "holy" in the eyes of the pichts (usually in the form of some birthmark) \par and these are welcome to their hidden camps. \par \par Any arguments between Pichts are resolved by a single fight (which are \par very rare). This discourages bickering and in-fighting as any offender \par will face a death-duel with his opponent, and possibly with his/her \par entire family. \par Strong cannot really dominate the weak, as bullies who try to \par strong-arm their way into power will simply be challenged again and \par again, giving them no time to rest between the bouts. \par \par Pichts may seem rather unintelligent to the outsiders, but in fact they \par are well aware of any technological tools that others around them \par use. They simply prefer their old ways, being happy and content with \par their ages-old customs. \par \par 7.53 MILITARY \par \par Pichts fight very rarely with outsiders who on the whole are sensible \par enough to stay out of their forests, but they do fight short, brutal \par wars with each other to establish borders and huntig grounds. \par Lately Norrans have invaded some of their forests and after bitter \par rounds of fighting, forced some of the Southernmost clans out of their \par ancestral lands. \par \par Pichts wear no clothing when they go to war, be it Winter or Summer. \par This custom of fighting "Sky-Clad" is unnerving to say the least, and \par the Pichts claim that this brings the blessing of the Gods. \par \par Pichts still use stone wepons and short bows, but their great numbers \par more than make up for this. A sling is also a popular weapon. \par Pichts prefer fighting deep in their forests, and here they are all but \par undefeatable. They use poisons provided by the nature extensively, and \par taking foes by ambush is not seen as a cowardly action, rather a cunning \par one. \par Pichts like to herd their opponents to a forest opening and then soften \par them up with slingstones and poisoned arrows, before charging with their \par screaming masses to overwhelm the foe. \par \par 7.54 RELIGION \par \par Pichts revere sprits of the forests, and some parts of their woods are \par regarded as "holy", and no Picht enters these glades that are usually \par marked by a great standing stone. They do regard Earth as their mother \par like the rest of the peoples of Albion, but in their legends the great \par Earth-mother is still sleeping and can not hear any prayers. \par \par 7.55 LANGUAGE \par \par Pichts speak Cwyrrd, an ancient and primitive language that compromises \par from guttural sounds and harsh jargons. Surprisingly, the Pichts have no \par trouble at learning the languages of other peoples quickly - a further \par proof that they are not as simple people as one might suspect. \par \par \par 7.6 FEYS \par \par Feys are very rare these days, and getting rarer still. They are thought \par to be close relatives to the Wood Elves of the Old World, though no \par proof of this is known to exist, and on the extremely rare occurance when \par one has a chance to speak to Feys they will say nothing of their origin. \par \par 7.61 DRESS AND APPEARENCE \par \par Feys are in many ways similar to the Wood Elves of Athel Loren when it \par comes to the appearence and the way they are dressing. Shorter than the \par Elves in general, they still are taller than most humans, being some 6' \par tall in genral. They have pale skin with a Greenish tint, and their eyes \par are invariably deep green. They have delicate, aesthetically beautiful \par features, and hair that is usually either jet black or Blonde, even \par though Feys with green hair have been reported. They have slender bodies \par and their bones are somewhat lighter than human's, but they are not \par weak, and their reactions are far superior to those of a human. \par \par 7.62 SOCIETY \par \par The Fey enclaves are ruled over by the lord or lady of the Glade. \par This is an elective position, though the choise is made for a life and \par the Feys live for a long time (GM: at least 500 years) \par The Feys live in a very close relationship with nature, and they are \par friendly with allmost all denizens of the forests. \par \par A Fey seems to be naturally able to pick the task most suitable to him \par or her. If somebody is adept at singing or carving wood, other Feys \par don't seem to mind even if they do not contribute to gathering food or \par building the cunningly hidden abodes of the Feys. Quite on the contrary, \par such individuals are given their share of the food and shelter. \par Thus a Fey community is far more varied and culturally colorful than one \par might expect. \par \par Those few humans that have visited their arboreal homes claim that Feys \par live by eating flowers. This is nonsense of course, while it is true \par that some edible flowers are regarded as a great delicacy by the Feys. \par They are capable hunters and gatherers, but they take great care that \par they will not tax their enviroment more than it is necessary, and they \par hold special ceremonies to calm the spirits of the the animals they have \par slain. \par \par The King and Queen of all Feys live on an enchanted island of Avalon \par that no mortal man may enter without their leave. The royal cople have \par always used the same names, and because of this they are thought to be \par immortal and may legends are woven around them. But \par perhaps it is just a Fey tradition to name all rulers with same names. \par The rulers of the Feys are known as Titania and Oberon, and all Feys \par recognice their authority. \par \par 7.63 MILITARY\tab \par \par The social structures of the Fey settlements are not rigid, and this \par also reflects on their ways of war. Virtually every resident of a Fey \par community is capable of aiding in the defence of their homes, in the \par extremely unlikely occurance should any hostile force penetrate their \par woven enchantments. Feys are great archers, and their ability to move \par silently and unnoticed amongst the woods is startling. Thus it is no \par surprise that Feys prefer guerilla warfare, as their few numbers and \par relatively weak bodies would leave them helpless in the open field \par battles that some Albionians, like Norrans, prefer. \par One interesting note about the Feys is that they cannot touch cold iron. \par Thus their weapons are almost always made of Wood, or more rarely, of \par stone. A Fey wearing an armour is almost unheard-of. There are, however, \par few suits of magical armour that are light as a spidersilk and harder \par than any steel, but Feys have long since forgotten how to make these, \par and thus they are so rare that it is unlikely for any human to ever \par glance upon such mail-shirt. (GM: treat as 4 AP armour.) \par Some Fey lords are reported to carry presumably enchanted silver swords \par that resemble no other weapons in the Known World. (GM: regard these \par weapons as swords that completely ignore any armour points, magical or \par otherwise.) \par \par 7.64 RELIGION \par \par Feys revere nature and the great spirits of the Woodland. In many ways \par their "religion" is much alike the Old Faith or the cult of Danu the \par Earth Mother, but to them Nature is not a personified god, but rather an \par abstract consept of a silent worship. \par They have no religious seremonies or holy days. Rather they gather to \par some places where they claim nature is "Closer" than anywhere else and \par meditate in silence. \par \par \par 7.65 LANGUAGE \par \par Feys speak their own, secret language, Elaithan, which is very closely \par related to Eltharin. A character that can speak Eltharin can understand \par Elaithan on successful Int test, though any really complicated \par conversation is impossible, and the Feys seem to prefer using Albion in \par their affairs with the outsiders. \par \par \par \par 8.0 SOME PLACES OF INTEREST \par \par \par \par 8.1 AVALON, THE ISLE OF MISTS \par \par To the west of the main Isle of Albion, north from the shores of Morion, \par lies the enchanted Island of Avalon, protected by the Illusionary mists \par of the Fey magicians. Here the High King and the Queen of Feys, Titania \par and Oberon, hold their court. \par Navigating to Avalon is next to impossible (-100 to any Navigation \par attempts) and it is not wise to seek the Feys without a good reason -the \par treacherous waters around Avalon are full of wrecked Norran Longships, \par as the Norran Kings have always craved for the legendary riches of the \par enchanted island. \par Over the years more and more Feys have fled the main Isle of Albion to \par find peace and happiness here, amongst their own kin, protected from the \par violent humans by the enchantments of the Isle. \par \par 8.2 OLFRICHAM, THE CAPITAL \par \par Olfricham (or Lowdyn as it was known before the Norrans) is the greatest \par of the settlements of Albion. Inhabited by well over 30.000 inhabitants, \par it is the seat of the Royal throne of Norrans. The Norrans sail down the \par great River Tams that flows through the City, and their Longships \par terrorize those parts of Albion that are not yet under the Norran Yoke. \par Here is situated the great temples of Valdin and Olric, as well as the \par Castle Towyr, a scene for many great tragrdies and political decisions. \par It is a formidable castle, fully an equal to any great fortress of the \par Old World. \par Most of the citizens are not Norrans, as this was previously Albionise \par city. The Norrans still man almost all positions of authority and \par importance, as is befitting to their dominant status. \par \par 8.3 CANTONBURY AND THE STANDING STONES \par \par Just south of the Scathlands stands the greatest group of Dolmens in all \par Albion. Near this revered place rest the main temples for the Gods of \par Albion. Here the Druids of Albion come to learn their craft and spells, \par and in here much lore from the bygone ages can be found, carved in \par Oghams to the stone tablets that are guarded jealously by Druids. Here \par rests a great stone, called Bolg Danu, the navel of Mother Earth. \par It is said that it will wail out when the new rightful High King of \par Albion stands on it, and that the Tribes will flock to this new ruler \par who will bring a new age of Peace to Albion. Needlesss to say, Norrans \par do all in their power to cultivate this belief, as without this sign \par there is little hope for any ambitious Clanchief to gather an alliance \par to oppose them, and such a direct intervention by gods is unlikely in \par the extreme. \par The lord of Cantonbury is called the Archdruid or Magus. So long as anybody \par can remember, a mystical man called Myrddin has sat on the great \par wicker-throne of the Archdruid. Some even claim that he is same man who \par acted as the advisor of Artus the High King of Albion ages ago, but \par surely they are mistaken... \par It is very rare for Myrrddin to announce anything, but when he does, \par whole Albion listens and obeys, and his control over almost all druids \par is complete. Norran lords tolerate him, partly due fear, and partly \par because they belive (correctly) that any attack against Myrrddin would \par unite whole Albion against them. \par \par Just to mention few of the many gods whose ways can be learned here: \par \par Danu, the Earth Mother \par Lugh the Sun God \par Hu, the god of warriors \par Bila, the God of Death \par Ayrin, the Goddess of Love and Beauty \par Ogmios, the God of Literature and Poems \par \par (GM: this is the best place in Albion to learn any academical skills \par like Read/Write, and it is possible to acquire some unique skills like \par Arcane Script - Ogham.) \par \par 8.4 THE RUINS OF CAMALT \par \par The legends tell of a Golden Age of Albion, when the last High King, \par Artus Dragonheart ruled all of the Albion from his great castle Camalt. \par Legends tell that Artus wielded the great sword Caliburn (literally \par "Cutsteel") in combat, and that only the rightful High King of Albion \par can use the full potential of this Sword. Many other treasures, along \par with this mighty weapon, are said to be found in the ruins of Camalt, \par and many men have searched for it, though no-body has been successful. \par \par It is interesting that practically all tribes of Albion repeat the same \par tale of the High King Artus, though his name varies slighty (for \par example, he is called Agam Rund in Morien), and this lends weight to the \par belief of scholars that Camalt and Artus really existed once. But \par whatever the truth of this matter is, brave adventurers must first \par discover the ruins of Camalt. \par \par 8.5 ALBA, THE SCHOOL OF THE ARTS OF WAR \par \par On the mountains of Albion, known as the Black Sisters, is located the \par school of Martial Arts and Strategy, Alba. It is commonly regarded as \par the best place in Albion to learn the ways of war. \par \par Curiously, many the teachers are women: \par This is an age-old tradition, and the men of Albion put a great trust on \par their ancient ways: This has proven to be a great success, as any new \par students have already been psyched to obey these wise women by their \par tribe's Skald. \par \par The teachers are literate women who teach the ancient secrets of war \par from the sacred tablets of stone, while the more physical excercises are \par left to old Weaponmasters, students who have decided to stay at Alba. \par \par Both male and female students are accepted, but the initial tests and \par the training is just the same for both sexes, putting women at great \par disadvantage. On the other hand, the few female warriors of Alba enjoy \par great respect all over Albion. \par \par Just getting to Alba is a test in itself, as the school is located on a \par high slope of a Mountain, with no apparent path to the gates. The \par applicant must climb the treacherous cliff, while the students throw \par rocks at him/her, and he must fight with a mountain-wolves if he/she \par happens to be real lucky. \par \par (GM: Here one can learn any Combat-Orientated skills appropriate to \par Albion, and many of their more exotic weapons as well, provided that the \par applicant can prove him/herself worthy.) \par \par 9.0 RUNNING AN ALBION CAMPAING \par \par \par For my own campaing, the battle waged against Norran oppressors is the \par driving force for PCs, and a theme that gives a great deal of purpose \par for their actions. \par The most important thing, though is to set the right athmosphere to this \par campaing: steel weapons and armour are extremely rare, and money based \par on noble metals is unknown in many parts of Albion. Sorcery is feared \par and hated, and to most men their honour is more valuable than their \par life. \par The land is poor, and many people suffer for the yoke the Norrans have \par laid on Albion. The weather is cold and misty, and rains are more common \par than a sunshine. The countryside is littered with Dolmens and standing \par stones, ancient ruins and burial mounds of the heroes of old. \par Yet there is nobility and courage in the people who live there, and if \par compared to the Old World, Albion is mostly untouched by Chaos. \par The art of Albion is stunningly beautiful, as are the songs and tales of \par their Skalds. In fact, the Ogham Script is at least as old as any piece \par of literature that can be found in the Old World. \par \par All in all, Albion can be a refreshing change from the turmoils of the \par Old World and give some different goals for the PCs than the neverending \par war against Chaos. \par \par 9.2 THE DRUIDS \par \par In may ways, the Great Druid of each Clan is the supreme voice of \par authority to it's members -above even the King! They oversee all \par ceremonies and rites, right from helping the newborn to the coronation \par of the king. As their position gives them an excellent chance for \par polictics, many of them forget their oaths of overseeing the balance and \par try to hoard influence over the Clan. Druids of Albion are thought to be \par even closer in their faith to the original religion of the man than the \par Druids of the Old World, and they worship Nature's personification, the \par Earth Mother, rather than the abstract Nature itself. \par \par 9.3 SKALDS \par \par Skalds hold a very special position in Albion. They are the Bards and \par Minstrels of the Celtic peoples, the lorekeepers of the history of \par Albion. They enjoy vast prestige and are thought to be fit for advisors \par for Clanchiefs and Kings. Every Skald is a living link to the past, and \par if any outsider is patient enough, he can learn a great deal from these \par minstrels. \par There are two kinds of Skalds: Court minstrels and Wanderers, and Both have \par different roles. The Court Minstrels perform religious songs and record \par the tales of each particular Clan and it's families, while Wanderers go \par from town to town accumulating stories and entertaining commoners with \par new excating tales. \par \par \par 9.4 THE CULT OF MOTHER EARTH(THE TRIPLE GODDESSES) \par \par As the dominant religion of Albion the cult of Mother Earth deserves a \par closer look. \par \par DESCRIPTION: \par \par There are many gods and spirits in the Albionise pantheon, but one \par Goddess stands above all of them, and is worshipped by almost all Clans: \par Danu, the Mother Earth, the Triple Goddess. She appears either as a fair \par maiden, the Girl of Spring. In this aspect she is called Blodeuwedd. \par Her second aspect is that of a grown woman: either as an authorative \par mother or a mighty she-warrior. In this aspect she represents the \par Summer. This asepect is known as Morrigu. \par Her last aspect is that of an old hag, the evil witch and the bringer of \par Death. This is her sinister form that represents the fact that all \par living things must perish. She is called Ceriwen, and she represents the \par Winter. \par \par Danu is mother of all living things, and all other gods are said to be \par her children also. All mortal women are made to be her likeness, and she \par is as fickle and changeing as the nature itself. She is both gentle and \par cruel, mother as well as the bringer of death. All life is but a game to \par her, and her Druids say that is is pointless to struggle against her \par since in the end you are part of the nature, and defying her you harm \par yourself. \par \par ALIGMENT: Neutral. \par \par AREA OF WORSHIP: Pratically all of Albion, except in the kindom of \par Tirnand, the realm of Norrans. \par \par TEMPLES: Both Sacred Groves and great stone circles, as well as dolmes, \par the standing stones, are common throughout Albion. The power of the Old \par Days is much stronger here, and Druids have 1.5 as many magic points \par within these sacred places. \par Here in Albion the chains of these holy sites form unbroken lines \par throughout the lands, and perhaps because of this the land is relatively \par free of the touch of Chaos. Any case, marriages, coronations and any \par other cermonies are held on such sites as this is belived to bring good luck. \par \par FRIENDS AND ENEMIES: Cult of Mother Earth is dominant Cult of Albion, \par and has friendly relations with other Albionise Cults. Her aspect of \par Morrigu, the woman of Summer and War is openly hostile towards the Cults \par of Norrans and the Cult of the Dark Tribes, Crom-Cruarch. \par \par HOLY DAYS: The holy days of the cult are the summer and winter soltices \par and the spring and autnumn equinoxes. There is also a day in the \par calendar, called Saimhann, when the dark side of the nature is unleashed \par and the dead have a holiday. On this day the men of Albion bar their \par gates and do not venture out. \par \par CULT REQUIREMENTS: Druids of the Earth Mother must be Human, but there \par are no other restrictions. \par \par STRICTURES: All Druids take a vow that prohibits them from harming the \par nature or killing animals for other reason than in self-defence or for \par food. In addition the Archdruid also gives individual Geas to each \par druid, which can be very bizarre, like ordering them never to show their \par faces again tin public, never keeping their left eye open or always \par speaking in rhymes! Usually these strictures are less severe, and often \par they are even helpful in some time of the future. \par \par SPELL USE: The druids of Danu the Earth Goddesss use spells in the same \par way as other magic-users. A Druid may use elemental magic, Petty Magic, \par and Special Druid Magic. In addition there are many spells unique to the \par Druids of Albion. \par \par TRIALS: Depending of the time of the year the Goddess sets different \par tests to her followers. On Summertime the trials are of a physical \par nature, like taking part in a war, while the trials set on winter are of \par a more academic sort and often rather morbid, like holding a burial \par ceremony. Trials on springtime could include seducing a young person of \par the opposite sex or setting a serious argument between two tribes. \par \par BLESSINGS: Blessings of Danu tend to be bizarre, as all life is a game \par for her, all living things are her children, and all return to her in \par the end. Suitable blessings could be skills from ranger skill chart or \par sudden increases on statistics. \par \par \par (C) Tuomas Pirinen 1995 \par -- \par "I have some powers of Travel and communication." \par -Dardalion at the siege of Purdol. \par }\pard \s15\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid5440875 {\insrsid7212541\charrsid7212541 \par }}