TEXT: P a r t  O n e
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  Morrie glanced down at Lou, her face illuminated by the flickering, buzzing light hanging over the door to the underground 
  locker room. “Last chance to back out,” he grunted, lifting a hand to rake long hair, black as raven’s feathers, out of his eyes.
  Lou shook her head, ruddy curls writhing around her shoulders like snakes. “Nah.  Let’s do this.” The towering 
  figure at her side nodded, and they closed in on the dressing room in silence.
  Rusty Carson was a killer with a very public trail of bodies in his wake. His pro football career had ended 
  abruptly when he “accidentally” snapped the neck of a linebacker on the opposing team. His brief time as a wrestler 
  had likewise come to a halt after two opponents in a televised grudge match ended up smothered under his bulk. 
  After that fatal match, he had vanished. It took weeks to track Carson from Chicago to Boston, where he performed 
  in lethal no-holds-barred cage matches in a makeshift arena under the warehouses along the docks.
  Three dead men didn’t make Carson a titanspawn. Neither did the nine mutilated bodies police found buried 
  under Carson’s home. But Carson’s string of corpses definitely called for a closer look. 
  They approached the door cautiously. The hiss of steam from the radiator inside masked quieter sounds, and 
  Lou tensed as the hairs on the back of her neck prickled in warning.
  The crash deafened Lou as Carson smashed the steel-cored fire door off its hinges, and she jerked back from the 
  doorway. The door hit the opposite wall hard enough to embed itself in the cracked concrete. The roar of applause 
  and yells from the arena drowned out the sound. Lou guessed that the audience watching men kill each other 
  wouldn’t hear the fight taking place below.
  “Fee fi fo fum,” Carson sneered, snatching at Lou with callused fingers. “I smell the blood of a filthy, ignorant whore of 
  a Scion. Be she alive or be she dead, I’ll grind her bones to powder.” Before she could dodge, he grabbed her, yanking out 
  a patch of hair with a laugh. She hissed and kicked him, her foot smashing into his chest hard enough to break ribs. He fell 
  back against the wall and rebounded. His skin bubbled as if he had been splashed with acid, and the muscles underneath 
  bulged and rippled. His dirty auburn hair had fallen out, and muddy brown eyes glowed like splashes of white phosphorous. 
  He pushed himself away from the wall and chuckled at the pair, his knuckles popping as they clenched into fists.
  Morrie screamed, the sound shrill and painful as his fingers contorted. Their tips transformed into long, black 
  talons as sharp as any knife. With another croak, he hurled himself at Carson. Morrie slammed into him, claws 
  plunging deep into Carson’s blistered hide to rip open his skin and rake at the organs inside.
  “Bastard,” Carson snarled, seizing one of Morrie’s hands and squeezing. Lou heard the bones of Morrie’s fingers 
  snap like pretzel sticks. “I’ll wear your feathered skull for a hat.”
  Lou’s empty hand curled into a fist. When she opened it again, the glittering shaft of Spear Lúin lay in her hand, its 
  silvery head smoking for a second before it burst into flame. Black blood dripped from the razor-edged metal and she 
  howled, charging the pair of them, her eyes slit in concentration as she drove her father’s spear up into Carson’s chest.
  The killer backhanded Morrie, throwing the taller man halfway back down the hall. Shredded gobbets of liver 
  and intestines dripped from the wound in his belly and landed on the floor, the stench of death and shit filling 
  Lou’s nostrils. The flesh around the spear’s head burst into flame, and Lou allowed herself a brief, satisfied grin.
  “Not good enough, little girl,” Carson laughed, then grabbed her and yanked her forward to slam his head into 
  her own. The impact stunned her, and he smashed his fist into her belly, knocking her back before tearing the spear 
  from his chest. She dodged as he threw the weapon at her, but before she could retrieve the spear and rush him 
  again, Morrie blew past her, his whole body quaking violently.
  Blood. A fine film of it covered him from head to toe. Morrie’s chest had swollen to the size of a wooden barrel, 
  and every muscle in his body was inflated to twice its size. His eyes retreated back into his head, and the hair on his 
  head stood on end, fanning out from his scalp like iron spikes.
  Morrie slammed into Carson with a guttural bellow, lowering his head at the last minute to slam head-first into 
  the athlete’s face. Carson screamed, flailing at the forest of spines that lanced his eyes, mouth and throat as Morrie 
  ripped at his abdomen, carving out more chunks of his innards with each blow.
  Lou plucked the spear from where it had fallen, the bright head burning a hole in the old concrete. She leapt 
  high into the air, flourishing its point downward as she descended.  The head bit deep into the top of Carson’s 
  skull, driving down through his body with a burning hiss. Carson stiffened as Lou’s feet hit the ground. A final 
  gurgle escaped him, and the monster went limp.
  
  Lou wrenched the spear out of the bloody corpse and grinned. She knew most people would have thrown up by 
  now, or fainted, or run away. But we’re not most people, she thought. We’re Scions, and this is what we do. Morrie stepped 
  back, shaking himself, clots of flesh dripping from his talons. 
  “Monster,” she teased him, watching as his misshapen body diminished.
  “But a useful one,” Morrie countered. “You should have learned the ríastrad a long time ago.”
  Lou glanced down at Carson’s crumpled remains on the floor and shrugged. “If my father wants me to know it, 
  he’ll teach me,” she said. One clench of her fist caused the spear to disappear. “You feel like getting some dinner?”
  He sniffed the air, still heavy with Carson’s stench. “Barbecue?”
  She covered her wince with a smirk. “Sure, why not?”
  
  4
  CreDits
  Written by: Joseph Carriker, Jennifer Lawrence
  Developer: Eddy Webb
  Scion Line Developer: John Chambers
  Creative Director: Rich Thomas
  Production Manager: matt milberger
  Editor: Jason Bolte
  Art Director: matt milberger
  Book Design: Jessica Mullins 
  Interior Art: Rich Thomas, John Christopher
  Cover Art: Rich Thomas
  © 2008 CCP hf. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden, except for the purposes of 
  reviews, and for blank character sheets, which may be reproduced for personal 
  use only. White Wolf and Scion are registered trademarks of CCP hf. All 
  rights reserved. Scion Hero, Scion Demigod, Scion God, Scion Ragnarok 
  and Scion Companion are trademarks of CCP hf. All rights reserved. All 
  characters, names, places and text herein are copyrighted by CCP hf. CCP 
  North America Inc. is a wholly owned subsidiary of CCP hf.
  This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended 
  for entertainment purposes only. This book contains mature content. Reader discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com
  C
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  Part 1: the tuatha  
  De Dannan
  ____________________________
  Part 2: mainifestatiOn  
  Of iChOr
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  Part 3: Celestial 
  BureauCraCy 
  ____________________________
  Part 4: seCrets Of the WOrlD 
  ____________________________
  sCiOn: COmPaniOn 
  `
  
  5
  taBle Of COntents
  the tuatha: the irish Gods 
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  the Pantheon 
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  Geasa 
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  Purviews 
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  Birthrights 
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  scions of the tuatha De Dannan 
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  louise “lou” macethan 
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  morris “morrie” Corbin 
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  Cosmology 
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  titan: Crom Cruach-earth 
  37 
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  The TuaTha
  The IrIsh Gods
  The 
  Tuatha 
  Dé 
  Danaan 
  (“children of Danu”) are the Gods 
  of ancient Ireland, a land with a 
  long history of invasions from 
  outside lands. The Tuatha 
  are warriors, bards, druids 
  and seers, and they 
  esteem honor, courage, 
  intellect, piety, generosity 
  and inspiration. They 
  instill these qualities in 
  the people of Ireland – and 
  especially in their Scions. The 
  Tuatha have given birth to many 
  powerful Scions who have fought 
  the titanspawn alongside the 
  Scions of other pantheons.
  hIsTory
  The Tuatha came to Ireland from four cities in Tír 
  na nÓg (the Land of Eternal Youth) – Falias, Finias, 
  Gorias and Murias – nearly four thousand years ago. 
  Once they arrived, they decided never to return to their 
  old lands and burned their ships. 
  When they arrived, Ireland was far from uninhabited. 
  The Tuatha were actually fifth in a line of settlers to 
  Ireland. Some of these invaders were human, while 
  others (like the Tuatha) were more than mortal, ranging 
  from the spirits of the land to the descendants of other 
  Gods. According to the Lebor Gabala Erenn (or “Book 
  of Invasions”), the first to settle in Ireland was a race 
  of men before the Biblical Flood, led by a woman by 
  the name of Cessair – supposedly one of the daughters 
  of Noah. The Flood wiped them out, except for one 
  survivor, Fintan mac Bochra, a seer who managed to 
  escape by turning himself into a salmon.
  This desecrated area, a land tainted with reeking mud 
  and the decaying corpses of people and animals, gave 
  birth to the fomorians, a race of cruel, hideous and violent 
  Titans that claimed Ireland for their own. Although from 
  time to time the race birthed a throwback that appears 
  human, for the most part the fomorians are deformed 
  and ugly. They are especially skilled at twisting the minds 
  of weak-willed mortals, especially kings and queens, and 
  bending their worship toward darker Gods.
  It was over a hundred years before another group 
  of settlers arrived from Sicily and Greece, led by a 
  man named Partholón. These men fought against the 
  fomorians, even defeating small 
  groups of them. But before they 
  could finish off the foul beasts, 
  Partholón and his followers were 
  devastated by a plague and 
  died within a week.
  The third group of 
  settlers in Ireland arrived 
  350 years later, led by a 
  man named Nemed. The 
  Nemedians 
  also 
  fought 
  against the fomorians with 
  some success, but after having 
  banished the remainder of them 
  to the furthest reaches of Ireland, 
  plague rose once again and nearly 
  destroyed them all. After Nemed’s 
  death, his followers were enslaved by the 
  fomorians. The fomorians demanded 
  tremendous tributes of food and children from the 
  Nemedians, and it took them over 200 years to rise up 
  against their oppressors. While they managed to slay a 
  number of the fomorians, the titanspawn struck back, 
  wiping the mortals out almost to a man. 
  The Fir Bolg were the next to take Ireland, 
  arriving there almost 230 years after the Nemedians. 
  The fomorians, who had defeated the men of Nemed 
  but massive casualties of their own in that savage 
  battle, remained in hiding. These titanspawn healed 
  and bred and renewed their numbers, waiting for the 
  day to emerge and once again revel in acts of plunder 
  and slaughter. 
  Their plans were derailed when the Tuatha arrived in 
  Ireland, claiming the land as their own and going to war 
  with the Fir Bolg over control of it. The Fir Bolg found 
  themselves in a desperate position and allied with the 
  surviving fomorians, who were once again strong enough 
  to enter battle. The Tuatha conquered the Fir Bolg, but 
  their war with the fomorians continues to this day.
  One of the weapons the fomorians used against the 
  Tuatha was seduction. Many trysts arose between the 
  fomorians and the Tuatha, and some of the Tuatha’s 
  greatest members were conceived through these illicit 
  affairs. Lugh was one such example: his father was a son 
  of Dian Cécht, and his mother was Ethniu, daughter of 
  Balor (the king of the fomorians). Bres, who was king of 
  the Tuatha after Nuada, was another who bore fomorian 
  blood in his veins. 
  
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  The greatest of the Tuatha’s battles against the 
  Fir Bolg were the First and Second Battles of Magh 
  Tuiredh (“Plain of Pillars”). Nuada, first king of the 
  Tuatha, led his people during the First Battle of Magh 
  Tuiredh and was victorious against the Fir Bolg. In the 
  process, however, he lost his hand in a duel against the 
  fomorian champion, Sreng. The Tuatha had a taboo 
  against deformity, and no one could serve as their 
  king who was not physically perfect. Because Nuada 
  was marred, he had to step down as king. The Tuatah 
  chose Bres the Beautiful, himself half-fomorian, 
  as their next king, but the Gods soon regretted it. 
  Bres favored his fomorian father and compelled the 
  Tuatha to labor as slaves. The Dagda was required 
  to dig defensive trenches around the fort where the 
  king dwelled, and the great bard Ogma spent each day 
  chopping firewood. After seven years, the healer Dian 
  Cécht fashioned a replacement hand for Nuada out 
  of silver, and Nuada was restored as king. Bres was 
  exiled, fled to the fomorians for aid and joined forces 
  with Balor against the Tuatha in the Second Battle of 
  Magh Tuiredh.
  The fomorians suffered a much graver defeat in this 
  skirmish than they had during the first battle at the Plain 
  of Pillars. It was during this battle that the first Scions 
  of the Tuatha fought alongside their parents in order 
  to help defeat the fomorians and their spawn. Nuada, 
  the Morrigan and Lugh slaughtered wave after wave of 
  enemy warriors, and Lugh wounded Balor so gravely 
  that he went into a coma mistakenly perceived as death. 
  Lugh also found and fought Bres on the battlefield, 
  defeating him and sparing his life on the condition 
  that Bres would teach the Tuatha certain magics that 
  only he knew. Bres acquiesced and was released, but not 
  before reneging on his promise and once again joined 
  the fomorians.
  The fomorians that survived the battle went into 
  hiding, waiting for the day when they would regain 
  their strength and at last destroy the Tuatha for good. 
  The fomorians have vowed never to rest until the last 
  of the Tuatha and their Scions have been destroyed 
  and Ireland is theirs once more. More than a few of 
  the fomorians who survived the Second Battle of Magh 
  Tuiredh still live today, taking every chance to hunt 
  down and destroy any Scions of the Tuatha whose paths 
  they may cross.
  relaTIonshIps wITh 
  oTher panTheons
  The relations the Tuatha have with other 
  pantheons are mixed at best. For example, there were 
  centuries of animosity between the Tuatha and the 
  Aesir dating back to the viking invasions of Ireland, 
  but in recent years the two pantheons have buried the 
  ill will between them in order to better concentrate 
  on killing Titans and titanspawn. Likewise, the Irish 
  ideals of honor and courage, and their distaste for 
  cruelty and evil, often bring them into conflict with 
  the Atzlánti, whose love of bloodshed and human 
  sacrifice reminds the Tuatha of the fomorians they 
  have fought for so long.
  Due to the great distance between Ireland and Japan, 
  the Tuatha have had little contact with the Amatsukami 
  until the last century or so. They often find the Gods of 
  Japan strange, but the Japanese dedication to honor and 
  the warrior’s code has cast them in a mostly favorable 
  light among the Tuatha.
  The Tuatha get along well with the Dodekatheon, 
  the Pesedjet and the Loa for the most part, although 
  from time to time friction between individual 
  Gods in each pantheon does arise. Generally, 
  when difficulties occur, it tends to happen because 
  the Tuatha feel that the other deities are acting 
  in a less-than-Godlike way, especially toward the 
  mortals that worship those Gods. The Tuatha feel 
  very responsible for their own mortal followers, and 
  it always astonishes them when other Gods and 
  Goddesses treat their worshippers poorly.
  enemIes and allIes 
  of The panTheon
  The main enemies of the Tuatha are the fomorians, 
  a race of titanspawn native to Ireland. The fomorians 
  are huge, deformed, vicious and hideous in the extreme. 
  Used to dining on human flesh, they know neither 
  mercy nor love. The fomorians’ children are also the 
  Tuatha’s foes, and the Children of Danu don’t waste a 
  chance to eradicate these beasts without mercy.
  The Tuatha also fought the Milesians, a group 
  of mighty warriors who arrived in Ireland after the 
  Tuatha. The first Milesians were led by a man named 
  Íth, but this group was killed by the armies of the three 
  co-ruling kings of Ireland: Mac Cuill, Mac Cecht and 
  Mac Gréine. The eight sons of Íth’s brother Mil raised 
  a greater invasion force to avenge their uncle, and 
  they landed their ships at County Kerry, managing to 
  drive their men all the way to Tara, the seat of kings. 
  There they were met by the Tuatha, who understood 
  that a war between themselves and the mighty army 
  of the Milesians would tear Ireland apart. The Tuatha 
  struck a bargain: the Milesians would sail their ships a 
  specified distance from the coast while the Tuatha used 
  their magic to raise a vicious storm. If the Milesians 
  could pilot their ships safely through the storms to the 
  shore, the Tuatha would give way, and Ireland would 
  belong to the Milesians. Five of Íth’s nephews died in 
  the storm when their ships sank, but the remaining 
  three landed safely, and the Tuatha withdrew from the 
  mortal plane to let Ireland be ruled by men. Today, the 
  descendants of the Milesians have become the people 
  of Ireland, and the Tuatha have forgiven their hostility 
  with them. 
  
  8
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  genocide are all things that the Scions of the Tuatha seek 
  to end. They understand the toll that such crimes take on 
  mortal minds and souls, weakening the fabric of reality 
  and allowing the Titans a greater foothold in the mortal 
  world. If the Scions can convince mortals to work with 
  them in these endeavors, awakening the heroic spirit in 
  them as they did in ancient Ireland, so much the better. 
  For the most part, the Tuatha treat their Scions 
  well. While they constantly push their Scions to grow 
  stronger and strive for ever-greater deeds in battle, they 
  are not stingy with praise or gifts. Hospitality is a sacred 
  duty amongst the Tuatha, and they are generous when 
  it comes to handing out Birthrights. Swords, spears and 
  other weapons are the most commonly gifted, but there is 
  no shortage of non-armament rewards, such as cauldrons, 
  harps, steeds and companions. But the Scions must 
  prove themselves worthy of those gifts, and terrible is the 
  reckoning if they do anything to dishonor the Birthrights 
  they have been given. Awful tales have been told of Scions 
  stripped of everything granted them when found guilty of 
  not living up to their patrons’ expectations.
  Aengus
  AKA: Aengus Og, Mac Ind Og, Mac Og
  Description: Aengus is the most beautiful of the 
  Tuatha. His long blond hair, vibrant blue eyes and delicately-
  sculpted features are enough to make men and women 
  alike swoon in envy and desire. He has the lithe frame of a 
  fencer or gymnast, rather than the heavily-muscled form of 
  his father, the Dagda. Aengus is the God of youth, love and 
  poetic inspiration, and he delights in embodying the first 
  and spreading the other two as far and wide as possible.  
  Aengus is better known for feats of manipulation 
  than deeds in battle. He was able to trick his father into 
  giving him the Brú na Bóinne, the Dagda’s own home, 
  through a play on words. He is associated with birds, 
  especially swans, and the birds that used to circle his 
  head in a rapturous delight at the sight of his beauty 
  have transformed today into the rows of Xs that lovers 
  write to each other at the end of their letters.
  In modern life, Aengus can be found wherever he has 
  the greatest chance to inspire love or to prove his wits. He 
  has been the host of a highly-rated daytime talk show and a 
  sex therapist, a high-stakes gambler and a persuasive lawyer.
  The Scions of Aengus are always beautiful and in the 
  peak of health.  The can be found in any profession where 
  beauty and a silver tongue are in high demand – as attorneys, 
  salesmen, models, actors and politicians. While they are 
  better negotiators than warriors, more than one Scion of 
  Aengus has ended a fight by talking rings around a less clever 
  foe until more physically powerful allies could arrive.
  Virtues: Courage, Expression, Intellect, Piety
  The Tuatha de Danaan were born out of the violent, 
  primal times of early Ireland. They came to power by 
  defeating all who came before them and have guided the 
  people of Ireland for a period of almost four thousand years. 
  When the greatest threats were defeated, they elected to 
  retreat from the World to Tír na nÓg, the Land of Eternal 
  Youth, and guided the people of Ireland from there.
  Like the Aesir (whom they most closely resemble and 
  to whom they are in closest geographical proximity), the 
  Tuatha are a noble lot, fierce-tempered and proud. No 
  insult to their honor goes unavenged, and no crime against 
  their people is ever forgotten. Personal responsibility 
  and independence are both of vital importance to the 
  Tuatha. Cowards, weaklings and shirkers are dealt with 
  harshly. Artistic ability is also highly prized among the 
  Tuatha. Music, poetry and storytelling are all respected 
  and valued by the Tuatha, whether the person so gifted 
  is one of the members of their own pantheon, another 
  pantheon or a mortal. Some of the oldest recorded epics 
  found in Irish literature are the stories of the Tuatha and 
  their deeds, especially their war against the fomorians. 
  Fate is a matter the Tuatha view with equal parts 
  reverence and dread. Unlike other pantheons, there are no 
  deities among them who personify the workings of Fate. 
  Although it may be shaped and nudged with the geasa, all 
  the Tuatha know that no one may escape their fate, and so it 
  weighs heavily on their minds. While hot tempers and quick 
  wits may spur them to impulsive acts, rare is the Goddess or 
  God that undertakes any deed that reflects poorly against 
  them. They know that, at any time, the strands of Fate may 
  twist and bring about their end, and no one among the 
  Tuatha wishes to go to her end with a slate blackened by 
  crimes committed on a whim. This thought is behind the 
  Tuatha’s drive during the last few centuries to make peace 
  with other pantheons they had previously fought against. 
  The main weaknesses of the Tuatha are their 
  overconfidence and their inability to accept that sometimes 
  their goals can be carried out through quiet, discreet 
  methods instead of flashy, loud ones. The Tuatha believe 
  that there is no feat they and their Scions cannot accomplish, 
  even though history can offer up numerous examples to 
  the contrary. Likewise, the ancient Gods and Goddesses 
  of Ireland are not known for stealth, subterfuge or quiet 
  manipulation. Battles were fought with each Goddess and 
  God shouting war-cries at the top of their lungs, and the 
  Tuatha see little reason that things should change.
  The Tuatha’s Scions these days find themselves seeking 
  out the titanspawn that commit some of the most grisly 
  and appalling crimes against mortals. Serial killings, 
  mutilations, the desecration of holy places and even 
  The panTheon
  
  9
  Associated Powers: Animal (Birds), Enech, Epic 
  Appearance, Epic Charisma, Epic Manipulation, Health
  Abilities: Animal Ken, Art, Empathy, Medicine, 
  Occult, Presence
  Rivals: Aphrodite, Artemis, Hel, Izanami, Tlazoltéotl
  BrIGId
  aKa: Brid, Bríg, Brigantia,  
  Breo saighead
  Description: Brigid not only fills the roles of maiden, 
  mother and crone, but she is also the patron Goddess to 
  smiths, healers and poets. Worshipped for centuries at 
  the holy well in Kildare by a group of women who tended 
  her perpetual flame, Brigid is associated with both water 
  and fire – and not just the element of fire, but imbas (the 
  “fire of inspiration”) that is the life-blood of musicians, 
  poets and storytellers. Brigid is a tall, beautiful woman 
  with hair as red as flames, eyes as gray as smoke and a 
  scattering of freckles across her fair skin. She is stronger 
  than she appears, untiring in the smithy and in battle.
  These days, Brigid appears as a doctor, an edgy poet 
  at poetry slams, a worker in a steel mill, a creative-writing 
  teacher helping gifted students and a vet’s assistant. She 
  loves positions where she can inspire people in what they 
  do, whether that might be writing the Great American 
  Novel or simply overseeing the Detroit foundry furnaces 
  for the latest batch of automobile parts.
  Brigid’s Scions are usually creative, charismatic, 
  healthy people with an interest in the arts or healing. 
  They tend to be calm, compassionate and good with 
  their hands, with steady nerves and unwavering 
  dedication. Her children serve equally as doctors or 
  sculptors, nurses or musicians, paramedics or poets.  
  Associated Powers: Animal (Swan), Enech, Epic 
  Stamina, Epic Strength, Fire, Health, Water
  Abilities: 
  Art, 
  Craft, 
  Empathy, 
  Integrity, 
  Medicine, Melee
  Rivals: Apollo, Loki, Sobek, Tlaloc, Xipe Totec 
  The DAgDA
  AKA: The good god, eochaid Ollathir, 
  Ruadh Rofhessa
  Description: Son of Danu, the Dagda is known for 
  his prodigious appetites for food, sex and battle. He had 
  numerous lovers and wives, including the Morrigan. He 
  also fathered Aengus with Boann, Nuada’s wife. The 
  Dagda served as king of the Tuatha after Lugh for eighty 
  years. It was during his reign that the Tuatha faced some 
  of their fiercest battles with the fomorians. 
  The Dagda owns a number of magical treasures, 
  including a harp that directs the order of a battle, a 
  cauldron that can feed an army and a club that can kill 
  nine men with a single stroke. The Dagda is a warrior, 
  first and foremost, and has been battling the Titans and 
  their spawn for centuries. He firmly believes that his ways 
  are the best, and if you disagree, he will tell you exactly 
  why you are wrong, whether you are a man or a God.
  The Dagda spends a great deal of time in the mortal 
  world these days, spreading his seed and fathering 
  more Scions. Disguised as a mortal, he is as at home 
  in a professional boxing ring as he is tending pigs on a 
  farm. He has been a senator, an Olympic weightlifting 
  champion and a biker either willing to drink you under 
  the table or mop the floor with you. No matter where he 
  goes, he makes friends and enemies in equal measure.
  Scions of the Dagda are as larger than life as their father. 
  They are big drinkers, big eaters, big brawlers and big lovers, 
  and their friends rarely have any complaints. Some who 
  favor the Dagda’s guardian tendencies work as police officers 
  and firemen. Others become athletes – usually wrestlers, 
  weightlifters and boxers.  Those who inherit his charisma 
  are drawn to more social professions – actors, politicians 
  and salesmen gifted enough to sell steak to a vegetarian.
  Associated Powers: Animal (Pigs), Enech, Epic 
  Charisma, Epic Stamina, Epic Strength, Guardian, War
  Abilities: Animal Ken, Command, Fortitude, Melee, 
  Presence, Thrown
  Rivals: Horus, Huitzilopochtli, Odin, Ogoun, 
  Tezcatlipoca, Zeus
  DAnu
  AKA: Ana, Anu, Dana, Danand
  Description: There would be no Tuatha Dé Danaan 
  without Danu. Danu is the mother of the Dagda, Dian 
  Cécht and Nuada, and through them she is the original 
  ancestress of all the Tuatha. As one of the earliest Irish 
  Goddesses, she is associated with the primal waters of 
  creation and the fertile earth of Ireland. She is considered 
  the most powerful guardian of Ireland, and all creatures 
  that live there are under her protection. Most often 
  seen as a beautiful, if somewhat distant, woman with 
  light blond hair and sky blue eyes. There is nothing 
  that happens within her country’s borders that escapes 
  her attention, and no torment suffered by her people is 
  endured without her resilience and guidance.
  Danu is seldom seen in the mortal world these days. 
  When she is, it is almost always as a mother figure of some 
  sort – nurse, midwife, nanny, teacher. From time to time, 
  she will take on the role of gardener or veterinarian, but 
  this is rare. She never takes on any role that requires her 
  to cause harm. Her gentle nature abhors violence, and 
  she would rather shield someone under her care from 
  danger by taking attacks meant for them upon herself.
  Danu’s Scions are quiet, calm, keen-eyed and 
  patient. Their strength is more often expressed through 
  acts of endurance than violence. Though they can and 
  will fight when they absolutely must (usually to protect 
  innocents), they prefer to follow their patron’s example 
  and refrain from physical fights. Whether running a 
  shelter for battered women, serving as an advocate for 
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  Lugh
  AKA: Lámhfhada, samhildánach, 
  Lonnbeimnech
  Description: The grandson of Dian Cécht, great-
  grandson of the Dagda and fostered by Manannán mac 
  Lír, Lugh is the patron God of versatility. Although 
  the Tuatha contain many Gods, only the greatest were 
  admitted to the highest levels that ruled over Ireland. 
  Lugh came to the door of King Nuada’s hall and was told 
  he could not join them unless he showed perfection in 
  some skill. A warrior, a harper, a smith, a poet, a historian, 
  a sorcerer and a craftsman, Lugh demonstrated each of 
  these talents, only to be told that the King’s hall already 
  contained Gods who could each do these things. Lugh 
  asked whether any of these Gods could do all of them 
  and was granted membership. A tall, leanly-muscled 
  man, Lugh is precise in his actions and as swift-witted as 
  he is quick-footed. He is also one of the most charming 
  and handsome of the Tuatha, with a short halo of dark 
  auburn curls and green eyes that are usually full of cheer. 
  Only in battle do they turn dark with steely resolve. Like 
  some others among the Tuatha, Lugh is half-fomorian: his 
  mother was Ethniu, daughter of the fomorian king Balor, 
  and his father was Cian, one of the sons of Dian Cécht.
  In modern times, Lugh has appeared as a musician, 
  a soldier, a history professor, an author and a creator of 
  fine jewelry. Even people who meet him briefly don’t 
  forget him, and he makes friends with ease.  
  Lugh’s Scions tend to have worked a wide array of 
  jobs during their lives and can draw on a large number 
  of skills picked up at different times. They also tend to be 
  charming, athletic and travel a lot. His best-known Scion 
  was Cúchulainn, probably the most famous hero ever to 
  come out of Ireland. Lugh gave Cúchulainn the battle-
  frenzy known as the ríastrad (pp. 16-18), which made him 
  nearly unbeatable in battle. Unfortunately, it also made it 
  impossible for Cúchulainn to tell friend from foe. Since 
  that time, Lugh has taught the warp-spasm to others among 
  the Tuatha, and they in turn may teach it to their Scions.
  Associated Powers: Animal (Dog), Enech, Epic 
  Charisma, Epic Dexterity, Epic Wits, Guardian, Health, 
  Illusion, Magic, Sky, War
  Abilities: Art, Athletics, Integrity, Melee, 
  Occult, Thrown
  Rivals: Loki, Tezcatlipoca, Tlazoltéotl, Kalfu, Set
  MAnAnnán MAc LIR 
  AKA: Mannan beg mac y Leir, 
  Manandan mac Alloit
  Description: Manannán was adopted into the 
  Tuatha when the pantheon arrived in Ireland, but 
  he comes from a much older pantheon whose name 
  has been lost to history. He is the God of the sea 
  and the ferryman that conducted the souls of the 
  abused children, protesting the senseless slaughter of 
  dolphins in tuna nets or working with environmental 
  scientists to cleanse polluted soil of industrial toxins, the 
  Scions of Danu are among the gentlest of the Tuatha. 
  Associated Powers: Enech, Epic Perception, Epic 
  Stamina, Earth, Fertility, Guardian, Water
  Abilities: Animal Ken, Awareness, Command, 
  Empathy, Fortitude, Integrity
  Rivals: Baron Samedi, Hera, Osiris, Raiden, Tlazoltéotl
  DIAn céchT
  AKA: none known
  Description: God of healing, son of the Dagda and 
  grandfather of Lugh, Dian Cécht is best known for his 
  creation of a silver hand for Nuada. The silver hand worked 
  every bit as well as the original, but because the Tuatha could 
  not have a king who was physically imperfect, Dian Cécht’s 
  son Miach and his daughter Airmed (other members of the 
  Tuatha with great healing abilities) worked seven years to grow 
  Nuada a new hand of flesh. This so incensed Dian Cécht 
  that he killed his own son and scattered a profuse amount of 
  healing herbs over the four corners of the World. 
  Dian Cécht usually appears as an older man in his 
  fifties, with long white hair held back by a headband and a 
  neatly-trimmed white beard and mustache. Unlike some of 
  the great warriors among the Tuatha, he is not exceptionally 
  muscular but has the greatest hand-eye dexterity among 
  his companions. His skill with crafting and metalwork 
  can be seen in the silver hand he created for Nuada, and 
  although his skill with medicinal herbs is not as great as his 
  daughter’s, he still knows which ones can be eaten, which 
  can be used to heal and which are poisonous.
  Dian Cécht does not visit the mortal world as often as 
  some of the rest of the Tuatha. He still broods over his son’s 
  death and knows his temper has not cooled since the ancient 
  days. When he spends time there, he is almost always to be 
  found in a hospital, clinic or medical corporation designing 
  new prosthetics for amputees. Whether he works as an E.R. 
  doctor, an oncologist, a virologist or a burn specialist, he 
  labors tirelessly to eradicate pain, disease and suffering 
  wherever he finds it. He is one of the few members of the 
  Tuatha with little skill in the arts of war.
  The Scions of Dian Cécht are almost exclusively found 
  among the medical fields. Nurses, doctors, paramedics, 
  orderlies and developers of new drugs are all counted 
  among his children. They tend to be driven and devoted 
  people, all too aware of the damage done to fragile mortals 
  by the titanspawn they fight and ready in a pinch to provide 
  what help they can to their more martial brethren.
  Associated Powers: Enech, Epic Dexterity, Epic 
  Intelligence, Epic Perception, Health, Magic, Water
  Abilities: Craft, Empathy, Medicine, Occult, 
  Presence, Survival
  Rivals: 
  Apollo, 
  Damballa, 
  Hephaestus, 
  Isis, 
  Miclántecuhtli
  
  11
  dead from the lands of the living to Tír na nÓg. 
  Manannán is also known as a trickster God, whose 
  pranks can be violent enough to cause harm but 
  always teach a valuable lesson. He serves as foster 
  father to Lugh and came to his aid when Lugh 
  helped the rest of the Tuatha overthrow Bres, the 
  corrupt half-fomorian king who ruled the Tuatha 
  after Nuada. Manannán is also associated with 
  horses and owns a magical steed named Enbarr 
  that can cross water just as swiftly as it can race 
  over land.
  Manannán usually appears as a white-bearded, hoary 
  old man, somewhat shorter than the rest of the Tuatha, 
  with faded blue eyes and a wry smile. He is fond of seducing 
  young women and has no compunctions whatsoever about 
  taking on a younger, more handsome form to do so. He is 
  an accomplished shape-changer and has been known to 
  assume the form of a woman’s lover or husband in order 
  to seduce her.  
  Manannán has taken to a variety of roles in 
  modern times. As comedian or gigolo, funeral director 
  or fisherman, card sharp or jockey, he is always found 
  with a smirk on his lips, a twinkle in his eye and a 
  spring in his step.
  Manannán’s Scions are best known for their 
  sense of humor and their quick wits. They come 
  from all walks of life, but large numbers of them 
  gravitate to professions involving the ocean or 
  death. Navy personnel, oceanographers, merchant 
  marines and underwater photographers are as likely 
  as forensic pathologists, gravediggers, cemetery 
  caretakers and even serial killers (who often end up 
  choosing their victims from the ranks of those who 
  serve titanspawn).  
  Associated Powers: Animal (Horses), Death, 
  Enech, Epic Manipulation, Epic Wits, Illusion, Magic, 
  Prophecy, Psychopomp, Water
  Abilities: Animal Ken, Athletics, Brawl, Control, 
  Investigation, Occult
  Rivals: Amaterasu, Hades, Hera, Miclántecuhtli, 
  Shango, Tyr
  The MORRIgAn
  AKA: Morrígu, nemain, Mor-Ríoghain, 
   Babd, Macha, Phantom Queen,  
  the Washer at the Ford
  Description: No one who looks upon the face of the 
  Morrigan comes away unchanged by it. Feared even by her 
  fellow Tuatha, her dreadful reputation in battle is legendary. 
  She appears most often as a lean, gray hag with iron strength 
  and a wiry frame, and if she is seen in battle, she is usually 
  soaked from head to foot in the blood of her foes. There are 
  no weapons the Morrigan is not expert with, though her 
  favorites are spear and sword. She can be beautiful, too, as 
  when she appeared to the hero Cúchulainn to try to seduce 
  him before the Second Battle of Moy Tura. With black or 
  red hair and flashing eyes, her enchanting figure in this guise 
  is tied to her role as a fertility figure. She is associated with 
  cattle, a common fertility symbol in Irish mythology, but more 
  traditionally with ravens, crows and other corvids. She can 
  take the form of a crow or raven and is often found flying over 
  battlefields, surveying the damage and descending to feast on 
  the bodies of the dead. Among the Tuatha, the Morrigan is 
  considered their greatest seer, especially adept at predicting 
  the outcomes of battles and the deaths of men in war.
  The Morrigan can still be found on battlefields to this 
  day, either as a soldier or as someone removing the dead 
  bodies so they can be tagged, bagged and sent back home 
  for burial. She has been known to appear as a martial arts 
  instructor, a fortune-teller (inevitably seeing gloom and 
  doom for those who come to have her read their cards or 
  their palm), a dealer in black-market arms and an animal 
  rehabilitator working with injured ravens, rooks and crows.
  The Morrigan’s Scions are among the fiercest, toughest 
  and cruelest members of their kind. Strong, cold and used 
  to both physical and emotional punishment, they can take 
  nearly everything that gets thrown at them and come back 
  for more. Whether they are found in the Special Forces, 
  a zoo’s avian exhibit office or at a mixed martial arts 
  championship, there are very few Scions (or titanspawn, 
  for that matter) who can best them when it comes to sheer 
  power, determination and lack of mercy.
  Associated Powers: Animal (Corvids), Animal 
  (Cattle), Chaos, Death, Enech, Epic Appearance, Epic 
  Strength, Fertility, Prophecy, War
  Abilities: 
  Animal 
  Ken, 
  Brawl, 
  Fortitude, 
  Marksmanship, Melee, Thrown
  Rivals: Ares, Odin, Quetzalcoátl, Raiden, Tyr
  nuADA
  AKA: Airgetlám, elcmar, nechtan, 
  nodens, nudd
  Description: The first King of the Tuatha Dé 
  Danaan, Nuada ruled even before the pantheon came 
  to Ireland. Tall, powerful, charismatic and the finest 
  warrior of his people, Nuada led the Tuatha against the 
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  The IllusIon PurvIew
  Both Lugh and Manannán are associated 
  with the Illusion Purview detailed in Scion: 
  Ragnarok. Storytellers who don’t have access 
  to that book can use the “quick and dirty” 
  jotun illusions on p. 270 of Scion: Demigod 
  (adding a number of automatic successes 
  equal to the character’s dots in Illusion 
  instead of their Legend), or simply ignore the 
  use of this Purview in their cycle.
  :
  
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  Fir Bolg and the fomorians, and he lost a hand in a duel 
  with Sreng, the fomorian champion. He had to step 
  down as king due to a Tuatha taboo which stated that 
  no man could be king who was physically imperfect. His 
  hand was eventually replaced, first with one of silver 
  by Dian Cécht and then with a flesh-and-blood hand 
  regrown for him by Dian Cécht’s son Miach. 
  Nuada is tall, powerfully muscled and extremely 
  handsome, the absolute ideal of a warrior-king of the 
  Tuatha. He has long blond hair held back from his 
  face with a ribbon and piercing green eyes that can 
  see for miles. He is adept with every weapon and is 
  considered the guardian of all Ireland. Nuada is the 
  ultimate arbiter of justice in all cases brought before 
  him, especially despising those who are cowardly, 
  morally weak and cruel.
  In modern times, Ireland has no king, and Nuada 
  is more apt to be found in other venues where justice, 
  leadership and warrior prowess are valued. He has been 
  a prosecuting attorney and a judge, a police officer and a 
  public defender, a politician and a soldier.
  Nuada’s Scions are likely to follow his footsteps, and 
  many favor the professions of law and law enforcement. 
  They may be found among the members of the armed 
  forces and police officers of many nations. Those of 
  a more independent nature may end up running for 
  public office with progressive platforms, teaching 
  martial arts to disadvantaged people in crime-ridden 
  neighborhoods, joining vigilante organizations that 
  prevent crime in big-city subways or acting as bodyguards 
  that protect women who brave the screaming picket 
  lines at women’s health clinics.
  Associated Powers: Enech, Epic Charisma, Epic 
  Strength, Epic Perception, Guardian, Justice, War
  Abilities: Athletics, Command, Integrity, Melee, 
  Presence, Thrown
  Rivals: Apollo, Huitzilopochtli, Loki, Ogoun, Set
  OgMA
  AKA: Oghma, Ogmios
  Description: The creator of the Ogham alphabet that 
  bears his name, Ogma is considered the wisest of the 
  Tuatha. He is the patron of all druids and guides those 
  who devote their life to learning, especially in the fields 
  of law, languages, poetry, art and the sciences. But his 
  talents are not limited to peaceful study: Ogma is equally 
  famed across Ireland for his intelligence and his prowess 
  as a warrior. During ancient times, Ogma served Nuada 
  as his champion and was so strong that he was capable of 
  hurling a massive stone that required eighty oxen to move 
  it. Only Lugh has ever equaled him at this feat.
  The son of the Dagda and Danu, Ogma is tall, with 
  hair like pale fire and blue eyes fierce as a hawk’s. Rather 
  than the armor of warriors, he is traditionally seen 
  wearing Druidic robes.
  In modern times, Ogma can often be found at one 
  university or another. He enjoys teaching history, literature, 
  law and any number of languages, including Irish Gaelic. 
  Though he has lost none of his skill as a warrior, he 
  understands that entering a battle without a strategy is 
  often futile. When he finally steps away from the books, 
  however, he is a formidable foe to anyone he faces.
  The Scions of Ogma are known for striking a balance 
  between brains and brawn. They never rush blindly into a 
  fight, but instead plan carefully and pay full attention to every 
  advantage they can find. Those who eschew war for more 
  intellectual paths are often among the finest minds of their 
  generations, making new breakthroughs in archaeology, 
  physics, chemistry, computers, linguistics and mathematics.
  Associated Powers: Enech, Epic Dexterity, Epic 
  Intelligence, Epic Strength, Guardian, War
  Abilities: Academics, Art, Empathy, Melee, 
  Presence, Thrown
  Rivals: Ares, Kalfu, Loki, Susano-o, Thoth
  Geasa
  The heroes and Gods of Irish legend are bound by geasa, 
  taboos against behavior or requirements that they act in a 
  certain fashion. Such geasa are potent things, defining how 
  those entities interact with the World in general. Geasa are 
  defined by two elements: their Type and their Source. The 
  Type tells what the benefits of upholding that geas are and 
  what the penalties are for breaking it. Sources, on the other 
  hand, indicate what form that geas takes — what is expected 
  of one, how one maintains the geas, how one breaks it and 
  how enech is restored when it is broken (see “Pantheon 
  Purview: Enech,” p. 18, for more information on enech).
  geAsA TyPes
  The Type of a geas indicates both the benefits for 
  upholding that geas and the punishment for breaking 
  it. These come in three categories: Token, Potent and 
  Mortal. Note that some categories of geas cannot be 
  taken with certain types.
  These geasa often grant bonuses to a variety of 
  different effects, referred to as a Geas Bonus. These 
  bonuses are always based on the Legend of the one 
  bound by the geas, as follows:
  
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  Legend 
  Geas Bonus
  2 or less 
  1
  3 
  2
  4 
  4
  5 
  7
  6 
  11
  7 
  16
  8 
  22
  9 
  29
  10 
  37
  11+ 
  46
  • Ability: The geas-bound character gains a Geas Bonus 
  to all rolls using a single Ability for as long as he maintains 
  enech in that geas: the swordsman’s blade swings true, the 
  orator is more moving than ever and the scholar’s mind 
  works wonders. Breaking the geas turns enech against the 
  geas-bound’s uses of that Ability, however, subtracting a 
  number of successes equal to the bonus originally received. 
  Rolls reduced below 0 successes are considered botches. 
  Token: Rolls with Ability gain the Geas Bonus as extra dice 
  to roll; Potent: Rolls with Ability add the Geas Bonus as 
  automatic successes to rolls.
  • Body: The geas-bound character heals at a much 
  faster rate. Effectively, each health level the character 
  would normally heal (whether through natural healing or 
  supernatural means) actually heals several. When enech in 
  this geas is broken, however, this ratio is reversed: the geas-
  breaker heals only one health level after the time or power 
  used to heal several. Potent: 2 health levels per 1 health level 
  of healing (1 per 2 when broken); Mortal: 5 health levels per 
  1 health level of healing (1 per 5 when broken).
  • Boon: The geas-bound character gains a Geas 
  Bonus to using a single Boon for as long as he maintains 
  his enech in that geas. The power that he garners from 
  such a restriction fuels the potency of his Boon directly, 
  gaining a number of automatic successes to all activations 
  of that Boon equal to his Geas Bonus. Breaking this geas 
  is a dire thing, though, for the Scion loses access to that 
  Boon entirely until enech is regained for the geas. Potent.
  • Legendary: Those bound by the Legendary geas 
  regain Legend at double the normal rate for as long as that 
  geas is upheld. Additionally, each time he upholds his geas 
  in such a fashion that his life is made more difficult, or 
  there is some sacrifice involved for doing so, he also regains 
  a point of Legend. Woe to the hero who breaks a Legendary 
  geas, however, for until he regains enech, he loses a dot of 
  Legend, reducing his Legend pool and denying him access 
  to Boons that require a Legend of that level. Mortal.
  • Purview: The Purview geas serves as the Boon 
  geas with one exception: it grants that Geas Bonus to 
  all Boons of that Purview. Breaking this geas, however, 
  denies the hero access to all Boons of that Purview until 
  enech is regained. Mortal.
  • Relic: A geas invested in a Relic grants potent benefits. 
  All rolls associated with the Relic gain a number of bonus dice 
  equal to the Geas Bonus. This includes attack rolls made with 
  relic weapons, but it also includes rolls to activate Boons that 
  the Relic can use. It does not include Boons that come from 
  Purviews the Relics grants access to, though. Additionally, 
  with an appropriate stunt, the hero who incorporates this 
  Relic into an action cleverly can get the bonus for rolls that 
  might not ordinarily get them — describing an enemy’s 
  reflection in the gleaming metal of a suit of Relic armor to 
  augment a (Perception + Awareness) roll, for instance, or 
  twirling a Relic necklace coyly when making a (Manipulation 
  + Presence) roll. Breaking enech with this kind of geas causes 
  the Relic to become unbound from the Scion; he is treated 
  as though he were not the rightful wielder for the purpose of 
  using it until he regains enech. Potent.
  • Resilience: A hero with a Resilience geas is very 
  difficult to kill indeed. By spending a point of Legend as 
  she takes damage, she can cause a number of health levels of 
  damage equal to her Legend dots to be downgraded by one 
  damage step (from aggravated to lethal or lethal to bashing; 
  bashing is unaffected). When this geas is broken, however, 
  even minor wounds are dangerous: every time the hero takes 
  damage, a number of health levels of that damage equal to 
  her Legend dots are upgraded by one step. Mortal.
  • Service: A hero with this kind of geas has a great deal 
  invested in his duty as a master or leader of some kind, for 
  one of his Followers or Creature Birthrights gain a bonus 
  equal to his Legend to all rolls when obeying his commands 
  or acting in service to him. Breaking this geas shatters the 
  faith and loyalty of those who follow him, however: they cease 
  to obey or follow him until he regains his enech. Token.
  • Willpower: A hero with this geas derives 
  great sense of self and confidence from his enech. 
  Every time he upholds his geas in a situation 
  where it is difficult or causes problems to do so, 
  he regains points of Willpower. However, should 
  he break enech, he actually loses a number of dots 
  of Willpower equal to the points he normally gets, 
  based on the power of the geas. Token: Regain 1 
  Willpower (lose 1 dot if broken); Potent: Regain 3 
  Willpower (lose 3 dots if broken).
  geAsA sOuRces
  The Tuatha require different things of the World’s 
  heroes — those who look to them as a source of inspiration 
  or power must further the interests of the Tuatha. Thus, 
  while there are a variety of general geasa, many of the Irish 
  Gods also maintain their own geasa requirements. Any of 
  these geasa can be taken as Token, Potent or Mortal Geasa.
  Many of these Sources have built-in methods for recovering 
  enech (see the “Restoring Enech” sidebar, p. 14). These must 
  be performed for a certain length of time, based on the Type 
  of geas. Generally speaking, these duties must be performed 
  for one month to restore a Token geas, one season to restore a 
  Potent geas and a year and a day to restore a Mortal geas.
  G
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  • Beast: Those bound to the beast-geas must 
  render care for a specific kind of animal. Firstly, those 
  bound by beast-geas must ensure that no animals of 
  that kind come to harm within his presence — he 
  must prevent anyone from harming those animals. 
  Additionally, though, their care for these animals 
  requires them to take in and care for any animals in 
  need of such, having a minimum of one such animal 
  per dot of Legend in their care at any given time. 
  Allowing something to happen to an animal of that 
  type or neglecting one’s wards breaks the geas. The 
  only way of regaining enech is through atonement, 
  though the hero may seek out an intelligent version 
  of the animal to give him such a quest, in addition 
  to oracles and associated deities and their servants. 
  Associated Gods: Aengus (birds), Brigid (swans), 
  The Dagda (pigs), Danu, Lugh (dogs), Manannán 
  (horses), The Morrigan (corvids)
  • Blood: Those bound by the geas of blood cannot 
  turn down the opportunity to bind the wounds and 
  perform emergency first aid on those they encounter 
  who are in need. The only time this is not the case is 
  when the one he would help insists that he not do so, 
  or when the one thus wounded is someone that the 
  oath-bound one is battling (although he must provide 
  such care even to his enemies if he bests them and 
  they live). This geas is considered broken if the hero 
  sees someone and does not stop to offer assistance 
  with his next available action. The hero regains enech 
  by dedicating his life solely to helping those who 
  are in need of medical assistance. Associated Gods: 
  Brigid, Dian Cécht
  • Child: A Scion bound by the child-geas must 
  never permit a child to be harmed in his presence. 
  This geas is considered broken if the hero permits 
  a child to be harmed or be neglected in his vicinity, 
  even if he is powerless to stop it. The hero regains 
  enech when he sees that the child is safe, happy and 
  healthy again, and the one responsible has been 
  punished. Associated Gods: Brigid, The Dagda, 
  Danu, Manannán
  • Dinsenchas: A hero bound by this geas must 
  spend time in a specific place, caring for it and 
  meditating on the power within it. At least four 
  days out of every month must be dedicated to 
  this endeavor, and failing to do so breaks enech. 
  Regaining enech is simple: the hero must devote 
  time in this sacred place, tending for it and renewing 
  his dedication. Associated Gods: Brigid (shrine), 
  The Dagda (community or cultural areas), Danu 
  (places in Ireland), Dian Cécht (forest), Lugh (hills 
  and mountains), Manannán (coastal or ocean), The 
  Morrigan (battlefields), Nuada (places of government), 
  Ogma (places of learning)
  resTorIng enech
  Once a geas is broken, enech levies terrible punishment on the hero who dares go against its ways. 
  The wise very quickly ascertain what must be done to atone for such foolishness. There are a number 
  of ways that enech can be restored.
  Source-Based Atonement: Many of the Geas Sources have a built-in method of atonement. Often, this 
  involves deep immersion in the purpose of the geas, with the intention of learning the lessons that geas 
  has to teach directly and quickly. These are often time consuming, though, and not always practical.
  Second Geas: If the hero wronged another as part of his broken geas, he may beg that the one wronged 
  bind him under a second geas in atonement. The time bound by this second geas depends on the Type of 
  the one broken: a month for a Token geas broken, a year and a day for a Potent geas broken and a decade 
  for a Mortal geas broken. The penalty for breaking this second one is more severe: the broken geas can 
  never be restored, and the hero must suffer the associated penalty for the rest of his days.
  Questing: Alternately, as appropriate to the heroic tradition, the geas-broken may undertake a quest 
  of some sort. This quest is almost always very difficult and usually guaranteed to involve situations 
  where the penalty for the broken geas comes into play. The difficulty with this route involves discovering 
  precisely what the quest will restore enech — the hero cannot himself decide on this. This quest can 
  be garnered in one of two ways:
  • Oracle: The character must find a seer or oracle of some sort to tell him what the quest is. Such an 
  individual must look into the flows of Fate to determine what will set enech aright. Other characters 
  with either the Mystery or Prophecy Purviews may use their insight in such a fashion, requiring 5 
  successes for a Token Geas, 3 successes for a Potent Geas and only 1 success for a Mortal Geas — the 
  more powerful the geas is, the easier it is to pick out what Fate decrees will set things aright.
  • Deity: Alternately, the character may communicate with the deity or the agent of a deity associated 
  with that kind of geas.
  
  15
  • Duty: Those bound by the duty-geas must fulfill 
  an ongoing task or duty. This is generally a very involved 
  situation — not necessarily in terms of time (though 
  there is that aspect as well) as much as in what the 
  duty demands. Failing in one’s duty breaks the geas. 
  Associated Gods: Aengus, The Dagda (guard another), 
  Lugh (guardianship or leadership), The Morrigan, 
  Nuada (leadership) 
  • Food: Those bound by a food-geas are 
  forbidden from eating a certain type of food. This is 
  generally symbolic of the self or a Godly figure, or it 
  represents a sacrifice of some kind. Eating this food 
  breaks the geas. The only way of regaining enech is 
  through atonement, though the hero may seek out an 
  intelligent version of the animal or a spirit associated 
  with the plant to give him such a quest, in addition 
  to oracles and associated deities and their servants. 
  Associated Gods: Aengus (birds), Brigid (swans), 
  The Dagda (pork), Danu, Lugh (dogs), Manannán 
  (horses), The Morrigan (corvids) 
  • Forbiddance: A forbiddance-geas prevents the 
  geas-bound from touching a person or thing protected 
  by a given substance or warding token. The forbiddance-
  geas may alternately protect a place, in which case the 
  one bound by the geas may not enter into that place. 
  The hero breaks the geas by ignoring this forbiddance, 
  touching the person or thing affected (even by throwing 
  something that touches the protected one) or entering 
  into the place thus warded. Serving as protector for 
  the person, place or thing violated restores enech for 
  this geas. Associated Gods: Brigid (Brigit’s cross), The 
  Dagda (iron), Danu (iron), Lugh (iron), The Morrigan 
  (iron, salt), Ogma (iron)
  • Guest: Those bound by this geas must act as the 
  perfect guests, always showing gratitude of their host’s 
  generosity by accepting it. Those bound by this break the 
  geas by refusing offers of food, drink or shelter and by 
  violating the possessions and home of their host. Those 
  who break the guest-geas may regain enech by proving 
  they do not take the generosity of others for granted: for 
  the appropriate length of time, they may not eat or drink 
  anything, or sleep in any bed that is not given to them by 
  another. Associated Gods: The Dagda, Lugh, Ogma
  • Handfast: Those bound by the handfast-geas 
  agree that within the bounds of marriage is true love 
  found, and so will not have sex outside of such an 
  agreement between two people. This geas is broken if 
  the one so bound has sex outside of a union of some 
  kind or cheats on the person he is bound to. The hero 
  may restore his enech by admitting his wrong-doing to 
  his beloved and asking him or her for a task to fulfill to 
  prove his repentance. If his beloved refuses and breaks 
  things off with him, he may not regain his enech until 
  he has found another to love and remained completely 
  faithful with them for a year and a day (regardless of the 
  Type). Associated God: Aengus
  • Hero: The one bound by the hero’s-geas must 
  defend the weak. Refusing to do so breaks the geas, and 
  enech is only satisfied once he has spent the appropriate 
  length of time dedicated to some protracted defense of 
  the weak. Associated Gods: Aengus, The Dagda, Lugh, 
  The Morrigan, Nuada, Ogma
  • Hospitality: Those bound by the geas of 
  hospitality must offer others hospitality when they are 
  in need or when asked. Refusing to offer hospitality 
  to those in need, allowing a guest to go hungry or to 
  rest in anything less than the best comfort he has to 
  offer all break the geas. The host may regain enech by 
  hosting a guest in posh comfort for the appropriate 
  length of time. Associated Gods: The Dagda, Lugh, 
  Manannán, Nuada
  • Imbas: The “fire that sets the head alight” is 
  the poetic euphemism for Brigid’s flame, because it is 
  the symbol for creative inspiration. The hero bound 
  by imbas-geas must act as aid to artists, allowing 
  them the luxury of producing. The geas is broken 
  once the artist stops producing artwork for a month 
  or produces nothing but terrible work for a month. 
  Enech can only be regained when the geas-bearer 
  does something to “shake things up,” finding some 
  way to reinspire the artist and get her producing for 
  the appropriate length of time. Associated Gods: 
  Brigid, Lugh, Ogma
  • Kings: Those bound by this geas must never 
  accept someone of less ability as a leader. Accepting 
  the leadership of an unfit individual breaks the 
  geas, and enech can only be regained by proving 
  one’s own superiority and wresting leadership of 
  that situation back or lending support to those who 
  are better fit for the appropriate length of time. 
  Associated Gods: The Dagda, Lugh, Manannán, 
  The Morrigan, Nuada
  • Lover: Those bound by the lover’s geas must never 
  rein in their great desires. They must pursue those they 
  find comely, working to seduce those they fancy with 
  good cheer and unwavering enthusiasm. Those bound by 
  lover’s-geas break the geas by utterly failing to seduce the 
  pretty things that catch their eye, though enech is satisfied 
  if they find a new, more challenging would-be paramour 
  and win them spectacularly. Associated Gods: Aengus, 
  The Dagda, Manannán
  • Mate: Those bound by the mate-geas are 
  forbidden from having sexual relations with a 
  certain type of individual. This geas is broken by 
  sharing their bed, and enech is restored once the 
  character has been abstinent from all sex entirely for 
  the appropriate length of time. Associated Gods: 
  Aengus, Danu, The Morrigan
  • Mother: The Scion must never turn down the 
  chance to assist a mother in need, including taking care 
  of a pregnant woman. This geas is considered broken 
  if the hero permits a mother or expectant mother to 
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  be harmed or go without in his vicinity, even if he is 
  powerless to stop it. The hero regains enech when he sees 
  that the mother is safe, happy and healthy again, and the 
  one responsible (if any) has been punished. Associated 
  Gods: Brigid, The Dagda, Danu, Dian Cécht
  • The Skill-Geas: Those bound by this geas must master 
  a lore or craft and then pass that knowledge on to others. 
  A hero bound by this geas must choose a single Ability. He 
  must then set aside 1 experience point every time experience 
  points are awarded to put toward the purchase of a new dot 
  in the Ability (this is 1 point at the end of a game session, and 
  another point every time the Story Award is awarded as well). 
  Then, once a character with this geas has an Ability rating of 
  •••••, he must find someone to teach these skills to. He 
  must have a class with this apprentice at least once a week. 
  Failing to spend the experience points toward the purchase 
  of the Ability or allowing a full week to pass without a class 
  constitutes breaking this geas. The hero regains enech when 
  he manages to teach an apprentice for the appropriate length 
  of time. This geas name often changes depending on the 
  Ability involved: it has been the Craftsman’s Geas (Craft), 
  the Healer’s Geas (Medicine), the Ogham-Geas (Academics), 
  the Druid’s Geas (Science) and the Scathach’s Geas (Melee). 
  Associated Gods: Aengus (Animal Ken, Empathy, Presence), 
  Brigid (Art: singing or music, Craft: blacksmithing, 
  Empathy, Medicine, Melee), The Dagda (Animal Ken, 
  Athletics, Command, Melee, Presence), Danu (Animal Ken, 
  Awareness, Command), Dian Cécht (Craft: silversmithing, 
  Empathy, Medicine, Survival), Lugh (Art: singing or music, 
  Athletics, Occult, Presence, Thrown), Manannán (Animal 
  Ken, Control: boats or horses, Occult), The Morrigan 
  (Animal Ken, Marksmanship, Melee), Nuada (Athletics, 
  Command, Fortitude, Melee, Thrown), Ogma (Academics, 
  Art: calligraphy, Athletics, Brawl)
  • Sword: Those bound by the sword-geas must 
  challenge others to duels in order to measure their 
  skills against others constantly; any time the geas-
  bound encounters someone who may or may not be 
  her superior in battle, she must invite them to at least 
  spar to discover this. Failing to challenge another or 
  having someone interrupt the duel to assist the geas-
  bound breaks the geas, and enech can only be restored 
  by seeking out one opponent per dot of Legend and 
  beating them in a duel. Associated Gods: Brigid, Lugh, 
  The Morrigan, Nuada
  • Trickster: Those bound by this geas must always 
  seek a way to humiliate the proud and the arrogant. 
  This humiliation must be in scale to the pride and 
  power of the victim in question (and of course, should 
  never end in his death — the dead learn their lessons 
  too late to benefit from them). This geas is broken when 
  the geas-bound suffers a fool to be arrogant without 
  retribution; generally speaking, he must at least begin 
  putting plans into motion within a week after he meets 
  the individual. Enech is restored when the hero pulls 
  a truly inspired and degrading piece of humiliation on 
  a genuinely deserving bastard. Associated Gods: The 
  Dagda, Manannán
  purvIews
  neW BOOn: ríasTrad
  While the tribal Irish were known as fierce warriors, 
  their skill in battle was not due to canny group tactics, 
  superior formations or battlefield control. Instead, each 
  man in the war-party considered himself a hero on par 
  with the heroes of legend and drove himself to heights of 
  personal courage and excellence at arms. Thus, it is rare for 
  Scions of the Tuatha to learn the War Boon “Battle Map” 
  (though they are not prevented from doing so). Instead, 
  Scions of the Tuatha are far likelier to learn this Boon.
  ríasTrad (War •••••)
  Dice Pool: None
  Cost: 3 Legend + 1 Willpower + cost of other Boons 
  and Knacks
  The warp-spasm of Irish legend, the Scion with this 
  Boon can channel a potent war-power, breathing in the very 
  fury and twisting unpredictability of battle itself. When this 
  Boon is activated, the body of the hero or God twists and 
  warps, taking on a truly incomprehensible freakishness. 
  Every nerve quivers with barely-contained violence, and the 
  Scion’s body temperature multiplies impossibly. The precise 
  changes that overtake the one seized by the ríastrad vary 
  from individual to individual. The legendary Cúchulainn 
  literally twisted about in his skin, the bones of the front 
  of his body jutting out from the back of his skin while one 
  eye sank into its socket. His hair stood on end, creating red 
  spikes topped with small sparks of flame that could set dry 
  grass alight, and his jaws clenched so that it seemed like he 
  might shatter his teeth with the strength of it.
  Regardless of the cosmetic effects — which are always 
  hideous and monstrous to behold — the ríastrad has the 
  following mechanical effects:
  • For each dot in Legend, the Scion chooses one 
  other Boon or Knack that activates when the ríastrad 
  begins. These powers must be paid for when this Boon 
  is used — they simply all activate at the same time. Once 
  this roster of powers is purchased, it cannot be changed, 
  
  17
  as this is a manifestation of the Scion’s divine 
  rage and expresses itself differently for each 
  Scion. As the Scion gains additional Legend, 
  he may add additional Boons or Knacks to his 
  ríastrad, which grows in accordance with his 
  divine nature (at a rate of one Boon or Knack 
  per dot of Legend gained).
  • Any beauty-based Epic Appearance 
  immediately drops to 0 and he loses the use of all 
  associated Knacks for the duration of the warp-
  spasm. The Scion gains +1 dot of hideousness-
  based Epic Appearance, as well as the Dreadful 
  Mein Knack (Scion: Hero p. 133).
  • Any mortal within sight of the Scion 
  is filled with terrible fear, inflicting a penalty 
  equal to his Expression Virtue to all rolls made 
  while remaining in the same battle as the Scion. 
  Mortals who have not been trained for violent 
  situations will flee the scene immediately, and 
  those who have been trained for such situations 
  must each spend a point of Willpower to 
  remain in the area. A successful (Charisma 
  + Command) roll by a leader or figure of 
  authority at a difficulty equal to the Scion’s 
  (Legend + Epic Appearance) will prevent such 
  a rout as well.
  • The Scion gains three additional dots 
  of Courage and is considered to be under 
  the effects of the Berserker Fury Virtue 
  Extremity (Scion: Hero p. 119). The Scion’s 
  Intellect Virtue also drops to 0, for he is 
  nearly-mindless with rage and cannot heed 
  the value of learning and wisdom.
  • The Scion’s DV decreases by 1 per dot in 
  Courage (including the bonus from above).
  • The Scion gains a number of successes 
  equal to his (Legend + Expression) to any and all 
  damage rolls made by Brawl, Melee and Thrown 
  attacks, for his strikes are honed to a terrible, 
  gory precision artful in their execution.
  • The Scion gains a bonus to his bashing 
  and lethal soaks equal to his (Legend + Piety 
  Virtue), for the faith of the Scion is returned 
  manifold in defense of the hero of the Gods.
  The warp-spasm does not end when the 
  Scion is out of enemies: all creatures are 
  imperiled in the face of his divine rage, which 
  lasts until the end of the scene or until he is 
  coaxed out of it by his friends or his primal 
  urges. Those attempting to lure him out of 
  his rage — whether drawing on friendship or 
  trying to tempt him with beautiful women or 
  a wonderful meal — must make a (Charisma 
  + Persuasion) roll, accumulating a number 
  of successes in an extended roll equal to the 
  Scion’s (Legend + Courage) x5. 
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  Brehon’s Eye (Enech •)
  Dice Pool: Perception + Empathy
  Cost: 1 Legend
  To understand the demands of enech upon the 
  Scion, she must first understand its demands on 
  those around her. With this power, the Scion assumes 
  a canny and wise attitude, watching carefully and 
  allowing those insights to influence her judgment. 
  The information that comes with this power was of 
  old called enechsenchas, or “enech lore,” and is often 
  used in later Boons in this Purview.
  Once this power is activated, the Scion rolls 
  (Perception + Empathy), adding in any successes 
  from Epic Perception. For each success, he can judge 
  the enech of one individual present, beginning with 
  those with the highest Legend. Reading someone’s 
  enech grants the Scion knowledge of what his 
  highest Virtue is, what his lowest Virtue is and what 
  his Nature is. 
  This can only be activated once per scene.
  Hero’s Geas (Enech ••)
  Dice Pool: None
  Cost: None
  Heroes and Gods are held to a greater standard. 
  Because the simple lives of mortal men are no challenge 
  to the enech of the entities of Legend, it is only 
  appropriate that they accept greater restrictions and 
  requirements to demonstrate their mindfulness, honor 
  and perseverance. Thus, the greatest of Gods and heroes 
  are laid with geasa, prohibitions against specific actions 
  or requirements that a specific action must always be 
  undertaken when the Scion or God is presented with 
  the opportunity.
  It is important to keep one’s geasa secret, for those 
  who know them can use them as a weapon against the 
  hero. The mighty Cúchulainn died by such cunning. 
  When the crafty Queen Medb learned of his geasa 
  against refusing hospitality and against eating the meat 
  of a dog, she invited him to a meal of roasted hound, 
  sealing his fate. He died by a spear-blow in his very 
  next battle.
  When a Scion purchases this power, he must 
  immediately choose a single geas, either one that is 
  general in nature or one appropriate to his divine 
  parent. This is a Legendary Geas (see p. 13 for details 
  on this Potent Geas). For advice in choosing a geas, 
  and the penalties for breaking them, see “Geasa,” 
  pp. 12-16.
  Additionally, any time the Scion purchases a 
  Boon from a Purview other than his parent’s, he 
  may choose to assume a geas appropriate to a God 
  of the Tuatha associated with that Purview. Doing 
  so allows him to purchase the geas as though it 
  were from his divine parent. Breaking such a geas 
  geasa and The 
  MysTerIes PurvIew
  The kinds of twists in Fate that the laying 
  of a geas creates are detectable by those 
  who are skilled in the Mystery Purview. 
  A character may make a Mystery roll to 
  detect what geasa another character has 
  in place. Reading a Token Geas requires 
  three successes, a Potent Geas requires 
  seven and thirteen successes will allow 
  the reading of a Mortal Geas. If the 
  wielder of the Mystery Purview does not 
  garner sufficient successes to read all 
  of an individual’s geasa, he reads Token 
  Geasa first, followed by Potent Geasa and 
  Mortal Geasa. He has no indication if 
  there are others present, and subsequent 
  reading attempts must exceed the number 
  of successes gained from earlier readings 
  in order to sense them.
  The person attempting this action gains a number 
  of bonus dice equal to the Intellect Virtue of the Scion 
  in the warp-spasm (disregarding the penalty to that 
  Virtue that the ríastrad inflicts, of course). For the 
  duration of this attempt, however, that character is the 
  warp-spasming Scion’s primary target of aggression. 
  Stunt dice should be awarded appropriately, such as the 
  legendary feat of Cúchulainn’s allies, who lured him on 
  with beautiful women into water in hopes of literally 
  cooling him down.
  PAnTheOn PuRvIeW: 
  enech
  Though most modern scholars simply translate 
  this term to mean “face” or “honor,” it means so much 
  more — particularly in the eyes of the Tuatha. Enech is 
  one’s worth, and all creatures, from the most divine 
  to the lowliest of mortals, are beholden to attempt to 
  improve their worth in the eyes of Gods and men. Mere 
  men must constantly work to maintain their enech by 
  proving themselves worthy men of honor and skill. 
  This Purview taps into that force of honor and 
  worth, which is in turn tied into Fate to some degree. 
  Heroes and Gods find that enech demands much 
  more of them than of mortals, though its rewards 
  are great as well. Such great folk may be bound by 
  geasa, (see “Geasa,” pp. 13-16). Godly heritage allows 
  a Scion to tap into this power, to bring low his foes 
  and raise up his friends, but he must forever watch 
  his own behaviors and mind his geasa.
  
  19
  is a terrible choice, though, for not only does it 
  have the normal penalties for breaking a geas, but it 
  also denies the Scion the use of that Boon until his 
  enech is restored.
  Lay Token Geas (Enech •••)
  Dice Pool: Charisma + Presence
  Cost: 1 Legend + 1 Willpower (or 1 Legend + 1 
  Willpower dot)
  With this power, the Scion taps into the potent 
  flows of enech and may levy the expectations of 
  greatness on those around him. This roll is opposed 
  by the target’s (Wits + Integrity + Legend), and the 
  roll itself has a difficulty of the target’s Legend 
  +1. If this roll is successful, the target is bound by 
  a geas of Token potency for two months per net 
  success in the roll, to a maximum of a year and 
  a day. Alternately, if the Scion expends a full dot 
  (rather than a point) of Willpower, the geas is laid 
  permanently.
  The Scion may not levy simply any sort of geas, 
  however. The actual choice of the geas is not up 
  to the Scion, but up to enech itself — the Scion 
  merely draws the attention of enech and acts as the 
  conduit for the geas. The Storyteller chooses a geas 
  that is poetically appropriate for the victim, keeping 
  in mind the most extreme parts of the character’s 
  personality (as often exemplified in his highest or 
  lowest Virtues). Thus, a target who has cut a swathe 
  through the innocents around him and discovers 
  that he has a high Vengeance Virtue rating might 
  be levied with the child-geas, where no child can 
  ever come to harm within the Scion’s ability to 
  prevent it.
  It should be noted that a geas is explicitly not a 
  curse — each geas comes with benefits for those who 
  keep the geas. Rather, the Tuatha consider geasa to 
  be the means by which one helps shape the actions 
  of heroes and legends. They are combination 
  carrots and sticks meant to motivate a particular 
  sort of behavior.
  Body and Spirit (Enech ••••)
  Dice Pool: Charisma + Empathy (Spd 3, DV –1)
  Cost: 1 Legend, or 1 Legend + 1 Willpower if used 
  on another
  Modesty is never a Virtue to the Scion of the 
  Tuatha. It is an insult to enech — pretending to be 
  something less then you are is as bad as pretending 
  to be something better. Thus, the Scion who uses this 
  Boon chooses to declaim his best attributes and admit 
  to his weakest. The Scion must choose which Virtues 
  he is going to declaim about himself at the time of the 
  Boon’s activation. The difficulty of the roll is equal to 
  the rating of the highest Virtue he is invoking, +1 per 
  additional Virtue. 
  For the remainder of the scene, the Scion gains 
  the following bonuses, assuming the declamation of 
  that Virtue:
  • Courage: A bonus equal to his Courage Virtue to 
  all rolls using Strength, Dexterity or Stamina.
  • Expression: A bonus equal to his Expression 
  Virtue to all rolls using Charisma, Manipulation 
  or Appearance.
  • Intellect: A bonus equal to his Intellect Virtue to 
  all rolls using Perception, Intelligence or Wits.
  • Piety: A number of points of Legend equal to his 
  Piety Virtue.
  A Scion with this Boon may purchase it a second 
  time; doing so allows him to declaim the Virtues 
  of others once he has used Brehon’s Eye on them. 
  Of course, to the powers of enech, the Virtues 
  associated with other pantheons are not nearly as 
  enlightened as the four Virtues of the Tuatha. A 
  character whose non-Tuatha Virtue is lauded by the 
  Scion regains a number of points of either Legend 
  or Willpower equal to the rating of that Virtue, 
  depending on the Virtue in question. A character 
  can only benefit from one Virtue-based source of 
  Willpower and one Virtue-based source of Legend 
  from a single declamation:
  • Legend: Duty, Harmony, Loyalty, Order
  • Willpower: Conviction, Endurance, Valor, Vengeance
  Finally, with the ability to declaim the Virtues of 
  others, the Scion may also cast scorn and derision on 
  those who adhere to the Titanic Virtues who he has 
  used Brehon’s Eye on, as follows:
  • Ambition: Target loses a number of points of 
  Legend equal to his Ambition Virtue.
  • Malice: Target loses a number of dice equal to his 
  Malice Virtue on all Social rolls.
  • Rapacity: Target loses a number of dice equal to 
  his Rapacity Virtue on all Mental rolls.
  • Zealotry: Target loses a number of points of 
  Willpower equal to his Zealotry Virtue.
  Bard’s Tongue (Enech •••••)
  Dice Pool: Manipulation + Presence
  Cost: 2 Legend
  The words of the bard are always heeded because 
  he has taken care to see deeply into someone’s nature 
  and knows the truth of them. The Scion with this Boon 
  claims part of a bard’s enech, and his words about that 
  person are rendered truthful. To be spoken of well by a 
  bard is to excel in life; to be mocked by one is to know 
  scorn, shame and failure.
  The Scion using this Boon must first use Brehon’s Eye 
  on a target. She then describes either a terrible insult or a 
  glowing compliment for the target. If this utterance refers 
  to one of the target’s Virtues in a positive manner (for a 
  complimentary use) or in a negative tone (for a mocking 
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  one), this roll gains a number of automatic 
  successes equal to the target’s Virtue. The total 
  successes form a pool, which may be used to 
  purchase individual effects, as follow.
  If the proclamation is a positive one, the 
  target may spend his points in any of the 
  following ways:
  • To regain a point of Legend (1 point).
  • To regain a point of Willpower (2 points).
  • To gain a bonus to a roll appropriate to the 
  compliment. “My comrade is a peerless warrior, 
  and a lusty lover to boot!” would be appropriate 
  for rolls involving both combat and seduction, 
  for instance (1 point per +1, to a maximum 
  bonus equal to the Scion’s Presence).
  If the speech has a negative tone, the Scion 
  may spend the resultant successes in any of the 
  following ways:
  • To subtract a point of Legend (1 point).
  • To subtract a point of Willpower  
  (2 points).
  • To inflict a penalty to a roll appropriate 
  to the mockery. “This fool couldn’t sneak 
  his way out of a dark room filled with blind 
  men, nor see the darkness in front of his 
  face while doing so!” would be appropriate 
  for rolls involving Stealth and Perception, 
  for instance (1 point per –1, to a maximum 
  penalty equal to the Scion’s Presence).
  Lay Potent geas  
  (Enech ••••• •)
  Dice Pool: Charisma + Presence
  Cost: 5 Legend + 1 Willpower (or 5 
  Legend + 1 Willpower dot)
  This Boon functions as “Lay Token Geas,” 
  save that it lays a Potent Geas on the target.
  Assumption of the Land  
  (Enech ••••• ••)
  Dice Pool: Stamina + Empathy (two 
  Speed 5, DV –2 exclusive actions)
  Cost: 5 Legend + 1 Willpower
  The Song of Amerghin relates the 
  process called “assumption” best — when the 
  Milesian bard Amerghin first set foot on the 
  shores of Ireland, he sang this song, taking 
  into himself the powers of Eire and making 
  himself one with the land. The Scion with 
  this Boon may do likewise, opening himself 
  up to the unique flows of enech associated 
  with that site and making himself part of it.
  The activation of this Boon takes two 
  actions, and these are the only actions the 
  Scion may take. With the first action, the Scion 
  
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  rolls (Stamina + Empathy), immersing himself in the enech 
  of the site and gaining the dinsenchas (“place lore”) of the 
  land he stands in. With his second action, he spends the 
  Legend and Willpower to activate the Boon and spends 
  the successes gained in the first action. The effects gained 
  through the use of this power are as follows:
  • The Scion may feel the health of the land, 
  knowing intimately its blights and taints. These could 
  be environmental, spiritual or even Titanic taints, 
  revealing the location of any creature that has Titanic 
  Virtues. Automatic.
  • Each site has a single Purview associated with it. 
  The factory may be associated with the Fire Purview, 
  the healing glade with the Health Purview and the 
  battlefield with the War Purview. A Scion may use 
  successes to purchase Boons from those Purviews while 
  located in that area. Possession of these Boons lasts for a 
  single scene or until the Scion leaves the area, whichever 
  comes first. 2 successes per dot of the Boon.
  • The site works to defend the Scion. The area is filled 
  with improbable coincidences intended to keep the Scion 
  safe, granting him a DV bonus for as long as he is in the 
  area. This applies even against attacks the Scion is not aware 
  of. 1 success per +1 DV, to a maximum of the Scion’s Legend.
  Once a Scion has gained the dinsenschas of a place, 
  he may not ordinarily do so again — his “first impression” 
  forms the basis for his interaction with that site from then 
  on. When in that area in the future, the Scion need only 
  take the second action (spending the Legend and Willpower 
  cost for this Boon) to re-attune himself to the site. 
  The land puts a burden of enech upon the Scion, 
  however — the friendship of the land is never one-sided. First 
  of all, the Scion is constantly aware of any dangers to the 
  land, as though he had used the Guardian Boon Vigil Brand 
  (Scion: Hero, pp. 143-144) on the land itself. Secondly, the 
  Scion receives a Legendary Dinsenchas Geas for the site he 
  has bound himself to.
  This can only be used in the World or in Terrae 
  Incognita, or in the Underworld and Overworld Realms 
  associated with the Tuatha.
  Lay Mortal Geas (Enech ••••• •••)
  Dice Pool: Charisma + Presence
  Cost: 12 Legend + 1 Willpower (or 12 Legend + 1 
  Willpower dot)
  This Boon functions as Lay Token Geas, save that it 
  lays a Mortal Geas on the target.
  Twist Geas (Enech ••••• ••••)
  Dice Pool: Manipulation + Presence
  Cost: 5–12 Legend + 1 Willpower
  So deft is the Scion’s interaction with enech that he can 
  twist its flows and eddies around an individual, changing it 
  irrevocably. As long as the Scion knows the full details of 
  one of the target’s geasa, he can use this Boon to change 
  the details of that geas. He may change the geas within its 
  Type (changing one Mortal Geas to another) or within its 
  Source. This costs 5 Legend for Token Geasa, 8 Legend for 
  Potent Geasa and 12 Legend for Mortal Geasa.
  The target is not given any indication of the nature 
  of the change. Indeed, those who have been victimized by 
  such a change may not even know it has occurred until they 
  find themselves on the wrong end of a broken geas they 
  didn’t even know they had. The Mysteries Purview can be 
  used to ascertain the details of this new geas, however.
  Beyond the ninth Wave  
  (Enech ••••• •••••)
  Dice Pool: None
  Cost: 20 Legend + 1 Willpower
  When the Milesians first came to Ireland, the three 
  queens of Eire asked them to withdraw back beyond the 
  ninth wave of Ireland until they could determine the 
  appropriate course of action. Because the ninth wave 
  symbolized the borders of the land, the rulers of the Tuatha 
  could then call upon the powers of the land and its enech to 
  assault the intruders, rather than risking hospitality laws by 
  having the land rise up against those who stood upon it.
  With this power, the Scion withdraws himself or 
  another past the metaphorical ninth wave of a Godly power, 
  withdrawing from the enech of that part of the world. In 
  game terms, the Scion chooses a single Purview and removes 
  himself entirely from that concept as it interacts within the 
  world. While he is withdrawn from that Purview, he cannot 
  be affected by the powers of that Purview, nor by effects 
  that are based in it. Withdrawing beyond the ninth wave 
  lasts for one hour per dot of Legend, or until the Scion wills 
  it to end. This Boon may be activated multiple times, at a 
  cost of 20 Legend and 1 Willpower point per activation.
  Additionally, the Scion himself cannot use any Boons 
  of the Purview, nor can he benefit from them in any 
  fashion. Only Gods in the Avatar form of that Purview 
  may affect him by using such powers. Those wielding this 
  power may not choose to withdraw beyond the ninth wave 
  of any Special Purview or any Pantheon Purview save the 
  Enech Purview.
  These have the following effects, based on the 
  Purview in question:
  • Animal: Withdrawing beyond the ninth wave 
  of the animal world means that the Scion functionally 
  doesn’t exist for any animals at all — they do not see 
  him, nor can they touch him in any way. Likewise, while 
  he can see them, he cannot touch them either. This 
  includes intelligent versions of animals and nemean 
  animals, though it does not include creatures whose 
  forms simply happen to be based on animals.
  • Chaos: Withdrawing beyond the ninth wave of chaos 
  means that the Scion is unaffected by chaos unfolding 
  in the world. Mobs, crowds, storms, earthquakes and 
  similar situations of chaos manifested in the world have 
  no effect on him — he walks among such situations and 
  the madness parts before him, leaving him untouched.
  P
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  • Darkness: Withdrawing beyond the ninth wave of 
  darkness prevents the Scion from being affected by the 
  darkness whatsoever. It poses no limitations on his vision 
  and does not hide him in the least — he always stands out, 
  perfectly back-dropped by the darkness but very clear within 
  it, as though the viewer were seeing him in full sunlight.
  • Death: Withdrawing beyond the ninth waves of 
  death prevents the Scion from dying, whether from taking 
  too much damage or having death-inflicting powers used 
  on him. This merely postpones the inevitable, however, for 
  when this effect ends, if the Scion is still under the condition 
  that would cause him to die, he immediately drops dead. 
  Having all health levels filled in as normal counts as such 
  a condition; if a creature that targeted the Scion with an 
  automatic death effect is still alive when this effect wears off, 
  the Scion is considered to still be under such a condition. 
  Creatures of death such as ghosts, vampires, zombies and 
  similar horrors cannot see the Scion.
  • Earth: Withdrawing beyond the ninth wave of 
  earth allows the Scion to step through stone, soil, sand 
  and metals as though they did not exist. Attacks based on 
  such effects — including hurled boulders and weapons 
  forged of normal metals — simply fail. The Scion doesn’t 
  fall through the earth or anything similar if he doesn’t 
  wish to. He may choose when the earth acts as a barrier 
  and when it does not.
  • Enech: Withdrawing beyond the ninth wave of 
  enech grants the Scion immunity to the flows of enech. 
  He cannot violate any of his geasa, and no action he 
  takes will ever violate the geasa of others.
  • Fertility: Withdrawing beyond fertility’s ninth 
  wave allows the Scion to ignore the green and growing 
  things of the world. He does not exist as far as plants are 
  concerned, and may pass right through them as though 
  they didn’t exist. Plant-based creatures cannot perceive 
  the character.
  • Fire: Withdrawing beyond fire’s ninth wave 
  makes the Scion or God immune to fire completely 
  and utterly, as though the flames did not exist. He is 
  also immune to the effects of fire in the environment 
  — he breathes smoky air without notice, and surface 
  and air temperatures that might scald his skin or lungs 
  don’t cause any discomfort. Creatures made of fire or 
  associated with fire cannot perceive the character.
  • Guardian: Withdrawing beyond guardian’s ninth 
  wave renders the Scion immune to perception by defenders, 
  watchers, sentries, security systems and those things which 
  exist to watch and warn. Additionally, his interactions with 
  others protected by various Guardian Purview Boons do 
  not set those Boons off — he and his actions do not exist 
  for the purpose of this Purview.
  • Health: Withdrawing beyond health’s ninth wave 
  renders the Scion immune to any and all normal biological 
  interactions with the world. Though Gods generally 
  engage in such matters only voluntarily anyway, this effect 
  makes it so that human beings cannot see or interact 
  with the Scion or God in any fashion, though he is still 
  physically, solidly present. The direct effects of the Scion’s 
  presence can still be felt, though, and any environmental 
  effects caused by people can still affect the Scion.
  • Justice: Withdrawing beyond the ninth wave of 
  justice renders the Scion immune to the influences of 
  retribution and justice. Those seeking revenge against 
  him simply cannot see him, and any actions augmented 
  by the Vengeance Virtue automatically fail against him. 
  Additionally, agents of justice and revenge (from the 
  toughest police officer to the mighty Furies) cannot 
  perceive him.
  • Moon: Withdrawing beyond the moon’s ninth 
  wave permits the Scion to strip influences of concealment 
  and lunacy from his existence. He automatically spots 
  any and all hidden things. In fact, they stand out in his 
  vision more than its surroundings. He is also immune 
  to madness, and those who are insane cannot sense or 
  affect him.
  • Psychopomp: Withdrawing beyond the ninth 
  wave of the psychopomp eliminates the need for the 
  Scion to actually engage in travel. As a miscellaneous 
  action (with no need to roll), he may simply will himself 
  to be anywhere in the World for the duration of his 
  withdrawal. He must know of the location, however — at 
  the very least, he must be able to point it out on a map.
  • Sky: Withdrawing beyond the sky’s ninth wave 
  grants the Scion immunity to all weather effects and 
  winds. Rain does not soak him, winds do not blow his 
  clothing and he becomes immune to all attacks involving 
  cold and electricity. Air pressure does not discomfit him 
  in any way.
  • Sun: Withdrawing beyond the sun’s ninth wave 
  casts the Scion into eternal shadow, hiding him from 
  the sight of Gods and men alike. By the light of sun or 
  moon, he becomes completely unseen, for those sources 
  of light pass right through him as though he were not 
  there. Only in rooms completely devoid of any trace of 
  outside light will he be revealed. Attacks based in light 
  (including lasers and the like) cannot touch him.
  • War: Withdrawing beyond the ninth wave of war 
  places the Scion beyond the reach of any and all violence. 
  Moreover, this renders the Scion incapable of inflicting 
  violence himself for as long as he is withdrawn. Scions thus 
  protected also become completely unseen in the middle of 
  battles and conflicts regardless of the size. Because most 
  athletic competitions were intended to keep fighting skills 
  trim in times of peace, this includes sports as well.
  • Water: Withdrawing beyond the ninth wave 
  of water causes the Scion to not exist as far as water 
  is concerned, and vice versa. The Scion may choose to 
  walk upon the surface of water as though it were solid 
  ground or to walk through water as though it weren’t 
  there. All liquids that are not better associated with 
  another Purview (such as magma being associated with 
  Fire) are included in this.
  
  23
  cReATuRes
  The steeds of cúchulainn  
  (Creature •••, relic ••)
  Liath Macha and Dub Sainglend (“the Gray of 
  Macha” and “the Black of Saingliu”) are the chariot 
  horses of the great hero Cúchulainn. These horses 
  are swifter and stronger than normal horses and 
  nearly as smart as an average mortal. Before the 
  battle in which Cúchulainn was slain, the Gray 
  refused three times to be bridled and wept tears 
  of blood when the halter was placed on its head, 
  knowing its master would die that day.  In that 
  battle, the Gray killed thirty foes with his hooves 
  and another fifty with his teeth. After the death of 
  their master, Lugh removed them from the field of 
  battle before they could be slain.
  The steeds of Cúchulainn are so swift that they 
  can run across water without falling in. They are also 
  perfectly trained and will obey any order given to them 
  by their master, no matter the language spoken. The 
  Steeds of Cúchulainn use the horse template (p. 331 of 
  Scion: Hero). 
  In addition to its normal characteristics, Liath Macha 
  also has Epic Strength 2 (Holy Bound, Holy Rampage), 
  Epic Dexterity 1 (Lightning Sprinter), two additional –0, 
  -1 and –2 health levels each, and the following Virtues: 
  Courage 4, Expression 1, Intellect 3, Piety 3. The Gray 
  possesses Legend 2 and is able to use the first two dots 
  of the Water Purview.
  Dub Sainglend possesses Epic Strength 1 (Holy 
  Bound), Epic Stamina 1 (Holy Fortitude), one additional 
  –0, -1 and –2 health level each, and the Virtues Courage 
  3, Expression 1, Intellect 2 and Piety 2. The Black has 
  Legend 1 and is able to use the first two dots of the 
  Water Purview as well.
  The Flocks of the Morrigan 
  (Creature ••, relic •)
  The battle-goddess Morrigan is known to have 
  control over ravens, crows, rooks and blackbirds, 
  and she uses these creatures as messengers, spies and 
  occasionally attackers. From time to time, she will gift 
  a favorite Scion with a small flock of these birds to be 
  used for the same purposes. The birds are extremely 
  intelligent for animals, and the Scion who controls 
  them can communicate with and command them. Birds 
  sitting on a telephone wire are seldom thought of as 
  unusual, and thus they can eavesdrop on conversations 
  and carry information back to their masters. 
  Those Scions who receive the gift of one of her flocks 
  from the Morrigan sometimes gain it as a Relic in the 
  form of a small silver pin or pendant in the shape of a 
  raven. When the item of jewelry is taken off and thrown 
  into the air, it transforms into the flock. Scions so gifted 
  may use it to channel the Animal (Corvid) Purview.
  The Flocks of the Morrigan are composed of corvids 
  that use the small bird template on p. 329 of Scion: Hero, 
  except their Intelligence rises from 1 to 3 (the better to 
  understand the Scion’s commands). They also possess 
  Epic Intelligence 1 (Perfect Memory), Epic Perception 
  2 (Predatory Focus, Subliminal Warning), Legend 3 
  and the following Virtues: Courage 2, Expression 2, 
  Intellelect 3 and Piety 2. A flock is generally composed 
  of 10-30 birds. 
  The hound of Lugh  
  (Creature ••••)
  Lugh’s hound is a gigantic war dog. It looks like 
  a massively-muscled mastiff, standing five feet tall at 
  the shoulder, with ferocious fangs and a superlative 
  sense of smell. It can track a target through any sort 
  of environment (swamp, forest, desert) and shrugs off 
  wounds in battle as if they were mosquito bites. Not for 
  nothing is this black dog considered to be an omen of 
  doom, for foes spotting it on the field of battle seldom 
  leave the fight alive.
  The hound of Lugh uses the dog template on 
  page 331 of Scion: Hero. In addition to the normal 
  characteristics, it has one additional –0 and two 
  additional –1 and –2 health levels. It also possesses 
  a Legend Rating of 2, 5 Legend points, Epic 
  Strength 1 (Crushing Grip, performed with jaws), 
  Epic Perception 1 (Predatory Focus), Epic Stamina 1  
  (Damage Conversion) and Epic Appearance 1 
  (Dreadful Mien). The hound of Lugh possesses 
  the following Virtues: Courage 5, Expression 1, 
  Intellect 2 and Piety 1.
  FOLLOWeRs
  The Fianna and  
  The Red Branch Knights  
  (Followers •• to ••••)
  The Fianna and the Red Branch Knights are warriors 
  that made up the two greatest warbands in Irish history. 
  The Red Branch existed during the reign of Conochobar 
  mac Nessa (king of Ulster) around A.D. 10, and the 
  Fianna followed Irish hero Fionn mac Cumhaill during 
  the reign of Irish High King Cormac mac Art at the 
  beginning of the third century. 
  BIrThrIGhTs
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  The closest thing they know to leadership is among the 
  Tuatha Dé Danaan, who are revered and cherished when 
  they make their rare appearances among the aes sídhe. In 
  truth, the aes sídhe of these lands are free to embrace their 
  own caprice and whimsy, though they tend to comport 
  themselves with honor, bravery and respect.
  In contrast, the Unseelie dwell in the cold places of Tir 
  na Marbh. They, too, are known by many names, including 
  the Unseelie Court, the Court of Ice, the Samhain Gather 
  and the Clan of the Morrigan. Though the Unseelie do 
  not despise the Tuatha, neither do they give them anything 
  more than the fear that powerful Gods should be rendered. 
  While the Unseelie are cruel, mocking and hold a dear 
  grudge against mortals for taking their home, they aren’t 
  creatures of the Titans. The majority of the aes sídhe might 
  be called hideous, though there are a number who possess 
  a cold, dark beauty that chills the mortal heart.
  Traits: The aes sídhe use alfar stats (see Scion: Hero, 
  pp. 296-297), up to and including the weakness to cold 
  iron — the material used by the Milesians to drive them 
  from the green hills of Ireland. Aes sídhe are functionally 
  immortal, outside of violence (or sometimes the death that 
  comes of a broken heart). Additional notes apply, based on 
  whether the aes sídhe in question is Seelie or Unseelie.
  • Seelie: Seelie aes sídhe hold the Virtues of 
  Expression and Piety in highest esteem and nearly always 
  have at least one dot in Epic Appearance, with a focus 
  on beauty. Many display Boons from the Purviews of 
  Fire and Sky, as well as Sun and Health.
  • Unseelie: In contrast, the Unseelie value the Virtues of 
  Courage and Intellect, and they always have at least a single 
  dot of Epic Appearance as well, though their manifestations 
  create fear and horror in mortals (whether through a 
  terrifying, grotesque appearance or because of a heart-
  stopping beauty). Many display Boons from the Purviews of 
  Earth and Water, as well as Darkness and Death.
  Elf-Shot: The bronze weapons of the aes sídhe are 
  specially made so to cause paralysis in those unfortunate 
  enough to be struck. These weapons are infused with the 
  legendary glamour of the aes sídhe, distilling the awe or 
  horror their appearances inspire into the golden sheen on 
  their weaponry. Referred to as elf-shot, this power is not 
  part of the missiles themselves, but rather the weapons that 
  launch them. By spending a point of Legend when making 
  an attack roll, the wielder of such a Relic may change the 
  ammunition of his weapon (be it bow or firearm) into a 
  bronze material that glows slightly golden in darkness. Those 
  struck by such a weapon must make a (Stamina + Fortitude 
  + Legend) roll, opposed by the attacker’s (Appearance 
  + Presence + Legend). This is a two-dot power for Relics 
  given to Scions of the Tuatha Dé Danaan and may only be 
  applied to weapons that use the Marksmanship Ability.
  Weakness: In addition to the mortal weakness 
  to iron suffered by all elf-folk (as detailed under the 
  description of the alfar, Scion: Hero, p. 296), all of the 
  aes sídhe suffer from a Body Forbiddance (Iron) Geas.
  People were admitted to both warrior bands based 
  solely on their prowess in battle. They were expected to be 
  of impeccable honor, skilled with the use of spear, sword 
  and shield, and capable of fighting equally well on foot, 
  on horseback or in the back of a chariot. In earlier times, 
  the majority of both bands were made up of the sons (and 
  occasionally daughters) of nobility, but from time to time 
  low-born warriors who had proven their worth were also 
  admitted (such as Laeg, the charioteer of Cúchulainn). In 
  modern times, followers from either band are as likely to 
  contain warriors born into poverty or middle- class families 
  as they are to contain people from the upper crust.
  Members of either band have the Virtues of the Tuatha, 
  with most having Courage as their primary Virtue. Many 
  may be Scions themselves, although often of lesser members 
  of the pantheon. They fight without fear of death or injury, 
  afraid only of losing honor in the eyes of their Gods.
  Each dot of Followers after the first nets five Fianna or 
  Knights. The characteristics for members of either the Red 
  Branch Knights or the Fianna are identical to those for the 
  template for the experienced soldier or mercenary on p. 283 
  of Scion: Hero, except that any attempts to use the Enech 
  Purview against either group of characters gain 3 bonus dice. 
  guIDes
  The Aes sídhe  
  (Guide ••• to ••••)
  The Daoine Maite, or the “Good People.” The 
  Gentry. The Kindly Ones. The Daoine Sídhe. The Good 
  Neighbors. All of these are the names given to the aes 
  sídhe, or the “people of the Sídhe.” Whether shining and 
  beautiful or terrifying and monstrous, these are the people 
  beneath the hills, half-divine and half something else. The 
  aes sídhe worshipped the Tuatha before the coming of the 
  Milesians, and when the Milesians won the right to Ireland 
  through iron and blood, the aes sídhe agreed that these 
  fair mortals should have all of the Green Isle above the 
  ground, while that which was below it belonged to them.
  Capricious and strange, the aes sídhe withdrew from 
  the World by way of the sídhe, the hollow hills that dot the 
  landscape of Eire. Some fled to the bosom of the Tuatha, 
  withdrawing into Tír na nÓg, the Land of Youth where 
  they became more radiant and beautiful. These fairies 
  earned a variety of names for themselves, the foremost 
  among them given by the Scots: “Seelie” or “blessed.” 
  Others, bitter that the Tuatha had given their home away 
  to mortals, fled into the lands where the dead journeyed. 
  These night-haunts and winter spirits came to be called by 
  many names, among them “Unseelie” or “unholy.”
  The Seelie are those aes sídhe that dwell in the great 
  court Tír na nÓg. This place is known by many names: the 
  Seelie Court, the Court of Fire, the Beltane Gather and the 
  Clan of Brigid. Though later folklore often talks of kings 
  or queens of the faerie, no one truly rules among the aes 
  sídhe — they simply know their place in the order of things. 
  
  25
  Leanan Sídhe (Guide •••)
  The feared leanan sídhe, the fairy-lover, is a terrifying 
  muse and mistress. Always of the Unseelie and usually 
  female, these vampiric Good Folk feed on the life of a mortal, 
  siphoning away their health and sanity. In its place, however, 
  the victim of the leanan sídhe gains unprecedented creativity, 
  as the fires of imbas burn brighter within them like a once-
  covered flame exposed to open air. Leanan sídhe usually 
  choose only a single lover at one time, spending all their time 
  with them. The mortal becomes obsessed with both his new 
  lover and his artwork; indeed, to him, they are inseparable. 
  The victim’s artwork becomes transcendent in its beauty, 
  though it is always of a haunting, somewhat melancholy 
  quality, filled with cynicism, misery and shadows.
  Traits: The leanan sídhe are aes sídhe with plenty of 
  Epic Manipulation and Epic Appearance. 
  Supernatural power: Vampiric Muse: While a mortal is 
  composing, roll the leanan sídhe’s (Legend + Expression). 
  Each success inflicts one health level of bashing damage on 
  the mortal, which heals at a normal rate; however, because 
  the mortal’s dreams are haunted by the visage of the leanan 
  sídhe, he can gain no actual rest until the leanan sídhe leaves 
  him alone for twenty-four hours. Each success on this roll 
  also gives the leanan sídhe one point of Legend. Should 
  the mortal ever have seven health levels of these wounds at 
  once, he slips into a troubled dream-like coma for twenty-
  four hours, during which time the leanan sídhe feeds on a 
  dot of his Willpower (see below). Once the mortal is out of 
  Willpower, he either commits suicide in a spectacular fashion 
  or simply drifts off into a coma, dying on the anniversary of 
  the day he met the leanan sídhe.
  Weakness: Leanan sídhe must feed on one dot of 
  Willpower per month while in the World, or lose one 
  Willpower dot of her own. All leanan sídhe are also 
  bound by an Ability (Presence) Imbas geas.
  Bean Sídhe (Guide ••••)
  Though their name means “fairy woman,” not all 
  women of the aes sídhe are considered bean sídhe. Only 
  fairy women who are fascinated with mortal death populate 
  the ranks of the bean sídhe — the aes sídhe are immortal, and 
  so funerary customs, the grief of death and the inevitability 
  of mortality all fascinate them. Each bean sídhe adopts a 
  mortal family and watches them carefully. They take only 
  vague note of the births and successes of those families, 
  however, for it’s their deaths that fascinate them. 
  Bean sídhe cannot help but appear to those families 
  who are about to suffer a death of one of their number — 
  their keening (learned from the Morrigan, who invented 
  the funerary keen) can be heard on storm winds, warning 
  members of the family. The bean sídhe may also appear to 
  the one who is about to die, sometimes as a wailing, ghostly 
  woman clad in funereal weeds or as a washerwoman at a 
  ford, cleaning the blood out of the person’s own clothing.
  Traits: Bean sídhe have the same traits as normal aes 
  sídhe, though many of them have mastered Boons from 
  the Death and Psychpomp Purviews. All bean sídhe also 
  know the Prophecy Purview, which allows them to foretell 
  the deaths of the mortals of the families they watch over.
  Weaknesses: In addition to the typical limitations of 
  the aes sídhe, all bean sídhe are also bound by a Purview 
  (Death) Duty geas, requiring them to watch over and 
  announce the deaths of their chosen family.
  The Fir Bolg (Guide •••)
  When the Tuatha Dé Danaan first came to the Green 
  Isle from their place of birth, they found the land already 
  inhabited by two tribes of folk. The first were the fomorians, 
  great of size and hunger. The others, however, were the Fir 
  Bolg, the “people of the bags.” They were so-called for the 
  small bags made of crane skin they wore around their necks, 
  decorated with the colors and stones of their clans and filled 
  with the tokens sacred to the land where they lived (and 
  their Titanic father, Crom Dubh). Where the fomorians 
  were massive in build, the Fir Bolg were short, with stooped 
  postures from dwelling in the places beneath the earth, 
  where they were driven by the bullying fomorians.
  As part of their war against the fomorians, the Tuatha 
  sent mighty Lugh to speak with them, and he dazzled 
  them with his skills and radiant brow. They agreed to 
  help the Tuatha against the fomorians and abandoned 
  the worship of the Titans, siding instead with the Tribe 
  of Danu. In time, the victory of the Tuatha over the 
  fomorians was also the victory of the Fir Bolg, and the 
  two races dwelt in peace for a long time, though the Fir 
  Bolg preferred to remain beneath the earth.
  Some of the Fir Bolg came to emulate Lugh, becoming 
  craftsmen with the gold they unearthed and emulating his 
  shining visage and skilled hands. The aes sídhe laughed to see 
  such devotion, and some among the Fir Bolg were called luch-
  chromain, or “little stooping Lugh,” for their craftsmanship 
  and love of gold. Eventually, these Fir Bolg (and their Gaelic 
  name) inspired the tales of the leprechaun.
  Others among the Fir Bolg regretted their assistance 
  to the Tuatha, remembering other days spent beneath 
  the earth before the coming of Danu’s people. These Fir 
  Bolg often fell into drunken stupors, invading the wine 
  cellars of the aes sídhe. Eventually, these clurichaun were 
  banished to the northern climes of Scotland’s highlands, 
  where they were known as guardians of wine cellars and 
  little drunkard spirits.
  Traits: Fir Bolg are shorter than humans and the aes 
  sídhe, generally standing between three and four feet tall. 
  They often appear somewhat hump-backed, particularly as 
  they get along in years, and prefer to dwell underground. 
  Leprechauns take a great deal of pride in their Craft skills, 
  from cooking to cobbling to jewelry-crafting. They love 
  working in gold and do so often, having accumulated piles of 
  raw gold over the centuries of hollowing out Irish hillsides.
  Supernatural Powers: Earthen Affinity: As part of 
  their connection with Crom Cruach, through their father 
  Crom Dubh, Fir Bolg have incredible ability to shape and 
  craft earthenworks. They prefer to work underground and 
  are subtle in their artwork. Any subterranean construction 
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  they create completely fails to show up to mortal senses, 
  up to and including cutting-edge seismological technology 
  and other means that would normally reveal caverns and 
  the like. Such approaches simply fail to detect them. 
  Likewise, the entrances into these places are cunningly 
  concealed, such that a mortal may actually watch an entity 
  use one of the passages and still not see the entrance at 
  all, appearing as though they’d simply disappeared.
  Weaknesses: Fir Bolg all share a unique weakness: the 
  wish-geas. Each one is bound by some required Duty Geas, 
  often based around protecting something. Leprechauns 
  defend their pots of gold, while clurichauns guard wine 
  cellars. Failing in this task means that the individual Fir 
  Bolg is required to grant a wish to the one who manages to 
  either trick the location of their gold from them or spirit 
  away a bottle of wine without their knowledge. The Fir Bolg 
  themselves do not have the power to truly grant wishes, it 
  should be noted: they must go to the aes sídhe for help 
  in granting these wishes, as both penance and admission 
  of guilt. If the aes sídhe do not have the power to grant 
  the wish, they take the concerns before the rulers of the 
  Courts, and failing that before the Tuatha themselves.
  Púca (Guide •••)
  Small lying tricksters, the púca (or the pwca, as they are 
  known in Wales) are shapeshifters who taken on the form 
  of either small mammals or horses. Púca of the Seelie play 
  pranks that make others laugh and teach fools and blowhards 
  lessons, while the Unseelie are wicked tricksters whose jokes 
  humiliate and sometimes even hurt their victims. 
  Horse púca love to lure would-be riders onto their 
  backs; the rider then adheres to the púca and cannot get 
  off before being taken on a wild ride. Seelie púca love 
  to play silly games, such as scaring parents who watch 
  their laughing children ride by on a bucking stallion or 
  dropping an arrogant vicar face-first into the mud, while 
  the Unseelie often end their rides in briar patches or 
  with grievous injuries. A few of the horse púca, fallen 
  to the influence of Crom Cruach, end their rides in ice-
  cold rivers, where these water-horses drown their riders 
  and consume their flesh.
  Traits: Whether in their natural animal form or in 
  their diminutive three foot tall, animal-featured humanoid 
  forms, púca use the stats as per animals of their normal 
  type with a +2 to all Physical Attributes, and Mental and 
  Social Attributes of at least 2. Púca have a Legend of 2 
  and occasionally develop Epic Attributes. They all bear 
  the Virtues of the Tuatha, save for water-horses and other 
  twisted púca, who hold to the Virtues of the Titans.
  Sluagh Sídhe (Guide •••)
  The fairy host of the Underworld, the sluah sídhe are 
  not aes sídhe. Rather, they are the ghosts of the Irish dead 
  who have been taken into the courts of the Unseelie in 
  Tir na Marbh. They are dark and ephemeral, like pieces of 
  black veil caught in the wind, and they follow the Unseelie 
  of the Underworld everywhere. Hosts of the sluah sídhe 
  ride the winds on nights of the dark moon, peeking into 
  windows and listening to conversations, bringing their 
  masters word of goings-on in the World.
  Traits: Sluagh sídhe have the same traits as normal 
  ghosts, save for one difference: Their Move and Dash 
  actions can take them through open air, allowing them to 
  effectively flit about in all three dimensions. Additionally, 
  while standing in areas of pure darkness, the sluah sídhe 
  can be seen by those who make a (Perception + Awareness) 
  roll with a difficulty equal to the ghost’s Legend.
  ReLIcs
  The cauldron of Dagda 
  Relic ••• (1 Purview, 1 Unique Two-Dot Power)
  The Cauldron of Dagda is one of the four treasures the 
  Tuatha brought with them from Tír na nÓg. The Dagda 
  brought it from the city of Murias. It is known as Undry 
  because, when filled with water, it never empties unless 
  the cauldron is deliberately tipped out and drained. The 
  Cauldron of Dagda can produce food in it without any effort, 
  and the amount of food can feed an army. The Cauldron 
  also has the power to heal any wound short of death. 
  With the Cauldron of Dagda, a Scion may access the 
  Health Purview. The Cauldron also holds a unique power: 
  Once per day, the water may be drained from the Cauldron 
  and, at its owner’s command, it will instead fill with solid, 
  nourishing food in great quantity. This food is usually 
  the sort meant to sustain an army of warriors: beef stew, 
  hearty chicken soup or even mounds of ribs smothered in 
  barbecue sauce. Scions have used the Cauldron’s powers 
  for more humanitarian reasons as well.
  gae Bolga 
  Relic ••• (1 Purview, 1 Unique Two-Dot Power)
  The Gae Bolga was the spear of the hero Cúchulainn. 
  Crafted from the largest bone in the body of a sea serpent, 
  once it’s been thrown and enters the body of its target, the 
  spear opens and dispenses numerous barbs into the flesh. The 
  spear does even more damage when yanked or cut out of the 
  body. Cúchulainn used it on at least two occasions: once while 
  fighting a duel against his best friend, Ferdiad, and another 
  time against his son, Connla, who he had never before met. 
  Both times, the wound inflicted was almost instantly fatal.
  Any Scion who possesses Gae Bolga has access to the 
  War Purview. Further, after an attack, the weilder can 
  do the same damage again by successfully yanking the 
  spear out on a successful (Strength + Melee) roll (against 
  the target’s (Strength + Athletics) if they resist).
  The spear of Lugh 
  Relic ••• (3 Purviews)
  The Spear of Lugh, or Spear Lúin, is one of the greatest 
  weapons in Ireland. Lugh brought it with him from the 
  city of Gorias in Tír na nÓg, and it was with this spear that 
  Lugh wounded the fearsome Titan Balor of the Evil Eye.
  The shaft of the spear is made with oak, and the head 
  is of a strange milky white crystal. Furthermore, the spear’s 
  
  27
  head drips blood and burns so fiercely hot that, in the past, it 
  would burn down wherever it was kept if it is not submerged 
  in the Dagda’s Cauldron. Enchantments have been placed on 
  the Spear more recently, and when not in use by whichever 
  Scion holds it, it is kept in a space outside this dimension. 
  The spear is summoned forth when needed and returned to 
  that no-place when its owner is finished with it. The spear is 
  also capable of hurling attacks of lightning and ice. 
  With the spear, the Scion who uses it can access the 
  Fire, Sky and War Purviews. 
  The stone of Destiny 
  Relic ••••• (3 Purviews, 1 Unique Two-Dot Power)
  The Tuatha brought the Lia Fáil (or Stone of Destiny) to 
  Ireland from the city of Fáilias in Tír na nÓg. It is enchanted 
  to detect those whose destiny it is to rule over Ireland. In 
  the past, the stone would sing if the man who was meant 
  to be High King stepped on it. In modern times, it will 
  sing if stepped on by anyone with the soul and will to lead 
  Ireland out of its troubles. It is also said to be able to restore 
  an aging king to his youth and vitality. The stone that is 
  said to be the Lia Fáil (currently located at the Inauguration 
  Mound at Tara in Ireland) is a forgery. The true Lia Fáil was 
  spirited away by one of the Tuatha’s Scions centuries ago, 
  so that it might not fall into the hands of titanspawn.
  Any Scion who possesses the Lia Fáil has access to 
  the Guardian and Justice Purviews, as justice and the 
  duty of guarding his subjects are two qualities a true king 
  must always possess. The stone also grants the Health 
  Purview, and as a unique power it will restore someone 
  of advanced age to a much younger state.
  The sword of Light 
  Relic •••• (4 Purviews)
  Known as Claíomh Solais, the Sword of Light was 
  brought to Ireland from the city of Finias in Tír na nÓg 
  by Nuada, who wielded it in many battles against the 
  fomorians. When unsheathed, it glows with a brilliant 
  light that blinds titanspawn and mortals alike. The light 
  also makes it appear that the wielder’s hand has been 
  transformed to silver, although this is only an illusion. 
  It is capable of slicing people in half.
  Scions who possess the sword have access to the 
  Guardian, Justice, Sun and War Purviews. 
  Other Relics
  Irish history contains a wealth of mighty relics that 
  the Tuatha might provide to new Scions.  Some examples 
  include Aengus’ sword Moralltach, Mannanan’s sword 
  Fragarach and the Dagda’s harp Daurdabla.
  scIons of The  
  TuaTha dé dannan
  The Scions of the Tuatha are vigorous folk, given to fighting, partying and lovemaking in equal measure. The 
  following are two sample Scions of the Tuatha: one a Scion of Lugh, presented as a beginning Hero-level Scion, and 
  the other a Scion of the Morrigan, presented as a Demigod-level Scion.
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  28
  Louise always knew she was meant for great things. Not because she was 
  inherently better than anyone else. It’s just that her mother was a strict advocate of 
  the idea that those who worked were those who won. Talent got you 
  only so far — it was hard work that made someone great.
  Still, it helped that Lou was really talented at just about 
  everything she tried her hand at. She excelled academically 
  with hardly any effort whatsoever. She split her time between the 
  gymnastics floor and the stage, loving both of them dearly. When she 
  was sixteen, she competed in the Olympics for the United States, and 
  only the sudden death of her mother prevented her from going all the way 
  to the gold (something she still regrets to this day).
  The exposure from the Olympics still did her quite a lot of good, however. 
  By the time she was eighteen, she’d been in multiple commercials, and when her 
  talent agent discovered her singing voice, he quickly flipped that into a record deal. 
  She was well on her way to a life of fame and fortune when Cooshie found her.
  At first, the big dog scared her a little, but when she saw how nervous he 
  made everyone else, she was determined to be the one to approach and befriend 
  him. It was a point of pride that he took to her as immediately as he did. Things 
  grew stranger, though, when he led her to the odd fellow practicing alone in the 
  stadium at night. Fortunately, the gorgeous man there turned out to be shining Lugh, 
  her father. He told her of her legacy, and that she was, in fact, inherently better than 
  most. How could she not be, with the blood of a God in her veins?
  Her life is certainly more difficult of late, what with battling fomorians 
  and meeting others like her. Still, Lou knows that she’s up to the task — 
  after all, she’s never met a challenge she couldn’t overcome, and this 
  whole Scion thing is just one more challenge. Right?
  Roleplaying Hints: Lou is bright and cheerful, though she’s not naïve or vapid. She 
  is just happy to meet any challenge head-on and tackle it to the best of her ability. Though 
  she would never admit such, she loves the adoration that others give her and does her 
  best to show off without seeming to show off. On some level, though, her Visitation has 
  shaken her. She can’t get rid of the nagging suspicion that all of her victories 
  up until now have simply been because she is better than other people. 
  They weren’t her victories — they were her father’s. She also finds being 
  around other Scions somewhat disconcerting; it’s difficult to shine when 
  those around can do everything with as much ease as she can.
  Birthrights: Lou is always accompanied by Cooshie, her pure 
  white Irish wolfhound with red ears (its coloration a sure sign 
  of otherworldliness to those who know their Irish mythology). 
  She always wears her bronze cloak pin depicting a vertical spear 
  behind the head of a dog, usually either at her waist or on 
  her lapel. This pin grants her access to the Animal, Health 
  and Magic Purviews. Her spear is the Spear of Lugh (see 
  pp. 26-27 for more details).
  Geasa: The Bard’s Geas. Louise is bound by a 
  Legendary Skill Geas, associated with her Art (Singing) 
  Ability. She acquired it when she took the Hero’s Geas 
  (the second power in the Enech Pantheon Purview). Lou 
  regains Legend at double the normal rate, and additionally 
  regains a single point of Legend each time her dedication to 
  improving her singing skills makes her life difficult.
  louIse “lou” maceThan
  scIon of luGh
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  name
  Player
  attriButes
   academics 
  ooooo
   animal Ken 
  ooooo
   art 
  ooooo
   art 
  ooooo
   athletics 
  ooooo
   awareness 
  ooooo
   Brawl 
  ooooo
   Command 
  ooooo
   Control 
  ooooo
    
  ooooo
  legend 
  Points  
  –––– ––––
  Calling
  nature
  Pantheon
  God
  Physical
  strength  
  oooooooooo
  Dexterity  oooooooooo
  stamina  
  oooooooooo
  social
  Charisma  
  oooooooooo
  manipulation  oooooooooo
  appearance  oooooooooo
  mental
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  aBilities
   Craft 
  ooooo
    
  ooooo
    
  ooooo
   empathy 
  ooooo
   fortitude 
  ooooo
   integrity 
  ooooo
   investigation 
  ooooo
   larceny 
  ooooo
   marksmanship 
  ooooo
   medicine 
  ooooo
   melee 
  ooooo
   Occult 
  ooooo
   Politics 
  ooooo
   Presence 
  ooooo
   science 
  ooooo
    
  ooooo
    
  ooooo
   stealth 
  ooooo
   survival 
  ooooo
   thrown 
  ooooo
  BirthriGhts
   
   
   
  WeaPOns
   
   
   
  KnaCKs
   
   
   
  BOOns
   
   
   
  o o o o o o 
  o o o o o o
  Virtues
   
  ooooo
   
  ooooo
   
  ooooo
   
  ooooo
  leGenD
  eXPerienCe
   
  h  e  r  O
  WillPOWer
  oooooooooo
  health
   0 
  –1 –1 –2 –2 –4 
  i
              
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  a–––– l–––– B––––
  armOr
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  sOaK
  Superstar
  Tuatha Dé Danaan
  Competitor
  Lugh
  Courage
  Expression
  Intellect
  Piety
  Creature (Cooshie — large Irish wolfhound) 2 
  Relic (Spear of Lugh) 3 
  Relic (Cloak Pin –Animal Health and Magic 
  Purview) 3
  Animal Communication (Dog), 
  Assess Health, Brehon’s Eye, 
  Hero’s Geas, Magic 1
  Spells: The Unlidded Eye
  9
  2
  3
  Spear of Lugh – Acc 7, Dmg 5L, Parry DV 4, Sp 5;  
  Spear of Lugh, thrown – Acc 7, Dmg 5L-P, Rng 10,  
  Spd 6
  Louise “Lou” MacEthan
  Blessing of Importance, Cat’s 
  Grace, Center of Attention, 
  Inspirational Figure, Social 
  Chameleon, Untouchable Opponent
  None
  (Acting)
  (Singing)
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  30
  Morris (who insists that his friends call him “Morrie”) has been at 
  this for a while. The Irish have killed one another in the northern parts 
  of the country since before old Patrick brought Christianity to the island. 
  Morrie grew up an orphan, and he knew plenty of kids who were wards 
  of the state because their parents had been killed in terrorist attacks (or 
  were terrorists themselves). State wardships were tough, and you had to be 
  tough to survive them. Most kids in the system are either bullies or victims, 
  and Morrie learned early on that if you weren’t one, people assumed you 
  were the other.
  Morrie likes to tell people that he was a “heroic bully,” the kind that 
  saved the smaller kids from the other bullies. But the truth of the 
  matter was that he was an angry little cuss with a talent for causing 
  pain, and he used it to get his way as often as he could. By the time 
  he was sixteen, he was spending more time in reform school than 
  an orphanage.
  That was when the ravens started showing up.
  Ravens aren’t like other corvids. They’re not simply black 
  birds writ big: They’re practically raptors in their size and capacity 
  for violence. Something like Morrie himself. He woke up one 
  morning to find a trio of massive ravens perched on his windowsill, 
  watching him like they hoped he was dead. For the next week, he was 
  constantly surrounded by them. He wasn’t the only one to notice, 
  either. All the other kids started avoiding him, and he found himself 
  with long bouts of solitude on his hands, long bouts in which he 
  found himself speaking to the ravens.
  Everything changed, of course, when they started speaking back. 
  Not all of them, mind – just the three of them who introduced 
  themselves as Nemain, Macha and Babd. They told him strange 
  stories. Old stories at first, about the ancient Phantom Queen and 
  the warriors of Ulster. He recognized the names, certainly, but he’d 
  never known the full extent of the stories until the three ravens told 
  him. Then they told him tales that weren’t in any books — stories 
  about the Morrigan and the rough Irish dock worker she took a 
  liking to. About how she stayed with him long enough to know that 
  he’d never be able to raise a boy on his own, and how carefully she’d 
  watched that boy since.
  She liked his spirit, the birds said. He was tough and mean, like 
  a young rook himself. He looked like her, they said, black of eye and 
  head. They offered to show him something and led him to the old 
  well, at the bottom of which he found his Birthrights wrapped in a 
  bit of old burlap.
  Morrie spent the first several years after his Visitation 
  wandering. He fell in with a variety of biker gangs along the way, 
  though he’s always ended up going his own way — his love of 
  bloodshed and violence has made it difficult to remain around 
  anyone, even in such grizzled company as the Hell’s Angels 
  and the Pagans. When he achieved his Hero’s Geas, this 
  propensity crystallized into a full-on need to seek out skilled 
  combatants and test himself against them.
  morrIs “morrIe” corBIn
  scIon of The morrIGan
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  Late one Samhain night, his mother came to him in her regal aspect as the Phantom Queen. For the first time 
  in his life, Morrie felt something other than belligerence and cussedness — he experienced actual anger. Though she 
  bested him handily, to this day Morrie feels that the most therapeutic thing he’s ever done was to attack his divine 
  mother. After she threw him time and again, he admitted that he’d worked it out of his system. They talked long 
  into the cold night about the nature of the World and her expectations of his place in it, and he’s wandered ever 
  since as a Demigod, fulfilling that role.
  Roleplaying Hints: It’s hard not to be jaded about violence when you grew up in the middle of the “Irish 
  troubles” of the latter half of the twentieth century. Morris didn’t know anyone who was part of the IRA or 
  anything like that. It might have been better if he had, really — he might have been able to put a face to the 
  tragedy, to personalize it some. He simply grew up with the reality that, at any point, everyone around him might 
  suddenly be dead.
  As a result, Morrie himself doesn’t hesitate to throw down. On some level, the opportunity to indulge in 
  some sudden ultra-violence is a relief to him. He goes through life with the expectation building in him that 
  everything will go to shit. It makes him jittery and prone to getting drunk. He’s most at peace the morning after 
  a big, brutal fight. On those mornings, he almost smiles at his beaten image in the mirror as he tends to his 
  bruises and broken bones.
  Birthrights: In the Morrigan’s Well, Morrie found a set of biker’s leathers marked with intricate white 
  knotwork on one leg and arm (a set of Relic armor that grants a +2 soak above the normal soak of biker leathers). 
  The black fingerless gloves tucked into the pocket of the set act as a Relic granting access to the Chaos Purview, 
  and the small silver raven skull hung on a chain grants access to the Animal and Death Purviews. Shortly after 
  he received his Visitation, Morrie was visited by a bean sídhe named Aithne, who has acted as his Guide and 
  occasional lover ever since.
  When he achieved demigodhood, his mother empowered his leathers to better defend him for the tasks she 
  set to him (increasing his Relic-based soak by another +2, for a total of +4), and she gave him the small brooch that 
  calls forth a Flock of the Morrigan.
  Geasa: Morrie is bound by his Hero’s Geas, which functions as the Legendary Sword geas. Additionally, he and 
  his bean sídhe Guide Aithne are more than simply lovers: they have bound one another’s wrists with black ribbon 
  under the Beltane boughs, watched over by a murder of crows. The crows, as a wedding gift, promised that he would 
  find more of them in himself when he called on his crow’s blood, but only so long as he held fast to his devotion to 
  Aithne. This functions as a Boon (Animal Aspect) Handfast geas.
  Other Notes: When Morrie activates his ríadstrad, he also activates the following Knacks and Boons at the 
  same time, for a total cost of 12 Legend (+2 Legend/action that Animal Aspects apply): Animal Aspect (Corvids — 
  Dexterity), Animal Aspect (Corvids — Wits), Animal Feature (Corvids), Divine Bound, Untouchable Opponent, 
  Warrior Ideal. 
  Morrie’s use of the Animal Feature Boon is generally used to gain one or more of the following:
  • A set of wicked talons (see weapons).
  • Hollow bones, which add +3 to his effective (Strength + Athletics) for the purpose of determining how 
  far he can leap.
  • Black raven’s eyes, granting a +3 bonus to all sight-based Perception rolls.
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  Player
  attriButes
   academics 
  ooooo
   animal Ken 
  ooooo
   art 
  ooooo
    
  ooooo
   athletics 
  ooooo
   awareness 
  ooooo
   Brawl 
  ooooo
   Command 
  ooooo
   Control 
  ooooo
    
  ooooo
  Calling
  nature
  Pantheon
  God
  Physical
  strength  
  oooooooooo
  Dexterity  oooooooooo
  stamina  
  oooooooooo
  social
  Charisma  
  oooooooooo
  manipulation  oooooooooo
  appearance  oooooooooo
  mental
  Perception  oooooooooo
  intelligence  oooooooooo
  Wits  
  oooooooooo
  aBilities
   Craft 
  ooooo
    
  ooooo
    
  ooooo
   empathy 
  ooooo
   fortitude 
  ooooo
   integrity 
  ooooo
   investigation 
  ooooo
   larceny 
  ooooo
   marksmanship 
  ooooo
   medicine 
  ooooo
   melee 
  ooooo
   Occult 
  ooooo
   Politics 
  ooooo
   Presence 
  ooooo
   science 
  ooooo
    
  ooooo
    
  ooooo
   stealth 
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   survival 
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   thrown 
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  BirthriGhts
   
   
   
  WeaPOns
   
   
   
  KnaCKs
   
   
   
  BOOns
   
   
   
  oooooo 
  oooooo
  Virtues
   
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  leGenD
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  WillPOWer
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  health
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  i
              
  ––––––––––––––––––
  a–––– l–––– B––––
  armOr
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  sOaK
  Wandering Troublemaker
  Tuatha Dé Danaan
  Cynic
  The Morrigan
  Courage
  Expression
  Intellect
  Piety  
  Guide 3 (Aithne, Bean sídhe) 
  Relic (Silver Raven Skull —Animal and Death Purview) 2 
  Relic (Black Biker Gloves — Chaos Purview) 1 
  Relic (Leathers — +4 Soak) 4, Creature 2/
  Relic 1 (The Flocks of the Morrigan)
  Animal Aspect (Corvids), Animal Command 
  (Corvids), Animal Communication (Corvids), 
  Animal Feature (Corvids), Death Senses, 
  Enech 1-4, Hornet’s Nest, Prophecy 2, 
  Ríastrad, Warrior Ideal
  3
  11
  15
  Unarmed, Heavy – Acc 8, Dmg 8B, Parry DV 4, Sp 5  
  Unarmed, Light – Acc 10, Dmg 5B, Parry DV 5, Spd 4 
  Raven Claws — Acc 10, Dam 7L, Parry DV 5, Spd 4 
  Morris “Morrie” Corbin
  Blinding Visage, Crushing Grip, Damage Conversion, 
  Devourer, Disfiguring Attack, Divine Bound, Divine 
  Damage Conversion, Divine Wrath, Holy Bound, 
  Inner Furnace, Knockback Attack, Knockback Wave, 
  Monkey Climber, Predatory Focus, Roll With It, 
  Self-Healing, Supernal Hunter, Untouchable Opponent
  +4
  +6
  Leathers
  m
  o
  r
  r
  i
  S
  C
  o
  r
  B
  i
  n
  m
  o
  r
  r
  i
  S
  C
  o
  r
  B
  i
  n
  36
  legend Points
  
  33
  Indeed, it became more important, for no one could 
  die in Mag Mell. The slavery to and torments of the 
  twisted fomorians could conceivably continue for all 
  of eternity, and that idea was utterly anathema to the 
  freedom-loving dead of the Plain of Joy.
  Then, something changed.
  The fomorians were not idle in their time in Mag 
  Mell. They were themselves denied the benefits of Mag 
  Mell’s immortality, and they were not fools: For each of 
  them that died, there was one less fomorian, so every 
  death was calculated and precise. The Tuatha never really 
  noticed what was going on, noting only that the ghosts 
  of the dead fought the fomorians. If the dead noticed 
  that every one of the fomorians who died did so with a 
  joyful gleam in his eyes and strange markings on his skin, 
  they likely passed it off as simply another mad trait of the 
  twisted monsters who were the enemies of their Gods.
  In time, though, this great ritual sacrifice was 
  completed, and something gave. A great wintery storm 
  came over Mag Mell, and the dead were terrified, for 
  their Plain of Joy was always on the cusp between spring 
  and summer. When this storm passed, Cethlenn (the 
  mother of fomorians) stood on the Plain of Joy, and the 
  dead were nowhere to be found.
  In very short order, things changed. The ritual of the 
  fomorians managed the impossible: It unmoored Mag Mell 
  from the Underworld, cracking the prison of the Titans 
  just enough to allow Cethlenn to escape. Mag Mell itself, 
  cast free, latched onto the pull of the World, becoming 
  one of the first of the terrae incognitae. The dead were 
  swept away by the great wintery storm that accompanied 
  that transformation and cast into the Void.
  In a panic, the Tuatha called up their allies. While the 
  Morrigan and the other Tuatha associated with the dead 
  traveled into the Void to rescue as many of the Irish ghosts as 
  they could, Danu approached the king of the Welsh afterlife, 
  Gwyn ap Nudd. With her traveled Gwyn ap Nudd’s father, 
  Nuada. For nine days and nine nights they spoke behind 
  closed doors in Annwn, the Welsh Underworld; when the 
  doors opened, part of Annwn had already transformed, 
  creating a sanctuary for the Irish dead at Gwyn ap Nudd’s 
  command. Once their dead were safely ensconced in this 
  portion of Annwn, which came to be called Tír na Marbh 
  by the ghosts of the Irish tribes, the Tuatha turned their full 
  might and fury to Cethlenn and her get.
  For centuries they fought. The Tuatha, though mighty, 
  were hard pressed to match Cethlenn’s fury. Her children 
  were seemingly innumerable, and Mag Mell’s connections 
  to the World meant that the Tuatha and their aes sídhe 
  army had to direct their focus on stopping the fomorians 
  from entering the World as well as trying to destroy them 
  The cosmology of the Tuatha Dé Danaan is a 
  complex and interwoven one. The interactions between 
  the World, Underworld and Overworld have often 
  been confused in the passing down of mythological 
  and folkloric sources, to say nothing of the kind of 
  conceptual drift that happens over generations.
  When the Children of Danu originally came to the 
  World and settled in the land of Eire, they left behind 
  their otherworldly paradise, Tír na nÓg and its four 
  great cities, bringing with them the lesser divinities 
  that would one day come to be called the aes sídhe. 
  Eventually, though, the races of men came to Eire with 
  weapons of cold iron, and the Tuatha were impressed 
  with their mettle, their beauty and their love of the 
  Green Isle. They ceded Eire to the Milesians and gave 
  them the land itself while they maintained dominance 
  over what lay beneath it — partially as a means of 
  defending these fragile men from the depredations of 
  the wicked Crom Cruach, the White Worm that lay 
  beneath the ground.
  TíR nA MARBh 
  (UndErWorLd)
  AKA: The Cold Lands, Summer’s End
  The lands of the Irish dead are a place of 
  autumnal beauty. Mist lies heavily on the ground, 
  occasionally rising up to create fantastic silhouettes 
  in the dying light. The lands themselves seem to vary 
  in climate and season. In some places, it is a deep 
  autumn, with fiery leaves on every branch and the 
  smell of a nearly-ready harvest in the air. In others, 
  it is deep winter, where the wind howls and carries 
  a razor sleet.
  But the lands of the Irish dead were not always this 
  way. In truth, Tír na Marbh is not even the proper, 
  ancient name for this place. Rather, Tír na Marbh 
  occupies a portion of the greater realm known as 
  Annwyn, the home of the Welsh dead.
  The secret history of the underworld
  Once, the Irish dead traveled to Mag Mell, the Plain 
  of Joy. Here they lived out their afterlives in peace and 
  prosperity, wanting for nothing. Of course, there was 
  one difficulty — when the fomorians were driven from 
  Eire by the Tuatha, the twisted get of Balor and Cethlenn 
  fled to the Underworld, seeking to follow their creators 
  as best as they might.
  Of course, to the dead who dwelt here, the presence 
  of these fomorians was simply the natural order of 
  things. Those spirits who had been warriors in life knew 
  that their defense of their tribe did not end in death. 
  cosmoloGy
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  34
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  utterly. Finally, Cethlenn was defeated and bound once 
  more, along with the greater host of her children. She left 
  a gift for those who defeated her, however.
  Once the gods realized that they had no idea how 
  to reverse the Titanic magics and shift Mag Mell 
  back to the Underworld, the seeds of Cethlenn’s 
  corruption took hold, and those gods who saw the 
  Plain of Joy — now vibrant and uplifting to mortal 
  life — were seized with the desire to claim it for 
  their own. Battles broke out between the Tuatha, 
  the Welsh gods and even the Aesir Gods who saw 
  these lands. Seelie warred with Unseelie aes sídhe 
  over its possession as well, and all might have ended 
  in tragedy were it not for Manannán mac Lir’s calm 
  head and wisdom. He bade the gods on the field 
  of battle to pluck the maggots from their brains. To 
  their surprise, they found just that squirming about 
  in their heads.
  Manannán promised to hold Mag Mell for all the 
  gods who had any kind of claim to that land, swearing 
  that any of them might take it. He bade Danu to bind 
  him by a geas to that effect, and she did so, proud of his 
  wisdom and clarity. (The rest of the story of Mag Mell is 
  told on p. 116 of Scion: Demigod.)
  Over time, Tír na Marbh has grown into a 
  strange, dark reflection of Tír na nÓg. Like the great 
  Overworld realm of the Tuatha, the lands of the 
  dead can be divided into four parts, with a single 
  great royal palace in the center. In the case of Tír na 
  Marbh, the Veiled Court (the seat of the Unseelie 
  aes sídhe) sits in the center, surrounded by the four 
  areas, each of which is home to three of the Tribes 
  of the Dead.
  The veiled court
  The Veiled Court is a great Irish dun-style keep 
  crafted of black stone and open to the elements. 
  The walls are manned by the sluagh sídhe, the 
  shadowy ghosts of the dead claimed by the 
  Unseelie as their servants. In the center of the 
  court sits the Samhain Seat, a great blackthorn tree 
  that has twisted and shaped itself into the rough 
  approximation of a throne. In this tree, ravens 
  perch eternally and watch what goes on there on 
  behalf of their mistress, the Morrigan, who claims 
  this seat as her own.
  Her seneschal is an Unseelie aes sídhe of great 
  power called the Queen of Air and Darkness. Though 
  the Queen of Air and Darkness was once the bean 
  sídhe responsible for keening the deaths of the Irish 
  royal family, that line has long since died out as a 
  cogent entity, and she wears a long black mourning 
  veil for all eternity.
  All spirits that come to Tír na Marbh come first to 
  the Veiled Court, whose scholars and heralds declare the 
  destination of those dead into one of the Twelve Tribes 
  of the Dead.
  The Twelve Tribes of the Dead
  All spirits that come to these lands appear first 
  in the Veiled Court and are then sent to one of the 
  Tribes. The four lands have no names, by compact 
  with Gwyn ap Nudd — he will not tolerate the Irish 
  dead laying claim to Annwn.
  Each of the lands has three tribes: a tribe of the 
  Mad, a tribe of the Ancient Dead and a tribe of the 
  Modern Dead. The tribes of the Mad are all made 
  up of ghosts that once resided in Mag Mell and are 
  among those retrieved from the Void. All of them 
  have been driven inexorably insane, and they are 
  terrible, savage creatures who eat the ghostly flesh of 
  anyone they catch, painting themselves in the pale 
  fluids they render from those unfortunates souls. 
  The tribes of the Ancient Dead are made up of 
  the ghosts of those who died before the coming of 
  Christianity to Ireland, but after the establishment 
  of Tír na Marbh. These men and women are the 
  most like the tribes of ancient Ireland and are 
  careful to welcome visitors appropriately, often 
  going out of their way to save them from the 
  hunting parties of the Mad and guide them to their 
  final destinations. Their bards sing ancient songs 
  long forgotten in the World, and their druids are 
  wise in the ways of the dead.
  The final tribes are made of up those Irish who 
  died after the time of Padraig (St. Patrick), who 
  brought Christianity to the isle. These tribes are 
  often the smallest of the tribes, for the Virtues of 
  the Tuatha were not the Virtues of the White Christ. 
  Rare was the man or woman that embodied those 
  Virtues and reverence of the Tuatha sufficiently 
  to come here after death. Still, the population of 
  these tribes is made up of people who refused to 
  adhere to Christianity. These people either carried 
  forth a family tradition strongly wrapped up in 
  reverence of Ireland itself and the various spirits 
  of that land or perhaps venerated one or more of 
  the Irish saints — many of which were simply new 
  names for old Tuatha Dé Danaan — more than was 
  technically appropriate.
  Passages to Tír na Marbh
  Passage into Tír na Marbh is a difficult thing to 
  accomplish most of the time. The following methods 
  are used to pass into the lands of the Irish dead.
  Tombs and Funerary Architecture: The funerary 
  barrows of Ireland provide access to Tír na Marbh. A 
  creature of sufficient Legend that enters into one of 
  these barrows at night and spends a point of Legend 
  finds himself in one of the subterranean caverns 
  beneath the Veiled Court, welcomed by one of the 
  sluagh sídhe.
  Natural Features: Ireland is criss-crossed with 
  sídhe, the strangely round “hollow hills” that Irish 
  
  35
  folklore warns are the abode of fairies. Created by 
  the Fir Bolg, these hills do not register as hollow to 
  any mortal methods of examination, nor can their 
  doorways be found. But to creatures of Legend, these 
  mounds reveal their secrets to those who know what 
  to look for.
  These sídhe are more than simply hollow mounds, 
  however: They are the passages into the Otherworld. 
  From Samhain to Beltaine (approximately the first of 
  November to the first of May), when the Unseelie are 
  given power in the World, a sídhe acts as a means of 
  entering the Underworld. However, from Beltaine to 
  Samhain, when the Seelie are given power in the World, 
  a sídhe acts as an Axis Mundi into the Overworld of Tír 
  na nÓg (see below for more details). Regardless of where 
  a given sídhe would take one, however, they only function 
  during the nighttime hours or during dawn and dusk.
  Rituals: The funerary rites of ancient Ireland are 
  not truly known any longer, having been replaced utterly 
  by Christian rites. Such rituals must be researched, as 
  detailed on p. 144 of Scion: Demigod.
  Times: The veil is parted between the World 
  and Tír na Marbh on Samhain night, the night of 
  October 31st. It remains easy to pass between the 
  worlds from that night until November 2nd, during 
  the nighttime only.
  TíR nA nÓg
  The great lands of Tír na nÓg act as the Overworld 
  for the Tuatha Dé Danaan. At the center of this land 
  is the Eternal Orchard, the grove that acts as the court 
  for the aes sídhe of the Seelie. This great apple orchard 
  sits on a mist-surrounded island in the middle of a 
  great body of water, from which four rivers flow in the 
  cardinal directions. 
  These rivers gradually widen as they flow outward, 
  eventually opening so much that their edges meet and 
  completely surround the whole of Tír na nÓg in a great 
  body of clockwise-flowing water. 
  At their widest, these rivers have a massive island 
  in the middle of their flow, at the very edges of this 
  Overworld. On these islands sit the four Noble Cities 
  of Tír na nÓg: Falias the Great sits in the River of the 
  Boar to the north, Gorias the Shining is surrounded 
  by the River of the Hawk to the east, Finias the 
  Glorious sits in the River of the Stag in the south, 
  and Murias the Rich is in the River of the Salmon 
  in the west.
  Though the Gods maintain their halls within the 
  great cities, the cities themselves — populated by the 
  aes sídhe and the servants of the greater Tuatha — are 
  watched over by ancient druids chosen from the wisest 
  of the aes sídhe priest-savants. Even the Tuatha do not 
  know as much about the cities as these druids, and they 
  often serve as advisors and friends for the Tuatha that 
  make their homes in these cities.
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  Falias the great
  Falias the Great is a city of ice-green spires 
  touched by frost. White ravens fly among the 
  snapping banners, and the only light that touches 
  it comes from the pale twilight stars above. Dawn 
  in Falias is heralded by the brilliant display of an 
  aurora in the sky.
  The druid Morfessa is the regent of Falias. He 
  is an ancient, bearded aes sídhe clad in robes of a 
  brilliant white color that reflect the hues in the world 
  around him. A raven sits on his shoulder, perfectly 
  white in color with pale-green eyes, and the two often 
  whisper to one another. He wears a diadem of pale 
  silver on his brow set with a gemstone that is the 
  Morning Star.
  gorias the shining
  Gorias the Shining sits in the east, a city of tall 
  opalescent towers touched with gold accents. In 
  Gorias can be found all the colors of the dawn — 
  sweet dusky gold, the shimmering of rose and ghostly 
  violets. Gorias’ natural lighting is veiled and misty, 
  the light of the early morning, and beautiful gold 
  hawks are everywhere.
  The druid-smith Esras acts as Regent to the city, 
  though one wouldn’t know it to look at him. He is an 
  older aes sídhe, with a close-cropped beard and head 
  of hair that are both salt and peppered, with small 
  singed spots from his work at the forge. His forge 
  overlooks the square where the Silent Hero stands. 
  He wears a simple woolen kilt and a leather apron 
  appropriate to his work.
  Finias the glorious
  Finias the Glorious sits in the south. Its tall 
  elegant towers of silver, brass and white marble 
  are illuminated all hours of the days and night by 
  the white-hot fires of the summer sun. The night 
  in Finias is short, and the horizon on all sides is 
  touched with a deep red glow, as though great flames 
  burnt just over the hills, waiting to spring up at a 
  moment’s notice.
  The fair-haired druid-poet Uscias acts as Regent 
  for Finias. He is a veritable priest of the imbas, 
  and those who come near him cannot help but feel 
  their own creative urges rise. He is a fair, youthful 
  looking aes sídhe, with long blonde-white hair 
  and a smooth face. He wears brilliant colors, and 
  a torc of bronze and silver to denote his status in 
  the city.
  Murias the Rich
  The regal city of Murias the Rich stands in the 
  west. Its towers are crafted of a deep blue stone, with 
  accents of silver-shot white marble Twilight reigns in 
  Murias, and the lingering light of dusk is found here. 
  Murias is also called the Sunken City, for it appears 
  
  36
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  as though its streets are under deep water. In truth, 
  though, Murias is a city with streets of water, and the 
  aes sídhe who dwell here pole through its streets in 
  sleek, swan-like white boats.
  The healer Senias acts as Regent-druid of Murias. 
  A gentle, bearded aes sídhe with hair the color of 
  chestnut, he dresses in simple dark green robes, 
  with a simple torc of bronze and mother-of-pearl his 
  only ornamentation.
  The eternal Orchard
  In the center of Tír na nÓg, acting as the 
  wellspring from which the waters of the Otherworld 
  flow, is the Eternal Orchard. A massive grove of 
  apple and oak trees, the Eternal Orchard is home 
  to the aes sídhe of the Seelie Court. In its center 
  on a small hill grows a pair of massive trees, one 
  oak and one apple. These two trees have twisted 
  together like a pair of lovers and grown into the 
  shape of a throne. Though this is traditionally 
  called the Throne of Brigid, it is offered to any of 
  the Tuatha Dé Danaan who visit here. At the foot 
  of the throne sits a great well, which any of the 
  Tuatha might use to command a view of anyplace 
  in Tír na nÓg.
  The Herald of Spring and Summer acts as the 
  regent for the Eternal Orchard in the absence of any 
  of the Tuatha. He is an ancient aes sídhe, a godling 
  in his own right, though not one that has ever 
  traveled to the World. He is incredibly fair to gaze 
  on, and his bright singing voice is the pride of the 
  Eternal Orchard.
  Axis Mundi: The sídhe
  The hollow hills of the Good Neighbors, the 
  sídhe are the Worldly reflections of the hills upon 
  which both the Eternal Orchard and the Veiled 
  Court are built. There is a season for each, though 
  — from Samhain to Beltaine, a sídhe acts as a 
  passage into the Underworld, because the World is 
  given over to the Unseelie to rule in the dark half 
  of the year. From Beltaine to Samhain, however, the 
  same hollow hill serves as passage to Tír na nÓg, 
  granting passage to those who know how to find 
  such things — or are led there by others — to the 
  Land of Youth.
  The hallows of 
  Ireland as axes MundI
  The four great treasures that the Tuatha Dé 
  Danaan brought to Ireland with them from 
  the Four Great Cities are more than simply 
  tokens or pieces of regalia. They are, in a 
  very real way, part of those four great cities. 
  Each of these Relics is also a miniature Axis 
  Mundi tied not to Tír na nÓg as a whole, 
  but to the city from which it was taken: the 
  Lia Fáil is from Falias, the Spear Luin is from 
  Gorias, the Claíomh Solais is from Finias and 
  the Undry Cauldron is from Murias.
  Any god or other creature of appropriate 
  Legend capable of using an Axis Mundi may 
  utilize one of these items. By placing it upon 
  the ground and spending a point of Legend, 
  they are transported to the appropriate city in 
  question. The one so wielding that Relic may 
  choose to take the Relic with him, in which 
  case he must return via one of the normal sídhe 
  Axes Mundi of Tír na nÓg. He may also leave 
  the Relic in the World, which will allow him to 
  travel from his destination city back to the World 
  where his Relic is. Of course, doing so means 
  leaving the Relic behind in the World, always a 
  decision of some careful consideration.
  These hills are cunningly constructed by the 
  Fir Bolg, who use their affinity with earth to create 
  luxurious halls that are bigger within than without. 
  Each of these sídhe are given to a lord of the aes 
  sídhe and his vassals to use as their home while they 
  are within the World. More importantly, though, 
  anyone entering the doorway at night may spend 
  a point of Legend to travel to the Underworld (if 
  it is between the first of November and the first of 
  May) or to the Overworld (if it is between the first of 
  May and the first of November). This is, of course, 
  assuming that the individual in question has the 
  potency to do so, as detailed in Scion: Demigod 
  and Scion: God.
  
  37
  AKA: Most Foul, The Maggot God, The White 
  Worm, The Great Maggot
  To the Tuatha and their children, Crom Cruach 
  is everything ill and foul in the world. In many ways, 
  he represents the polar opposite of the Tuatha: He is 
  the World in winter, the earth as a place of death and 
  stagnation without any life save that which promotes rot. 
  This Titan is the madness of the dark and of isolation, 
  a place in which all that is bright is extinguished and 
  made soiled. The Morrigan’s wintery aspects are of 
  fertility past its prime or the points in time between 
  cycles of fecundity; the barrenness of Crom Cruach, on 
  the other hand, is all-encompassing and eternal.
  Crom Cruach is called the Maggot God because the 
  creeping, squirming things beneath the earth are born 
  of him. The old tribes were cautious when digging in the 
  earth because they knew that, if they dug deep enough, 
  they would find the pale whiteness of Crom Cruach 
  waiting there. Though Crom Cruach is a fallow force, he 
  has many servants. These are not birthed in the way that 
  other Titans create their spawn. Crom Cruach prefers 
  to corrupt where he can, sucking away fecundity and 
  creativity the way a sponge soaks up water and leaving 
  only dry hate and contempt for the living things.
  TITan:  
  crom cruach—earTh
  The MaThean TeMPlaTe
  All creatures that dwell within the vast chalky expanses of Crom Cruach possess this template, 
  which derives its name from the old Gaelic word for maggot, mathe. Creatures with this template are 
  innately venomous, and though this venom may be delivered by bites or blades, it acts as Titanspawn 
  Venom (Tolerance —, Damage 6L/action, Toxicity 3, Penalty –5).
  Additionally, the flesh of such creatures is partially calcified, lending to the development of strangely 
  callused portions that are insensate and tough. This negates all wound penalties and other penalties 
  associated with pain, for such creatures are wholly numb and without feeling. Because they are very 
  nearly all mad (many of them having literal maggots crawling in the soft meat of their brains), they are 
  also immune to powers that inflict insanity on them.
  Finally, when killed, creatures with this template collapse in on themselves, quickly drying out and 
  portions of their bodies turning into a fine talc-like powder that explodes outwards with the creature’s 
  death throes. This causes a terrible choking sensation that acts as environmental damage (Mathean 
  Death Cloud: Damage 5L/action, Trauma 3). These clouds linger and inflict damage for a number of 
  actions equal to the creature’s Legend.
  Mathean creatures are immune to Boons from the Death Purview deployed by beings with lower 
  Legend ratings. Attacks based on the Health and Sun Purviews, however, are considered to have the 
  Piercing quality.
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  Now that the great Crom Cruach is no longer 
  imprisoned in the deep places of the Underworld, 
  he has risen and laid siege to Tír na nÓg. His terrible 
  bulk stinks of caustic, chemical fumes antithetical 
  to growing things. The very soil becomes sandy 
  and chalky and produces only horrors that hate the 
  Children of Danu.
  Favored 
  Purviews: 
  Animal 
  (Worm-like 
  Creatures), Darkness, Death, Earth, Frost (see 
  Scion: Ragnarok for more information, or ignore 
  this Purview)
  Banned Purviews: Health, Sun
  PROMInenT FeATuRes
  The inner expanses of the Great Maggot are dark 
  and claustrophobic. The air hangs heavy with some 
  kind of chalky sediment, which lines the throat and 
  lungs of those who breathe the stuff for months 
  afterwards. Water is nowhere to be found; it soaks into 
  the strange, dry silt of Crom Cruach’s innards almost 
  immediately, leaving no trace of its existence. Unlike 
  many of the other Titans, Crom Cruach does not have 
  discernable locations within its expanses — such things 
  bespeak a desire for self-expression and identity that 
  the Great Maggot does not possess. To Crom Cruach, 
  :
  
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  there is only dissolution. The Tuatha believe that Crom 
  Cruach will not rest until it has crushed all things into 
  rot and decay. Only then will it be content to cease 
  moving and die itself.
  Even now, Crom Cruach brings ruin to Tír na 
  nÓg. A great circle of rotted vegetation surrounds 
  the outer edges of the Land of the Young, and that 
  circle occasionally bulges with tumor-like hills of white 
  chalk. From out of these cancerous carbuncles tear 
  titanspawn horrors and nemean centipedes, worms 
  and other vile things, all intent on feasting on the 
  verdant land. Crom Cruach has completely encircled 
  the Overworld of the Tuatha Dé Danaan, and they 
  fear that he burrows beneath them as well. The armies 
  of the aes sídhe rally strongly, battling the hordes 
  of fomorians that rise from the expanses of Crom 
  Cruach’s belly. Every fomorian foot that steps onto the 
  Blessed Land does so at dear cost, but the Children of 
  Danu cannot miss the fact that the foul creatures pay 
  that cost gladly and often.
  sample Passages
  The easiest way to travel into the belly of Crom 
  Cruach is by digging into the rotted ground at 
  the edges of Tír na nÓg. Eventually, the ground 
  beneath the digger collapses and gives way, dumping 
  the traveler deep into the stinking expanses of the 
  White Worm. 
  In the World, a number of barrows on the British 
  Isles are close enough to the chalk layer and riddled 
  with sufficient rot that they serve as passages to Crom 
  Cruach. A traveler of sufficient Legend may enter 
  such a barrow and seal the passage behind him. When 
  the darkness surrounding him begins to stink with 
  a chemical acridness, he has come into the gullet of 
  Crom Cruach.
  The body of Terra touches on the expanses of the 
  White Worm as well, and delving into caverns and 
  barrows in Terra’s form can lead to the worm-riddled 
  caverns of Crom Cruach’s body-realm.
  ceThLenn
  AKA: The Bane of the Dagda, She Whose Womb 
  Is The Tomb
  The Bane of the Dagda and the mother of fomorians, 
  Cethlenn is the foremost aspect of Crom Cruach. Once, 
  though, Crom Cruach also boasted a great champion: 
  the one-eyed Balor, father of fomorians. Together, Balor 
  and Cethlenn ruled the lands of the Green Isle. But 
  Cethlenn is a prophetess of great insight, and she foresaw 
  the coming of the Tuatha Dé Danaan and her husband’s 
  defeat at their hands. Still, she did not hesitate when 
  the time came to raise her children-tribe against the 
  fair Tuatha: So proud is the hideous Cethlenn that she 
  would defy even Fate before she succumbed to another 
  force. In that battle, she lost her husband but also struck 
  the Dagda a terrible blow.
  With the death of Balor, all that Cethlenn loved has 
  been destroyed. The World holds only cold hate for her now; 
  her children, the fomorians, are merely bitter reminders of 
  what she has lost. Cethlenn would like nothing more than 
  to see Eire sink beneath the waves, and if it can be done by 
  her own hand then so much the better. She is the mother 
  of stillbirths and a creature of rage and jealousy that will 
  not hesitate to cast all of her children into death.
  Cethlenn is still served by the fomorian tribes and 
  by her handmaiden, the Cailleach. She also takes great 
  joy in twisting normal creatures — particularly hounds, 
  cattle, swans, ravens and other creatures blessed by the 
  Tuatha — into outright horrors. From the clammy depths 
  of her loins, she can produce fat, white grubs the size of 
  a man’s thumb. These things she bids her servants to 
  spread among the foods of such animals. 
  Once the animals eat the grubs, one in three will be 
  driven mad. They will frenzy, killing and eating one of 
  their own or a nearby human being. When this happens, 
  the affected animal twists and warps, becoming horrible 
  versions of themselves, driven mad by maggots infesting 
  their brains. The other two in three simply go mad, 
  suffering from a species-specific, highly infectious version 
  of mad cow disease.
  Cethlenn appears as a hag-like woman, though she is tall 
  of frame and not stooped in the least. Her lined face causes 
  nightmares in those who gaze upon it, and her gray eyes 
  reflect the fear of mortality that haunts men and Gods alike. 
  She is dressed in black, tattered mourning clothing, and her 
  chalk-white skin is bruised by patches of frostbitten flesh.
  The cailleach
  The Winter Hag is Cethlenn’s handmaiden and 
  foremost servant. Where the mother of fomorians appears 
  as an ancient regal queen, the Cailleach is nothing more 
  than a crooked, twisted hag. The Cailleach’s iron-gray hair 
  hangs down in brittle strands, obscuring her face. Her 
  hands are tipped in vicious blue-black cracked talons, and 
  what teeth she has left are terrible fangs made of yellowed 
  ice (which cause her breath to steam in all temperatures as 
  though she were in the middle of a winter gale).
  Though her mistress has long been imprisoned with 
  the other Titans, the Tuatha never managed to capture 
  the canny Cailleach. For centuries, she has plagued the 
  Children of Danu and all they hold dear from her terra 
  incognita caverns (accessed from Ceann na Cailleach, 
  or the Hag’s Head, which are the southernmost tip of 
  the Cliffs of Moher in County Clare, Ireland). 
  As autumn fades into winter, she can be found in the 
  waters of the Strait of Corryvreckan, between the islands 
  of Jura and Scaraba off the west coast of Scotland. There 
  she creates a terrible tempest that results in a whirlpool 
  from which Corryvreckann (meaning “cauldron of the 
  plaid”) gets its name. In these frigid, swirling waters, she 
  washes her plaid, which is dirtied with the soil and rains of 
  the previous seasons. By the third day, when the whirlpool 
  calms, her plaid is pure white, and winter truly begins.
  
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  The Cailleach bears a staff of old white 
  wood, veined with cracks into which water 
  has frozen. The touch of this staff can 
  cause frost to form on whatever it strikes. 
  She wears a cloak of white fox and wolf fur 
  around her shoulders and a white plaid 
  (a simple woven hip-garment, rather than 
  something in the cross-lined design) around 
  her hips.
  Attributes: Str 7, Dex 5, Sta 8; Cha 2, 
  Man 5, App 8; Per 4, Int 5, Wits 5
  Virtues: Ambition 3, Malice 5, Rapacity 4,  
  Zealotry 3
  Abilities: Animal Ken 3, Athletics 4, 
  Awareness 5, Brawl 5, Command 4, Empathy 3,  
  Fortitude 5, Integrity 5, Investigation 3, Melee 5,  
  Occult 5, Presence 3, Stealth 4
  Supernatural Powers:
  Boons: Animal Aspect (Worms — 
  Strength, Stamina), Animal Command 
  (Worms), Animal Communication (Worms), 
  Animal Feature (Worms), Blizzard Call*,  
  Chill the Blood*, Create Animal, Death 
  Senses, Earth Armor, Earth Body, Earth Travel, 
  Echo Sounding, Enech 7, Frost Immunity*,  
  Frozen Panoply*, Landslide, Hrimthurssar’s 
  Touch*, Mother’s Touch, Night Eyes, 
  Prophecy 7, Safely Interred, Shadow Mask, 
  Shadow Step, Shadow Shroud, Shaping, 
  Sky’s 
  Grace, 
  Storm 
  Augmentation, 
  Summon Ghost, Uller’s Stride*, Wind’s 
  Freedom, Wind Grapple, Winter’s Mercy
  (Note that Boons marked with an 
  asterisk (*) are from the Frost Purview; 
  see Scion: Ragnarok for more details.)
  Corrupt Creations: When Cethlenn uses her 
  Create Animal boon to create worms or grubs, 
  the resultant vermin can warp any normal animal 
  of special significance to the Tuatha Dé Danaan 
  who consume them, as described above.
  Epic Attributes: Epic Strength 5 (Crushing 
  Grip, Divine Rampage, Holy Rampage, 
  Knockback Attack, Uplifting Might), Epic 
  Dexterity 3 (Escape Artist, Lightning Sprinter, 
  Untouchable Opponent), Epic Stamina 7 
  (Body Armor, Damage Conversion, Devourer, 
  Divine Damage Conversion, Holy Fortitude, 
  Impenetrable, Inner Furnace, Internal Refinery, 
  Regeneration, Self-Healing, Skin-Shedding), 
  Epic Appearance 5 (Center of Attention, 
  Compelling Presence, Dreadful Mein, Lasting 
  Impression, My Eyes Are Up Here, Serpent’s 
  Gaze), Epic Wits 3 (Eternal Vigilance, 
  Meditative Focus, Opening Gambit)
  Mathean Template: See “The Mathean 
  Template” sidebar, p. 37.
  :
  
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  Spells: The Cailleach has all spells of a rating of seven 
  dots or lower.
  Join Battle: 10
  Attacks:
  Claws: Accuracy 11, Damage 11L, Parry DV 10, Speed 4
  Clinch: Accuracy 11, Damage 7B, Parry DV —, Speed 6
  The White Cracked Staff: Accuracy 12, Damage 14B, 
  Parry DV 11, Speed 5
  Soak: 7A/28L/32B, or 11A/36L/40B with the 
  Body Armor and Impenetrable Knacks activated
  Health Levels: –0 x45/Incap.
  Dodge DV: 13, Willpower: 10
  Legend: 8, Legend Points: 64
  Other Notes: The Cailleach normally uses her Animal 
  Feature Boon to gain a +1L/+3B soak, gaining the white, 
  sloughing, rubbery skin of a worm. Through the Assumption 
  of the Land Boon (part of the Enech Purview), the Cailleach 
  has sensed the dinsenschas of several of the sites associated 
  with her, most notably the Ceann na Cailleach, Mt. Ben 
  Cruachan and the Strait of Corryvreckan.
  Trophy: If killed, the Cailleach’s possessions might be 
  claimed by those who manage such a feat. Her white fur 
  mantle acts to grant access to the Animal (Worms), Death 
  and Sky Purviews, as well as adding +2 to bashing and lethal 
  soaks (though it is not itself armor and can thus be worn 
  with other pieces of armor). The White Cracked Staff grants 
  access to the Earth and Frost Purviews and has the following 
  traits: Accuracy +2, Damage +7B, Parry DV +3, Speed 5
  Fomorians
  The sons of Balor and Cethlenn, the fomorians are 
  a great race born to a land covered with putrid mud 
  and rotting flesh — the lands of Ireland following the 
  Great Flood. These children of pestilence are warped 
  and twisted, though incredibly strong. They all stand at 
  least seven feet in height and are hideously ugly. 
  At least, most of them are monstrous in visage. 
  Occasionally, fomorians may produce a child of shining beauty. 
  Such children, referred to as “bright ones,” are invariably the 
  nobility of fomorians, leading their brethren in all things. 
  They are usually quite clever and charming, and many lesser 
  fomorians can’t help but wish to do as they command.
  Traits: Fomorians possess typical characteristics of 
  the giant template, except that they always have Epic 
  Appearance, with a focus on their hideous features. 
  Their nobility, the so-called “bright ones”, possess typical 
  characteristics of the elder giant template, except that they 
  always have Epic Appearance, with a focus instead on their 
  otherworldly beauty. In all cases, fomorians always choose 
  My Eyes Are Up Here as their first Appearance Knack, 
  allowing them to effectively conceal their otherworldly 
  nature for a time when they move among mortals.
  Trophy: As per the giant or elder giant templates, 
  as appropriate.
  cROM DuBh
  The father of the Fir Bolg is a terrible, broken 
  creature. Dirt-brown skin, a mouth full of rotten, jagged 
  teeth and black rheumy eyes sunk into a skull made of 
  jagged protrusions, he looks like a tremendously tall, 
  humpbacked old man. Of course, this belies the truly 
  deadly strength and horror that is the Crook’d One, 
  Crom Dubh.
  In ancient days, Crom Dubh created the Fir Bolg by 
  mixing his blood with the soil of the earth. He rolled 
  the resultant mud into little balls and baked them in 
  the fires under the earth until they cracked open like 
  eggs. Thus, the first of the Fir Bolg was hatched. The 
  Fir Bolg have always regarded their “little bent father” 
  with respect and fondness, even though they no longer 
  serve him.
  Unfortunately, Crom Dubh does not see it 
  the same way. He hates that they turned from 
  worshiping him to the fair Tuatha, but he does 
  not blame his wayward children. To him, they are 
  simply creatures — little mud-toys, in fact — and 
  they don’t know any better. He reserves his fury for 
  the Tuatha Dé Danaan and the aes sídhe, working 
  against them where he may. Indeed, some legends 
  of the aes sídhe tell that it was Crom Dubh who 
  plucked bones of iron from his body and buried 
  them beneath the earth, poisoning all earthly iron 
  against the aes sídhe.
  creatures
  Crom Dubh delights in doing to the Tuatha what 
  the Tuatha did to him: stealing their children. Of all 
  the avatars of Crom Cruach, Crom Dubh is the most 
  likely to lure Scions away from service to the Tuatha. 
  His first and foremost servant in the World is a Scion 
  of Danu named Fodla. Fodla is a maternal woman, 
  rounded at the hip and breast, who he won to his 
  side because of her bitterness against her mother 
  for abandoning her. Fodla believes that the Gods 
  are negligent parents (at best) and knows that many 
  Scions feel the way she does: cast aside, forgotten 
  and alone. Quite skilled with Epic Manipulation, 
  Fodla knows how best to find what it is that bothers 
  Scions about their relationships with their divine 
  parents, and she plays on those doubts. More than 
  one Scion has been lured into her nets to suddenly 
  find themselves working for Crom Cruach against the 
  Tuatha Dé Danaan.
  Crom Cruach also uses more than a few nemean 
  creatures, particularly the underground and muck-
  dwelling types. Occasionally, he will also find a way to 
  unleash such a creature from within Crom Cruach — 
  the World is rarely ready to face off against an albino, 
  nemean lizard.
  
SOURCE: textdata/thevault/Scion (storyteller) [multi]/1st Edition/Scion Companion - Part 1 - Tuatha De Dannan.pdf