
![]()
ODHIRANN -
The Land
of the Druids![]()
Odhirran's
Population
Odhirran's population is
approximately 3,375,000 persons.
67,500 residents are isolated or itinerant.
3,003,750 residents live in 4,292 villages.
202,500 residents live in 41 towns.
84,375 residents live in 8 cities.
16,875
residents live in Dun Avren (a big city)
The average distance between villages is 3 miles. The average distance between towns is 34 miles.
The average distance between cities is 72 miles.
The inhabitants of Odhirran have been
building castles for the last 1500 years. There are approximately 94 standing fortifications in Odhirran.
68 castles are in active use, 26 castles
are ruined or abandoned, 71 castles are located in settled areas, and 23 castles
are located in remote areas, unsettled areas, or wilderness.
Government: Autocracy
Capital: Dun Avren
Religions: Celtic Mythos
Imports: Iron, Precious Metals
Exports: Timber, Mercenaries, Herbs, Coal, Peat, Cattle
Most of Odhirran is forest, woods, and the like. Peat bogs dot northern Odhirran. Many river systems cut through the land. There are more magical places in Odhirran than there are magical spells and magical items. Magical islands abound, as do magical lakes, springs, and wells. Stone circles, most of which are predate the Odhirran people, are important sites for the Odhirran people.
The Bay of Odhirran:
This huge body of sea bisects Odhirran into northern and southern halves. Northern
Odhirran is considerably less settled and haunted by more monsters than southern
Odhirran.
The Four Great Lakes: Also called the lochs of Odhirran, these four great lakes are all joined together by thin channels. They are located in hilly, forested terrain in northern Odhirran. These lakes are murky and deep, and seem to hold monsters of all sorts, including the Each Uisge (a water-horse which haunts lochs and appears like a sleek pony, offering its back to anyone to be ridden. It then plunges back into the water with its prey).
Avren River: Rivers abound in Odhirran, but Avren is an important trade route between Dun Avren and Nyandar.
Important
Odhirran Sites ![]()
Towns are mostly comprised of huts surrounded by walls of mounded earth. Other important sites are the stone circles that seem to litter the forests. Although stone circles can be found in all parts of Inzeladun, they seem to proliferate here. Perhaps because the people of Odhirran respected the circles and didn't tear them down as other cultures have done.
Dun Avren: Although technically Odhirran has no unified government, the de facto capital is here. This is the largest city in all of Odhirran, and even features stone walls atop the earthen mounds that surround the city. As Dun Avren grows, a larger circle of earthworks are built, resulting in a city that, from above, seems like several concentric circles of earth and stone, with the oldest part of the city in the center, going out to the newest. This growing city is home to 16,875 persons. This city awaits the coming of the wielder of Caledfwlch to come and become the High King of Odhirran. King Brychan currently rules Dun Avren.
Dun Drustan: 10,546 people live in this huge northern Odhirran city. It is famous for its "wicker-man" sacrifices, where captives from wars are piled into a huge wicker structure and then set ablaze by the druids.
Dun Cuimhne: 10,892 people live in Dun Cuimhne, which is another major trading town for Odhirran and is the home of the mystic Gwrach y Rhibyn.
Dun Guinglain: This city hosts the largest bazaar in all of Odhirran. Instituted by King Culwch over a hundred years ago (after a trip to Zakhara), this bazaar is renowned for the oddities it brings in for sale and trade. Even genies from Zakhara stop in from time to time. 11,032 people populate this bizarre Odhirran city.
Dun Herla: Known primarily for its distinctive manufacturing style of steel weapons, Dun Herla is a craftsman town. Populated by 10,369 people, many of whom are Aes Dana. It is currently at war with Dun Guinglain.
Dun Sithchean: Another northern Odhirann city, this one is currently embroiled in a war against the giants. This city is also renowned for the stone circle that circumscribes the city. Whenever the city grows, the stones somehow move (unseen by any) so that the city never grows beyond its boundaries. 10,619 people (mostly halflings) live here. Many Odhirran halfling clans reside here, and is the only known place in Odhirran that hosts non-humans. The Sithchean halflings tattoo or paint themselves to look more terrifying in battle, and live in partially subterranean houses with turf roofs and walls of unmortared stone.
Dun Sluagh: Caves under this Odhirran city make terrible howling sounds when the wind picks up, sounding like the Host of the Dead. This city is host to 9,201 persons.
Dun Morgan: 10,860 people reside in this city along the Bay of Odhirran. Ships are built here, as are wagons and other devices of transport.
Dun Taranis: This city is home to 10,856 people. The mineral springs here are especially sacred to the Odhirran people.
Life
and Society in Odhirran
Odhirann is a land of woods, druids, and high barbarians. This land is based on fictional Celtic culture. Towns are mostly comprised of huts and walls of mounded earth. Druids are the lawmakers and judges. This land is not truly unified and there is no one single leader, however, many of the Odhirann's tribes will most certainly unite against a common foe. The Celts Campaign Sourcebook, published by TSR, is a wonderful sourcebook to have if you wish to play an Odhirann character. The Odhiranns are famous for their incredible feats.
The primary language is Odhirian, which is almost identical to Gaelic. There are several online Gaelic dictionaries available if you wish to add Odhirish phrases to your character. Authentic Celtic names are required for Ophyrian characters. Several are given in the Celtic Handbook mentioned earlier. The primary gods of Odhirann are the Celtic Mythos.
Honor is very dear to the Odhirran people; a man's reputation is worth more to him than his life. Reputation is a mixture of courage, honesty, integrity, loyalty, and physical prowess.
Druids in Odhirann
Society The druids are the religious leaders of Odhirann,
and in some ways the most mysterious. They perform the sacrifices called
upon by tradition, performing simple chants and rituals to please the many
gods the Odhiranns worship. The druid leaders gather for religious
business in a sacred place, sacred grove, or oak sanctuary. This
emphasizes the notion that the druids has a special kinship with nature
and, in particular, the forests. In their function as church elders, the druids
maintain their leadership over the community in other ways, as well. The
druids officiate various legal arguments among their followers, and even
go so far as to become the chief educators for their flocks. The druids
expand their leadership over the Odhiranns into every imaginable
area. Druids are considered to have the ability to
forecast, in the vaguest of terms, future occurrences. Through various
rituals, the druids can foretell that a day, week, or month will be
favorable or unfavorable for such things as battle, farming, hunting, etc.
These predictions are taken to heart by both the Odhirann peasants and
their leaders alike.
Bards in Odhirann Society The Odhirann bards, on the other hand, are the conservators of literature. The Odhiranns don't have their own written language, though they borrow bits and pieces from neighboring languages, at times. Among most Odhiranns, however, the notion of literature was strictly oral; no written record was ever kept because it was considered distasteful.
Lifestyle The lifestyles of the peasantry varied greatly, dictated more by the richness of the land than by anything else. Sheep herders along the foothills of the mountains live very differently from farmers on the plains. Typically, farming villages in Odhirann are formed of small, square wooden houses. Their plows were primitive, not even turning the soil, so land depletion put entire villages on move every few years. Villagers in South Odhirann tend to create larger, round stone structures with thatched roofs that reach nearly to the ground. They also have gardens and farms, but also keep a great deal of livestock. Livestock farmers share the buildings, keeping each other fed (and warm). Odhirann peasants keep many common animals, including small cattle, pigs, and geese. Wild boars are apparently hunted, possibly as a rite of manhood. They also tend more exotic animals such as chickens, recently introduced from Drychtnoth, and bees for both their wax and honey The Odhirann farmers grow barley, oats, and beans. They grow flax and tend to sheep for their clothing. Of course, the Odhirann's nobility and the druids live a somewhat what better life. Wines are imported for the nobility, for instance, a luxury the common folk do not enjoy. In all fairness, Odhiranns nobility do not live a carefree, glamorous life. They are warlords and military men.
Warfare From their very beginnings, the Odhiranns had been a warrior people. Their penchant for conflict is well known even to the scholars of the time. And when not fighting against an outside threat, the Odhirann tribes are perfectly willing to fight one another. The Odhiranns are masters of the two-horse chariot. Virtually all tribal chieftains are buried with their chariot, though horses are apparently too valuable to bury with their owner. Many other Odhiranns warriors have mounts, as well. Odhiranns warriors often go into battle naked except for a torc, a hoop of bronze gold worn about the neck. They fight with spear and sword, and occasionally with helmet and shield. Drychtnothian scholars credit the individual Odhirann warrior with tremendous skill and bravery. Odhirann warriors take great pleasure in cutting the heads of their fallen enemies. These heads are then worn from a belt or attached to a chariot. It is the Odhirann belief that the head holds certain magical properties after life; many Odhirann structures have skulls built right into them to ward off evil or bring luck.
Architecture Circular stone patterns often help map out the patterns of constellations, the moon, sun, and seasons. For any culture that relies on agriculture, such knowledge is vital. Stones are often erected in circular patterns in honor of particular local gods or goddesses. Simpler standing stones are often not placed in a pattern at all. Those in earlier times mark the burial places of important personages. now, they are employed to mark sites of important events or boundaries between tribes and villages.
Standing Stones
Odhirann's priests can create formations of standing stones in
order to intensify their magic. The ceremonies during the creation of a
ring of standing stones makes
them highly magical places where mere lesser mortals fear to
tread. The creation of standing stones is a
lengthy process that requires many priests. There must be at least 50
levels of priests or druids who worship at least four different Celtic
gods. One of these priests must be at least a 10th level worshipper of
Belenus in order to have the all important enchant stones
spell. The site must have stones available and be at least five miles from
any other existing standing
stones. All of the priests must spend an entire month
assembling the stones and attending ceremonies the enchant stones spell
must be cast at the end of each week and again at the end of construction.
If the priests are interrupted in any way during that time, the
enchantment fails and they must start again. During creation, the standing stones site
must be dedicated to one sphere of spells forever (for instance, standing stones is
divination). Once created, the magic of the standing stones is
permanent. The actual physical parameters of the standing stones are
fairly loose. The exact size and number of the stones is unimportant for
game purposes they are arranged at creation to follow the seasons,
stars, constellations, suns, moons, or whatever. It is only important that
they be arranged in a series of circular patterns. Since they are
generally between 10 and 30 meters across, standing stones are some of the
largest magical items around. Once created, ceremonies can take place at the
site to cast spells within its assigned sphere. The total of priest levels
involved in the ceremony can be used as a direct multiplier to any of the
following: range, duration, or area of effect. As an example, if 50 priest
levels are involved in a ceremony at standing
stones to cast an animate
object spell, they could either multiply the range by 50
(to 1500 yards), the duration by 50 (to 50 rounds/level), or the area of
effect by 50 (50 cubic feet/level). One of the priests must actually cast
the spell to be amplified by the standing
stones, and his is the base from which all other
information is extrapolated.
RACIAL MODIFIERS![]()
Not all characters are equal. In Odhirann tradition, a hero is born with certain gifts that make him or her stand out from a crowd. Sometimes these birth gifts are an advantage, and sometimes they can bring about the character's ultimate doom. Frequently they can be both a blessing and a curse in the same story.
Character Gifts D20
A die roll of 1 is Bad Luck. The player may pick one type of die (d6, d8, d10, d12, or d20). Anytime that die is rolled for or against the character, a -1 penalty is applied to the die roll.
A die roll of 2 is a Blood Feud. His family is currently involved in a feud with an NPC family.
A die roll of 3 is Kinless. In Odhirann, a man without kin is said to be headless. A kinless character has no one to protect him, stand witness for him, or avenge wrongs done to him. NPC's will likely show less respect for the character, and feel less compunction about insulting, abusing, or attacking him, since they know they will not be risking a feud with the character's family.
A die roll of 4 is Ugly. The character is ugly or disfigured in some way. -2 penalty to charisma and may gain an uncomplimentary nickname. The player may choose the precise nature of the ugliness or disfigurement, subject to the DM's approval.
A die roll of 5 is a Geas. The character is born with some magical prohibition or compulsion and will suffer terribly bad luck if this is every violated. A character who breaks his geas is cursed forever and suffers a -2 penalty to all die rolls.
Rolls of 6 to 12 mean No Gift.A die roll of 13 is Courage. The character is noted for fearlessness, and gains a +1 bonus against fear based attacks.
A die roll of 14 means Good Luck. Pick a single die, and get a +1 bonus whenever it is rolled for or against the character.
A die roll of 15 is Handsome, a +2 to Charisma
A die roll of 16 is Status. He is either nobility, or aes dana.A die roll of 17 is mixed blood. He has a trace of Sidhe (elven) or Formorian (giant) blood. The DM (Vincent) will determine what this means for the character.
A die roll of 18 is Riastarthae, the warp-frenzy. This is the ability to go berserk in battle 1/day. This is identical to the Barbarian Rage. If the character is already a Barbarian, he can do it 1 additional time per day.
A die roll of 19 is Seer, the gift of prophecy.
A die roll of 20 and the character has Magical Affinity.
Odihrann characters may learn any of the Odihrann feats. I highly recommend learning some of these to keep the flavor of the nation with the character.
Religion
and Superstition in Odhirran ![]()
The Odhirran worship the Celtic gods (also called Aes Sidhe). These include (but are not limited to) Arawn (God of the Dead), Brigit (Goddess of Fire and Poetry), Balor (God of the Fomor), Cairbre (God of Music), Dagda (The Good God), Danu (The Mother), Dianchet (God of Healing), Goibniu (God of Smithwork), Lugh of the Long Arm, Mannanan Mac Lir (God of the Sea), The Morrigan (Goddess of War), Nuada of the Silver Arm, Oghma (God of Knowledge). Unlike normal D&D priests, Odhirran characters do not pick a single deity as his patron; they worship all of them, calling upon specific deities for specific problems.
For the Odhirranann, religion is inseparable from the world around them, and just about every feature of the landscape was imbued with some sacred significance. Bogs are evil. Fires caused by lightning are sacred. There is not a mountain, tree, river, or spring that does not have its own spirit. The unknown lurks at each step; it is unwise to tread carelessly, for fear of offending the gods.
Rivers are almost always considered to be female, and are particularly venerated. Of course, the most sacred part of any river is the source (usually a spring), where the waters are seen to emerge mysteriously from the ground. Springs are credited with great healing powers. Swords, shields, and helmets are frequently cast into rivers and other bodies of water as offerings to deities. Even the casting of coins into wells and springs derives from this custom.
The Odhirran have four great festivals: Imbolg, Beltane, Lughnasad, and Samhain. These festivals mark the beginning of seasons, relate to the fertility of the earth and livestock, aimed at ensuring growth and continuity of life. Bonfires are lit in spring to simulate sunlight, and to encourage warmth in the autumn. The Odhirran years begins with Samhain, celebrated on the Autumnal Equinox. The festival runs for three nights (the Odhirran reckon time in nights rather than days). The middle of the night before the equinox (essentially New Year's Eve) is a time of flux and transition, when the boundaries between the natural world and the supernatural Otherworld became fluid and humans were advised to stay indoors to avoid mischievous gods and spirits.
Imbolg marks the start of spring and celebrates the birth of new livestock, particularly lambs. The great festival of light, Beltane, celebrates the coming of summer, which is celebrated with bonfires, singing, and dancing, celebrating the return of the sun's heat. The harvest festivals of Lughnasad, which last a month, featured games held annually at Dun Avren.
Sacrifice is a big part of Odhirran religion. Bulls, oxen, and even humans are sacrificed by the druids. On the rare occasion when a High King is instituted in Odhirran, the ritual involves a white bull which is slaughtered. The druid consumes some of the bull's blood and flesh before going to sleep wrapped in the animal's hide. The dreams he had during this ritual are said to indicate whether or not the correct person had been chosen.
The Odhirann sacrifice any living creatures they capture in war, and they do not keep the plunder of battle for themselves, but dedicate it all to the gods.
The image of Sheela na Gig adorns walls and doorways of Odhirann temples outside of Odhirann. She is always shown naked, with large breasts and holding her legs apart to reveal her vagina. She represents the primal earth mother herself who gives birth and death. Her image was incorporated into outland temples to remind the faithful of their oldest allegiance.
Mythology
The giants are the gods of old. In the first winter, a mighty giant was created from hoarfrost. And when fire came, he melted. From the enormous bulk of his body came the world. From his blood flowed the sea, from his bones the mountains, from his hair the forests, from his skull the sky. In the center of the Earth, on hills rising high as mountains, live the gods, and below seethes the Underworld, land of the dead and all their secrets.
Early in time, there was warfare in the Odhirran spiritual world between two superhuman hosts. On one side were ranged the gods of good, symbolizing the beneficial aspects of nature and the arts and intelligence of man; on the other, the demons of evil, symbolizing the hostile powers behind baneful events, such as storms, fog, drought, and disease. The gods of good were organized around Danu, the Mother Goddess, so they were called the Tuatha De Danann, ("Tribe of the Goddess Danu"). The demons of evil were called the Fomors. The Fomors, a vast, dark, monstrous ancientness, predated the Tuatha De Danann. Balor was the head of the Fomor.
The Fomor and the Tuatha De Danann are not the oldest beings in existence, but the names of their fathers and mothers are no more than shadows following into oblivion the figures they designated. Even the druids have forgotten them (although Odhirann alienists claim to have found them again).
Men are descended from Arawn, the God of Death, and first came from the land of the dead to take possession of Inzeladun. They marched on Drumcain, the capital of the Tuatha De Danann. They held parley with the gods. The people of the goddess Danu complained that they had been taken by surprise, and the humans admitted that to invade a country without having first warned its inhabitants was not strictly according to the courtesies of warfare. The Tuatha De Danann proposed to the humans that they should leave Inzeladun for three days, during which they themselves would decide whether to fight for their kingdom or to surrender it; but the humans did not care for this, for they knew that, as soon as they were out of Inzeladun, the Tuatha De Danann would oppose them with druidical enchantments, so that they would not be able to make a fresh landing. However, the leader of the humans offered that they would go out to sea and if they could land again, the gods must let them live there. The humans consented to wait nine waves' length from the shore in their ships until the signal was given to attack, while the Tuatha De Danann drew up on the beach, ready with their druidic spells to oppose them.
The Signal was given and the humans bent to their oars. The Tuatha De Danann tried to use druidical winds to hold the ships offshore. The humans invoked Inzeladun itself, and the Land of Inzeladun was pleased and dropped the gods' druidical wind. Manannan, hurled a fresh tempest out over the deep and sank many of the humans' ships. One ship managed to land, however, and they marched on the gods. Two battles were fought, and the gods were beaten. Defeated and disheartened, the gods gave in, and retired beneath the earth, leaving the surface of the land to the humans.
In exile, the gods had to seek new homes, yet they still had much power, and the humans found that treaties with the gods would be beneficial to all. Some of the gods, led by Manannan, found passage to the Outer Planes and went to Tir-nan-Og to live. Some gods, however, refused to leave the world. These were led by Dagda. These gods were given Sidhe, faerie hillocks, each being the door to an underground realm of inexhaustible splendor and delight. One may still visit Odhirran and see the sídhe of many of the gods, for the spots are known and the traditions have not died out. It is from this time that the Odhirranann gods received the name they are known by today - Aes Sídhe, the "People of the Hills". The fey who live in these kingdoms became known as Sidhe.
Early on, the Druid Anduin instituted the worship of the Tuatha De Danann as part of a treaty with them.
Regional
History ![]()
At the end of the Ice Age that separated the Fifth Age from the Fourth, Amrax, a wizard of Goodness, grew up in the icy glaciers of Northern Atlantis. He longed to see trees. His magic grew in equal bounds with the evil Kronos I. He called his icy home "Odhirran". Anduin the Druid left Indor and traveled to Amrax's fortress called Odhirran. Anduin took the title of Grand Druid, the highest in rank of all of Inzeladun's druids (not that there were many left after the ice age). A diplomat in temperament, Anduin strove to serve Nature by negotiating problems between the people, serving as an impartial judge. The people who had settled the regions around the tower Odhirran began to look to him for advice, both spiritual and secular. Knowing Grindill's plan did not include druids to look after the world, Anduin began to train those he saw had the interest and inclination. He found several savage druids amongst the barbarian tribes of this early epoch. He chose the most powerful of these as his first assistant. Anduin divided Inzeladun into seven circles. Several initiates came to him after receiving visions from Nature telling the youngsters to seek out Odhirran Tower and the Grand Druid Anduin. One of these visionaries, Cuthal, rose in power quickly, and in three years was made the Great Druid of forests now surrounding the Tower of Odhirran. During those three years, Cuthal defended the oak forests and protected the people, helping them to forge a new society, and kept a green dragon from destroying those people.
The druid leaders of the barbarian tribes near Odhirran Tower had taught the hunter-gatherers to live a life of cultivating crops and raising livestock. By the year 100, farming and cattle-raising communities became dominant and a common language evolved, called Odhiranns. The druids also taught them bronze- and metalworking techniques learned from Anduin (unfortunately the Grand Druid did not know how steel was made). These people had a custom of burying the cremated ashes of their dead in pottery urns within large cemeteries. They produced many bronze goods, from farming and carpentry tools to finely wrought ornaments and even heavy-duty weapons such as arrows, spears, and, again influenced by Anduin, scimitars and scythes. As the peoples grew more and more affluent, powerful individuals within different tribes came to control the commercial passages. These warlords were perched atop a series of hilltop strongholds that dominated their trade routes that extended as far as Dagam to the east, Koph to the southeast, and the tribes and lands to south all the way to the gulf. A heroic society, where the fortunes and status of the leaders were based on their fighting prowess and their ability to recruit a loyal following. The Odhirann women were equal to their husbands in stature and courage. There was no cultural rule of distinction to exclude females from the throne or the command of armies. In fact many women became prominent druids.
In
the 100th year of the Fifth Age, Anduin
the Grand Druid stepped down from his position, becoming the first hierophant
druid of the fifth age. Vercingetorix,
the Great Druid of Odhirran, became the next Grand Druid of Inzeladun.
His reign lasted five years when another was chosen.
The tribes of Odhirran gained the secrets of iron from the Drychtnothians around 360 V, a technology that transformed their lives much as it did the Drychtnothians. A distinctive art style appeared amongst the Odhirran people (note: while the other nations called these people Odhirran, they were not a unified nation and called themselves by their individual tribal names), marked by simple yet strong geometric patterns that they used to embellish weapons, ornaments, and utensils. The culture made its own beer and mead, but they had a thirst for wine. This thirst for imported wines became a major source of profit for the Dagam, Ekbatai, and Xusans. The culture stopped cremating their leaders upon death, instead burying their chiefs in wooden chambers covered by high mounds of earth.
The Odhirran people learned the secrets of steel around 420 V, creating better and better tools and weapons. Warfare amongst them became more and more commonplace as trade slowed down. Raiding from his hilltop stronghold, the Odhirran warlord was (until a mightier rival appeared) ruler in his own locality. His authority derived from his wealth in livestock and from the number of the nobles he could command. Those nobles determined their status from the number of sworn followers (men bound to them sometimes by debt) they could bring with them into battle. War and conquest were woven into the Odhirran economy. The agricultural labor of the lower classes would supply a subsistence for the rulers, but it could not supply the opulence the nobles required to prove themselves worthy of their status. Plunder, kidnapping, ransom, and tribute provided further wealth and bolstered reputations. The warlord was under constant pressure. His strength depended on the number and loyalty of his warriors, who had to be bought with gifts of cattle and land. If he did not give these incentives, a rival would. Thwarted competitors would look beyond current boundaries to new frontiers where they could carve out their own areas of influence. There was always fierce competition for wealth and power, and each warlord would soon find him or herself threatened by a new generation eager for that wealth and affluence. The chieftains often found it easier to send these young pretenders away, letting them find their own lands to rule. Odhirran expansionism became self-perpetuating in this manner. Ruthless and reckless, Odhirran warriors struck terror into the hearts of those under their assault. They often practiced decapitation, cutting the heads off their fallen foes and displaying them. Odhirran society made the single warrior greater than the cooperation of an army, so most battles were fought one on one. The Dagam often used Odhirran mercenaries in their battles, for the loyalty of these mercenaries was strictly to the highest bidder.
King Anayrion of Nyandar would constantly attack Odhirran villages surrounding his nation, circa 740 V, bringing many Odhirran warlords under his control. His son continued the assaults and conquerings. Eventually, in the 800's, the Indorians started raiding Odhirran. They pierced into Odhirran lands, meeting their warlike matches. Fierce warriors pitted against equally fearsome defenders made for epic songs on both sides as the bloody raids continued.
Around 844, the War of Esmelryn took place between Odhirran, Nyandar, and Corinthia. This war established the Border Kingdom and the borders of the three countries involved.
The
lord of the Dagam, Neuchatta Fiave, drowned in 977 while on a journey to
Odhirran Tower to visit the Druids for advice.
His son, Gimbuta Bagkra, became the next regent of the Dagam. Gimbuta Bagkra then married all of his father's widows
(except for his own mother, for she had died the year before of an illness).
Under the inept rule of Gimbuta Bagkra, the Dagam lost a lot of land to
the Odhirran and the Ekbatai and to the Ionians and Corinthians.
Uthat IV King of Ekbatah, warred extensively against the Dagam,
attempting, and largely succeeding, to win back lost lands.
The Odhirran warlords conquered much of Dagam's northern lands.
A revolt led by a
Nyandarian warrior-turned-slave succeeded against the Corinthian Empire.
Most of the former Nyandar was freed in 1047.
The warrior slave, Laquomva Kanahge, became the Nyandarian king.
King Garmund of Corinthia was outraged.
He ordered all Nyandarian slaves still under Corinthian control to be
executed. A mass slaughter tore
throughout Corinthia. The Druids of
Odhirran attempted to help refugees. King
Garmund declared war on Odhirran and the Border Kingdom.
The War for Nyandar raged on for three years.
Now, in the 8th Age, Odhirran continues to be a barbaric land ruled by the druids and tribal warlords.
Plots
and Rumors ![]()
Druids claim that Caledfwlch (a magic sword) will be found soon. Prophecies throughout the centuries claim that the possessor of Caledfwlch will become the High King of Odhirran and unite its people.
Major
NPC's ![]()
Gwrach y Rhibyn: (Sorcerer 10/Mystic 10) The mystic of Dun Cuimhne.
Gwion: (Druid 20) The current Great Druid of Odhirran.
King Brychan: (Ranger 20) The king of Dun Avren, he is actively searching for Caledfwlch.
New Spells and Magic Items
Torc of the Gods The torc of the gods was created by Goibhniu himself and is only bestowed upon the most brave warriors of the tribes. The torc allows the wearer to shape change or polymorph others at will, for any duration desired. The torc is forged of rare metals and has a gem set into the front.
Enchant
Stones (Enchantment)
Saving Throw: None.
Duration: Permanent
Level: clr 6/ drd
5
Range: Touch
Casting Time: 1 week
Components: V, S, M
Area of Effect: Special
This highly specialized spell is only available to
priests who worship Belenus and who have attained 10th level. It is
bestowed upon them by their god who will allow them to use it to create an
area of standing stones once
per year. The spell takes an entire week to prepare and cast. Any
interruption will negate its effects and force the priest to start over.
If a year passes and a priest with this spell fails to create a set standing stones, this
(and all of the priest's other spells) is taken back by the disappointed
Belenus, never to be bestowed again. The material component for this spell is small
stone quarried from the same place as the stones for a standing stones site.
They must already be placed in position.
Frenzy of the Celts (Enchantment/Charm)
Level clr/drd 3
Duration: 10 rounds/level
Saving Throw: None.
Casting Time: 1
action
Range: close
Area of Effect:
Special
Components: V, S, M
This 3rd level priest spell allows the Celtic priests to drive their armies into a battle frenzy before combat. The spell affects 20 hit dice of creatures per casting (usually ten 2nd level Celtic warriors). For its duration, the frenzy of the Celts spell allows those affected to never check morale, gives them a +1 to all saving throws and attack rolls, and allows them to move 50% more than their normal distance without penalty. The spell also forces those affected to immediately charge the closest enemy forces and engage them in combat, whether this is a wise tactical decision or not. Warriors under a frenzy of the Celts spell do not require leadership, but those who come out of the spell without a leader in sight will rout back to their own lines or some other point of safety. The material component for this spell is a tiny chariot wheel and a spark created with flint and steel.
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