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Catalog Last Updated: 21 November 2008



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Catalogue    Roleplaying Games    Slaine RPG - Mongoose Publishing

Slaine - d20 Core Rules
 
Slaine - d20 Core Rules (ref: a1471)
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The Sláine role-playing game allows players to take the role of mighty Celtic heroes exploring a land in which legends are real and a strong warrior can carve out a reputation that may last for millennia. As members of the Tribes of the Earth Goddess, they will be called on to raid or war against rival tribes, quest after ancient treasures, or defend their lands against invading sea-devils. Over the years they will build up their honour and reputation, until one day they might join the ranks of the tribe's most elite warriors, or even become tribal leaders themselves.
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Slaine - The Falians sourcebook
 
Slaine - The Falians sourcebook (ref: a646)
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Unlike the other Earth Goddess Tribes, the folk of the Tribe of the Shadows place little importance on directness as a virtue. They will happily sneak up behind an enemy and strangle him, not thinking it the least bit dishonourable. Before an army brings them to battle, they may find the general assassinated and warriors out of action through a dose of hallucinogenic fungi in the mead cauldron. Once in combat they will not shirk from stabbing in the back if the opportunity arises, but their courage on the open battlefield is no less than that of any other Earth Goddess tribe and they will proudly fight to the death in honour duels or battles alike. If they decide to attack in return, be sure that this too will be no fair fight, though again the Tribe of the Shadows find it perfectly in keeping with their honour to leap town walls in the dead of night and burn the place down - women, children and all. If they are at war with a tribe, they are at war with the whole tribe; there are no innocents. However, most are not deliberately cruel and will certainly not go out of their way to attack a non-warrior – they will just not worry overmuch about the casualties of war. The Tribe of the Shadows is also often known as the Falians, perhaps referring to their great city of Falias. Some say that the name ‘Falians’ is the older of the two, and that they have only been known as the Tribe of the Shadows after suffering a dreadful curse at the hands of the Earth Goddess, though the precise details are uncertain. In any event they are now known almost universally as the Tribe of the Shadows, or simply ‘Shadows,’ on account of their habit of painting their bodies and shields alike jet black and shunning the daylight.
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Slaine - Tir Nan Og - land of the young
 
Slaine - Tir Nan Og - land of the young (ref: a1472)
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Tir Nan Og is the legendary Celtic Land of the Young, a world rather like a legendary version of Northern Europe in a time before much of that continent sank beneath the waves. The four Tribes of the Earth Goddess, on whom the Sláine stories concentrate, are threatened on all sides, with the constant risk of the Fomorians sweeping down from the icy north, the Drune Lords encroaching from the south and the ravages of the berserkers of Midgard in the east. Tir Nan Og is a land full of heroes, and full of great quests for those heroes to do. This supplement aims to provide all you need to know to wander the Land of the Young for decades, whether as a mercenary or cattle-rustler, thief or adventurer, tribal emissary or war-band leader. All the major regions of Tir Nan Og are covered, particularly places of interest and general geography.
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Slaine - Fir Domain
 
Slaine - Fir Domain (ref: a1488)
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The Fir Domain are one of the fiercest and most troublesome Tribes of the Earth Goddess. Whereas the Sessair and Finians will go to war as soon as look at you, the Fir Domain are just as eager for trouble but always with an eye to the main chance. Likewise, they can be as cunning as the Tribe of the Shadows, but are quite prepared to apply that intelligence and planning to a frontal assault or even an entire war, rather than relying on night raids. If they cannot profit from war, and with minimal casualties, they have no great interest in it. Of course, this could be long-term profit - taking over fertile farmland can be better in the long run than capturing a rich town or fort.
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Slaine - Invunerable King
 
Slaine - Invunerable King (ref: a1473)
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Welcome to The Invulnerable King, the first part in an epic campaign for the Sláine RPG. This campaign will take your players from Albion all over Tir Nan Og and beyond, as they quest to depose their tyrannical king, re-assemble an ancient stone circle, and save all the northern tribes from the combined might of the Fomorians and the Drune Lords. This adventure is intended for 1st and 2nd level characters from the Fir Domain tribe. It would suit a party composed mostly of warriors, with perhaps one druid or witch and one thief, though it could work with an all-warrior party so long as their skills are sufficiently varied. At least one member of the group must be able to read Ogham script - in the case of an all-warrior group, the Games Master should allow one Player Character to select the capability as a feat, identical to the thief character class's Read Ogham class feature.
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Slaine - Teeth of the Moon Sow
 
Slaine - Teeth of the Moon Sow (ref: a1489)
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In the land of the tribes of the Earth Mother once existed a ring of stones called the Teeth of the Moon Sow. Many tales were told of it as a place of power and potency, but in the time before Sláine, none knew of its real magic. Long ago, the circle was dedicated to the Goddess in her aspect as the white moon Ceridwen, whose name means 'Crooked White One.' In gentle aspect, she was the muse, creator and protector of bards. In anger, she was a monstrous white sow, a flesh-devourer and bringer of madness. Ceridwen could inspire bards or she could destroy them, and the Teeth of the Moon Sow reflected her power. The Teeth of the Moon Sow had not always been stones: Long ago, in the dawn of Tir-Nan-Og, the followers of Ceridwen held a great festival where bards from all across the world, and beyond the world too (for El bards were among them) could compete before men and gods. Of them all, ten were found, nine most gifted, and one the very best. Ceridwen, greatly pleased with these, turned them into stone, forever to be the guardians of her circle of inspiration. Nine made the circle, but the finest bard of all was her altar stone. From her own power and theirs, she made a very great magic.
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Slaine - The Sessair
 
Slaine - The Sessair (ref: a1490)
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The blood-shot and maniac grinning face on the front cover (by Mark Gibbons) leaves no doubt as to the content of this supplement. As part of the same series as the previously released Fir Domain, The Sessair is packed full of history, background and good solid game information designed to expand the characters of any player who hails from this tribe. The supplement kicks off with the History and Traditions of the Sessair, a long treatise on the origins and nature of the tribe,. including their myths, methods for choosing kings and the place of war-wives among the fighting men (alternately hurling abuse and compliments, they encourage their men to fight to ever greater degrees). Known as the Tribe That Stands Up, there are few that can stand in the way of a determined Sessair. The Tribe That Stands Up chapter covers new options for characters born into the tribe, and so will be eagerly devoured by players of the Slaine RPG. Character concepts, first introduced within the Fir Domain now include the Hermit, Mediator, Ideal Warrior, Swan, Wanderer, Hunter, Cattle Rustler, Murias Fisher, Plains Chariot Racer, Rath Grainne Noble and Devotee of Epona - surely a good enough selection to cover anything you had in mind for your character! As if that were not enough, powerful and accomplished characters may choose to adopt the Inventor prestige class, though no warrior should forget that entry into the Red Branch was covered in the main rulebook. New Feats grants a character from the Sessair a wide range of new abilities unique to the tribe. Enlarge Wound allows a warrior to cripple an enemy, while Not For A Woman's Lips allows him to resist feminine wiles (a useful trait in Tir Nan Og). However, I have a feeling many will go straight to the Sessair Charge! Nine new feats are added in total, all for special use of the Sessair. Magic of the Sessair details new spells available to anyone, though they all originated with this tribe and are most commonly used in its lands. They range from the peaceful Sign of the Salmon to the rather gruesome Preserve Head - always useful in blessings. The Folk of the Sessair chapter introduces a range of characters from the tribe, both new faces and familiar ones from the comic strip, along with notes on how to play them to best effect - Gerg, Madad, Megrim and Niamh are all here, among many others! Of particular interest to fans will be the stats and descriptions of Slaine himself, at various stages in his life, from where he was simply known as the Warped One, to Slaine the King. This is polished off with a range of scenario hooks and ideas that use these characters directly, allowing a GM to introduce his players to the real movers and shakers of Tir Nan Og. The supplement is polished off with Sessair Reference Tables, giving the GM a ready range of characters (such as a Red Branch Warrior or Headman) to use at a moment's notice or as the basis of a detailed NPC.
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