Falias

Falias is a bitter tundra to the north. The inhabitants are hardy folk, known for their hunting and tracking skills. Nomadic by nature, they move, following their herds throughout the harsh white wilderness. They are pragmatic people, easy to anger, but loyal to a fault. One of their few major settled cities, Mag Mell, acts as a focal point for travel and the center of significant trade with the clans. Those who settle in Mag Mell serve the Ard Rí. The Ard Rí is both a mighty warrior and a keen statesman. He has proven himself through acts of courage and bravery, as well as in the finer arts of statecraft and philosophy.

### **Society**

Falias, being a bitter wasteland and one that can be challenging to live in, has created a flexible and hardy people, whose society respects strength and wisdom. The Ard Rí is the great arbitrator but by no means the only law in the land. The clans are a strongly independent group and show fealty to their particular Jarls, who in turn pay homage to the Ard Rí. As such, the structure of the clans can be quite fluid, depending on the needs of the society, however, they tend to follow similar structures of governance.

The Ard Rí, high king and great arbitrator for the clans of Falias, his word is the final word of judgement on all interclan disputes that arise. The Ard Rí does not enter into judgement of disputes that happen within a clan, leaving that to the jarls as the leaders of their clans. However, he is always willing to dispense advice to clan leaders who seek it. The Ard Rí is also an astute commander, and can call upon the clans to defend the land should it be threatened.

While not directly below the Ard Rí, the Jarls defer to him for guidance. The Jarls are mighty men and women who have become leaders of their clans by demonstrating strength in arms, and wisdom in judgement. Each Jarl has their own manner of maintaining order in their clan, ranging from councils to courts to being lone arbitrators of disputes. Their laws too often reflect their approach to leadership. The Jarls are also responsible for maintaining a garrison of soldiers who protect the clan, as well as stand ready to join the Ard Rí to protect their country or Mag Mell.

The clans druí, file, scríobhaí, warriors and craftsmen stand directly below the jarl, and record the clans achievements, maintain the clans transports and equipment and defend the clan. It is expected that all who wish to govern should be literate. Indeed most clans have active hearth schools, that help educate the children as they travel with the herds and when they are not maintaining their hearth home. It is not unusual for the children of farmers to be as literate as those of the Jarls.

The sailors and captains hold the next rank in status in the communities. Their mighty ships bring many of the needed supplies to the clans and they also bring news, rumors and travellers to Farias. When at sea they act as transport ships, mercenaries and in extreme measures, pirates.  Although those that engage in piracy will suffer for it should they be captured and brought before their Jarl or the Ard Rí.

Finally the remaining of the community, farmers and hunting families hold status. They are freemen, and not constrained by anything more than their loyalty to their clan. They perform important duties of farming the land while the herds graze, and hunting for food. Many of the farmers and hunters are seasoned warriors in their own right, used to the conflict that comes with the nomadic lifestyle.

### **Ard Rí**

The current Ard Rí is Kort Bjarki, a Síog who has spent two centuries holding this position as Ard Rí. He is respected by all the clans for his wise leadership, and holds the ear of many of the Jarls. It is said that after the great fall, and the war with the Fomori, the clans of Falias were in great disarray, the battle in the tundra has been brutal, and left many of them weakened by the loss of the herds and the harsh winter storms that followed as a result of the great unbalance. From this turbulent time, Kort raised a fyrd, and began to push back against the roaming fomori bands that were still pillaging and terrorising the land.

Kort’s fyrd, initially farmers and hunters, soon collected many of the warriors that remained. Soon, this sizable army began to push those remaining fomori back further and further out of Farias and towards the sea. In the great battle of the seas, called the hammer and anvil, the forces of Kort faced against the remaining Fomori, led by a towering giant known as Dáirínn Borradh-cogaidh, a warrior of great renown who had sent her enemies fleeing before her. The bloody battle lasted three days, with Kort pushing the Fomori inch by painful inch towards the sea, until finally on the third day, Dáirínn and Kort met in combat, their armies watching the outcome of this final great test of prowess. Kort lost his arm, but in return dealt a death blow to the giant, and fell to his knees, watching the body of his enemy fall into the ocean below.

Kort’s bravery broke the morale of the remaining Fomori and they fled back into the portals to Teach Duinn. Kort, faced near death that night, as he bled steadily, despite the work of the healers and druí. Finally, on the fourth night, the bleeding stopped and Kort fell into a deep slumber from which he would not awake for many months. In his absence, the clans began to rebuild their lives and look for leadership. A loyal contingent of Korts closest friends took on the mantle of leadership and became the first Jarls, leading their clans in rebuilding their new land, Farias.

Kort awoke, alive, many months after the great battle and despite the loss of his arm began to enact new forms of governance with his companions who had led while he was unconscious. They built the city of Mag Mell, as a center for the clans to return to for trade and to assist in inter clan affairs. Kort was wise enough to recognise the contrary nature of his countrymen and let their Jarls govern them in the way they saw fit. However, he would counsel those who sought it out and would assist the clans when they needed it. Thuse Kort gained their respect, and they entrusted the title of Ard Rí, or high king.

### **Law and Order**

Falias is a land that is both a wide and hostile place. The nomadic nature of the clans means that the laws of the clan reflect the nature of the world they live in. While there are variations on the severity of the laws, they are often uniform, with the lowest crimes such as theft resulting in a lashing, and higher crimes such as rape and murder resulting in death or exile. Some remark that exile is a punishment worse than death given how quickly one can freeze to death or be set upon by the wild animals that inhabit the land.

The hearth-hall is the center of each clan, these mighty halls are erected by the clan once they settle in a region while their herds graze for the season. It is not uncommon for hearth-halls to be reused by several different clans. Once the clan settles in a region, they will erect the tents and the warriors will form a fyrd that polices the newly founded town for the duration of their stay in that area. They will often build a palisade around the campground to ensure its protection, which spans out in the shape of a wheel around the hearth-hall.

The fyrd will protect the town from all threats and bring those who commit a crime before Jarl or the appointed Breitheamh whose task it is to pass judgement upon those who commit crimes against the clan. The Breithneamh will also decide the punishment for a crime based on the number of offences and circumstances surrounding the act. The criminal will be branded as part of the punishment which will be ritually healed upon completion of appropriate penance.

The Fyrd is normally led by the Huskjarl, a veteran warrior that is closely linked to the Jarl, and one who is responsible for the fyrd both in terms of how they purport themselves and in maintaining their equipment so that they are always combat ready.

Those who wish to enter Mag Mell may carry their arms and equipment, although it is strongly encouraged that they do not carry anything more than a short sword or dagger when moving around the city itself. While it is not banned to carry larger weapons, especially if they are passing through, it is normally frowned upon and the fyrd will watch heavily armored heroes closely.

### **Wolves and Bears**

The people of Falias hold a deep and respectful relationship for the wolves and bears that live in the region. In particular the great grizzly bears, iompróidh deamhan, and the great dire wolves, the conríocht, that the druí call to the aid of the clans in times of great struggle. Indeed, the druí warriors called the Caomhnóir Anam have a particularly close relationship with their animal brethren, running with the packs and sloths of wolves and bears.

The Conríocht Anam give themselves over to living with their conríocht cousins and ride them into battle as a form of vicious light cavalry that will harry the enemy lines, disappearing into the forests before reappearing again to flank the enemy once again. Their great wolves stand as tall as any man or woman, the jaws capable of ripping through steel with relative ease. They are extremely protective of their riders, and it has not been unknown for conríocht to stay by the body of their rider, defending it until a druí can come to collect it. Their riders too, recognise the mutual respect and honor that these creatures show them and will too protect their fallen mount, until the pack assembles to carry it away. It is said that those that grow old with their conríocht will, one night when their hair is ashen, slip out with their mount and disappear across the great tundra, forever to be lost in the storms of snow.

In the same way, the Iompróidh Deamhan Anam who bind themselves to the great bears embrace the ways of their mighty brethren, and form great armored units that are used as shock cavalry, rolling over their enemies in an unstoppable wave of destruction. These huge bears tower two to three meters above their riders, when they stand, and easily tower over them even when on all fours. Their steel overlapping plates add additional bulk to their huge size making them even more terrifying and fearsome. The warriors that are capable of riding these creatures carry spears that are over two meters in length and require great strength and dexterity to use. Like their wolf brethren, the riders become part of the sloth, carrying themselves in a manner like their mount, and embracing the way of the bear. They are quick to anger and once they do so, they become almost unstoppable in a berserk fury, during which they feel no pain, even at the most brutal of wounds. When their final days draw close they will go and do battle with their bear one last time, a test of strength against a beloved friend. Their bodies disappear into the night, never to be recovered.

### **Capital: Mag Mell**

Mag Mell is a highly defensible fortress city that sits upon the cliffs next to Loch Báis and centered around the sacred site that holds significant meaning to the Ard Rí. The city is difficult to access, the high cliffs are near impossible to climb, as they are regularly frozen over by water from the great lake making sure that a foothold is difficult to say the least. The main keep sits behind thick walls and towers further above the cliffs on a hill that overlooks the rest of the city. Many residential areas are spread out around the cliff with some of the rare rich farming lands capable of holding crops are hidden behind these walls.

#### Loch Báis

Loch Báis is literally the lake of death. The freezing cold waters shift from night impenetrable ice one minute to easily sailable waters the next. Each day, the fishermen of the great lake do not know whether they will drill or cast their nets. All can agree though that the water in that lake is so cold, to fall in is death within seconds and black limb for those few that manage to survive a dive into the depths. The lake is so deep, no one has ever been able to even begin to guess as to where the bottom is. But all can agree that many unique fish have made the lake their home, as well as other things, dark things, whose shadows are sometimes seen passing through going from whence knows where to where knows. However, despite this, these creatures do not interfere with those above as long as the proper sacrifices are made to Fand. Even still, sometimes a boat or ship will disappear, no sign of it left behind. Despite this, fishing is a vital food source for the city, and the ships regularly go out to fish each day, either with nets or with drills.

#### Sí an Bhrú

The great stone monument that sits on a shallow hill and overlooks even the keep, is considered the most sacred site in all of Falias. All who enter the city will spend time praying to the gods at this site, feeling their presence in the majestic huge stone blocks that tower above the Eaglais that is dedicated to the gods. The Eaglais works closely with the Druí that care for the monument. It is said that the Fatách placed those great stones on the hill in honor of the Dagda, out of respect for the creation of the land, before they travelled beyond the great mists.

Strangers are welcome to visit Sí an Bhrú as long as they demonstrate proper respect for the shrine itself and for the druí and sagart that tend to the area. The shrine itself is divided into a series of smaller shrines, with the entrance to the inner sanctum beneath the largest of pillars in the center. This shrine is forbidden to any who are not druí, with the rare exception given to those who prove themselves favoured of the gods, or who have earned such an honor as to be named protector of Sí an Bhrú. Within the inner sanctum is a small island that is called the heart of Macha, and it is said that the summoning circle upon which the altar is built is a direct connection to the goddess, although lo behold any who make light use of such a gift.

Those who enter into this sanctum are filled with a sense of awe and wonder, the druí who serve at the shrine are all seasoned warriors, and they demonstrate their devotion to the goddess by constantly striving for perfection in the combat arts, while at the same time balancing this training with their connection with the natural world, and often travel deep into the tundra to commute with Bres.

The current ard-druí is Clídna Ó Gallchobhair, a duine woman who was once one of the huskjarl to Kort. She was one of the most noble of his warriors, a skilled and honorable fighter who, upon completion of many great battles is said to have satisfied even the eternal wants of the goddess Macha, who granted her a vision of a mighty battle that was to come and that she would receive a sign, leading her to Dechtíre. Upon declaring this vision to the Ard Rí, she disappeared into the Tundra for many years, some say she travelled beyond Falias and across the land of Undriel seeking out the signs that would lead her to the greatest of warriors.

She returned to the land, many years later and the druí welcomed her into their ranks, where she swiftly became the ard-druí, earning the respect of her peers through her almost otherworldly knowledge of the world and indeed the many planes beyond this. There is talk that she returned Fey-Touched, had travelled to the courts of the most alien of the sídhe and thus learned secrets that none other know.

The counterpart to the ard-druí is the eaglasta Odhrán Gearr-bholláin a korr who was born in Mag Mell, and, when his family made the great return to Dún Ailinne, he remained behind, lending his skills to help build the great walls that now surround the city. His dedication to the project and to the continued improvement of the city gained the attention of the Trí Dee Dána, who came to him as he sat upon the hill of Pointe na bhflaitheas, tired but satisfied with the work he had been part of. He sought no thanks for his work, a humble and unassuming man, and so it was that he was rewarded with the builder sight, a gift he used to erect the eagles that now stands in the shadow of Sí an Bhrú. The Eaglas is an architectural wonder, with an alcove dedicated to each of the gods and a special cloister dedicated to Trí Dee Dána out of respect for the gifts they bestowed upon him. Odhrán is a quiet and friendly individual, who believes in the kindness of all that live upon Undriel. He is often called to council with the Ard Rí and there is no one in Mag Mell who would raise a hand against him. He emanates peace, and despite his advanced age, has the energy of youth that is evident in the glint in his eyes. He works tirelessly with Clídna to maintain the Sí an Bhrú.

#### Ráithe Naofa

Ráithe Naofa is one of the major residential districts of Mag Mell. The homes here are considered unique in Falias because they are built from the fine stone that is found in the region. These houses are incredibly beautiful, designed to ensure that snow does not pile up on the roofs so they do not collapse. The snow runs off into an intricate system of troughs that are heated below through an elaborate heating system that runs beneath the whole city and ensures that the peoples homes are warm during the harsh Geimhreadh season. The heat comes from several hot springs that exist below the city. These heated troughs melt the snow into water which is collected in huge cisterns beneath the city. This water runs through a number pipes to the water pumps that are in each of the houses. It normally is produced warm to make sure it doesn’t freeze in the frigid temperatures.

The people who normally live in these homes are primarily the farming and warrior families that work in the fields to the north or work in the keep above them. There are also a number of inns and a small market where the guilds and merchants sell their wares each afternoon. It is not unusual for visitors to the city to stay in this area as it offers them access to the keep, Sí an Bhrú, and Ceathrú Cearduí. The people here are welcoming to those who have managed to make the trek to Mag Mell, respecting their hardiness and courage to make the trek over the tundras to reach the city. As long as visitors respect the city and peoples traditions, they are free to go where they wish throughout the city.

###### *The Mighty Badger*

Near a major crossroads. The street outside is filled with the fragrance of blooming flowers. The inn is a large half-timbered building, with several stained glass windows and finely-crafted tables and chairs. A collection of exotic drinking vessels rests upon a long shelf. Accomodations consist of several small rooms with beds and woolen mattresses. The innkeeper is a righteous male duine named Anamcha. He is a retired adventurer, and often tells stories of distant lands and terrible monsters.

**Menu**

Steamed Deer with Mustard and Dried Apple, Glass of Wine (1 ad)

Roasted Duck and Dried Apple, Glass of Rum (1 ad)

Baked Trout with Sugar and Blue Cheese, Glass of Brandy (4 ad)

**Cost of bed and board:**

Simple room: single bed and a small chest (1 or)

Luxury room: single bed and large chest and washroom (5 or)

Large room: three beds and large chest, washroom (10 or)

###### *The Delirious Melon*

On North Bluff Mews, in a residential war. Its neighbors include the workshop of a female sídhe swordsmith named Galaser and a busy public square. The inn is a single storey timber and brick building, with a red tile roof. It is exceptionally clean, and well lit by an iron chandelier. Accomodations consist of several large rooms with beds and straw mattresses and a mezzanine with several wooden cots. The innkeeper is a stout female korr named Banain. She possesses a magical sword which was created by the elves of the ancient realm of Mag Ildatach.

**Menu**

Boiled Boar and Whey Cheese, Tankard of Perry (9 cp)

Stewed Parsnip, Mug of Stout (4 cp)

Pickled Chicken and Bitter Cheese, Tankard of Bitter (12 cp)

Roasted Lentils, Mug of Mead (5 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (1 ar)

Luxury room: single bed and large chest and washroom (5 ar)

Large room: three beds and large chest, washroom (1 or)

###### *Rumors*

*The old keep north of Mag Mell is haunted by ghosts.*

*The town of Awbury secretly serves Jarl Elgr.*

*Some Elatha have been seen in the woods outside town.*

*A shadow demon with a hundred eyes has been summoned into the Misty Forest.*

*Lady Salie has been murdered by a red-robed assassin.*

#### Neadaionn na Fithíní

Neadaíonn na fithíní is the central keep of the city and is a reminder of the combined strength of the clans as well as the authority of the Ard Rí. The keep is entirely utilitarian, representing the need for stout defence against the Fomori and the elements. The fortress is simple in external design, with many kill traps, a maze of streets that make it difficult for the enemy to navigate, a robust central keep and an outer and inner palisade. The inner palisade is built into the main keep, connecting the many wings and towers, each one capable of being locked off from the rest of the keep through an intricate system of collapsible door arches that will bury any entrance or exit under tons of rubble.

The outer palisade is built with extensive weapon towers that can reign down destruction on the enemy and is magically enhanced to protect against the destructive magick that is used by the enemy. The hill that the keep is built upon is also incredibly difficult to maneuver up, with sheer drops on each side of the wall. The only way is to scale the stairwell, which can be flooded making it slippery and difficult to transgress and a number of lethal pits that make it impossible to form a strong base around the outer walls and main gate. The main gate as well can drop tons of rocks and debris in front of the great gate.

For guests of the Ard Rí there are rooms in the keep for them to stay as well as an inn that provides lodging for additional advisers and companions. The establishment is one of the top inns in the city, and often visitors will attempt to find room and board there if they are affluent enough to afford it and there are spaces available.

###### *The Diamond Tulip*

On Hare's Street, behind the walls of the keep. The street outside is lined with everburning lanterns. The inn is a large building of half-timbered walls, with a red tile roof and a tiled mosaic floor. Accomodations consist of several large rooms with beds and feather mattresses. The innkeeper is a short male cluricaun named Tuor Findis. He seems to know something about every dragon within fifty leagues.

**Menu**

Baked Phoenix and Whey Cheese, Glass of Wine (3 ar)

Braised Chicken with Mace and Leek, Glass of Gin (3 arp)

Stewed Grouse and Soft Cheese, Tankard of Mead (9 cp)

Steamed Dragon and Dried Apricot, Glass of Mead (1 ar)

**Cost of bed and board:**

Simple room: single bed and a small chest (5 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (5 or)

###### *Rumors*

*The Cyst of  the Evil Eye is haunted by the ghosts of dragons.*

*An undead knight in the ruins of Here Tower holds a demon imprisoned for eternity.*

*The queen was murdered by a red-robed assassin.*

*A perpetual storm rages over the Forest of Ruins.*

#### Ceathrú Cearduí

The market and guild quarter is an extensive collection of residential housing and markets combined with the great guild halls. Close to the main gates, it is a popular destination for visitors to the city. There are plenty of inns in this area to accommodate the visitors and guests that decide to visit Mag Mell. The housing here is similar to that of Ráithe Naofa, heated by the underground springs to ensure that the snow does not build and the water remains warm and accessible to the inhabitants of the city.

The main market district has a wide range of stalls that give way to bigger shops and an arcade that runs along the western edge of the quarter. To the north of the market district are the major guild halls, including the fighters guild, the crafts guild, the magick users guild and the merchants guild. This quarter also gives easy access to the main keep should travellers have business there.

##### Fighters Guild

The fighters guild has a long and honored reputation in Mag Mell, and indeed in the greater land of Falias. The guild has been around since the early days of the city, and indeed they helped protect the site as the city was built, supporting the Ard Rí as he sought to raise the great walls that surround the city. Since then, the guild's history has been intertwined with that of the city itself, and it is not unusual to see members of the guild guarding the walls or training the soldiers of the fyrd.

Anyone can choose to become a member of the guild, and the guild does not differentiate between the son of a farmer or the son of a warrior if they wish to train and become members of the guild. The initiates into the guild will begin their training at a young age, and be assigned to serve a guild member, tending to their room, ensuring their equipment is well maintained and serving their food. In return for this service, the guild member will train the initiate in the ways of combat. They will study blades, spears, and bows as well as getting used to wearing armour. In addition to this, the initiates will learn to read and write, listen to the great stories of the file and become versed in combat and tactics. When they are deemed old enough, they are taken by their guild members to the great proving grounds in the eastern part of the city where they will prove themselves in bouts of combat in front of the Master of Combat.

The current Master of Combat is Conall Inn Raki, a Korr of great renown and honor. He is a shrewd and seasoned warrior, having fought many campaigns against the Fomori that have roamed the land as well as protecting those in towns to ensure peace in the land. He has travelled far and wide throughout Undriel and has gained a great reputation for his fearsome combat style. Conall is perceived as a friendly and jovial character when he is not fighting. He is respected by all his marshals and his close companions, who form his inner circle. It is said that he also regularly visits with the Ard Rí and they can be found around the great hearth, sharing stories of battle, each laughing and trying to outdo one another in their boasts of combat.

##### Crafts Guild

The crafts guild is actually broken into three distinct sections in Mag Mell. The first is the crafts guild proper which follows the traditions of set down by the Trí Dee Dána and follows the tradition of journeyman to master as laid down in the great book of craft that was provided to the first of the guild, Aithce Ó Duinn, a Korr of considerable skills and talents that attracted the love of her three gods for the beauty and technical wonder of her creations. They say that the gods were so impressed by her creations that they hid them deep beneath the earth to protect her from the jealousy of the other craftspeople. It is said that when she saw the gods relegate her creations to be hidden beneath the earth she was deeply saddened and so she followed them beneath the earth and imbued each one with a piece of herself. Goibnu looked upon her wonders and declared her the first Great Mastercraftsman, and that those who would emulate her should present a craft of as much grace and beauty as that which Aithce imbued in her creations. Over time there have been many who have offered such wonders of creation and have been found worthy of the title master, but none who have come close to the work of Aithce. They in turn trained the next generation, who became the first journeymen, aspiring masters who were yet to create something that was worthy of a master.

The crafts guild of Mag Mell is broken into three branches. The Artisans school themselves in the arts, creating crafts of great visual beauty that promote the beauty of the people of Falias. The Smiths school creates the finest in metalworks, items of beauty and destruction, as well as maintain the metal works of their given city. Finally the craft school focuses on wood and stone, crafting great monuments and maintaining the walls and architecture of the city.

The current master of the guild is Feme Cruach Bjarkí a Síog and daughter of the Ard Rí. She is an exceptional artist, creating works that make one weep just looking at them. What makes this even more astounding is that she is blind, but seems to maintain a mystical sight that allows her to see more than just the mere colors of mortals and into the realm of the gods. While she is young, a mere one hundred years old, it is said that she speaks with wisdom of those many centuries older than her. Indeed, it is even whispered that she has travelled to Tír Taingaire. It is also said that she has visions of the future, cryptic clues that she paints into her works of art. It is said that if one can decipher these clues, one can gain the ability of foresight. Her wise counsel has also allowed her to maintain control of the wild and varying members of the guild, ensuring that the at times temperamental ways of the members of the guild are kept in check before they do something foolish.

##### Magick Users Guild

The Magick Users Guild is located in the heart of the guild district of the city and is noted for the beautiful structure that seems more grown from the very earth itself rather than being a more conventional structure. The building itself is a gateway to a pocket dimension that holds the guild hall itself, the great halls spanning more than eight times the area of the building itself and is a labyrinth of libraries, study halls, beautiful gardens, and laboratories where magick users can experiment without risk to their colleagues or the city itself. Those who wish to join the guild must demonstrate a familiarity with magickal forms and a willingness to learn and share their knowledge. They must then pay the 25 or fee and may begin their research thesis whenever they wish to begin down the path to mastery. They will receive the mark of the guild on their hand, which will give them access rights to any of the guild halls on Undriel as well as room and board. In return they will be expected to participate in the life of the guild, take on research opportunities if requested and to take an apprentice if they are deemed ready. Those wishing to become a master must be prepared to create a magickal masterwork, either a spell, potion or research work that will give back to the land in a positive way. Upon approval by the archmage and his council the magick user will receive the masters mark which will be recognized by those in the guild and due deference given. A master may take up to five apprentices and train them as well as open a guild hall in a region where there is none.

The current archmage is Eoghan Súil Spiorad, a sidhe draoi of great renown amongst magick users in Undriel. He is credited with forming the original guild hall in Mag Mell, forming it through powerful magicks and sheer force of will. It is said that he also maintains the pocket dimension in which the guild halls reside, constantly reshaping them to his desires or the desires of others. A highly intelligent being, he can be seen as aloof to those that are lucky enough to meet him, seemingly constantly distracted as he speaks. It is not unusual for him to walk away in the middle of a conversation to explore and idea he has just had or fix an imperfection he has perceived in the tapestry of the magic surrounding the guild hall. His manners can make it very difficult to discuss concerns of the guild, and so his closest advisor, Marga Ondúrr, carries the additional burden of making decisions on behalf of Eoghan to ensure the well being of the guild. It is whispered that the archmage is working on a new project that will allow him to travel beyond Tír Taingaire and deeper to Mag Cuín. They say he is even more distracted of late, often wandering the halls at all hours of night and day and muttering to himself.

##### Merchants Guild

The Merchants Guild is a relatively new addition to the city. They appeared about thirty years ago and have been building their presence in the city ever since. The guild has had great difficulty making inroads with the Crafts Guild given their fiercely independent nature and so have had to relegate themselves to working with the merchants and shopkeepers that have been willing to give them time. However, the guild has been smart, focusing on rewarding those that join them and ingratiating themselves by bringing in items that cannot be easily found and selling them at a discount. However, despite this, there are still many challenges in building trust with the merchant community at large.

At present the guild has a simple yet elegant building in the guild quarter, where they receive constant traffic from other merchants that are visiting the city, risking the biting cold and the frozen waters filled with creatures lurking below to sell their wares. The guild is welcoming of these merchants, making money from their stay in the guild hall and sharing news from the lands beyond. The guild has begun to invest in a new form of banking for guild members and letters of marc have become popular in this region, due to the risk of travelling this far, most merchants visiting will carry this letter and get reimbursed by the guild, who in turn will offer letters of marc to merchants who wish to travel out of the city.

The current merchant lord is Neasa Lothbrok, a shrewd and powerful businesswoman who made her money in investing in ships to bring luxury goods to the city. She is a very intelligent, organised leader with a natural grace and charisma that makes her very easy to like. While she dresses in a manner befitting her role now, she made her early money as an adventurer, leading a small mercenary unit that would take on some of the most dangerous jobs, which resulted in a great deal of rewards. It is said that she was the last survivor of that group, and inherited the vast wealth that came with that. This has sealed her reputation amongst the people of Mag Mell, where her understanding of Falias culture and bravery has helped a great deal in making a positive impression on the Ard Rí. Neasa is known to travel with an entourage of four bodyguards; her daughters who are earning their place as adventurers and protecting her ships.

###### *The Cute Cavern Inn*

In a market quarter, near the Merchant's Gate. Its neighbors include a well-guarded warehouse and the fine home of a female duine named Alys Breathnach. The inn is a two-storey timber and brick building, with a small walled yard and garden. Accomodations consist of several large rooms with beds and woolen mattresses. The innkeeper is a thin female cluricaun named Cely Glambek. She is a retired adventurer, and keeps a collection of maps of forgotten tombs and dungeons.

**Menu**

Boiled Boar and Sharp Cheese, Tankard of Perry (8 cp)

Steamed Eel with Coriander and Cashew Bread, Glass of Mead (2 ar)

Salted Sausage and Parsnip, Tankard of Bitter (7 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (3 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (3 or)

###### *The Assorted Toad*

On Hartsbridge Street, in an arcane ward of quiet avenues and forges. The street outside is filled with the fragrance of blooming flowers. The inn is a grand timber and brick building, with carved wooden doors and finely-crafted tables and chairs. Accomodations consist of several large rooms with beds and feather mattresses. An attached three-storey tower suite is reserved for noble patrons. The innkeeper is a heavyset male duine named Rarder Cery. He wears a collection of protective charms and talismans.

**Menu**

Roasted Crayfish with Coriander and Wheat Biscuits, Glass of Cider (3 ar)

Smoked Crab and Dried Leek, Tankard of Bitter (10 cp)

Braised Dragon and Dried Apple, Glass of Whisky (4 ar)

Salted Pork and Curd Cheese, Tankard of Ale (12 cp)

Roasted Phoenix and Rye Biscuits, Glass of Brandy (4 ar)

Roasted Pheasant with Coriander and Artichoke, Glass of Rum (2 ar)

Roasted Mutton and Parsnip, Tankard of Cider (12 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (3 ar)

Luxury room: single bed and large chest and washroom (8 ar)

Large room: three beds and large chest, washroom (2 or)

###### *The Thief and Spar*

In a warehouse quarter, near an outcrop of carved stone. Its neighbors include an abandoned shed and the burned-out ruins of a building. The inn is a simple wooden shack, with a poorly-thatched roof and only a few crude tables and benches. Accomodations consist of several wooden cots in the cellar and straw mats near the hearth. The innkeeper is a short female Korr named Aldrung Miðfjarðar. She seems to never sleep.

**Menu**

Pottage, Mug of Mead (2 cp)

Stewed Artichoke, Mug of Beer (3 cp)

**Cost of bed and board:**

Simple space: single cot (3 or)

Luxury space: single bed (8 or)

###### *Rumors*

*The warehouse on Crystalorb Avenue contains a wizard's secret workshop*

*The avatar of Arawn  is held imprisoned within the Forsaken Prison of a Lich Lord, frozen in time.*

*A community of Tethra lurk in the ruins of Geda's Deep*

*An unusual clan of Milesians have been gathering in the Frozen Caves*

*The town guards wear helmets to hide the horns on their heads*

#### Seanbhaile

This is the old town. Seanbhaile is the remains of the original town that stood on this hill prior to the Ard Rí building the great walls and turning this hillside into the great city that it has become. This unassuming neighbourhood still holds its own character, the houses are more utilitarian and lack some of the amenities that the newer houses have, although they instead benefit from being close to hot springs that are prevalent around the quarter. This has made it a very popular spot for travellers who wish to benefit from the healing properties of the springs as well as find good food and conversation. There are a number of popular inns in the area as well as an active market where the guild ships will often be seen moored to the harbor that allows easy access for the fishermen to the great lake beyond by traversing the great bridges beyond.

Seanbhaile is also home to the alchemists hall, a great stone edifice on the edge of the quarter from which a rainbow of different colors can be seen coming from the great stone chimneys that dot the structure. Alchemists have found the great waters of the lake to have exceptional properties for potion making and so settled in the area. Although they are a part of the Magic Users Guild, they follow the guidance of Master Neacht Skagi, a Cluricaun with an almost spiritual affinity to the potions that she produces. These are often sold in the market in the quarter and at the wishes of Eoghan they are made affordable for the people that live in the city.

###### *The Upset Hamster*

On Archfane Street, in a noble ward of quiet streets and grand manors. It stands adjacent to the office of a male sídhe scholar named Egor. The inn is a large stone-walled building, with several stained glass windows. Accomodations consist of several large rooms with beds and woolen mattresses. The innkeeper is a tall female sídhe draoi named Gilmithrie. She is a retired adventurer, and seems to know someone in every land and realm.

**Menu**

Roasted Crab and Poached Eggs, Glass of Gin (2 ar)

Steamed Dragon and Poached Eggs, Glass of Brandy (2 ar)

Roasted Dragon and Poached Eggs, Glass of Wine (2 ar)

**Cost of bed and board:**

Simple room: single bed and a small chest (3 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (3 or)

###### *The Heavy Maple Tavern*

In a temple district, northeast of an outcrop of rune-carved stone. It stands adjacent to a library of divine wisdom. The inn is a single storey building of stone walls, with a reinforced wooden door and well-made wooden tables and chairs. Accomodations consist of a mezzanine with several wooden cots. The innkeeper is a young korr named Faila. She is suspiciously inquisitive.

**Menu**

Vegetable Stew, Mug of Bitter (4 cp)

Buckwheat Porridge, Mug of Beer (3 cp)

Boiled Mutton and Beetroot, Tankard of Stout (9 cp)

Roasted Mutton and Dried Beetroot, Tankard of Perry (8 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (2 ar)

Luxury room: single bed and large chest and washroom (1 or)

###### *The Dancing Lantern*

The street outside is filled with the fragrance of blooming flowers. The inn is a two-storey stone-walled building, with vaulted ceilings. Accomodations consist of several large rooms with beds and woolen mattresses. A magical portal in the cellar opens into the Hawe Forest. The innkeeper is a short male duine named Elwerdhil. He seems to never sleep.

**Menu**

Baked Whitefish with Nutmeg and Mulberry Tart, Glass of Gin (2 ar)

Baked Partridge with Cardamom and Poached Eggs, Glass of Whisky (3 ar)

**Cost of bed and board:**

Simple room: single bed and a small chest (3 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (3 or)

###### *Rumors*

*The statue in the town square will answer questions, but only in riddles.*

*Enet has been seen visiting a nymph in the Abed Forest.*

*The adventurers of the Heavy Maple Tavern have destroyed the artifact Wicked Victory.*

*Raffolk Awlyn the quartermaster was murdered by thieves in the town square last night.*

*Scores of dragons have been gathering in the Blightmoor Swamp.*

*The statue on Gafeld Road is actually a petrified adventurer.*

*There's an invisible dragon lurking atop the towers and spires.*

#### Réimse Mór

The Réimse Mór is the great proving ground of Mag Mell. Here warriors from all over the known kingdoms travel to prove their worth in all manners of feats of strength, wisdom, cunning and agility. All are welcome to participate, but once they are committed, then they must complete the quest they are given or risk the wrath of the Morrigan, who look kindly upon the competitions that take place on these grounds. Indeed the sagart that care for these grounds are all favoured of one of the Morrigan and champions of the great circle themselves.

Competitions are held every Domhnaigh, with a different type of competition held each week and then during the great celebrations of Samhain, Imbolc, Beltaine, and Lughnasadh there is a week given over to the games. Those who become champions of each game are gifted with gold and titles, their mighty battles celebrated by the file in the inns and the court of the Ard Rí. Generally one does not die in the games, but injuries are common.

The competitions are broken down into the following types:

**Strength:** Battles of endurance, not only hand to hand combat, but feats of strength and demonstrations of prowess.

**Wisdom:** These are tests of insight, understanding and logic.

**Cunning:** These are tests in puzzles and lateral thinking.

**Agility:** These are tests of dexterity and timing.

There are four current champions, each a master in their field. The final champion is the Master of the Arena, someone who has bested all the challenges of the arena in every possible way and then defeated all those who brought forth a challenge.

The champion of  Strength is a towering warrior named Seanán Elgr. This man is known as both his great laugh and his terrifying strength. His family gained great renown and honor amongst the people of Falias, as both a line of proud warriors and also as protectors of the roads and travel routes that link the nomadic tribes between the various grazing grounds. Seanán earned his first title fighting Fomori that were threatening the clans on the roads. He is famous for defending a family trapped in a ditch from a horde of Fachen for three hours as they tried to get the family beyond. From that day on he was called Fachenbane. He continued to earn many titles after that and became a Huskjarl to his clan, before retiring to Mag Mell. It was there that he began to participate in the games as a way to keep his combat skills sharp and found he enjoyed it a great deal. In time he became the champion of strength and has maintained that title for the last ten years.

The champion of Wisdom is Ingrid Crann Ciúin, a Sidhe Draoi of an almost indeterminable age. She has reigned as champion for the last fifty years, and some whisper she can see beyond this simple plain into the home of the gods themselves. Ingrid was the student of Eoghan Súil Spiorad, and a magick user of great renown. It is said that she fell out of favour with her master, although the reason still remains a mystery after so many years. Suffice to say, what she gained in her training she used in the proving circle, and her wisdom was such that she could overcome any challenge of the mind that was placed before her. Even now, only one has ever bested her; the current Master of the Arena. When she is not competing, she spends her time in the guild hall, although noticeably distant from her former mentor, and continues to teach and choose apprentices.

The champion of Cunning, a cluricaun, is said to be the god of tricksters and swindlers, yet a likeable fellow too, one who earned great renown, legend saying that he has managed to fool even the Ard Rí himself, playing the role of a foreign lord and indulging in the pleasures of the keep before disappearing into the night only to reappear months later in another part of Falias as a gentle trader selling potions and charms. Such is his skill, all that surrounds him are whispers and half truths. Many thought that he would eventually go too far, yet he instead passed all the trials of cunning to become champion and has enjoyed the prestige, despite the fact that it has brought him into the light. He goes by many names, none of which are his own but he is most commonly known as Olwe.

The final champion of Agility, a Korr, is a dancer of such great beauty that one cannot even begin to comprehend the sheer mastery of body that she possesses. She is known as Idril Ó Cionaoith, and she once was one of the Banríon Tine that seek out the places of fire and find the relics of the Peist so that they will be guided to where the great beasts slumber and can thus take one of the eggs and form a bond with the creature, becoming one of the most fearsome machines of death and destruction the lands have ever known. Sadly, the great fall heralded the end of the Banríon Tine, and those few of their descendents that are still thought the ancient ways are said to disappear beyond the mists to never be seen again. Idril, a child of the great Banríon Tine Brónach, was considered to have the most potential to carry on the tradition, should they ever find a Peist. It is said that she had trained her body to such perfect movement she would be able to align herself perfectly with the movements of the great beasts and withstand the punishment that came with the great speeds they could reach. In order to constantly test herself, Idril travelled far and wide, seeking out challenges worthy of her. In the circle she found such tests and became not only the champion of Agility, but through her wisdom, cunning and strength was proclaimed Master of the Arena, defeating all other champions. However, her first love was alway challenges of agility and so she continues to champion this skill as well as take on any challengers that wish to seek out the title Master of the Arena.

#### Pointe na bhflaitheas

Pointe na bhflaitheas is a small residential quarter that is nestled between two hills in Mag Mell. The hills themselves are sheer cliff faces, making them hard to access, and large trees grown upon each one, the smallest two meters in diameter, and others growing even larger. Some days, these trees cast the quarter in shadows that almost make one believe it is still night, but they also provide protection during the worst of the snow storms that often flare up, covering everything in a thick blanket of snow. The hills also have a second function as a place of refuge should the great gates ever be breached and the trees themselves are watchtowers, allowing guards to see for miles around the city from a safe location. Indeed these watchtowers have been responsible for the advanced warnings needed when there has been trouble and has allowed the city to prepare its forces and repel any invaders.

In addition to this, a large community of Sidhe Draoi, led by Bríon Crá Croí Fuinseoige have made their home there, helping to shape the great trees in return for being able to reside in the area. Indeed, their ancestors have provided wood for a great number of the ships that have sailed from the icy coast. The Sidhe Draoi have integrated well into the city here and are often seen in markets or the inns in the quarter. Many people in this area greatly respect them, although there is talk that in certain inns, the inhabitants speak of hatred and death to the peaceful people, seeing them as outsiders and wanting them gone. These same folk are often seen in more common inns trying to win people to their side, although few have much interest in such foolishness.

###### *The Healthy Hawk Tavern*

On Blackstone Avenue, in an adventurers ward of winding streets and noisy taverns. Its neighbors include the workshop of a female Korr shieldwright named Riga and the workshop of a male Cluricaun harper named Baldo. The inn is a large timber and brick building, with a green tile roof and a large cellar. Accomodations consist of several small rooms with beds and woolen mattresses. The inn once belonged to a wizard, and it is protected by magical guards and wards. The innkeeper is a charming male duine named Godre. He is a retired alchemist, and keeps a small workshop in the cellar.

**Menu**

Roasted Pork and Carrot, Tankard of Bitter (11 cp)

Steamed Lamb with Sugar and Whey Cheese, Glass of Whisky (3 ar)

Braised Phoenix and Onion, Glass of Rum (1 ar)

Roasted Pork and Parsnip, Tankard of Cider (9 cp)

Braised Phoenix and Blue Cheese, Glass of Rum (4 ar)

**Cost of bed and board:**

Simple room: single bed and a small chest (2 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (2 or)

###### *The Lucky Lamp*

In a residential quarter, near the town gate. The street outside is strewn with debris from an overturned cart. The inn is a single storey half-timbered building, with a heather-thatched roof. A small dragon's skull hangs over the hearth. Accomodations consist of a single large room with wooden cots and wooden cots near the hearth. The innkeeper is an amoral female Sídhe named Sena. She seems to never sleep.

**Menu**

Smoked Sausage and Walnut Bread, Tankard of Perry (10 cp)

Boiled Eggs and Watercress, Tankard of Beer (11 cp)

Dried Grouse and Lentils, Tankard of Bitter (12 cp)

Roasted Lamprey and Curd Cheese, Tankard of Cider (12 cp)

Boiled Eggs and Bitter Cheese, Tankard of Stout (9 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (2 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (2 or)

###### *Rumors*

*Weorcge the cook mysteriously disappeared last night.*

*A pack of ghouls has made a nest in the old mining tunnels beneath town.*

*A malefic glastig is giving eldritch powers to common street waifs.*

*The huskjarl is actually a scheming devil.*

#### Trasnu Reoithe

Trasnú Reoite is the main thoroughfare for accessing the river that runs toward the Great Lake as well as traveling from one side of Mag Mell to the other. The great bridges that span the river were designed to allow ships to pass through, making access down river easy and transportation of food from the lake a relatively simple and swift affair. Those wishing to pass by the bridges pay a toll which is then used to cover the cost of maintenance for the bridge as well as supplying work for the small residential zone that lives nearby.

This community in particular is made up primarily of artificers that have been trained by Odhráb and are eaglasta of the Society of the Inner Covenant. They see their work as worship to their triumvirate of gods and are often seen tinkering with various devices in workshops that are dotted about the land. It’s said that they have built devices capable of destroying the city twice over, and then when bored of the project disassemble them to turn them into other ideas that have popped into their heads. The people here are welcoming of strangers, curious to learn about what is happening outside the city as well as wanting to show off their designs to those willing to indulge them.

There is a large market held here every Domhnaigh where a shrewd buyer can pick up something truly unique for a relatively cheap price. The inn nearby also is an affordable and welcoming place for the weary traveler and it is not uncommon for adventurers or those of an artificer persuasion to stay when searching for a mechanical wonder. Indeed this small district has become so popular that a small school of engineering has been erected and under the tutelage of a master artificer one may learn the intricate skills of engineering and design. There is never an end to the students who come for a few months or years to learn from these masters.

The current Artificer Master is Clíodhna Súil Spiorad, a spirited and friendly Cluricaun who speaks at a speed that most find almost indecipherable and yet is capable of imparting her knowledge of even the most intricate pieces of machinery with ease. It is said she is a personal friend of Odhráb who has demonstrated a great deal of fondness for his protégée. As part of her role as Artificer Master she teaches advanced engineering courses, offers advice to apprentices and other teachers and engages in research that often takes her south into the lands beyond Falias. Her enthusiasm, lack of a concept of personal space and incapacity to understand the concept of personal property means that she is often found in the thick of many disputes, to the point where the Ard Rí declared she needed to have someone to act as her common sense. This unenviable task has been taken up by her best friend, the current Master of the Arena, Idril, who has endless patience for her ward and enjoys the adventures beyond the walls of the city.

###### *The Rapid Fig Inn*

In a temple ward, near the Temple of Gardens. Its neighbors include a heroic monument and a modest traveler's shrine. The inn is a grand stone-walled building, with a small walled yard and garden. Accomodations consist of several small rooms with beds and woolen mattresses. A magical portal in the cellar opens into the Emuk Steppe. The innkeeper is a short male sídhe named Eved.

**Menu**

Boiled Pork and Bitter Cheese, Tankard of Bitter (7 cp)

Baked Boar and Curd Cheese, Glass of Mead (2 ar)

Boiled Eggs and Soft Cheese, Tankard of Cider (11 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (2 ar)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (2 or)

###### *Rumors*

*Ghosts walk the ramparts of the Tower of Ritha the Possessed during the full moon.*

*Korr miners have discovered a vein of strange metal in the Cylla Fells, and they now transform into giant insects at night.*

*An undead knight in the ruins of Freyvi's Hold still stands watch over the tomb of his queen.*