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5.

0 THE CLANS
5.1 THE ARAILT (upper Morthond vale)
SOURCE OF LIVELIHOOD: The Arailt are trained from childhood to be the greatest fighters among the clans (a
debatable claim). Arailt warriors hire themselves as duelists to settle disputes between powerful individuals where
the only other option is war. They are also known for their leatherwork, especially armor and other warrior-based
trinkets.
CLAIM TO FAME: Leatherworking and killing as efficiently as possible.
ARCHITECTURE: The Arailt have one cliff fortress near the entrance of the Paths. It is carved from the stone wall
of the cliff, and is cleverly hidden so that one could be standing 50' away and still not know it was there. This
fortress is attached to the Arailt cavern within the Paths through a single, heavily guarded shaft. Otherwise, the
warriors of the Arailt live in hide tents, or the domicile of their benefactors. Finally, there are no female members of
this clan. The Arailt men take women from other clans and care for them, but only their male children are allowed
entrance into the clan, and then only those who can pass the rigorous manhood rituals.
SEAT OF POWER: The main cavern for the Arailt is a museum of trophies that have marked the successes of living
Arailt warriors throughout the ages. Weapons, banners, skulls and other trophies of war line its walls. Only those
who have added a trophy to this cavern may undergo the process to become a skeleton warrior.
TALISMAN: The Arailt weave a leather belt in which small coups are places. The buckle is fashioned in a way to
look like the interlocking horns of two mountain rams.
DESCRIPTORS:
Arrogant: an Arailt always feels that he can win a fight with any single foe in a room.

Poised: never relax their guard. From childhood they are attacked whenever another Arailt senses a drop in
their defenses.
Stoic: do not speak to point out the obvious, and do not complain.
Ugly: dependent on other clans for their wives, the Arailt must choose those women who are not guarded
closely by that clan. This has obviously affected the outward appearance of the Arailt clan at large.
Calculating: always looking for the tactical advantage in any situation.
Tough: Don't fuck with an Arailt.
Fixated: focused on gaining glory through combat in an honorable fashion.

SACRED OBJECT: None. The Arailt seek to avoid attachment to any single object that might, at some point,
become a weakness.
APPEARANCE: Arailt are usually encased in leather armor. They favor short, bushy hair cuts with equal length
beards that protect their skulls from the wear and tear of helmets.
RELATIONS WITH OTHER OATHBREAKERS: The Dead of the Arailt issue direct orders to their living
descendants, determining assignments and duties.
RELATIONS WITH OUTSIDERS: The Arailt occasionally hire themselves out to non-Oathbreakers as personal
guards and duelists. They use this opportunity to keep up with military techniques and extra-realm information, as
well as to find trophies and glory in single combat.
ATTITUDE TOWARDS DEATH: The Arailt only die in combat. This tends to make their lives pretty short.

ACHORICH
APPEARANCE: Achorich maintains the form of a faceless warrior, his sword always drawn and ready.
DEEDS: Achorich is known for his victory over the Troll-guard of Malusan, an evil mage who attempted to assert
his domain in Morthec's realm late in the Second Age. Achorich's trophy from this exploit is the seven-foot Troll-axe
of Pah-kruk, the lead Troll. Achorich is a great warrior, but is focused more on his and his clan's personal glory than
his sacred duty as Morthec's protector. He works through others to further his political goals while remaining
separated from the effects of his attempted political manipulations.
PERSONALITY:
POWERS: Shadow-molding.
STUFF: Achorich's sword is a shadow blade, which has the ability to cut the material as well as the spiritual with
ease, ignoring all armor in the process. It also has the ability to fight for itself, while Achoriath uses his shadowmolding abilities to conjure weapons for battle.

SCIAN THE KNIFE


APPEARANCE: Scian is a skeleton warrior. His bones have been plated in bronze to increase his invulnerability.
DEEDS:
PERSONALITY: Scian is a bully, and the self-appointed sieve which strains the weak skeleton warriors from the
strong.
POWERS: Scian uses only shadow weapons, and is accomplished in the use of fire spells.
STUFF: Scian's trophy is the skull of a bear, which was trained to be the guardian of a minor bandit lord.

FAIL THE SCYTHE


APPEARANCE: Now a shade, Fail prefers to use his considerable telekinetic powers to animate and inhabit the
skeleton of a powerful-looking Giant (the previous owner was not actually fully grown when he died falling off the
side of a cliff, but Fail still finds it difficult to keep the dented skull from banging on some of the lower ceilings of
the Paths).
DEEDS: Fail is an ex-skeleton warrior whose bones were shattered in a battle with one of the creatures from the
Underdeeps. Scian's toady, Fail backs him up in his role as a "sieve."
PERSONALITY:
POWERS: Fail is almost completely silent, and only acts when directed by Scian.
STUFF: Fail's weapon is a huge shadow-scythe which also affects material objects. His trophies are the eight skulls
of a sect of warrior-priests that threatened a former employer.

FUILTORADH
DEEDS: Fuiltoradh is the personal bodyguard of Morthec.
PERSONALITY: Fuiltoradh is the ideal Arailt, stoic to the bone. He is the rightful leader of the clan by birth and
deed, but has given up these things to guard his liege, which he feels is the more honorable duty. He says little, and
is irritated that his king does not seem to need or appreciate his role as protector, but he does his job anyway and
keeps his misgivings to himself.
POWERS: Fuiltoradh is a shade who has trained himself in every weapon known to the clan. He is also an excellent
spell-user.
STUFF: Fuiltoradh has no single weapon that he carries at all times, but, when on official duty, he carries a standard
ceremonial blade, which he will use as a missile weapon at first opportunity while he summons an appropriate
shadow weapon. He also has a helm which allows him to see through even the most powerful illusions. His trophy is
the skeletal hand of a Giant (the rest was too big to carry back easily).

5.2 THE ROMHACH (The Awful Stair)


SOURCE OF LIVELIHOOD: The Romhach, having no practical use for many of the traditional forms of trade
goods (i.e., farming, animal husbandry, medicine, etc.), instead bend their efforts towards creating and selling things
of beauty or great value (depending, of course, on what is considered to be of value to a particular clan). Renowned
for their scented oils and lotions, they also brew many famed aphrodisiacs and simple tonics designed to "enhance"
and magnify a wide variety of worldly pleasures. Beyond this, they have also been known to sell specialized
soporifics and quick acting poisons to those interested in an altogether different aesthetic appeal. Always on the hunt

for new initiates, the Romhach prefer to trade for "future stock", those clansmen most likely to weather the rituals
necessary to become Romhach while at the same time retaining a sense of unblemished physical perfection. The
most sought after secret of the Romhach, however, is by far the preservation fluid known as the Lan Fear
Teasraiginn or the Great Preserver (note details in section to follow). Both clansmen and outsiders alike vie for a
chance to purchase this potent brew, often offering up prized sons and daughters as currency.
CLAIM TO FAME: A growing cult following, the Romhach worship the ideals of beauty in all its forms. They seek
to spread the Boidheach Firinn or Beautiful Truth (note: see detailed description in following section) to all those
they deem worthy to enter their ranks. They claim that none can begin to understand the many nuances and subtle
facets of beauty like the Romhach, that only through their song, teaching and spoken word can those truly blessed
be brought fully into the divine inspiration of what it means to be Romhach. They consider themselves to be their
one true claim to fame.
ARCHITECTURE: The Romhach, as they refer to themselves, prefer to live in grand estates and near palatial
dwellings. Not to be outdone by their fellow clans, they have spent uncounted hours designing and refining
grandiose structures of note and legend both in and outside the paths. Being Romhach, they often prefer to dwell
outside the paths, emulating in every way the glorious lifestyles their awe-inspiring beauty should have granted
them in life. Of course, the preservation of beauty being their primary aspiration, the main compound area where the
Romhach dwell lies far into the mountains, remote and isolated from all threat to their pure and ideal way of life.
Few are able to find their way to the Awful Stair as they name it, and those that do are more oft than not enchanted
by the Biodheach Firinn to forget or join their ranks forever. The Romhach have no wish or desire to end their
"non-living' existence, and therefore devote much of their time to reproducing great architectural works; castles and
villas; even cathedrals are not unknown. To these 'works' of art, they add subtle enhancements designed to bring
forth the full potential of the structure. Ponds, gardens, fanciful additions and minor illusions all add to the splendor
of the homes in which the Romhach dwell. However, in their eyes, all other decorations pale in comparison to the
presence of the Romhach themselves as they lend their aura of untimely beauty to the work and so complete the
idyllic nature of the scene.
SEAT OF POWER: Unlike most of the dead, the a Romhach or Essence of the clans' power, Queen Grienal, prefers
to quarter herself inside the (fill in the appropriate bit of architecture here) safely within her beloved Awful Stair .
While still maintaining a strong presence within her holdings in the paths, she prefers the comfort of her followers
and the sense of security and power her isolated community demands. Here, she can rule as she sees fit, falling
neither under Morthec's misconceived sense of hopeful release from their curse, nor Irusan's lack of 'true' vision in
his alliance with the dark master he serves. The Romhach accept stoically the fact that both leaders have lost their
sense of true beauty in its ideal state, and, while it is too late for them to comprehend the wonders that the Romhach
have discovered, perhaps there still lies hope for their living descendants to discover the truth and swell the growing
following of the Romhach ranks.
TALISMAN: As the Romhach are not truly recognized as an official clan, they have no recognizable symbol among
their kin. However, many have taken to embellishing the clan symbol they held in life by placing it within a silver
teardrop pendant which they wear openly around their throats. This symbolizes the blood-line from which they came
being surrounded and infused with the truth of perfection through beauty and ideal. It also shows their complete
submersion into the Romhach and the giving up of the one clan for a greater whole.
DESCRIPTORS
Charismatic: The Romhach are the most physically beautiful specimens of whichever tribe they hail from.
None surpass them in this ethereal perfection (except of course those that have not yet been initiated).
Persuasive: Believing completely in their cause, the Romhach are most adept at convincing others of the value
of their purposes.
Charming: Romhach are well versed in the subtle arts of political intrigue and gossip, and find their particular
arts of beauty and conviction a great boon in the ongoing challenge of procuring new members to their fold.
Zealous: Only those devoted mind and soul to the ideals of the Romhach are allowed final entrance into this
esteemed clan. One must work not only to constantly better himself, but also to further the works of the cause
through careful integration of new candidates.

Devoted: Devotion is a necessity. One must give up everything in face of the clans' purpose. Only those with a
gift for true insight will prosper herein, although, occasionally, a somewhat less than whole-hearted follower
will be 'helped' into the new understanding with the aid of the Boidheach Firinn.
Vain: While the love and worship of all things beautiful can still be seen by` some unenlightened minds as vain,
the Romhach know this to be a complete fallacy. After all, is not the first face of beauty you present to the
world your own?
Self-assured: While the world could end tomorrow, the Romhach know that their place in the next one will be
assured. Beauty is timeless, and the Romhach are secure in the knowledge that their beliefs will stand fast
against the strongest foe. (Not that they would ever willingly` mar their perfect beauty by fighting, of course.)

SACRED ARTIFACT: Once again, the Romhach hold no particular artifact to be above all others. All things of
great beauty hold power of their own. However, Grienal is often seen carrying a bouquet of Iomlan Bas, the Perfect
Death. This flower, also known as Healer's Chamomile, is a common symbol of the long sleep presaging ones
transition from this life into the next. The beauty of the flower suggests the perfection of the life to come.
APPEARANCE: The physical appearance of the Romhach is by far the premier example of their adherence to the
strict code of beauty. A harsh stricture, the ultimate test of their loyalty to clan value is the ritualistic suicide they
must undergo at the height of their physical perfection in order to preserve its essence for all time. It is because of
this great sacrifice, and the need to conserve and protect this fragile ideal for future generations to admire, that the
Romhach find any possible threat to their physical appearance distasteful, even horrifying. This, in great part, has
lead to the isolationist manner of thinking and living that the Romhach have come to uphold. Nothing must come
between what they` have accomplished and the innate knowledge that state of purity has granted them. And, while
no single attribute holds them together as kin, the striking mark of their presence binds them together as no mere tie
of blood could ever hope to do. Dressing lavishly in fine silks and dyed wools, only the most opulent and eyeenhancing garb graces their persons, while delicate jewels and silvered filigrees(?) adorn their heads and limbs. Of
note to those still living they might encounter would be the oily sheen to their skins, and the sickly sweet smell of
heavy perfumes emanating from their persons. Also, the keen observer will notice that while they may appear
human, they are like the dead in one main respect: their breath is stilled in their lungs and no illusion exists that will
render the effect of a beating heart or a common breath.
RELATIONS WITH OTHER OATHBREAKERS: In general, the Romhach prefer to remain apart from their less
fortunate kin. Being near to such base apparitions can only lead to sadness and regret for both parties involved.
Besides, too much negative emotion could come to mar ones beauty. They prefer instead to send out occasional
agents to observe other clans, gaining inside political information while at the same time leading other would be
initiates towards the proper path. Unfortunately, new followers do not always come willingly, and while the
Romhach would like to allow this small transgression to pass, they feel it is their duty to 'convince' unreasonable
candidates of the valor of the clan's ideals. Here, the agents of the Romhach are often forced to 'show' their future
kinsman the truth by way of the dominating mind charm, the Biocheach Firinn. Few can resist once this power has
been brought into play, and many clans, especially the Chaichel, have lost admired members to the persuasive grip
of the Romhach.
RELATIONS WITH OUTSIDERS: Romhach consider living non-Oathbreakers an occasional source of trade or
information. However, once again their solitary lifestyle prohibits great interaction with non-clan members. On
occasion, however, a outsider of surpassing beauty has been sighted and persuaded to enter into the realms of the
Romhach. These special outsiders are treated as valued objects of beauty, and while no clear way of assimilating
them into the clan exists of yet, hope abounds that soon they` too will have access to the legacy that the Romhach
bear. These 'guests' are well sheltered, and once brought into the Awful Stair they are protected from leaving for their
own safety as well as the clans. Because the Romhach cannot bear the thought of their guests beauty being
tarnished, these honored outsiders are often killed ritualistically to assuage the pain that unsightly aging would bring
to everyone involved.
ATTITUDE TOWARDS DEATH: The Romhach view death not as a trial to be endured, but rather as the ultimate
step towards purity of ideal. They claim "Death is but a step on the path towards understanding, Understanding is
the way towards Beauty. Only through the teachings of the Romhach can one hope to aspire to Beauty. Sacrifice
and obedience are all." Death is a tool and undeath an ally towards fulfillment of a higher purpose. They do not see

themselves as bound by the curse of the Oathbreakers so much as bound to it. Only through sacrifice, ability and
belief can one hope to trod the path chosen by those lucky or gifted enough to aspire to the Romhach. Being elitists
and isolationists by nature, the Romhach tend to look down upon the other undead clans. Often the other
Oathbreakers, both dead and living, are looked upon with revulsion and disgust, and dependent on the clan beliefs,
even outright anger. More often than not, however, the Romhach see those around them as a force to be pitied.
These wretched souls can never know the beauty and true freedom that undeath can grant, and so will never revel in
its promise. They see them as spirits doomed to wander until the curse is ended, forever unhappy and unappreciative
of their true natures. The Romhach see themselves as saviors of a sort, offering out an alternative to those with the
potential for understanding and a will strong enough to see the ordeal through. They seek only the most intelligent,
charismatic and gifted throughout the clans, and will stop at nothing once they have a potential initiate in their sites.
Of course, many have come to the Romhach of their own free will, more oft than not being turned away or used to
further the clan's ends from outside. While they realize that Isildur's curse will eventually be broken, they hope to
continue their pursuit towards enlightenment as they see it either in this world or in the one to follow. They believe
with great fanaticism that nothing must come before their higher purpose, least of all the broken promise of a
blinded king. And, while they still follow Morthec's decrees for the present, they believe that not so far into the
future will come the day when they need pander to no other word but their own, when they will be completely free
to follow no course but the one upon which they have set their very souls. And in truth, that day may not be so far
off, for while they are still but a small fraction within the Oathbreaker community, their ranks are quickly growing
as many young clansmen turn to them as an alternative to the dreary undead existence they might otherwise be
forced to endure. It is an unspoken question among the clans as to whom the fanatical Romhach would follow were
the issue ever to be brought to point: Morthec or Grienal? And if the answer they fear were true, what would the
Romhach not stop at to see their zealous ideals and twisted views visited upon all the clans. Some hope that this
new following of souls loses its momentum before it can become too great a threat. There are even those, especially
among the Chaichel clan that work to further this perspective, albeit discreetly. Whatever the case, the Romhach
show no signs of diminishing in numbers or intensity, quite the contrary, they seem to be attracting more and more
would be candidates. Perhaps their only limitation lies in their strict discrimination process, allowing only the best to
gain entrance and at the same time severely limiting their own numbers.
Bidheach Frinn (The Beautiful Truth): This most dangerous and powerful ability of the Romhach was
perfected by Grienal herself. More a sort of mental domination than a charm, this ability grants the user a strict
mental control over their victims. On the lowest level, it will aid in charming or befriending those within its range,
making them amenable to suggestion and leadership. Beyond this, it can cause people to alter personality traits,
change behavior and alter a pursued course of action. In the most masterful hands, such as Grienal herself or perhaps
Heowan, the Bidheach Frinn can be used to completely erode and reshape an already existing personality, leaving
the victim totally subject to the will and command of the caster. While some are allowed to retain an element of their
former selves in this case, for example Sharakai, most are completely reborn as enlightened followers of Grienal's
works and ideals, and are the most devoted of all members of the following. Once this ability has been used to restructure an individuals psyche, nothing, not even death, is known to be able to counter its powerful influence.
Those who have attempted such have ended up insane or worse, and are looked upon with scorn or hostility by any
member of the Romhach they encounter. They are instantly banned from the ranks of the privileged as tainted, and
are often left helpless and alone to fend for themselves. Often these unfortunate souls are taken in by the Sianwin, or
in rare circumstances the Miach clans, where they can be seen trailing the robes of an itinerant healer as the hopeless
are wont to do, looking for release or salvation. The Bidheach Frinn has one other use. It is employed in a slightly
altered format during the transformation process from life to undeath. Here, it is not so much a charm or mental
domination, but a way to expedite the journey and offer a smoother more peaceful transition. It allows the target to
concentrate more fully on the ultimate result rather than the process at hand, creating a minor illusion of what their
mind considers to be the ultimate form of beauty. Research has found that by using the Bidheach Frinn in this
manner, the recipients became less tense, exhibited less fear, and showed a general lessening of stress overall
concerning the transition both before, during and after. This in turn minimizes the chance of ill effects both physical
or mental due to the process and leaves them with a small taste of what they are sacrificing themselves for.
Ln Fear Teasraiginn (The Great Preserver): This potent agent, also known as Daedh's Wine, serves to send the truly
devout and deserving initiate onwards through the great transformation. Only the most gifted and fair are allowed to
partake of its powerful influence. Even then, only those of the strongest will survive the transformation it demands.
Those unfortunate enough to imbibe of the Ln Fear Teasraiginn with less than perfect results (i.e., physical
imperfections due to the rigorous physical process or mental disabilities from the overall sacrifice), are deemed

outcast and sent away from the Awful Stair. Only those weathering the process with perfect results are subsequently
accepted into the ranks of the Romhach. All would be initiates are made fully aware of these facts at the time of
transition, and in most cases (exceptions being those on whom the Bidheach Frinn has already been employed) are
given every chance to consider their actions. The Romhach desire no one who is not fully loyal to the Romhach
and all that it stands for. The Ln Fear Teasraiginn is employed thusly: Once an initiate has petitioned and gained
permission to enter the Romhach, they are given a slightly altered version of The Great Preserver for a period of
seven days. During this time, their body chemistry begins to change, altering in and of itself to become a type of
embalming fluid that will help preserve a permanent state of physical perfection in their approaching state of
undeath. It should be noted that this preserver causes the imbiber's internal organs and functions to atrophy, and thus
by the seventh day, the recipient is quite vulnerable to nearly any physical attack. (Note: if the process is stopped
before the final draught is taken, the initiate will eventually return to full health). On the seventh day, the initiate
must make a choice: leave in disgrace or sacrifice themselves to the Romhach for all time. No more time can be
permitted here, as their bodies have by now become toxic. To continue to drink the incomplete version of the
Preserver would kill the recipient in a most painful and horrifying manner, or they might choose to stop here and
find healing. Both of these options would preclude membership to the clan. If the initiate decides to continue, they
are again made aware of the risks involved, and then asked to swear loyalty to Grienal and the ideals that the
Romhach uphold: "Death is but a step on the path towards understanding, Understanding is the way towards
Beauty. Only through the teachings of the Romhach can one hope to aspire to Beauty. Sacrifice and obedience are
all." The complete version of the Great Preserver is then given to them. The ideal process would be remembered
only as a pleasant dream, the less ideal as a nightmare of pain and confusion from which the recipient never truly
awakens. (This would be dependent on the will and power of the imbiber). After the final elixir has been taken, the
Bidheach Frinn is employed (if it has not been used previously on the same target) in order to calm the target and
help awaken or strengthen their abilities to work with the illusionary enchantments of the Romhach. (It will not
effect the target if the Bidheach Frinn is employed before or after the Great Preserver has been taken.) Upon
awakening (approximately 24 hours after administration), the recipient will notice a much heightened ability to see
the flow of magic and power around them, as well as being able to perceive the world from the perspective of both
the living and the dead, i.e., they will gain the ability to see spirits, etc. (Note that they will retain the ability to see
and affect their environment as would normal living creatures). They will, however, be unable to draw breath or
enact any illusion that will approximate this. If they try to pass as the living, they must constantly take pains to hide
this flaw from the mortals they encounter. Also, upon completion of their becoming Romhach, their body chemistry
will complete its change to a milder form of the Great Preserver. This means that prolonged exposure to a living
creature, or direct contact by one living with any form of bodily fluid (blood, spittle, semen, etc) would act as a mild
poison, creating lethargy and illness, or in the case of direct contact perhaps even death. (Effect dependent upon
constitution or willpower?) To help alleviate this effect, Romhach traveling outside the Awful Stair often prepare
special salves and unguents to help hide the distinctive odor their bodies produce and to help diminish the
detrimental effects contact with them could otherwise bring.
Ln Fear Teasraiginn: Alchemical Formula:
Berterin to act as preserving agent
Siriena Slightly stronger agent, used primarily for preserving skin tone and elasticity.
Estesalqu - Used as analgesic and to help limit any pain the preservatives might cause.
Fangorth A strong, fast acting poison, administered only in small quantities until the seventh night when a fatal
dose is given.
(The remaining herbs are given only in the final dose of Ln Fear Teasraiginn)
Healer's Chamomile A gentle sleeping agent, given mostly as a symbolic gesture of the 'bouquet of death' for
which it is often noted.
Sweetstar Powerful sleep inducing herb which causes a sleep like to the dead from which nothing can awaken
without time or antidote.
White Mountain Poppy A mild soporific, used to enhance the magical properties of the Bidheach Frinn, and to
magnify the recipients abilities to work with Power.
The Awful Stair lies deep in the within the Ered Nimrais, an isolated and wholly insular community. Except for
occasional recruitment missions, or limited outside trade, the Romhach are rarely seen outside of their haven. The
Awful Stair is a massive architectural undertaking. The Awful Stair is a testament to the Romhach 's artistic vision.
Built partly upon and partly within the rock face of a towering cliff, their Stair lies protected from invasion and the

elements on three sides. The fourth stretches out to encompass and become a part of the temperate forest lands
surrounding them. Ever wary of damage from wind and sun to their physical state of perfection, the Romhach built
their hold in such a way that no direct sunlight ever falls upon a given area or structure. Original building structures
have been altered with fanciful overhangs of sculpted rock and marble, and everywhere delicate terraces and verdant
garlands overhang walkways and gardens. Pruned and sculpted shrubbery form windbreaks, and ponds and
fountains help soothe and relax inhabitants, making their contemplation of the beauty around them more complete.
Veins of silver, gold and rarer metals still trace their way through existing stone, offering non-damaging reflections
of the sun above. It is from these constantly changing shadows and reflections that seem to swim and come alive
about their inhabitants that the Awful Stair derived its name. Within the confines of the Awful Stair, the Romhach
are able to enjoy the sunlight and the elements in a subdued yet grandiose manner, allowing them to retain the
memory and mannerisms that the living enjoy in a more eternal state. The Awful Stair also has direct access to the
Lugh Gobha by a series of tunnels running from the depths of Queen Grienal's palace in the Awful Stair to the
holdings she claims within the path's themselves although she rarely frequents them, preferring instead the company
of her fellow Romhach.

GRIENAL
Tall and lithe, Grienal asserts a truly royal and captivating allure to all those she encounters. Her untimely beauty
and striking features add greatly to her already heady powers of persuasion. She is oft seen wearing flowing gowns
of purest white, long amber colored curls cascading off her shoulders, framing her aquiline features and eyes of
silver grey. In life, Grienal was said to be the fairest of all the Chaichel ever born, perhaps of all the Oathbreakers. In
Living Death, she commands that beauty as an item of worship, a power to be revered. Even in death, none can
compare to her physical perfection.
DEEDS: Perhaps her greatest achievement was in the founding of the Romhach, the Romhach. She was the first to
understand and respond to the desperate need to pull away from tradition and find something more profound upon
which to build her eternal state. Seeing her beauty as the telling sign of the veracity of her vision, Grienal spent her
youth in preparation for her journey to begin. At the age of twenty-one, she took her own life and became the first of
the Romhach, fulfilling the vision she had worked so long to watch come to pass. Still amassing followers, Grienal
sits assuredly on the throne of her command, confident that her path is the only true course to pursuing,
understanding and preserving beauty in all its forms.

HEOWAN
APPEARANCE: Heowan is in every way the direct counterpart to Grienal. Every inch the gallant, his stunning
visage and charming wit have long placed him at the side of his queen, both as minstrel and consort. Elaborate
costumes enhance finely sculpted features, while long raven black hair and eyes the shade of summer moss mixed
with amber have lured many a new initiate into the fold and shattered the lives of countless others. Heowan is rarely
seen without his silver lyre, an item rumored to be of no small value, monetarily or otherwise. He hails as well from
the Chaichel in original bloodline.
DEEDS: Known as the 'Silver Tongue', Heowan is the chief bard and minstrel of the Romhach. His masterful
compositions detailing the works of Grienal and the visions of his clan have earned him great standing and acclaim.
Lucky are those who can claim to have heard his unearthly performances, and luckier still those who having heard
were not charmed or swayed to his will. Still, none having experienced his song can remain untouched by its
flawless beauty. Heowan's verses now travel as far south as Edhellond(?) and beyond, particularly his 'Love Sonnets
To Grienal', and his most noted and controversial work, "A Path Towards...". However, no mortal can compare to the
voice of Heowan or hope to appreciate his works as they were meant to be heard.
PERSONALITY: Heowan craves attention and especially being the center of it. Lavish affairs and grand parties
offer him the chance to be admired and envied. Always charming, he delights in enchanting guests and enemies
alike with his effusive wit and sweet words, while at the same time delving deeply into their personal and political
secrets and relieving them of any undue burdens that such excess information might present. He also enjoys playing
the romantic, leading many a pretty face into the ranks of the broken-hearted (or the dead, whichever most easily
applies). His one true passion besides music lies with Grienal, whose words and wisdom he will accept over all
others.
POWERS: A powerful illusionist, Heowan prefers to shape his powers in the form of musical charms. While playing
or singing, any Romhach within a fifty foot radius has a ( + percentage chance?) at whatever spell or power they are
currently employing. Heowan also has the ability to instantly charm or 'befriend' those around him when using the
powers of his lyre.

STUFF: Heowan's silver lyre holds a powerful dwoemer capable of enhancing all charm or illusionary spells used in
or near its presence. It also possesses the ability to 'befriend' those of weaker will caught in its spell, making them
relaxed and amenable to its player's suggestions.

SHARAKAI
APPEARANCE: Another stunning example of physical youth and unblemished beauty, Sharakai's chiseled features
and regal bearing lead many to see him as unapproachable, an idol to follow, even worship yet never touch. A lean
warriors build is silhouetted beneath smooth sun bronzed skin, and perfectly kept short black hair enhances his aura
of respect. Eyes the color of a summer storm invite no entrance or disagreement. Before his rebirth into the
Romhach, Sharakai held ties to the royal bloodline of Morthec and the Larach clan. Of all the Romhach, he most
closely feels the loss of what that sundering
of former clan ties represents, and as a reminder of that loss, he is never seen wearing a shirt (as is the custom for
many Larach clansman and warriors). Down one side of his leggings a spear is always embroidered in shimmering
thread of silver and gold, sewn, so it is said, by his own hand.
DEEDS: Sharakai is without doubt the most persuasive and aggressive influence within the Romhach. If the clan
could be said to have a voice or speaker, Sharakai would hold sway above all but the word of Grienal herself.
Responsible for the acquisition of more than half the current members of the following, Sharakai's commanding
personality and fervent belief in Grienal and their cause have led many to consider the way of the Romhach. In
matters political, he will always speak with or for Grienal, his smooth tongue a more deadly weapon than many
assassins blades.
PERSONALITY: Fanatically loyal to Grienal, Sharakai will go to any means to further her wishes and commands.
Before his acclimation into the Romhach, Sharakai held a position of no small importance within the Larach clan,
and would not have joined of his own accord. However, Grienal fancied him and made use of the Bidheach Frinn
to employ him within her court. Because of this, he is completely given to Grienal and her vision, but he will not
ever be made to forget that which he lost in her service. Sharakai also has an intense resentment towards Heowan,
feeling that he unjustly holds the position by Grienal's side that by right should be granted to the most devoted of her
followers, Sharakai himself.
STUFF: Sharakai carries no items of power, relying instead on his Diplomatic skills and the great influence his
words hold over those around him.
POWERS: A master diplomat and orator, Sharakai's powerful speeches
and debates have swayed many to his cause. While also skilled in the use of the Bidheach Frinn and illusionary
magic, he prefers to win over his followers and enemies by use of persuasive logic and keen insight. In life, Sharakai
was a skilled fighter, trained in the way of both spear and sword, and now, while finding physical displays of
strength both a threat and a bore, when pressed or required by his Queen he is a fierce and cunning opponent.

DAEDH
APPEARANCE: Daedh appears quite young for one of the Romhach. A beautiful youth of perhaps 16, his golden
curls and fair complexion serve to endear him to others, offering him a constant means of protection and resources.
One has only to look into his sapphire colored eyes, however, to see beyond this faade and catch a glimpse of his
true age and intentions. He is often seen wearing long elaborately embroidered golden robes offset with silken shirts
and pantaloons of brilliant red or blue. He wears a golden fillet upon his brow.
DEEDS: Originally a member of the Miach clan, Daedh was an adept at alchemy and herbal lore, but more
especially at the creating and developing of preservatives and poisons. A child prodigy, he searched for ways of
keeping his youthful appearance, a useful tool in procuring test subjects for his many ongoing alchemical
experiments. Upon hearing of Grienal's vision, he happily cast aside the restraining beliefs of the Miach and found
enlightenment within the newly formed ranks of the Romhach. Using all of the considerable knowledge he brought
with him from his former clan and adding to it his 'artistic' genius, Daedh almost single-handedly developed the
alchemical formulae for The Ln Fear Teasraiginn, the "Great Preserver".
PERSONALITY: Daedh prefers to have others see him as the youth he appears to be. He often portrays an attitude
of innocence and frailty, mixed with a hint of mischievous exuberance. This charming exterior however is merely a
tool he uses to enlist others to his desires. In truth, Daedh is a master of guile and deception, seeking subjects for his
many formulas and experiments. He delights in finding targets, both living and dead, and convincing them that their
participation in his works is in fact a royal honor, and that they could spend their lives in no better cause. Of course,
unknowing or unwilling participants are also a grand challenge in his view, and no action is too dangerous when
undertaken in the pursuit of knowledge. (It should be noted that as Grienal prefers to think of Daedh as her own son,

he is always well attended and protected from the results of his actions, and the unfortunate mishaps and unsightly
results of his poisons and experiments are generally overlooked or discreetly disposed of by Sharakai.)
POWERS: A competent illusionist, Daedh's main abilities lie in his alchemical genius. A master of preservation lore
and toxicology, he is renowned for his many fine salves and unguents, as well as the fatal draughts and powders he
makes available for the right price. His made to order poisons are well sought after, but let the buyer beware for in
dealing with Daedh one is as likely to end up purchasing a toxin as having it used upon them.
STUFF: Daedh always carries a large variety of both contact and ingested poisons secreted away within the folds of
his robes. He is constantly on the lookout for new subjects and will not hesitate to use these creations on his
enemies, or even friends if the situation is promising enough. He is always attended by several members of Grienal's
personal staff, and often Sharakai himself keeps watch over him.

5.3 THE CHAICHEL (Enedhwaith)


SOURCE OF LIVELIHOOD: The Chaichel's greatest wealth is the beauty of its people, and it is this which makes
them so insular. Paranoid of outsiders, they try to be as self-sufficient as possible. To explain, the Chaichel are
renowned for their beauty. It is said that Grienal, the "queen" of the Romhach comes from Chaichel stock. Though
possessed of many strong warriors, rival clans and others would often sneak into Chaichel lands to kidnap their
handsome sons and beautiful daughters. After the Oathbreaking, the members of this clan also fell under attack from
the Romhach, who regard the Chaichel tradition of cremating their dead as a crime against Gobha the Maker.
CLAIM TO FAME: The Chaichel were once known for their sculpting, architecture and singing. It is said that, of all
the clans, they are the most favored of Gobha, as they can shape his stone into the forms most suiting to its nature.
After the Oathbreaking, however, they became known for their ability to hide. Also, the Chaichel are endowed with
much potential magical might, which usually goes to waste.
ARCHITECTURE: The Chaichel once lived in dwellings made of living trees growing from cliffsides, or in
ornately carved caverns. Now they live in hidden cracks and under dense growths of bushes and trees.
SEAT OF POWER: The Chaichel, though they have a cavern of their own in the Paths, do not dwell there. This is
because of the way they viewed their newly dead rising from the grave after the beginnings of the Oathbreaker's
curse. Having no idea what was causing their loved ones to come back from the dead, they began the tradition of
burning their deceased. Chaichel priests would bind the spirits of the dead to their ashes, mixing these into a
concrete-like substance. It became customary for each block to take the place of a step on the legendary "Awful
Stair," their most holy place.
DESCRIPTORS:
Paranoid: afraid of all outsiders from when they were the targets of every slaver, Arailt and Romhach that
could find them.
Flighty: they would rather run than fight.

Sneaky: very good at remaining unnoticed.


Beautiful: physically very beautiful.
Ritualistic: they like to do things by the book.
Misguided: often jump to conclusions.
Stubborn: do not like admitting they are wrong.

SACRED ARTIFACT: The Chaichel clan hold the room beneath the Awful Stair as their most sacred place.
APPEARANCE: The Chaichel are normally dirty, with their hair knotted with twigs and leaves. When cleaned up,
they have perfect skin and well-formed features. The Chaichel used to wear elegant clothing and fine jewelry. Now
they wear twigs.

RELATIONS WITH OTHER OATHBREAKERS: Most of the Chaichel dead are trapped in the Awful Stair. The
remainder either join the ranks of the Romhach or become lost souls dwelling as Bestial Dead in the Paths. Only a
very few (maybe 50 or so) actually retain sentience and dwell in the Paths. Of those, perhaps 45 are employed as
artisans (in either the illusion and sculpture fields) by other clans. The rest are scattered about, save for Tigernmas,
the self-appointed leader of the Chaichel clan.
RELATIONS WITH OUTSIDERS: Fear and Loathing! Travelers should beware of cunning traps when following
the trails in Chaichel territory.
ATTITUDE TOWARDS DEATH: Initially unaware of the Curse, the Chaichel reacted badly when their dead began
to rise. After a few months of pitched battles between living son and dead zombie father, the Chaichel decided that
the best thing to do was cremate bodies immediately after death. This, of course, caused problems as the released
spirits of the dead, unable to retain sentience, became forces of emotion that caused as much havoc as the zombies.
Their priests came up with a method to trap the souls in a concrete-like substance, which was then used to replace
the steps of the Awful Stair. This method was then taught to all Chaichel, and was used until the extinction of the
clan.

Tigernmas
Tigernmas is the self-appointed chieftain of the Chaichel clan. He is the avowed enemy of the Romhach, and favors
those requests that would bring them a loss of face (so to speak). Tigernmas spends his time sculpting the clan
cavern, showing scenes of what the Chaichel were like before their fall. He can also often be found at the side of
Ygana the Prophetess, asking her to reveal to him those ancient times, so that he might bring more life to his basreliefs and friezes.
PERSONALITY: Tigernmas is the epitome of what it is NOT like to be a Chaichel. Strong, assured and creative, he
embodies what the Chaichel could be if they could summon up the courage. Tigernmas fears nothing, and will never
refuse a duel.
POWERS: Tigernmas' powers of illusion are unequaled and his telekinesis is legendary. Even the Arailt and Grun
avoid Tigernmas' glare when his ire is aroused.
STUFF: Tigernmas uses a shadow mace in combat.

5.4 THE CUERD (Anrien)


SOURCE OF LIVELIHOOD:
CLAIM TO FAME:
ARCHITECTURE:
SEAT OF POWER:
TALISMAN:
DESCRIPTORS:
SACRED ARTIFACT:
APPEARANCE:
RELATIONS WITH OTHER OATHBREAKERS:
RELATIONS WITH OUTSIDERS:
ATTITUDE TOWARDS DEATH:
CLAN LEADER:

APPEARANCE:
DEEDS:
PERSONALITY:
POWERS:
STUFF:
CLAN HERO:
APPEARANCE:
DEEDS:
PERSONALITY:
POWERS:
STUFF:
CLAN HERO:
APPEARANCE:
DEEDS:
PERSONALITY:
POWERS:
STUFF:
CLAN HERO:
APPEARANCE:
DEEDS:
PERSONALITY:
POWERS:
STUFF:

5.5 THE FOMOR (Tarlang's Neck)


SOURCE OF LIVELIHOOD: The Fomor are often referred to as "the Miners;" this is because they alone among the
old Coentis clans have continued to delve the earth for their livelihood. Mining, of course, was once a major part of
highland society, providing the Coentis with a source of wealth in trade and raw materials that distinguished them
from all surrounding peoples. With the Oathbreaking, the glory and power of that great society vanished forever; the
realm of the Morachd dissolved into a patchwork of scattered, isolated clan-holds. The reason why the Fomor
persisted in mining was that they happened to occupy a region uniquely veined with a substance that their lowland
neighbors valued: the silver-white metal called ladog, also known as tin. Tarlang's Neck, the arm of the White
Mountains that divides the vales of Morthond and Lamedon (the old clan territories of the Ruadh and the Torbet), is
the domain of the Fomor; it is the only known source of tin in all the lands of Gondor. It is also geographically wellsituated to take advantage of the nearby copper veins of the Ringl vale and the lead deposits of the eastern Pinnath
Gelin. Since Gondorian society at large is a constant consumer of tinmost commonly in its alloyed forms (for
bronze when combined with copper and for pewter when combined with lead)the surviving Fomor have found
themselves a unique economic niche, despite their isolation and marginality from lowland society. So long as the
Fomor control Tarlang's Neck, the lowlanders will have an interest in keeping the tin trade flowing. This is not to say
that relations between the Fomor and lowland Gondor are always amicable; far from it. Many unscrupulous
Gondorians would like nothing better than to exterminate these Oathbreakers and lay claim to their unique source of
mineral wealth, and over the centuries many have tried to do just that, often leading to violent confrontation and
bloodshed. Not about to let themselves be slaughtered by a numerically superior foe, the Fomor boldly sent an
embassy to King Siriondil, entreating the all-powerful monarch to recognize and protect their rights to their ancestral
lands. It is said that at first the Gondorian king upbraided the Fomor spokesman for his impudencewherefore
should a faithless Oathbreaker claim rights from the king of the realm which his forefathers had betrayed? To this
challenge the wise emissary is said to have replied: "You are unjust, O King, to speak thus. For we already suffer in
full the punishment of our forefathersfrom the hour of our birth until our dying day; and why therefore should we
also endure the malice of lawless men, your subjects, who claim to punish us for that same oathbreaking? It is they
who act with impudence, O King; for in this they show contempt for the judgment of Isildur, arrogating themselves
to equal his authority as executors of the King's justice. Are they not therefore rebels against your own authority?"

At these words the King repented, and issued a decree commanding that none of his subjects should harass the
Oathbreakers of Tarlang's Neck, unless the Fomor themselves were clearly at fault for some evil against Gondor.
CLAIM TO FAME: In the glorious past, the Fomor were known not only as miners but also as exquisite craftsmen.
The ladog they extracted from Tarlang's Neck they would transform into beautiful inlaid metalwork, twining the
malleable tin in concert with gold and silver for the adornment of jewelry and other decoration for which the Coentis
were so well known throughout the world. Regrettably, this, like so many other facets of highland culture, has
declined and all but vanished since the Oathbreaking. In the case of Fomor metalwork, however, the cause for this
decline was less a lack of skill than the evaporation of a market in which to sell their wares. The once powerful
Coentis alliance and its Morachd were now gone, and Gondorian settlers soon brought with them artisans whose
skill or resources supplanted the acknowledged mastery of the Fomor. So, during the Third Age, the one skill in
which the Fomor continued to excel above all others was the construction of mines and the extraction of ore. If a
rich Gondorian desired to undertake a mining enterprise somewhere in the White Mountains and maximize his gain,
a Fomor clansman would be sought out to oversee the operation. While not uncommon, this practice never lacked
for tension and dis-ease among the parties involved: to have dealings with any Oathbreaker was considered to be
dishonorable and morally repugnant to many (yet in every society there are those who are willing, or desperate
enough, to shun convention and defy social censure for the sake of personal profit, so the Fomor never lacked for
employment).
ARCHITECTURE: The Fomor live in defensible cliff-dwellings, bored into the sheer faces of Tarlang's Neck.
Invariably, these settlements double as mining camps and are accompanied by refining furnaces, slag heaps and a
vaguely unpleasant metallic odor. The cliff-dwellings are typically accessed by lightweight wooden ladders which
can be swiftly drawn up when danger is near. The artificially hewn caves are rarely more than one chamber deep,
and tend rather to extend lengthwise along the cliff face. Every chamber possesses a stone-cut hearth for cooking
and warmth. Animal hides can be hung over entrances during times of cold weather. Although they supplement their
diet through hunting, trapping and gathering, the Fomor rely almost entirely on trade with the lowlanders (food for
metals) for their livelihood. No other Oathbreaker clan maintains so symbiotic a relationship with outsiders.
SEAT OF POWER: As is apparent from their living settlements, the Fomor do not go in for extravagant
architecture. They admire the cunning craft of the subterranean realm of the Paths, but otherwise regard the earth as
something to be mined for wealth rather than a palatial dwelling to boast in. Consequently, the Fomor crypts in the
Paths (which lie well off the main road) are functional and unimaginative in the extreme. Unlike other clans, the
Fomor have not attempted to replicate their living dwellings after death; instead, they are content (or resigned) to lie
in their unadorned tombs, which are cut into the cavern walls like shelves. The only decoration to be found here are
bas reliefs carven into the walls, depicting the Fomor performing their life's laborsmining, smelting,
metalworking. Outside the Paths, the central site of the Fomor is a barrow field which hugs the western slopes of
Tarlang's Neck. Many Fomor prefer to be interred here rather than in the Paths because it is ancestral ground and
because it lies within the bounds of Morthec's realm.
TALISMAN: The symbol of the Fomor clan is a broach of pure ladog, woven into a geometric pattern, but
otherwise depicting no discernible image.
DESCRIPTORS:
Practical: because most of their lives are taken up with engineering mines, extracting metals, and selling them
for food.
Professional: because they know they do what they do better than anyone else, including the Gondorians.

Utilitarian: in spite of their venerable artistic heritage, the modern Fomor are little affected by aesthetic beauty
and have even less drive to create it.
Inoffensive: because they recognize the fragility of their existence, being forced to rely on the goodwillor at
the least, toleranceof lowlanders who might otherwise wipe them out; however, they never forget a wrong or
undeserved insult.
Proactive: when their existence is threatened, they appeal to the King as their protector; many Oathbreaker
clans regard this as cowardly and dishonorable.
Industrious: because life is work, and then you become undead.

Solitary: despite their exceptional dependence on outsiders for their survival, the Fomor keep to themselves as
much as possible; outsiders mean troublelive and let live.

APPEARANCE: A lifetime of mining leaves the Fomor an unattractive clan. They are dirty, their hands blackened
and callused. The men wear their hair short, the women braid theirs and wear little adornment (tin jewelry is not
unknown, however). Both men and women alike wear sturdy boots of hide to protect their feet from the sharp stones
of Tarlang's Neck. They also tend to wear heavier clothing than other clans, due to the exposure of their cliffdwellings to the vagaries of the weather.
RELATIONS WITH OTHER OATHBREAKERS: Many Oathbreaker clans ridicule the Fomor for their overreliance on the Dnedain (the traditional enemies of the highland Coentis) for their livelihood and protection. For
this reason the Fomor are often harassed when they encounter members of other clans (living or dead). Un-warlike
in demeanor, the dead Fomor seek to avoid unwanted hostility by appealing to the justice of Morthec. However, as
Morthec is not always available for pronouncements, the Fomor are often forced to rely upon alliances with other
clans to preserve their living relatives. The Fomor offer their allies what they do best: delving new sections in the
Paths and crafting objects of beauty to adorn the halls of other clan leaders. The dead Fomor also lend assistance to
their living kinsfolk by using their apparitional forms to search out new tin deposits buried deep within the rock of
Tarlang's Neck. As a consequence, the dead Fomor have become exceptionally adept at "swimming" though solid
masses and in detecting minute variations in the elemental composition of substances.
RELATIONS WITH OUTSIDERS: The Fomor have had dealings with lowlanders and other non-Daen peoples
ever since they first occupied Tarlang's Neck. During the Second Age, the Fomor engaged in long distance trade
with Nmenrean merchants (and, later, colonists) of the coastlands (via Danan Lin intermediaries). In exchange for
their tin ingots, the Fomor received gems or other precious metals for their legendary craftsmanship. In those years,
the Tarlang surrendered tin in plentiful and easily accessible quantities along the alluvial streambeds flowing down
from its ridges. After the Oathbreaking, Isildur's Curse seemingly precipitated the drying up of this ready source of
ore, forcing the Fomor to seek it underground in subterranean veins. This proved less profitable, since the tin had
first to be calcinated from its quartz matrix before it could be refined. The intensified amount of labor involved,
combined with the equally deleterious decline of agriculture within the neighboring Ruadh and Torbet lands,
compelled the Fomor to abandon their beautiful metalwork and to concentrate all their energy into the day-to-day
struggle to eke out a meager living. The repopulation of the Morthond and Lamedon vales by Danan Lin settlers
eased conditions somewhat for the Fomor, but also brought with it distrust and animosity.
ATTITUDE TOWARDS DEATH: Most Fomor do not relish the thought of undeath. (Balan is an uncommon
exception.) As they were doers in life, so too they preserve their humanity in death by devoting themselves to some
material labor, be it mining, shadow-molding or politicking for the well-being of their surviving kinsmen. Morthec's
court is a convenient focus for their activity, even though they are not overly loyal to Morthec as an individual.

BALAN
APPEARANCE: Balan appears as a balding, stocky, barrel-chested man with sinews of steel (which he displays to
all by refusing to clad himself above the waist with shadow-clothing). This also allows him to show off the swirling,
phantom traces of tattoos, which blend (often imperceptibly) with the many scars he received in the course of his
life-long labors in the mines. A thick, drooping mustache forms a stark contrast with the dearth of hair on his head.
DEEDS: As in life, Balan serves his king faithfully in death. It is he who has overseen all new delvings within the
Paths since the Oathbreaking (toils borne upon the shoulders of bestial dead).
PERSONALITY: Inactivity is the greatest horror that unlife holds for Balan, and he ever yearns to undertake some
new labor on behalf of the Morachd or one of clans allied to the Fomor. Balan is tough, macho and unsympathetic to
others, qualities which his disciplining of the bestial dead has intensified. A single-minded shade, Balan is
fanatically loyal less to Morthec himself than to the ideal of the all-powerful Morachd who had the cheek to tell
Isildur to go jump in a lake. In Balan's eyes, the Curse is more a trial of endurance, to prove that Coentis highlanders
are true men who can put up with just about anything effeminate lowlanders may throw at them. Balan is concerned
less with justifying the doom of his people intellectually than with showing how not even Death can stop them.
POWERS: Balan's spirit is such that he can cow practically any other spirit by his loud and ferocious voice of
command (even if the spirit in question is objectively more powerful than him). This power of command would be a
great political weapon if Balan were at all interested in inter-clan politics (which he is emphatically not).

STUFF: Balan carries no possessions with him (physical trappings are a thing for the bestial dead to bear).

MAELDUN
APPEARANCE: Although he shares the rather spartan appearance of his clan, Maeldun possesses an air of
sophistication which belies his frugal exterior. He is tall and lean by Fomor standards, and his phantom hair is closecropped. His gaze is even and does not show itself to be easily daunted.
DEEDS: Maeldun is the diplomat and political mediator of the Fomor. It was he who stood before the throne of
King Siriondil in life, defending the rights of his people in their oppression; he continues to occupy that role in the
court of Morthec. Despised by many hostile clans (as by Balan as well) for his philosophy of accommodation and
compromise with the powers that be, Maeldun is nonetheless respected by all for his political wisdom and
shrewdness. It is Maeldun who, in Morthec's absence, was responsible for exploiting inter-clan feuds to secure an
alliance of protection for the Fomor against their adversaries.
PERSONALITY: Maeldun is the polar opposite of Balan. Though each shade frowns upon the other, they tacitly
(and wisely) acknowledge the role of the other. Unlike Balan, Maeldun finds no cause for boasting in the curse of
his people. He is motivated by the desire to preserve his still living kinsfolk against their enemiesboth living and
dead. He is also much more willing to negotiate with other clans than Balan.
POWERS: It is very difficult to deceive Maeldun, whose eyes penetrate the very soul and read all that is hidden
there. He is also gifted with an exceptionally persuasive diction in speech.
STUFF: Maeldun carries with him a Thong of Binding. With this shadowy cord he entwines the right hand of those
who enter into formal political or diplomatic relations with his clan. It is said that if anyone should presume to
double-cross their agreements with Maeldun, this cord metamorphoses into a huge and horrible serpent which hunts
down the perjured.

ORNA
APPEARANCE: Alone of his clan, Orna assumes the comely form of one of the ancient Fomor, his handsome and
graceful features contrasting with the less noble appearance of his descendants. He allows his raven hair to grow
long, tumbling about his fair shoulders. His diaphanous robes are decorated with ornate metal weave, giving their
fringes a shimmering appearance. From his shining belt hangs an elaborately inlaid hammer and tongs, which he
uses for his shadow-molding.
DEEDS: Orna is one of the few Oathbreakers who possesses the skill to reproduce the artistic achievements of his
Fomor ancestors. Originally the court artisan of Merro, Orna continued to practice his craft throughout the dynasty
of the Morachd. Suddenly bereft of a body, the indefatigable metalworker turned his creative energies to the
shadow-realm, pioneering the art of shadow-molding phantom objects of intricate beauty and design.
PERSONALITY: Orna's desire is to reclaim something of the ancient glory of his Coentis forebears, even under the
conditions of the Curse. He is therefore a great innovator, creatively adapting his former skills and art to a new
substance and physic. Orna's excessive creativity has bred in him a keen perceptiveness about the possibilities and
limitations of undead existence, and for this reason he is a respected member of Morthec's tribal council.
POWERS: Orna's unparalleled affinity for shadow-molding enables him to achieve effects that no other Oathbreaker
has ever been able to achieve. It also gives him the ability to know at a glance how any given shadow object has
been created and whether an envisioned creation is achievable.
STUFF: Orna's principal items are his hammer and tongs (themselves of shadow construction), which enable him to
craft illusions wonderful and terrible to behold.

SCORIATH THE FINDER


APPEARANCE: The Finder's shade appears as a powerfully built man clad only in boots and a loincloth. Like
Balan, his body is covered with tattoos.
DEEDS: Scoriath is the greatest miner the Fomor ever produced. He is called the Finder because he is adept at
swimming through the bones of the earth in search of ore-bearing veins for others to mine.
PERSONALITY: Like his counterpart, Maeldun, Scoriath has adapted his former expertise to his new mode of
existence, taking full advantage of the powers it grants him. He is the best at what he does and knows it (though he
is hardly a braggart). He endures the Curse by applying himself to the needs of his living descendants, finding
meaning in his giving aid to their labors.
POWERS: The Finder is able to detect any mineral substance with which he has had prior contact within 100
meters; he can also sense the general location and direction of an element within a 1 mile radius.
STUFF: Scoriath carries no possessions.

5.6 THE GRUN (Upper Morthond)


SOURCE OF LIVELIHOOD: When the terror tactics of the Ruadh do not work, they call in the Grun. This clan is
an off shoot of the Ruadh warriors and lives within their lands. The Grun produce nothing that the clans can use.
They live in the barren, rocky hill lands of the Ruadh. No trade goods produced, not even food. They need supplies,
food and equipment from the rest of the clan to keep surviving. The rest of the Ruadh clan constantly brings in items
needed for the Grun society to continue. They have a few smithies to repair weapons, although they do not dig for
ore themselves. They are the shock troops of the clan and nothing more than that. The are bred to fight from a very
young age, with little other official training; other than the clan history. Many children do not survive this training.
CLAIM TO FAME: The Grun are legendary for their ferocity. On the battle field they are demons to behold. They
do not fear death, and often get up shortly after death to rejoin the ranks of their compatriots. The Grun are also
known for taking very few prisoners. Those that they do are made examples of.
ARCHITECTURE: Most of the houses the clan lives in are aspects of the lands that they live in. Simple stone
square houses with few window holes and thatch roofs. They are cold and wet in the winter and stagnant in the
summer. Simple wooden furniture, a fire pit, clay pottery, and clan tartans are about the only interior decorations of
the houses. Just about all the floors are earthen. A good portion of the clan believes that a good comfortable living
makes for poor warriors. They often look down even on the rest of the Ruadh clan for "ease" of their lives. Luxuries
and splendor can be disorienting and are often avoided when in foreign settlements. Large areas in each village are
set aside for training grounds. These are much more complex than the simple houses they live in. They have high
quality equipment, and everything is kept in perfect shape.
SEAT OF POWER: The Grun have no seat of power in the Paths. When they die and enter the halls, they stay in a
remote desolate part of the Ruadh territory. There they train constantly and learn to fight anew with their undead
skills; something that can be rather difficult in the beginning. Every now and then, they are rotated out and guard the
perimeter of the clan. Needless to say this is a very big deterrent to any outside element, beneficial or not. The
Ruadh do not get many visitors.
TALISMAN: Broaches the clan uses to identify them are made from flattened pieces of bronze. On it is an engraved
hand (similar to the Ruadh) but holds a sword in its center. It is known as, "The hand that controls your fate, and
takes others." It is the honor and respect of the warriors. Those who loose it are considered in contempt unless it is
replaced, QUICKLY.
DESCRIPTORS:
FEROCIOUS: Never yielding in combat, the Grun fight to the last.

BELLIGERENT: Rude and untrusting of the other clans, old prejudices are instilled from birth.
RUGGED: They are as tough and unforgiving as the rocky hills that they live in.
ELITIST: Grun trust only in warriors; all other stations in life are lesser in their eyes.

SACRED ARTIFACT: In the center of Grun territory lays the burial place of all the weapons and armor of the
mightiest fighters who fought and died in battle. It is a place of reverence, strength and internal power. Fathers take
their children here to learn of past deeds of heroics of the clans past. Before large battles, armies gather here and ask
for the blessing of the ones who went before them, and hoping to be found worthy to be placed here when all is said
and done. Should the place ever be attacked or desecrated in some way, it will drive the clan into a near mystical
frenzy. Some fighters have died after one of these occasions, their hearts giving out after the stress. They will run to
their legs give out or their lungs burst, to catch and kill such offenders; such is the state they are in. In times of great
need, the clan can call upon the shrine and summon forth their ancestors to their aid. If the need is great enough, the
old warriors will come streaming forth to protect their offspring and destroy the would be invaders.
APPEARANCE: Most of the warriors are built like the houses that they live in. They are very stocky folk, strong in
limb and mind. Like most of the Ruadh clan, the Grun have dark brown hair that is worn long, tied in the back. Just
about every adult has several scars; most of them owned long before they reached their first battle. The them, these

are not disfigurements, but signs that they have withstood what life (and other clan members) have dished out to
them. Most clothes are heavy, thick and functional. Leathers and furs are preferred over other less sturdy materials.
RELATIONS WITH OTHER OATHBREAKERS: From the start they are taught to hate the other clans, and by
adult hood are very unsociable. Life is hard for them and they are told that it is because of the other clans doing that
puts them in this situation. Hatred becomes a way of life and is not questioned. The only non clan member will treat
with any sort of respect, will be another warrior. A big warrior.
RELATIONS WITH OUTSIDERS: Outsiders are generally shunned and thrown out of the village. Life is difficult
enough without someone else eating all the food and taking up space. The exception again are for the other warriors,
and that is for a short period of time.
ATTITUDE TOWARDS DEATH: The Grun do not fear death, for that would be a sign of a weak warrior. The living
members often marvel at the skills and prowess that the dead have attained. Often old warriors return to their
villages to show what the living have to look forward to. This felling is instilled at the beginning of childhood, and
constantly reinforced though clan life.

OGRATH
otherwise known as the Black Hand of Destiny.
APPEARANCE: Ograth's shadow visage is of a battle hardened man in full armor. He is also a towering spectacle,
nearly seven feet tall, and almost as wide. With relative easy, he can create a physical form or almost obsidian
density, and no lack of maneuverability. Many questioning skeleton have been ground to bone meal for their lack of
respect for his leadership.
DEEDS: This is a man who lost his armies to the Semarg and never forgave them for it. He has driven insane, killed,
and terrified countless people, all in the name of revenge. Cruel and cold he heads the Grun in their quite deeds of
decimation. Several times he has caused a family to kill one and other. He neither enjoys nor disparages his work
(unless it is directed against the Semarg, for whom he goes out of his way to cause some misery, and has been given
some leeway to do it from Sualdaim). Sualdaim knows the level of digression that Ograth uses in his work. He is too
far deep in blood and foul deeds to ever betray Sualdaim and he knows it. Sualdaim does not hold this over Ograth
but the feeling is still there.
PERSONALITY: Even though Ograth lives within the paths now, he continues to live his spartan lifestyle. After all
his experiences, he still rejects the wealth of the opulent world.
STUFF: His only possessions are his helm, cloak and his sword. The helm offers protection from daylight, allowing
him to see perfectly in it. It also allows him to see through illusions, either passive or active. The cloak protects,
once again, from the weakening effects of the sun. He wants to be able to attack any time or place he needs to, and
refuses to be limited by any thing. Lastly, Ograth uses a very wicked weapon in combat. His sword is enchanted to
destroy the minds of his enemies. If a living opponent would somehow survive one of his blows, he would surely
become insane. The dead fear it because it can easily reduce them down to a state of bestial death.

CLECK
second in command under Ograth.
APPEARANCE: shade
DEEDS: Cleck has actually be part of a group that made an assassination attempt on Morthec when the
Oathbreaking had just begun. When the King's bodyguards game to his aid, Cleck was able to cloak himself an
escape undetected.
PERSONALITY: Although the attempt failed, he is held in high regard for this act of defiance. He constantly plots a
return to the thrown room for one final attempt. He has not really forgiven himself for running when he did. he has
told everyone else that he was stopped a large group of soldiers so that the rest could get in. Over the years, the story
has made him a hero in the clan, and he has chosen to accept it.
Cleck is in search of the other clan members that went with him on the assassination attempt. They have all been
reduced to bestial dead now, but he is taking no chances. So far he has found three of the five, and has chained them
in his quarters. He goes about this action covertly, saying that he attempting to find any Grun bestial dead, and bring
them back to the clans. This part is true, but the main emphasis is find the remaining two.
POWERS: To his credit, Cleck has excelled in shadow magic in his unlife. He creates elaborately detailed armor and
cruel weapons when he can, keeping the new power in a constant state peak proficiency.

STUFF: In his quarters he has several enchanted sets of chains; six in total. Three are filled with the his team mates
from long ago, and two are still waiting for the rest. The last he plans on using on Morthec when he returns for the
final attempt. These chains keep the wearer in a permanent stupor, barely able to acknowledge the outside world.

FENOR
(shade) is an active campaigner of war.
APPEARANCE:
DEEDS: Fenor remembers the battles against the Semarg well, since he was there. Like many others he want's the
demons of the past to be put to rest by destroying the current enemies. He refuses to speak to any non clan's men
because of this. Ograth keep him under close watch and does not want him getting out of hand. He knows that Fenor
has enough popularity to start a major war, but also realizes that he does not know the consequences it can bring.
PERSONALITY: He thinks that most of the Grun's natural talents are going to waste and makes no bones about
saying it. He believes that all this preparation is for nothing since no major conflicts can be made with the outside
world. So for the most part, he end up stewing in his own juices, waiting for some sort of stalemate to be broken,
allowing a direct attack to be made (preferably against Morthec). Fenor hates the Romhach with a passion, finding
them the pinnacle of spoiled uselessness. To him they are everything that a warrior is not, and he despises them for
it.
POWERS: Fenor has a masterful presence and people seem to follow his words unerringly. He has the power of
suggestion, and can make unsavory deeds look reasonable. He masters shadow molding is an expert hand.
STUFF: Fenor carries a sounding device that he keeps with him at all time. This items has trapped all the souls of he
mortal non-Daen members (plenty of the traitors southern clans). In a mock version of the Curse, Fenor may call
forth upon all the souls trapped in the device to aid him in one battle. He prefers to save this for a grand attack
against Morthec, for he knows that if he ever finds out about the item, he will be reduced to bestial undeath in an
instant.

NELTIS
(skeleton) is a bit of a rogue agent.
APPEARANCE:
DEEDS: Several times he has disobeyed orders and has acted out on his own, bringing forth his vendettas against
the other clans. This has even caused him to be hunted down by his own clan; it brought retributive strikes that hurt
several clan members. Constantly on the run, Neltis exists in the hills near the Grun homelands fearing to go into the
paths themselves. He does not stay in one spot very long since just about everyone is out after him. None the less,
Neltis is a very accomplished fighter and master swordsmen. He has had use these skills got get out of several clan
ambushes in the past. Neltis spends most of his time trying to make regain the good will of his clan, but causing
misery in other clan villages. He has to be careful about this because he knows that Morthec will stop the unlife
through him if he is discovered. Stealthily will watch a village for a time before choosing a good target. After the
slayings he will leave quickly and stay a while in the Grun lands, attempting to avoid capture again once there. It is
his reckoning that his enemies will not follow him into Grun lands.
STUFF: During his battles, Neltis has stolen an amulet that once belonged to a Cuerd fighter. This item allows him
to become amazingly agile, almost superhumanly so. It is this amulet that has saved him about as often as his
swordsmen ship has.

5.7 THE LARACH (Paths, Galibur)


SOURCE OF LIVELIHOOD: Native to the mountainous highlands of Belfalas, the Larach subsist primarily on
shepherding, though they in the past they were also very skilled at irrigation, and had somehow figured out how to
temporarily raise the water table of a stretch of land (depending on water resources underground, of course) for the
purpose of limited agriculture. This secret has long since been lost, but certain small "waterhouses" remain scattered
through Larach ancestral lands that might hold the power or the key to this technology.
CLAIM TO FAME: Having held royal power for many centuries, the Larach are naturally the most politically
inclined of the clans. Before Merro's rise to power, however, the Larach were best known for their brewing skills.
Larach Lager, Ale and Small Beer were renowned across the land as the best and most potent one could get.

ARCHITECTURE: The Larach built mostly in stone hewn from the mountains or gathered from the bottom of
landslides or littering the valley floors. They used wooden roofs covered in thatch and caked with a tarry mud found
in several of the natural caverns that riddle the Ered Torthonion. Normal houses usually started out with two rooms,
a large meeting room, where the family gathered to eat and plan the day's chores, and a smaller room, which was the
bedroom of the patriarch of the family, and his wife, as well as housing children too young to be left alone (1 to 3
years of age, usually). As children grew old enough they were allowed to build small "outhouses" where they could
sleep alone or with siblings during the warmer months. After passing into the age of manhood, they boys of the clan
were allowed to either build their own house on the clan's lands, or given permission to build adjacent rooms
attached to the main house. This latter practice was most often encouraged in areas where dangerous animals
prowled, seeking victims that were found alone in the dark. After a few generations, these main houses became big
enough to become a clan meeting house, whose rooms sometimes extended in a maze-like fashion from the original
two room house. However, if the meeting room became too small for the clan's needs, the central room's walls were
knocked out and adjacent walls were reinforced to make a larger meeting area. The Larach built their fortresses out
of stone as well, their walls rising up to 30 feet in height to protect the stone houses within. These fortresses were
usually built into the side of a sheer mountain wall, for greater defensibility, with another, smaller fortress located
above to prevent attack from the top of the cliff wall. Although not renowned for their mining skills, the Larach
possessed enough ability to extend tunnels throughout the land in front of the fortresses in order to send out guerrilla
attack squads. These tunnels were trapped as to be only traversable in one direction. Outwards from the keep.
Neither enemies nor cowards were welcome within the walls of a Larach fortress.
SEAT OF POWER: Lugh Reul, throneroom of Morthec. By TA 200, this was stripped of any furnishment or
decoration except for the granite throne upon which Morthec sits when holding court. The walls have been carved
smooth, without noticeable scratch or indentation, to provoke a feeling of vast emptiness and beyond-the-grave
solemnity. Any sound uttered in these chambers will echo to the point of endlessness, causing annoyance and the
inability to speak clearly for any decent length of time. However, as the Dead do not use sound to communicate, this
really only affects the living, or those recently deceased. The Larach also have a secondary chamber for their clan.
This room is decorated lavishly, with precious metals and gems inlaid into the walls, gaudily recounting the glorious
history of the Larach. Also, several clan illusionists are required to maintain six "picture windows" detailing scenes
of the Larach lands, or reenacting, TV-like, the great deeds and adventures of Guares of the past. The throne in this
room is also very gaudy, made of a solid gold frame, with inlaid precious stones set in whirling patterns about the
legs, arms and back. Think of the world's coldest, most uncomfortable object to sit on short of a spiky ice block and
you'll know what its like to sit in this throne. However, the dead, being insubstantial, find aesthetics to be more
important than function.
TALISMAN: The symbol of the Larach is spear, signifying defense and readiness for combat. Members of the
Larach clan wear small medallions with this symbol upon it. Those warriors who are chosen to be the clan leader's
personal guard have the symbol tattooed over the half-moon birthmark that all Oathbreakers share.
DESCRIPTORS:
Sneaky:

Underhanded:
Manipulative:
Diplomatic:
Dirty:
Ingenious:
Stubborn:

SACRED ARTIFACT: Because Morthec is the leader of the Larach clan, the clan considers the Star of Gobha to be
its personal symbol. However, secondary symbols are also present. Morthec's weapon, the Gwaedhel-spear, inspires
all friendly troops (both offensively and defensively) when visible in combat. The spear may summon an elemental
spirit and has access to the associated spells. (It is also, of course, very good at sticking things.) Morthec's spear
would be even more potent were it united in battle with its twin, the Gwaedhel-sword. This blade, traditionally a

possession of the princes of Morthond, has been missing for the past two centuries. Both branches of the Larach clan
avidly seek it in hopes of destroying each other.
APPEARANCE: The Larach are generally a short people, stocky, with blunt features that some other clans attribute
to a Drg ancestry (and are immediately attacked, if they say it too loud in front of the wrong people). Being the
southernmost clan, they dress in lighter fabrics and furs, usually bare-legged and bare chested. Floppy hats are worn
by many to keep off the summer sun, and you'll never see a Larach without some sort of weapon in his hands.
RELATIONS WITH OTHER OATHBREAKERS: As the Larach reside in two separate areas of Morthec's realm
(the ancestral lands and the lands granted to the clan by Merro when he first became king), there are many
differences as to how the Dead treat their living descendants. In the lands governed by Mathgen (the de facto head of
the northern Larach), the Dead follow Morthec's decree to leave the living to their own devices, only interfering
when danger from the spirit realm threatens. In Galibur, where the evil Irusan rules, the Dead regularly enslave and
sacrifice the living for a variety of purposes, one of which is to produce the addictive substance "Deathbalm."
RELATIONS WITH OUTSIDERS: Once again, there are differences between the two branches of the clan. The
northern Larach have little contact with outsiders, as they live close to the Paths, which are generally avoided by
outsiders. These Larach, being very protected by their ancestors, regard foreigners with a mixture of open curiosity
and mistrust. Also, a foreigner can cause ripples of fads to flow through the clan, which tries to emulate what they
see as new and interesting ways of speaking, acting and dressing. A visitor, spending more than a day or so in Larach
lands, can expect to see many clansfolk wearing similar clothes to himself, or speaking and moving with the same
inflections. Among the southern Larach, a foreigner finds himself in grave danger, as the spirits of the area see him
as a potential sacrifice to Shoglic, or, even worse, a source of valuable high-grade Deathbalm.
ATTITUDE TOWARDS DEATH: The Larach clan is divided in its opinion about death. The northern Larach are in
no hurry to die, and were never commanded to die for Paths politics. The southern Larach are enslaved by Irusan to
do his bidding in the living world (as well as, when their usefulness is done, sacrificed to Sauron, or are given to
Irusan's monks for "Deathbalm milking").

MORTHEC GRUAN
APPEARANCE: Morthec is tall (about 6'2") and slim, with the long, thin fingers of one suited more to artistic
pursuits than war. In his shadow form, he only has black pits filled with stars for eyes. He has a pointed, spade-like
beard, and long hair hanging loose about his shoulders. He constantly looks as if the weight of the world rests upon
his stooped shoulders, and he moves slowly and deliberately, as if half in a stupor. However, when angered, he can
act with dreadful swiftness, cutting down foes swifter than the fastest panther.
DEEDS: As King of the Mountains, Morthec's father chose him to rule over the other clans. He resides in Lugh Reul
in the Paths (when he wants to be found). Morthec has always allowed circumstances choose his Paths. An
indecisive being, Morthec is, of course, known best for being the cause of the curse that was laid upon all the
Oathbreakers by Isildur.
PERSONALITY: Morthec is very wishy-washy, and cannot bring himself to decision quickly unless personal danger
threatens. He is given to attacks of whimsy and dark depressions that can cause him to withdraw from sentient
contact for great periods at a time (once for over a hundred years). Because of these traits, he rarely uses his
tremendous powers to their full extent, and prefers his personal advisors, Ulagh Slain and Ygana the Seer, to take
care of his problems for him. Morthec likes to draw and compose music (both skills at which he excels).
POWERS: Morthec, after he is dead, becomes the funnel through which the power of Isildur's curse flows. Because
of this, he has gained near-omnipotent power over his subjects. He now has the ability to locate any dead
Oathbreaker that has been cursed, and control the power flowing through him to that Oathbreaker, power that is
needed to remain sentient and aware. Morthec can also redirect some of the Curse's power for other effects, making
him a very dangerous foe, indeed. He is a very good fighter (having survived many attacks by the Ruadh over the
years), and can, at will, increase his skills and abilities by draining them off one or more of his subjects.
STUFF: Morthec has only two artifacts that he carries with him at all times. One is the Morachd's crown, which
once held the Star of Gobha. It is made from wrought iron and studded with diamonds. By T.A. 200, the crown has
become black with grime, the Star long since removed and hidden. The crown has been enchanted to be as
insubstantial as Morthec himself. The other possession that Morthec carries is his spear, which signifies his
leadership of the Larach clan. This weapon, not only a symbol, is also a fearsome instrument of death, and is
considered a weapon of slaying for all living creatures. It also protects Morthec in battle, can be thrown with deadly

accuracy, returning upon striking its target, and can change its form into that of an ever-inked quill, which is what it
is used for most of the time.

MATHGEN
APPEARANCE: Mathgen is a slight, elderly-looking man with ever-squinting eyes, and a nervous look about him.
The middle son of one of Morthec's uncles, he was missed in the large, multi-victim assassination attempt that took
out most of the Larach clan leaders several years before the curse took effect.
DEEDS: Mathgen is the de facto leader of the northern Larach, residing in the clan caverns in the Paths. Mathgen is
a master of lore concerning the flora and fauna of the area of land belonging to the Larach surrounding the Paths. He
is very interested in ornithology, but does not let that hinder him from also exploring the other aspects of Nature. He
is also an accomplished musician, capable of playing many of the instruments found in Middle-earth. After 2700
years of intensive study, Mathgen comes to the conclusion that he can recreate the Symphony of Creation and
decides to alter history with a contrapuntal movement designed to erase Morthec's mistake from the Tome of Time.
In an unprecedented musical performance, before an audience of almost 10,000 spirits, Mathgen makes his attempt,
consequently driving himself and a great portion of his audience insane for the rest of the Third Age.
PERSONALITY: Mathgen is, put simply, a pushover. Throughout the Third Age, he became the dupe of every illconceived plot against Morthec and his clan. However, his kindly, inoffensive nature always keeps him from being a
really useful instrument to those who would make a tool of him.
POWERS: Mathgen is a decent mage, and has mastered the art of possessing inanimate objects to understand their
"true nature."
STUFF: Many seekers of ancient lore come to Mathgen in order to peruse the runic inscriptions he has carved into
the walls of the clan cavern, magically charged symbols which unlock the vast domains of wisdom he has
accumulated.

IRUSAN
APPEARANCE: Irusan looks very much like a desiccated corpse, long left in a dry place to rot. He is dressed in
rich robes, and looks very much the part of the malevolent lich.
DEEDS: Irusan is the leader of the southern Larach, whose clan-hold is Galibur. When Sauron's minions came to
Morthec to ask for his help in the campaign against the Dnedain, Irusan declared his loyalty to Sauron's cause and,
spitting in the face of his cousin's indecisiveness, took a small contingent of Larach to fight in the Last Alliance on
the Dark Lord's behalf. After the defeat of Sauron's forces, Irusan managed to escape capture and came back to
Larach lands just as Isildur's Curse came into effect. However, the evil clansmen, in the service of Sauron, had
added to his knowledge of necromancy, and had found how to use the Rites of Shoglic (which had been used by the
Morachd for the past three generations, and had been taught to him, due to his membership in the royal family) to
extend his life beyond the grave. For the next 1500 years (at least), Irusan led the southern Larach (who were regular
"cursed" dead) as their clan chieftain and head priest. He continued the traditions of sacrifice to Shoglic that had
been given up by Morthec, and used the power received by the rites to increase his own magical abilities, as well as
to extend his and his personal advisors lives. During his reign, Irusan devised the potent magical narcotic,
Deathbalm, and launched an almost crippling plot to gain the kingship of the Oathbreakers.
PERSONALITY: Irusan is stereotypically evil, with an almost mythic fanaticism toward gaining power, both
magical and political.
POWERS: Irusan is an incredibly powerful necromancer, and is really tricky.
STUFF: Irusan possesses a large assortment of magic items.

5.8 THE MIACH (itinerant)


SOURCE OF LIVELIHOOD: Miach are best known for their skills of embalming ceremonies. It seems that the
complex rituals needed to keep the dead society functional, are almost exclusive to them. The most knowledgeable
are often sought our by outsiders, those brave enough to enter Daen lands. Often these seekers wish their bodies
protected from evil spirits, rather than an embalming. Many a king has worried that once he has gone, that
something would prey upon his remains.... Personal services for the aging goes hand in hand with this, as the Miach
are happy to provide an easy transition into the afterlife, in all ways. There are also funeral rights, spiritual doctors,
specialists and so on. Being a nomadic clan, they do not have much else to offer.
CLAIM TO FAME: Embalming and spiritual healing.

ARCHITECTURE: This clan has no permanent buildings. Most shelters are constructed through a lattice work of
poles and hides tied down on top of them. Caves and other natural shelters are often remembered by the elders of the
groups and are traditional stopping places when the clan groups move back through the area. Occasionally they will
take shelter in a village, but they prefer not to; it reminds them too much of what they have lost. The Miach traveled
to one stone fortress and that was taken from them a long time ago. Since the later generations refused to return
there, it has remained a mystery to them for some time now. The groups do tend to travel through rural farming areas
in hopes to entice new members in join the clans. New members are very important in keeping the clan strong
through diversity of the blood, and the new skills that they bring to the clan groups. In life, there is no large central
group either. The clan is split up into many different wandering groups. Each group is around 20 or so Miach out of
which only 4-5 actually perform the rituals. The rest are students, assistants, or people needed to carry all the things
the groups need to survive. Because the leaders only help one person at a time, it does not serve a group well to
swell in size. Groups can join together for a time and exchange supplies, and even members, before separating and
going on their separate routs. There are a large amount of Miach undead in the Apothecary, always serving the needs
the rest of undead society.
CENTER OF POWER: The central meeting point for the Miach in the paths is the Apothecary. This is a series of
pillar lined entrances, five wide. The halls were created by the first dead who still remember the old Hogo Tarosvan.
The colorful fresco that line the walls are mostly illusions. They depict life in full swing- healthy people working
side by side with the well preserved dead. Almost hand in hand. Always in t colors, nothing somber. The halls are
wide and well lit, the floors seamless. They are also orderly adorned with many alcoves, in which the dead go and
wait to be looked at or repaired in one way or another. Since even shades can have ailments, there are often two or
three layers of these alcoves righting high above the ground walkers. The only other physical things in these halls
are the most advanced medical tools of the time. Clay pots hold the herbs and various other things need to complete
the almost nonstop requests for their services. Many of the paths have been assigned for full time cultivation of these
special ingredients! It would look very bad on the clan to have to attempt to wait while items were being found, if
someone was close to death and needed their help. New dead are often brought here for acclimation into the paths
and given a check up before being presented to Morthecs Thrown. They are given a series of physical and mental
tests to check them for stability in all areas of undeath. Unsavory elements may attempt to hide inside an
unsuspecting new path member, attempting to spy on the court.....
TALISMAN: All Miach have a symbol of an hourglass with equal amounts of sand on each side. The sand is close
(on both ends) to the middle dropper. "As life, as in death" is the motto behind it. The symbols are often cloth paths
sewn into the cloths and do not need to be prevalent.
DESCRIPTORS:
Patient: A rushed job is not good and very hard to repair.

Exasperating: It is difficult to get any official work done quickly with them.
Professional: All matters are taken seriously and held in strict confidentiality
Honest: Well, they are.
Non-aggressive: They will almost never be aggressors in any field or political arena.
Inquisitive: Always looking for new information and techniques
Unnerving: They are very quite and solemn while working in major ceremonies, rarely talking to anyone
during it.

SACRED ARTIFACT: Much to the lamenting of the Miach, the most valued clan possession was lost a long time
ago. Deep under the city of Hogo Tarosvan, there was a large natural crystal formation. Even close proximity to the
crystals provided rejuvenating energies and greatly increased the healing of those in need. The crystals seemed to
calm the mind down as well, causing malicious spirits to be easily fished out and dispatched with. It was also the
focus of inspiration for the clan elders (part of the Semarg clan at the time), who would go to be near the crystals,
almost praying to it for revelations. For centuries, the clan would hold its most sacred ceremonies healing
ceremonies the; long before the need oathbreaking, and the need for embalming. But when the Cuerd took Hogo
Tarosvan, they drove off all access to the power source. Unknown to the Miach, the Cuerd have since carved the

once beautiful natural formations, down into a crude dog-like thrown! This treasure now serves their dark Shoglic
cult unbeknownst to the rightful owners of the land.
APPEARANCE: Since most of the clans are professionals, or in the training to be so, most of the clan tends to wear
its hear quite short. Long hair tended to get in the way and hampered the owner at critical times. Mostly, the sides
are trimmed almost to the point of bald; the rest tended to when needed. During the winter months, it is kept a
longer; providing warmth, but always tied back.
RELATIONS WITH OTHER OATHBREAKERS: Many of the clan serve as teachers, even though they have no set
centers of learning. Those who wish to learn must join the clan for a while and take on its nomad lifestyle. Mostly
since the Miach refuse to stay in settlements for long periods of time. These students take no part during the
ceremonies or its creation (unless something drastic happens) but merely watch. After it is all said and done,
discussions are held, and not before. This forces the pupil to remember things and have an attention for detail. It is
also not uncommon for them to be summoned to various parts of the lands at all times of the year, to perform tasks
of one sort or another. Heralds can are often sent to scour the lands trying to find a group that is not already on its
way to help someone else. What ever their rout takes them, the various groups always try to reach the Paths about
once a season to replenish stocks and hear news. It is here that students "graduate" and are given tests by the dead
healers, before being allowed to practice on their own.
RELATIONS WITH OUTSIDERS: All peoples are welcome in Miach camps, except those that would do others
harm. Most notably Shoglic worshipers (such as the Cuerd and Southern Larach) and their like. This is a great
opportunity for those in the clans to learn of the outside world and hear its stories. Especially if it is a non-Dean
Coentis, since so few people from the outside world dare to travel the Oathbreaker lands. Even the elders will sit in
rapt attention to the story teller; as if entranced by a famous bard. Trouble makers will be asked to leave, politely but
firmly. If they dont, a noxious plant can be slipped into food or drink, making the rabble rouser nauseous and have a
sour stomach. Then the will be escorted out.
ATTITUDE TOWARDS DEATH: The Miach do not confront opponents aggressively, and are not protagonists on
the battle fields. They may be found later on at healers tending to the fallen, but that is about it. As a wondering clan,
they would find it almost suicidal to act belligerently to those who would offer help, or procure their services. Miach
will not aid in unnecessary suicide. If someone is in extreme pain and medicine will not help, then they will end the
patients pain. However a broken heart, or in the case of the Romhach, they will offer no such service. Anything that
would end up hurting the patients spirit, or otherwise deplete it, is forbidden.
MIACH EMBALMING CEREMONIES: Even though there is a large amount of mysticism around the actual
various embalming processes, for the most part, each is not a magical process. The ceremonies are a refined medical
process designed to properly enhance and prepare for the spirit to be housed in again. As a shell, the body is
designed to hold a particular type of spiritual energy (the soul). The ceremonies help recraft the body to be able to
rehouse a different type of energy (undead spirit) with no ill side effects for the body or the new spirit. This process
can be enhanced by magical means to either ensure success in the process, or to attempt to give the body new
abilities in undeath.
MIACH SPELL LIST:
SPIRITUAL HEALING:
1. Calm mind. The Miach performing this spell can ease the state of the patients mind into a sense of calm. This is
not a drugging effect, so the recipient is still just as sharp (or as dull) as they ever were. It can reduce the effects of
panic, slow the heart down, and put at ease the mentally disturbed.
2. Spiritual detection. This allows the caster to look into the spirit of another and see what ails them and where. This
will allow the caster to be able to see if the victim is subject to possession, a curse, or any other spiritual ailment,
how long it has effected them, and possibly what the final course of the ailment will yield.
3. Minor spiritual healing. Casting this will heal small amounts of spiritual damage. It will increase the STRENGTH
and CONSTITUTION lost to undead attacks. It can slow down the effects of more powerful ailments such as curses.
4. Spiritual Study. A necessary precursor to spiritual combat or to understand the patient. This allows the caster to
gauge how strong an possessing spirit is and what its abilities are. If successfully cast, it will allow the Miach
doctor a bonus in his spiritual combat to oust the offending ailment. It can also be used to scry the mind of the

patient possibly to find the see the exact time the patient was afflicted by this ailment. This can be an invasion of
privacy and is generally only done with the patients consent.
5. Greater Spiritual Healing as Minor Spiritual Healing, but with a better chance of success against the long term
ailments. Heals the body twice as much.
6. Life flow. This puts the patient in a near death like state, but putting his mind into arrest. Often a precursor to
Spiritual combat, to put the patients mind safely out of the way. In other cases it can be used to keep the effects of a
Major element form taking hold. The patient may be safely moved to a better place during this time, since it does not
affect the body.
7. Spirit Combat. This allows the Miach to attempt to attack the possessing spirit with its own, hoping to drive it out
of the hosts body. This can be dangerous for (although necessary) for the patient as well as the Miach.
8. Major Purge An all out attempt to banish any major affliction suffered by the patient. Curses will attempted to be
broken once and for all, as well as anything else. (as Greater Spiritual Healing).
9. Entrapment: If spiritual combat does not work, or if the possessor spirit looks too dangerous, the Miach may
attempt to draw it out and bind it within an item. This process take a long time and the item that it is to be placed
within, must be prepared before hand. It also takes a small amount of constant energy to keep it trapped with in or
there will be a change of the spirit escaping. The better quality the item and the longer the preparation of it, the less
the chance of escape.
10. Possession. Thats right, possession. Often a victim can not move on his own and it would be too much to move
him. The Miach uses his spirit to possess the patient for a period of time. In times of danger, the Miach elders can
possess their attackers, using their own men against them. This power is used very judiciously.

ULATH
Shade He could also be mistaken for a statue. When in the presence of others he often will not move or say anything
well past the time that others have stopped speaking. Even though Ulath is a shade, his image is so dense it passes
for reality with no illusions added. This comes from his complete concentration on all aspects of his life. Ulath has
the comprehensive memory of any member of the paths. When he can be brought into the political arena, he can be
used as either a witness or verifier; all the clans respect his words. This is because he can remember, exactly, what
was said in his presence hundreds of years ago. He can recall the entire history of his clan and the names of most
aloof the different branches and groups of the clan. His word is not law, but is hardly questioned either. It is this
memory that has made him almost a legendary figure in the paths. Ulath has studied the human body for centuries
and knows it better than just about anyone else. He has all the healing Animist spell lists, as well as the full Miach
Ritual lists as well. He also has extreme control of his telekinetic powers; he can make gentle incisions and precise
pressures needed in may of his ceremonies. He also knows several protection lists as well. Ulath came to power
"shortly" after the Miach "Preservationists" came into being. Originally headed by Drilm, the clan was much to
unorganized and allowed for abuses. Ulath brought the Miach dead together in a grand meeting and showed them
the perils of their current organization. He convinced them that another way was needed to maintain the balance of
their professional organization. The group spontaneously chose to make him their new official representative; a
motion that Ulath did not lead. Although not wishing to become the new head of power in the undead Miach society,
he did realize the weight of what was needed to be done. Trapped by his own words, Ulath took the lead position
and began to shake down the Miach structures. Before, the ceremonial process was very segmented. One person
would gather the information, another would advise the patient, and yet another would prepare him, and so on. This
lead for mix ups since one Miach would have very little to do with the next as the process went along. Mistaken
identities, and accidents were not prevalent, but a few did plague the clan in the beginning. "The sins of the past are
all of our burden to carry into the future. We will speak of them no more.", Ulath proclaimed to the group at a later
date. Eventually these accidents were forgotten by the general populace as the clans reputation for excellence grew.
Now if a person wanted a ceremony, they were met by an entire group who would stay with that person alone,
during the entire transference. That group was forbid by Ulath to work with any other individual during that time. As
a shade, Ulath has very little need or want for real items. He has the most current and most comprehensive set of
tools needed for each ritual. The only other item that he has in his possession are two crystal shards. These are from
the crystal formations at Hogo Tarosvan, collected by his ancestors when it was first discovered. These were not
chipped from the formation, but were found near them. Very few of these are know to exist. It is in these two items,
that Ulath keeps most of his memories, and what is left of his personality. He knows, and needs to know, far too
much for him to actually be able to recall when needed. All the information that he has crammed into his mind has
pushed out most of his original personality as well. He now seems humorless and systematic, acting in patterns
rather than spontaneous actions. It takes him a while to engage others in matters that do not healing related. Both of
these shards are kept inside of him (telekinetically) at all times. Ulath despises the drug death balm, an will act quite

vehemently against its users. Since he hardly ever talks, it is very unnerving to see him become very animate about
the subject. He will often hire out various members of the dead and living society to go search out and destroy any
possible location of it. Because of his views, he has forbidden any of the Miach to approach the Southern Larach
lands, or perform any ceremonies for its people. It is one of his darkest fears that he will prey to its black embrace,
and drop his crystals, possibly destroying his memories and his life. Similarly, Ulath is disapproving of the
Romhach. This is not a hatred, but more of a displeasure. He does not condone the practice of ritual suicide one bit.
But he does realize the necessity of shared information. Ulath justifies the trade of information on herbs and
techniques as a way of easing any potential suffering, or the avoiding of accidents caused while the initiates become
Romhach. But still no ceremonies are performed on them by the Miach.

GROGAN
(live Dudane) is an active campaigner for the Miach. Since the clan somewhat rely on people's patronage to keep it
alive, they need a charismatic leader to bring new members into the fold. Grogan is just that: he is the perfect
paternal figure. He beams of good health and healing energy. Some stories would even go and say that if Grogan
slept in your field for a night, then your next harvest would be bountiful. Grogan laughs at this and will not give
anyone a straight answer about it; only fueling the rumors. He is a strong man, built like a statue. Short cropped
brown hair is trimmed at all times of the year. He is also a smooth speaker and can talk his way into or out of just
about anything. He knows several different languages and is often the spokes person if the Miach need to deal with
non-Oathbreakers. Grogan knows the first 7 levels of both Miach spell lists. He also knows the Blood ways, healing
ways, and ways up to 5th level.

DRILM
(shade) used to be the head of the Miach around the time of the Oathbreaking. Now, he is no longer part of the clan
leadership and does not take part of the decision making process anymore. Drilm is always worried that no matter
how long it takes for all the dead to be freed, he is in danger of loosing his position in the clan if he makes another
mistake. It is this weight of guilt that he carries with him, forcing his precise action to an almost compulsive state.
He will never do anything without the approval of one of the other high members of the council. This could lead to
problems if someone impersonated authority....This all started in the beginning when he assigned individual tasks to
different members in the clan. "Specialists would be of paramount" Drilm knows all the levels of the Miach spell
lists, but rarely uses any one over 5 th rank. He does not want the responsibility of doing another great project and
having it go bad. If something threatens him (from outside the clan) there is a good chance that he will attempt to
remove them permanently. This is against most of the clans philosophy, but it terrorizes him constantly that he will
be reduced to bestial dead for his mistakes. He can manipulate material things with great delicacy, but can not move
large amounts at one time.

MASIS
(skeleton) is Ulath's body guard, and the protector of the clans heritage. He was the first to fall to the evil Shoglic
priests at Hogo Tarosvan, when they stormed the citadel. When he finally arose again, he saw that remnants of his
clan streaming out of their homeland, escaping any way he could. From that point on, Masis dedicated his life to
protecting the traditions of the Miach, and its various groups. The clan in general is not very aggressive, and can
look like easy prey to others. Several times, a Miach group has been captured, and held for ransom. A dying party
can get quite panicked if it "savior" will not be showing up until it is too late. Masis has devoted his life to riding the
world of such occurrences. He will not openly or actively start a fight, but he has been known as the one who ends
them. Masis generally does not leave Ulaths side, unless called away on clan business. Masis knows the secrets of
Ulaths crystals and feels the importance of them. These are the last links of the past and are of more important than
just about every other clan mater. Since his death, Masis has trained in several forms of combat. Spiritual combat is
his specialty. When attacking a foe, Masis attacks only the soul; striking blows that ignore armor! He caries these
attacks though the shadow spear that he can spring into existence. All armor is negated (unless magical) when he
attacks.

5.9 THE NATHLOS (Lebennin highlands)

SOURCE OF LIVELIHOOD: The Nathlos are raiders who support themselves primarily by plundering others. The
less scrupulous denizens of the lowlands occasionally trade with the Nathlos for the deadly poisons which they are
skilled at concocting.
CLAIM TO FAME: The Nathlos folk are known mostly for their brutality and belligerence. Less well-known, but
equally notable, is their skill at determining direction by the stars while stalking the night.
ARCHITECTURE: Stone huts with a cut in the front for an entrance. A hole in the roof allows smoke to flow out
from the hearth. Clay pottery is used for cooking. Several furs line the floors for sitting and sleeping. On the walls
are crude drawings.
SEAT OF POWER: The Nathlos do not maintain a clan chamber in the Paths; instead, they choose to haunt the
Lake of the Lost Lords, at the headwaters of the River Glinduin.
TALISMAN: A white, clenched fist on a black background. Honor within the clan is marked by hand-shaped
talismans displaying one to five fingers. The chieftain bears a one-fingered talisman, two fingers indicates a warrior,
three a woman, four a slave and five a criminal.
DESCRIPTORS:
Warlike:

Demented: The strickna plants of the White Mountains carry deadly seeds through the air which, when inhaled,
induce a paranoid state of dementia. They believe the whole world is against them, so they feel the need to take
precautions that can often lead to violence.
Frustrated: A Nathlos feels superior to the world at large yet he can not prove it, and so leads a frustrated life.
Though possessed of the will and ability to achieve great things, drugs have dimmed his mind.
Draconian: Nathlos laws are harsh. Theft is punished by cutting off the hand; rape by castration; murder by
execution. Offenders are put to shame by being forced to wear a five-fingered talisman in public.
Simple:
Proud:
Spiritual:
Superstitious:

APPEARANCE: Hard, taut, lean. Leathery skin, brown skin from the constant exposure to the sun. Black eyes and
black, thin hair. Large noses, feet and hands. Animal fur is used for clothing; teeth and bones for necklaces and
bracelets. They make sandals from rope and tree-bark. They paint designs on their clothes from plant food dyes.
RELATIONS WITH OTHER OATHBREAKERS: Other clans regard the Nathlos as outcasts. The Nathlos repay
the compliment with like sentiments.
RELATIONS WITH OUTSIDERS:
ATTITUDE TOWARDS DEATH: The Nathlos view the world is a cruel place. Life is short and brutal. The average
Nathlos does not live to the age of 30 unless he is lucky. The Nathlos have abandoned their ancestral religion,
denying the existence of Gobha or any other godif there is a god, he must be evil. What deity would allow a
lowlander to curse them to a hell of sleepless death? Or subject their living descendants to the harsh conditions of
plague and scarcity that followed upon Morthec's Oathbreaking? The only joy the Nathlos have is sex. Orgies are a
regular activity done to relieve daily stress. It is common for Nathlos men to trade wives, and if they don't like it, to
beat them into submission so they will do as their husbands order.

BRALAD
APPEARANCE: Barrel-chested, arms as thick as oaks, 5'11". His skin is as rich and colorful as gold, his eyes
opulent and radiating madness, his nose is huge like a jutting boulder.

DEEDS: Bralad is the most powerful warrior of the Nathlos. He is so skilled in fighting often he uses two weapons
at once. In one battle he actually crushed a man's head with his two bare hands. In another he tore the limbs off of a
woman and sent them back to her husband and family. Cruelty and oppression have worked well for him to lead the
Nathlos into battle.

SIRAGOSS
APPEARANCE: A lean, cruel slash for a mouth. Slick, loose hanging curly hair. An air of hatred radiates from him
like a hot blast from a furnace.
DEEDS: This doctor does not cure your ills. He is an assassin, and his line of expertise is in developing lethal
poisons, hallucinogens, confusion serums, and truth serums for the Nathlos' evil causes. He is the most feared man
in the region. Many have opposed Sirag and his madman methods, but they have not lived to the next day after a
carefully prepared cocktail has ended up in their food or drink delivered by his silent network of intelligent and
ruthless assassins. He is never in the same place for more than three days. This allows him safety from the families
that would like to skin him alive for what he has done to their loved ones and there are many. This is not a man to
cross, or meet, if you can avoid him. Most that do so die unless it serves his amusement to torture the innocent
victim or use them and manipulate them until they no longer serve his selfish purposes.

TRANNAN THE WISE


APPEARANCE: Mad, with a nervous tick vibrating beneath his left eye. White hair, thin, bony, stick like frame,
curled hands.
DEEDS: Unfortunately for such a wise man, he wasn't wise enough to leave the town of Lochen in time to avoid the
enchantment that has now trapped him there forever. Trapped and alone with his thoughts this once great leader of
men has been reduced to a shaking husk of self contempt. How many times he has chastised himself for getting
himself in this predicament can be seen by his madness.
PERSONALITY: Nothing bothers this man. He is not afraid and can not be silenced. He can not be stopped, his will
is iron. He will do anything to be free of his magical bondage. No matter what the price.

5.10 THE OGMAL (itinerant)


SOURCE OF LIVELIHOOD: Using the extensive supply of herbs and minerals available in the White Mountains,
the Ogmal have learned to devise powerful cures and healing remedies. One such remedy is a sachet which, when
pressed to a wound, sucks out the harmful toxins and infections. Most members of the Ogmal clan are skilled in the
making of curatives, but only a select few can make the kind that are truly valuable as trade.
CLAIM TO FAME: Unofficially known as the Intellectuals, the Ogmal are keepers of lore and thinkers of thoughts
that are beyond those of the everyday Oathbreaker. They also possess an extensive knowledge of burial techniques
(some of which even the other clans do not know about). Most Ogmal can concoct herbal remedies as needed, but
the more proficient members of the clan actually do so for a living. The art of embalming is also an area of expertise
for the Ogmal clan. They possess the most varied knowledge of the theories behind Coentis techniques for preparing
the dead. They are the pioneers in any new techniques. Even the songs and games of Ogmal children morbidly
include references to the Paths.
ARCHITECTURE: The Ogmal are adept at designing and building very sound structures in a short period of time.
Their structures are made to maximize space and use what materials are at hand to form their walls (this is too allow
for their homes to be relocated quickly). The ceilings are usually thatched and sealed against the elements with mud
or clay. The walls are formed with clay as well, but vary from place to place from wood to stone in their main
construction. A typical family structure has a main room, a room for the parents and a loft or smaller ground floor
chamber for the children. Because the Ogmal clan stresses intellectual endeavor, the main chamber is set up to
maximize light from the sun during the day and the fire at night. Their are usually racks kept near the fire pit to dry
herbs or meats.
SEAT OF POWER: The main seat of power in the Paths is in a chamber accessible only to the disembodied. The
chamber is set up much like the Daen version of a library, with runic etchings on the walls, which are honeycombed
like bones and contain these morsels of knowledge. The rest of the room is decorated with columns of a similar
nature.

TALISMAN: Olam's symbol is that of a skull with a crescent mark on its brow with a rune and sprig of herb
crossed below it. clan members often create similar talisman out of an animal skull specially gathered herbs and a
rune that describes their family.
DESCRIPTORS:
Thoughtful: prone to long moments of creative thought.

Creative: when faced with a problem or a task their approach is often unique.
Meditative: A great deal of thought goes into the actions of even the most common member of the Ogmal clan.
Gathered: The group as a whole is very communal and at harmony.
Resourceful: When faced with a problem, the Ogmal are seldom caught off guard and loose little time creating
a cure for what ever situation it may be.
Eccentric: Even when there is an easy way to do something, if an Ogmal can think of a more challenging way
to perform a task he will do so.
High-brow: The dialect of Daenael spoken by the Ogmal clan is just that much more refined than that of other
clans. An Ogmal will never use a simple explanation where a more detailed one is also appropriate.

SACRED OBJECT: The clan prizes over all the collection of knowledge and the creation of new theories. The
Talisman reflects this. In the Paths, hanging in the room of Olam is the Lug of Keeping. It is a skull of the finest clay
that was formed near the birth of the clan. The skull is filled with rune stones inscribed with all the most inventive
bits of knowledge that the clan has ever produced. Whenever a clan member creates builds or voices an idea that is
of great value, it is deposited in the Lug. When a clan member reaches the Paths and submits to Morthec's judgment,
he must also appear before the Lug. If it recognizes him with his bit of knowledge, special consideration is given
that member in unlife. It is said also that those who ask questions of the Lug receive the most glorious answers.
APPEARANCE: The Ogmal are dark of hair and eye. They have far more knowledge of plant dyes and can produce
many different colored garments. Most members of the clan are garbed in fur or leather with wool being used for the
more decorative garnets. Male wear their hair shorter than most Oathbreakers, while women tend to keep their hair
braided and back most of the time.
RELATIONS WITH OTHER OATHBREAKERS: The Dead of the Ogmal are not allowed to interfere with the
lives or death of living members of the clan, but they are known to appear in or around an Ogmal village. They are
reserved when encountering the living, speaking with them only at the time of death in order to encourage
acceptance of the transition to unlife. The persistence of the Dead and the Curse are part of the Ogmal way of life.
Even the children's rhymes are based upon chants that have to do with the burial rites and the transference from life
to death.
RELATIONS WITH OUTSIDERS: The Ogmal view outsiders of non-Daen decent neutrally, judging them on an
individual basis. If a party of adventurers approaches an Ogmal village, they are met and interviewed before being
allowed to enter the village. Members of other clans are judged on their standing relationships with the Ogmal. The
Miach are the most familiar with the Ogmal.
ATTITUDE TOWARDS DEATH: The Ogmal face their curse with the same thoughtfulness that they face
everything else. The clan actually try to make the transition as well as possible, viewing unlife as a step towards
answering some great questions. Whatever pain that comes with unlife is somewhat offset for the Ogmal as they
have had time to prepare for the horrors of undeath. Their Dead have few contacts with their living descendants
unless it is to help the clan or to defend their lands.

OLAM LOFTBROW
Olam is the keeper of knowledge for the undead residing in the paths of the dead. Olam stands larger than those he
speaks to at all times, always looking down through everliving eyes at those who would parlay with him. The
greatest accomplishment of Olam Loftbrow was "The battle of a thousand eyes" in which he defeated 499 warriors

with no weapons and only threats and tales of horrible fates to befall those who opposed him. Olam is always the
most convincing personality in the room, especially to the dimwitted, who always think that Ogmal is right.

LEBOLAST
The most beautiful of the Ogmal clan in life. Her hair was said to be the color of the sun when no clouds block it
from view, her eyes shone with the light of inner beauty. Lebolast was the daughter of Olam in life, in death she is a
shining spirit that is difficult for the living to even look at without destroying their minds. It is said that the essence
of Lebolast was so beautiful, that she has become pure beauty in death. Unlike the Romhach, which are toxic lustful
abominations, Lebolast exists as the essence of pureness and feminine beauty. In life, Lebolast never married
because her father never believed that any of her suitors were worthy of her great beauty and kindness. He kept her
close by his side and taught her all he knew. It is said that Lebolast loved one man who was a visitor from another
land, he was handsome and strong, but apparently not enough of either for her father to approve. The man must not
have been an Oathbreaker, because in undeath Lebolast remains alone ever searching for companionship.

GALAMOOR
To look at him in life was not to be impressed, he stood a head shorter than any other Ogmal (or Daen for that
matter) he never bothered much with his appearance always looking ragged but Galamoor was the greatest strategist
of the Ogmal clan. He learned from Olam how to sway people with his words and how to organize defensive
measures from his gathering of war stories that he collects from all over. For years after Olam's death, Galamoor led
many campaigns and aided in others, always bringing with him his sharp knowledge of battles and taking away even
more. Galamoor's greatest achievement was a skirmish with a huge tribe of Orcs in which he and only a score of the
mightiest Daen (From other clans as well as Ogmal) the battle took place at an old crumbling keep, Galamoor was
able to fashion traps in the forest and set the Orcs against each other by having his men launch several surprise
attacks while crying out obscenities in Orkish. Galamoor now haunts the paths listening to the living voices of
travelers searching for tales that he can add to his collection. It is said that Galamoor will listen to the stories of
those who are great warriors and retell their stories to all in the paths, it is because of this that some great fighters
will travel through the area after a battle, in hopes that their deeds will be immortalized.

YAM FORKTONGUE
Yam is a simple living Oathbreaker that lies constantly about everything, but has great skill at making his stories
believable. Yam is unclean and ragged at all times he is shortish and dresses in a simple tunic and sandals, he keeps
his hair shaved short to battle parasites that constantly plague his dirty body. Yam has been known to tell such
convincing stories that rival clans will leave the area looking for lost treasure or run from savage creatures that Yam
created from his imagination. Yam is often encouraged to wander the outskirts of the Ogmal encampment to meet
outsiders and dissuade them if necessary with his great tales. As so far, Yams greatest achievement in his own mind
was his journey out of the area when he arrived quite by accident at the house of a very rich Dnedain who mistook
him for a long lost cousin. Yam perpetuated this fantasy by weaving a great lie of his long journey and his escape
from brigands (Thus explaining his appearance) Yam enjoyed the hospitality of the man's house for a week before
the real cousin arrived. Yam will often try to repeat this incident with travelers. He has a way of not exactly telling
the truth but not outright lying either.

5.11 THE RUADH (Morthond vale)


SOURCE OF LIVELIHOOD: In life: Wool and grains grown in their large plentiful lands. During the height of their
rule, they even began some mining in the hills and exported some metal items (generally weapons). There are some
of those who live to the south of Ruadh that would trade for the Heavy wool that the clan is famous for; a
particularly tight wool weave; stronger longer lasting clothes. This is called the Rhuadhs Rope a weave so tight that
it could almost be worn as armor. The Ruadh women form circles and tell their hatred of the other clans. Almost
wrenching the weave together, they form cloths and other trade goods such as rope. The clothing wears several times
longer than normal. But in death, a different face appears. Smuggling, information trading, extortion are all part of
their trade. Pressure tactics upon payment.
CLAIM TO FAME: In life: A warrior clan, one that never accepted the placing of a king. In death: underhanded
deeds. Hard to prove anything, but they are known for their unsavory exploits.

ARCHITECTURE: Domestic house: Squarish structure, with one fireplace. They tend to be grouped in a circle
around a community well. One main beam across the top w/thatched roof. Wealthier families had wooden plank
walls and roofs. Meeting halls were also square; everyone was to be a close to the speaker as anyone else. Speaker
stayed in the center of the room. No central fireplace, but rather one on each side (generally facing north and south).
A tartan of the clans colors is always on each of the walls here. Fortifications are built into mountain sides. Each fort
has a small keep in the back. No towers or spires. Heavy set stone walls are surrounded by rocky hillsides making
flanking attacks very unattractive. Note: During their hay-day, the Ruadh had much more elaborate houses; enjoying
the wealth that power conveyed. When they lost their standings, the elaborate housing became much more a thing of
the past; a content reminder of their better days. Old buildings are kept in the best condition (almost monuments).
SEAT OF POWER: If there is a spot in the royal court area that is farthest away from the Semarg, the Ruadh are
there. The court houses are exact replicas of the houses at the time of their superiority. It is here that they hang on
the past with religious fervor. Illusionary wind blows shadow curtains a bit showing illusionary scenes of the past. If
one looked in the windows, while inside, one could see a prospering town, or perhaps triumphant armies, marching
on a field. Always the past, always at the height of glory. These building are made of stone and fine rare wood (most
of the wood now being illusion now). Red door and window frames, fire places, and cooking ware are very
prevalent. No flags, but the old tartans still adorn every room. Swords cross and elaborate woven tapestries show the
settling of the land. Most of the tapestries have long since rotted away so illusions adorn the walls. The swords are
real (they are easily replaced).
TALISMAN: A small, circular, broach pin. The outside is woven in knot work. Inside shows a hand, which
symbolizes their right to the lands they once possessed. Inside the clans it has also been come be know as "the hand
that controls your fate." The loss of such a pin is an ill-omen; your fate is now in someone elses hand, and they have
power over you. Personal fate is important to the Ruadh since it was taken away from them long ago.
DESCRIPTORS:
Bitter: loss of the power that was once theirs from an outside source.

Cunning: always trying to get back what was theirs, one way or another.
Cold: Care little about the plight of others. Not a good group to go to for freely given compassion.
Intelligent: since power does not stay, they must always be on the look out for new opportunities.
Terrifying: strike fear in all those that oppose them. It is their trade now. If not in the battlefield, then by a cold
knife in a childs bedroom.
Secretive: Ruadh politics and doings are not talked about with strangers. Many deeds that they have done could
be their undoing, and must therefore keep them as quite as possible.
Determined: To regain their rightful place.....Morthec's throne.

SACRED ARTIFACT: Four corner stones taken from the first Ruadh house, set in a square in the royal chambers of
Sualdaim. He has been placing energies in them for some time now and is able to draw upon them for his own
needs. It is Sualdaims greatest fear (and his safety net) that he will be found out for his deeds. Should Morthec
choose to stop sending power through Sualdaim, then he can call upon this source of power and act independently
for a period of time. The Ruadh in general only know that they are the first stones ever cut from the mountain sides
by the clan's distant ancestors. It is their national pride and heritage.
APPEARANCE: Hair is generally worn long and in is tied behind their heads. Small braids on either side of the face
keep hair at bay (one or two of them). Most of the people here have brownish hair. Rare is it to have a blond/flaxen
haired child. Tartan: A large red stripe on the left hand side of the garment. Blacks, blues and a little green make up
the rest.
RELATIONS WITH OTHER OATHBREAKERS: Ruadh use a variety of coercive tactics to get what they want out
the living. Blackmail is their favorite. The Dead can be very quite and patient, becoming perfect spies. An ice-cold
hand on the throat, or a deadly shadow in the cradle room can work wonders as well. They bribe people, extort
information and cause conflicts in the other clans. The more people fight among themselves, the less they will fight

the Ruadh. Thus the importance of secrecy. The clan hates the Semarg and the Torbet with blinding passions. They
do not openly recognize Morthec as their king, and probably never will. Relations are between these clans have
made it rather dangerous for single members of the clans to travel the more remote portions of the paths, alone.
More than a fair share of Bestial Dead have been created this way.
RELATIONS WITH OUTSIDERS: Strangely enough, the Ruadh freely accept outside members in their lands.
These people generally know little about their hosts and do not keep a tight tongue around them. Outsiders are
useful sources of information, and are always considered potential allies for Ruadh schemes. The Ruadh generally
tell slanted stories in hopes to add them to their force.

SUALDAIM
APPEARANCE: Looks exactly like the chieftain he impersonated.
DEEDS: Sualdaim is a treacherous rouge if there ever was one. It was he who probably started the Ruadh down the
path of terror. He was not even a chieftain when he got his interment ceremony; he was just a miserable little
schemer who died of a fever. After death, he traveled to the paths and met up with another recently deceased Ruadh
clan's man who lost his way. In the ensuing conversation, he found out the fellow traveler was a high clan member.
Hatching a plan, he attacked the Ruadh aristocrat and stole his identity. He reduced his victim down to a bestial dead
and left him cowering outside the paths. Once he reached the newly formed Miach, he successfully lied his way in
and received the nobles rightful ceremony. Afterward, he fled and began pooling his resources, and gathering
together his dead allies. Together they blackmailed several members of the Miach to perform rituals on his
henchmen (Balag among others) lest the outside world find out their inadequacies. With his core group now in a
solid position of power, Sualdaim began to ferment the plans that most of his clan's men had dreamed about; he
would cause as strike at the hearts of his clan's enemies. Mostly this plan was to rally unending ending support for
him from the rest of the clan. One by one he brought in freshly undead members and taught them the new plans.
Plans that would bring the wrath of the clan down upon it's rightful enemies. Not on the battle field as in the old
times, but in the homes of the enemies. Over time, things began to happen. Fires were started in a field after a
lightning storm, even though none of the bolts hit the ground. The village starved that winter. At another town, a
sickness griped the populace as the population of the rats suddenly swelled. Important items became "lost" only to
be found in other clan's lands. Several boarder disputes arose over this. Though all this Sualdaim reveled in his new
found fame. The dead members hailed him as a visionary for allowing them to reap revenge the desired. Eventually
some word of this came to the living members of the clan. For the most part it was good news, but there were some
that did not believe in the new ways. They either preferred the old ways of the battle field, or feared the reprisals that
might befall them at the hands of their victims. A division began to grow among the clan, those that believed in
Sualdaim, and those that did not. This was to be an internal conflict however, as clan business, no matter how messy,
would be resolved by the clan.
PERSONALITY: It is said that Sualdaim can smell a lie and can track down any form of treachery against him. He
rewards loyalty lavishly and has several special punishments for those that betray him. The most common one is to
pin several wicked deeds on an individual, scapegoating him in front of all the clans. Sualdaim is regarded with
some trust in the rest of the clans for doing this. He has also secretly made pacts with the demons below. Sualdaim
keeps his eyes and ears everywhere. He likes to keep them close to the court, but not in it directly. Too much chance
for the Seeress or Morthec to find out about this deeds. All enchantments are turned off when they are close. He
likes too lurk in the wings, listening to the dead whisper to each other in the halls too and from import meetings.
POWERS: Shadow molding is one of his greatest asset.
STUFF: As a favor Sualdaim bestows a broach upon Ruadh who do well in his eyes. Little known is the fact that
this jewelry is both clairvoyant and clairaudiant to Sualdaim, allowing him to see and hear all that goes on in various
parts of the Paths. He has a ring that reflects illusions back upon the caster. This makes the caster think the illusion
has worked, and lets Sualdaim know who and what was cast. Sualdaim has several of he bestial dead bound
(trapped) to him, which he unleashes in a flood of primal rage if attacked. Sualdaim was never a fighter in life, but
has practiced since then. He can be seen with a shadow rapier. Often it is coated with Death balm, leaving his
opponent twitching on the floor in bliss, only to be awake in chains.

BALAG
APPEARANCE: Balag's visage has twisted over the years, leaving his shadow image with a humped back and one
disproportionate eye. DEEDS: Balag is Sualdaims right-hand man. He closely monitors all the meetings, general
rumors, and other events in the Paths, always looking for information that the Ruadh might exploit. When a very

black deed is called for, it is Balag who contacts the Grun. Ograth knows Balag well, and despite his whining,
knows that he is the mouth of Sualdaim.
PERSONALITY: A whining little toady, Balag is well-liked by Sualdaim because he always does what is asked of
him and has NO aspirations to Sualdaims power. Balag is a "yes ghost" with something of an inferiority complex.
POWERS: Though he tends to whine and is not confrontational, Balag has a powerful ability to hypnotize and
subvert the will of others to his own. He likes to ensnare his enemies this way and debase them in front of others.
Balag also has high telekinetic manipulation skills.
STUFF: The walls of Balags chambers are covered with pictorial representations of every Oathbreaker who has
drawn his interest. Invisible to the naked eye, these images can be called forth by Balag to surrender any information
which he possesses about them. This keeps the clans records safe from prying eyes.

FINNAN THE AVENGER


APPEARANCE: Finnan is a skeleton.
DEEDS: Finnan grew up listening to the stories of old ghosts and felt that he was born too late. He believes he has
missed out of the glory days of his people and HATES the Semarg and Torbet for it. He is the head of the clan guard
that protect the old building, both inside and outside the Paths. Any transgression against the clans heirlooms
provokes his immediate and swift vengeance.
PERSONALITY: If there was a war to be fought, Finnan would be its primary organizer. Although he talks up a
storm, Finnan is not allowed to do much.
Sualdaim keeps him on a short chain for the clans protection. Finnan is far too brash to be allowed to do what he
would like to, and any deed would be easily traced back to the Ruadh. This enrages Finnan at times, but he respects
Sualdaim because he is from the old times. He also fears him for he knows some of Sualdaims deeds.
POWERS: Finnan is a skilled archer and can perform miracles with a bow. He prefers real weapons to shadow ones:
they show the true nature of skill and are not full of trickery.
STUFF: Finnan wears a suit of mail enchanted to dissolve shadow magic. This can be activated when needed.

CALANOR
(shade)Most of the Ruadh clan avoid Calanor like the plague, for he the watcher of the clan. He is heads of an
interval ordered dedicated to wiping out resistance to Sualdaim's ideas. Calanor appears in a shadow cloaked form
and has been dead for some time now. As with Balag, time has warped his visage. Now he appears perversely thin
and tall, as if someone had stretched him on the rack and left him to die. This image can rot away at will. His eyes
and mouth dissolve into black holes, drawing the viewer into their inky depths. Such a sight can rivet the victim to
the ground in fear, as the apparition advances upon them. Cloaked in an old clan tartan, he roams the Ruadh's
territories with grim determination. Any policies of subterfuge or terror that are to be carried out are constantly over
watched by him. Most of the Ruadh clan's men are more afraid of him then they are of the enemies that they might
face. It is this member of the paths that Sualdaim chooses to use as an envoy to communicate with the denizens of
the Underdeeps. Balag would loose his nerve or fall prey do an overly conniving demon. Not Calanor. His very
presence causes the warmth to hide and the winds to die down. Cruel and calculating, he can be trusted with very
delicate matters of upper clan business. Among his many gifts, Calanor can read into the minds of others, peeling
away their defenses and liberating them of their secrets. He can cause pain with a thought and break bones with his
mind. Most of the time he prefers the stunning lash of his shadow whips, forcing his victims to submit to or binding
them to the spot. Calanor enjoys his position of power and finds it very comfortable. He likes the command of the
interval watchers, for it allows him to as he pleases. He has no taste (or skill for that matter) in the affairs of the
court and refuses to take part of it. Ygana knows something of his misdeeds, although Sualdaim has done his best to
push those suspicions elsewhere. It is these efforts and protection that keep Calanor in place. That and he just does
not want the responsibility of running the wholes show.

5.12 THE SEMARG (Slaem Puchael)


Ever since the rise of Merro Glastanan, the Semarg have been the staunchest supporters of the King of the
Mountains. When Merro's grandson refused Isildur's summons, the Semarg stood by the word of the Morachd. Even
after the curse became manifest among the Oathbreakerseven then, the Semarg would not recant of their
unquestioning loyalty to Morthec.
Not that the Semarg relish the prospect of undeath. But neither do they turn the curse into a platform for criticism
of their king or a morality play to be preached at their fellow clans, as do the Torbet. If the Oathbreaking holds any

moral significance for the Semarg, it is the lesson that one must first and foremost keep one's oaths of loyalty to
one's own lord, regardless of the consequences of his actions.
If anything, the Semarg believe this unswerving fidelity to absolve them from the name of Oathbreakers, and they
regard their doom as a kind of martyrdom. It is not for them to question the rightness or wrongness of Morthec's
choice. Their heroic steadfastness, even unto death and beyond, leaves them blameless. Whether the curse be
suffered justly or unjustly, the Semarg undergo it for Morthec, and for the sake of their own honor, not in spite of it.

The Semarg live by their own code of honor, which includes loyalty to the king, but this is not because they have
any great love for the Larach. Some clans hate the Semarg for remaining loyal to such a king; others regard the
Semarg as mere tools for Morthec's tyranny. clans that regard the Semarg as a powerful ally try not to offend them.
The Semarg, on the other hand, thrive on solitude.
CLAIM TO FAME
After death this tradition became even more important, it made their clan more cohesive and gave them a reason to
exist, some sense of meaning to their tortured existence. Due to their strong wills, very few of the Semarg clan spiral
into the chaotic existence of the Bestial Dead.
SEAT OF POWER
The Semarg have always held Slaem Puchael as their seat of power. After the Paths were constructed, their
chieftain's keep was built in this area to watch the entrance. Only a vague foundation remains of this keep, since
most of the stones were used in the construction of the new keep and other structures at Slaem Puchael. By this point
the Semarg had resigned themselves to their tomb within the Paths of the Dead.
RELIGION
After the Oathbreaking, Shoglic was shunned by the Semarg after their horrific fate began to be realized. Semarg
once again practiced the worship of Ard Olam as an aspect of Gobha, and sacrifices were no longer made. When the
Semarg first settled, it was a collection of ceremonies and stories that were generally remembered and told by the
oldest members of the Semarg clans. Over time as stories became more defined and ceremony became a way of life.
Generally each clan group had one loremaster, usually not the chieftain.
TALISMAN
A ram, the leader of the herd. The Semarg used horns to symbolize Ard Olam in their shrines. Later, to identify
themselves more with their god, the Semarg took the symbol of the horns as their talisman. This usually appeared in
some form as two interlocking curved lines inscribed in a circle.
THE CULT OF THE GREAT DARK ONE (Irusan ploy?)
The Great Dark One is worshipped by very few, but well placed members of the Semarg clan. None of the other clan
members know of its existence. It is kept secret by any means necessary. The Cult of The Great Dark One was not
established until after the Oathbreaking, and only the dead were allowed to become members. It was founded on an
ancient secret which was not uncovered until after the dead further explored the White Mountains.
Beneath the heart of the White Mountains there lays a center of power created when the God of the Dark, The Great
Dark One, brought to form the things without light. To counter this Darkness, Gobha the Maker (known to the
Coentis as Gobha) was allowed to capture the brilliance of the stars and form this into crystal so that no darkness
could touch it, not even in the heart of the White Mountains. And so the balance was kept for many centuries, and
always The Great Dark One felt confined by the brilliance of Gobha.
The Great Dark One taught the power the darkness can conceal to many. Most were the same, they sought power for
greed, never looking beyond themselves. There were exceptions. Sauron learned much from The Great Dark One,
and the Darkness suited him. It was because of Sauron's influence that the men of Nmenor eventually came to
worship The Great Dark One. And for this Eru Ilvatar brought Nmenor to a watery tomb, utterly destroying it and
its people.
Sauron was one who could meddle in the affairs of men and elves, and in this The Great Dark One saw much
potential. The Great Dark One taught Sauron of the Star of Gobha, but not of the Darkness it confined. He told
Sauron that if man should ever possess the Star, they would turn from the Darkness and worship only the light and
the gifts it offered.

A warning? Not quite. The Great Dark One knew that no darkness could touch the Star, and only one of power who
turned from the darkness could bear to release it from the Mountain's tight grip. And so The Great Dark One chose
Sauron. He lead Sauron down a path towards redemption. It was The Great Dark One who. This led Sauron to aid
the Daen peoples in their struggle against their oppressors.
He came to them as Shoglic and taught them about Gobha and the art of making. He taught them to be a great
people and as a symbol of this he lead them to the Star of Gobha and offered it to them. The Star was removed, the
balance was broken, and The Great Dark One's will stirred.
The Cult worships The Great Dark One in a cavern deep beneath the Lugh Gobha ("Hall of Gobha") where the Star
of Gobha was found. Here a black fissure opens beneath jagged stalactites, from which echoes the whispering voice
of The Great Dark One.
The Great Dark One offers the members of the cult dark powers which may also serve his own devices. One such
power is a ritual which can sacrifice an undead spirit to The Great Dark One, its spirit being ripped from MiddleEarth and used as The Great Dark One wishes. In this way the Cult can get rid of enemies, or those who find out
about the Cult, even those bound by the Stone of Erech. The Cult's great weakness is of course the Star of Gobha.
The powers that The Great Dark One bestows cannot even effect the wearer of the crown that once held the Star...
DESCRIPTORS
Proud: A Semarg will always strive to prove himself and his honor. He will not take charity, and he remembers
the deeds of his family.
Honorable: The Semarg live by a code of duty and honor.

Level-headed: The Semarg are not rash, they will study a conflict before rushing to meet it.
Ritualistic: There are many ceremonies to reinforce the Semarg ideals of loyalty and honor.
Reliable: A Semarg is bound by his word, and he will got give his word or make a promise lightly.
Self-sacrificing: A Semarg will do whatever is necessary to protect his honor and repay his debts.

SACRED ARTIFACT
The Semarg identified themselves with the Stone of Erech, even though it was not in their home lands. They see it as
an ultimate symbol of loyalty and honor, a quality which the Semarg value very highly. The Semarg took Morthec's
oath as their own, but at the same time they felt a great feeling of debt and dishonor. It is every Semarg's duty to
prove his honor and pay back some of this debt. The Semarg often make pilgrimages to the Stone of Erech, in order
to swear upon the stone or to remember the honor of one's family. Because of this honor towards the Stone as well
as to the King, Morthec has chosen the Semarg to be custodians of the Stone of Erech.
APPEARANCE
The Semarg are a stern folk. Most of their arraignment is simple and utilitarian. Leather and wool, usually dyed
brown, green or deep red, are the primary materials they use. Hair and beards are worn long, but are well kept (a
sign of their vows). Sometimes oil is used in the hair during ceremony or important meetings. Ceremonial tattoos are
given upon becoming an adult and there after to show status within the clan, these are worn on the arms or the chest.
The Semarg live by their own code of honor, which includes loyalty to the king, but this is not because they have
any great love for the Larach. Some clans hate the Semarg for remaining loyal to such a king; others regard the
Semarg as mere tools for Morthec's tyranny. clans that regard the Semarg as a powerful ally try not to offend them.
The Semarg, on the other hand, thrive on solitude.
RELATIONS WITH OUTSIDERS
ATTITUDE TOWARDS DEATH
No Semarg is in a hurry to die, but they also do not fear death. Their since of duty and honor gives their existence
meaning and binds the clan together, even more so after death. Because of their strong minds and since of duty, no
Semarg will slip into the chaos of the bestial dead.

URIADH

twin brother of Gildan


He was chosen over Gildan to become the next leader of the Semarg, a decision which even Gildan did not contest.
Through many trials he quickly rose in the ranks of the undead Oathbreakers and was for the second time named
leader of the Semarg.
Now he thought he had proven his honor in life as well as death.
Then he learned the truth about his kinsmen Senach.
He had known Senach in life as his mentor, but Senach died before Uriadh had reached the age of manhood.
In death Senach had become a High Priest, but to a different god.
Senach had chosen Uriadh to become a member of the Cult of The Great Dark One.
Senach was sure that the fire which seemed to spur Uriadh' ambition would surely lead him to accept the temptation
of The Great Dark One's power.
Senach was wrong, but he was prepared for this also.
Next to the Whispering Abyss, Senach quietly and calmly explained to Uriadh.
Uriadh will not oppose Senach directly or risk exposing the Cult because this would bring dishonor to his family as
well as the entire Semarg clan.
Uriadh's unlife is spent in turmoil, unable to be the just and honorable leader he wanted to be.
This turmoil was eased a little when his brother Gildan joined him in the Paths.
When Morthec bestowed the custodianship of the Covenant Stone to the Semarg clan, Uriadh awarded this position
to his brother.
Uriadh is proud and self-assured. He would measure any task with a level head and his decisions were firm.
In death he is less ready to make and decisions, always afraid that they would somehow be influenced by Senach
and the Cult of The Great Dark One.
He often took council with his brother Gildan, and he always tried to be fair and loyal to the king.
In life Uriadh's gaze was unfaltering, and his manner unflinching.
He wore simple clothes with bared arms such that all could see his tattoos of Strife.
He was loyal to his king and his people, and proud of his heritage.
In the battle that took his life, his head was bashed and his left eye destroyed.
So before he was laid to rest, his clan forged for him a helm which not only covered his head but the left side of his
face as well.
However, that was not the only aspect of his appearance that changed after death.
When he learned of the deeds of his kinsman Senach, who had become the Semarg High Priest within the Lugh
Gobha, his stance became a little less staunch and his gaze a little tarnished.

SENACH
He was the great uncle of Uriadh and Gildan, and lived in their group.
He took it upon himself to teach the twins since their mother was dead and their father was busy as leader.
He died quietly at an old age before the twins had past the tests of manhood.
In death Senach met Taran the Rememberer who, though still alive, often traveled the Paths of the Dead in his
wanderings.
From Taran Senach learned the history of the Star of Gobha.
This knowledge eventually lead Senach to the discovery of the Whispering Abyss in a cavern deep beneath the Hall
of Gobha.
And then from the Whispering Abyss, The Great Dark One spoke to Senach.
The Great Dark One had tried to claim Taran as his new vassal, but his spirit was neither strong enough to take the
power offered him, nor strong enough to fight against it.
Instead Taran tried to find another who might have the strength to fight. A holy man.
But Senach was used to serving and worshipping.
He had always served in hopes of proving himself worthy of his god, so that he might achieve greatness in the
afterlife.

He was dead now and The Great Dark One offered just that.
With The Great Dark One's aid and the powers given to him, Senach quickly became High Priest of the Semarg, all
under the guise of worshipping Ard Olam.
When all was ready the Whispering Abyss would split and scream with the reunion of The Great Dark One to his
shadows beneath the earth.
Of course the Whispering Abyss heard Senach screams first when he was consumed along with Uriadh in its chaotic
darkness.
To the average Dean, Senach will act very courteous and concerned.
He preach the importance of ceremony and honor and lead the Semarg in prayer to Ard Olam.
But beneath all of this, Senach is impatient.
He has had a taste of power and has then been told he must wait.
All the while he has to constantly endure the pathetic bemoaning of the curse that has lead him to so much power.
And on top of all of that he had to pander to the fools who would have the Oath fulfilled so that they might leave all
this power behind!
Along with his impatience comes a good measure of paranoia.
Senach harbors one of the greatest secrets beneath the mountains and must keep it a secret at all costs.
The Great Dark One can grant Senach certain powers through the Whispering Abyss as long as the proper
ceremonies are observed. Ard Olam (Gobha) answer no prayer lead by Senach.
In life Senach wore the simple robes of a Priest of Ard Olam ("High Herdsman"). Atop this rode a wooden amulet
depicting the Circle and Horns. In death he maintains the illusion of this simple garb except when presiding over the
worship of The Great Dark One at the Whispering Abyss. Then he wears robes of darkness which conceal
everything but his skeletal hands and skull.

GILDAN THE CUSTODIAN


Once his brother, Uriadh, was chosen as leader of the Semarg, this took a great deal of pressure off Gildan who was
finally allowed to pursue his own life. He always supported his brother and often aided him in political dealings with
other clans. When Uriadh fell in battle, Gildan helped teach and raise his children in the arts of leadership. After
death, Gildan was appointed by his brother to be the custodian of the Covenant Stone. He was to act a guardian and
observe any oaths or pilgrimages to the stone. This suited him well, for though it was an isolated job, it was also a
very honorable one, and often involved dealing with the dead and living from many of the Oathbreaker clans.
Gildan is very calm and observant, even times of great tragedy or turmoil. This makes Gildan a good diplomat and
peacemaker. However he does not like being the center of attention, preferring instead to advise rather than
command. He has been given leave to interact with any of the living who would visit the Stone of Erech, but he does
so only if he sees a need. In dealing with both the living and the dead, Gildan is simple and direct.
Gildan does not practice magics, but he does have a very strong connection with the Covenant Stone. He can
identify any that have made an Oath by this stone, and whether or not they have fulfilled this oath. He is also very
good at reading people and advise against swearing by the Stone, to any who do not understand the severity of the
oath. However, he stop no one from making an oath.
The twin brother of Uriadh, though they were not identical. He was always strong of mind and purpose, but was not
as quick to show this as his brother. In death, Gildan chose to let his body lay in its tomb, choosing instead to roam
as a shade. When he is seen by any it is as a grey robed form with hidden face and hands.

TARAN THE REMEMBERER


It is hard to say when Taran was born or from which clan group he was a part of. When people first started to notice
him it was said that he just wandered down from the hills one day. Some speculate that he was one of the last
members of a clan group that was wiped out by plague, war or raid, but none can be sure. Taran himself speaks little
of his past, unless it has something to do with a particular tale he is telling or lesson he is teaching. It is known that

Taran has been seen by several generations and has visited both the living and the dead. He claims to be Semarg and
bears a tattoo of the Circle and Horns on his chest.
Taran is a historian of peculiar knowledge. He knows tales that even the eldest wisemen can not recount, and these
tales are not limited to Semarg history. It was Taran who first discovered the black cavern far beneath the Hall of
Gobha where murmurs the Whispering Abyss. And it was he who gave Senach this knowledge, though he had no
desire to see the Cult of The Great Dark One rise. Taran knows many secrets and has himself been taught by many
teachers of both light and darkness and this knowledge has all but overwhelmed him.
Once he discovered the existence of the Cult of The Great Dark One, Taran focused his wanderings and research on
finding the Star of Gobha. He knows that without it in its proper place (the Hall of Gobha) there grow a great
imbalance of power in Middle-earth and that a tide of darkness will one day rise from beneath the mountains. When
the Coentis finally died out Taran had disappeared into the hills from which he had come. If he died, he never
returned to the Lugh Gobha to appear before Morthec.
To most people, Taran seems absent minded at best. Others have described him as a rabid, slavering crazy man. This
all depends on his mood, his mind does tend to wander. However, he does have his moments of clarity, and in those
moments he can recount both wonders and terrors with equal eloquence. Often he seem to drift off and stare as if
some tasks takes his full concentration. But he does like to tell stories, even if the only one listening is himself.
For most of his unusually long life, Taran could be found wandering in weather-beaten robes and sandals, his head
bald and his beard long and knotted. Dirty and mumbling, Taran could be mistaken for a beggar, thief, or wild man
from the hills. Indeed he has been all of these. But few would judge him to be the scholar that he is...and none would
ever guess his age.

5.13 THE SIANWIN (itinerant)


SOURCE OF LIVELIHOOD: The Sianwin earn their daily bread by making available to the Oathbreaker clans
(and, occasionally, to outsiders) their healing expertise. Unlike the leechcraft of the Miach, the healing arts of the
Sianwin are mostly mundane (though some few still claim rapport with Fois, goddess of healing). While the Miach
are the acknowledged authorities on dying and the transition to undeath, the Sianwin are the gatekeepers of life and
are always sought after by the Oathbreakers as midwives.
CLAIM TO FAME: The Sianwin are the only living remnant of the Torbet clan. In origin a heretical schism from
the priestesshood of Fois, the Sianwin removed from Setmaenen to Hogo Tarosvan at the time of the Morachd's rise;
and there they continued to offer their services to all of the Oathbreakersespecially those to whom the Torbet now
denied Fois' gifts, because of their adherence to the Morachd's new royal cult. Soon after Isildur's Curse, however,
all of the Torbet were dead, and the Sianwin alone preserved the memory of the ancient worship. This has won the
Sianwin respect and reverence among the lowland Daen-folk as well as the highland Oathbreaker clans.
ARCHITECTURE: Like the Miach and the Ogmal, the Sianwin are itinerants who occupy seasonal campsites;
unlike these other clans, the wanderings of the Sianwin follow a circuit determined by the location of shrines or holy
sites dedicated to Fois. These they tend and draw upon for their healing virtues.
SEAT OF POWER: Hogo Tarosvan was once the clan hold of the Sianwin. In TA 93 that place was assailed and
profaned by a Cuerd raiding party bent on transforming it into a temple for Shoglic. Neither the Sianwin nor the
Miach have been able to re-occupy Hogo Tarosvan. After death, many of the Sianwin prefer to haunt the shrines of
Fois, rather than dwell within the Paths.
TALISMAN: A vial of holy water drawn from a pool of Fois, worn about the neck.
DESCRIPTORS:
Non-violent: Fois is a goddess of healing.

Calm: Fois brings peace to heart and mind as well as body.

Merciful: Through acts of mercy we acknowledge our own fragility as mortals.


Sorrowful: This is a fallen world, and not all hurts can be healed.
Open-minded: Our reverence of Fois is shared by other, non-Oathbreakers, who are friendly to us.
Reverent: All life must be treasured while it lasts.
Modest: Boastfulness and pride were the downfall of our race.

SACRED ARTIFACT: Pools and springs sacred to Fois are the focus of the Sianwin's cultus and leechcraft.
APPEARANCE: The Sianwin don white robes when performing religious or medical services. At other times they
can be distinguished by the vials they wear around their necks and their gentle features (often manifesting lightercolored hair and fairer skin than other Oathbreakers). While traveling, the Sianwin bear walking sticks carved of
dark lebethron wood. Many Sianwin are distinguished by their forehead mark, which sometimes resembles a sheaf
of grain (bespeaking of the ancient connection between Fois and Measgaidh).
RELATIONS WITH OTHER OATHBREAKERS: Devoted to the preservation of life, the living Sianwin have little
contact or interaction with their undead forebears. Likewise, their dead do not have dealings with the living unless
they are in great danger or one of Fois' shrines is threatened with defilement. The living Sianwin share most of the
dispositions towards other Oathbreaker clans as the Miach, despising only the Cuerd, the Nathlos and the southern
Larach. All whose maladies the Miach have been unsuccessful is healing seek out the Sianwin.
RELATIONS WITH OUTSIDERS: Despite their openness to dealing with non-Oathbreakers, few Sianwin actually
do so unless one of their shrines borders on or lies within lowlander territory. Their constant movement further
reduces the frequency or likelihood of contact: an outsider usually has to go out of their way to locate a Sianwin; yet
when they are approached, the Sianwin are ready to help those in need, provided they are given material support
(food and board) during their sojourn. In return for their services, the Sianwin usually expect their patrons to be
ready to listen to some admonitionary tale concerning the Oathbreakers of old and their doom. It is through such
channels that the Danan Lin derive much of their lore concerning the Oathbreakers.
ATTITUDE TOWARDS DEATH: For the Sianwin, death means permanent severance from the life-giving powers
of Fois. Hence, the Sianwin treasure life (though they do not seek to extend it beyond its natural limits). Unlike other
Oathbreaker clans, the Sianwin do not embalm their dead, but lay their bodies to rest in the living earth (usually in
the vicinity of one of Fois' shrines), trusting that their virtuous lives in the service of their goddess will protect their
spirits from bestiality after death. The Sianwin regard this custom as required only for Fois' servants, and do not look
down upon their fellow clansfolk who choose to embalm their dead.

LUTIG
The tenth and last renegade high priestess of Fois, Lutig's death signaled the end of her clan's former way of life.
Since that time, the Sianwin have taken no new chieftainess, but continue to name Lutig as their leader. Though
most have never seen her in life or in death, the Sianwin hold that Lutig's wraith is ever in the presence of Morthec,
entreating the King of the Dead to redress the wrong perpetrated against her people by the Cuerd. And so the
Sianwin continue their wanderings, confident that justice must eventually prevail, and that one day they will be
allowed to return to Hogo Tarosvan.
Lutig herself never witnessed the Oathbreaking, being born some years after the Curse had taken effect. She

WOEL LAEBUR
Like many of the Sianwin Dead, Woel's ghost lingers about one of the sites sacred to her clanindeed the most
famous of them all: Setmaenen, the great shrine to Fois in Lamedon. Woel dedicated her life to the protection and
preservation of the ancient calendar-temple. Woel's quest to immortalize the lore of the Sianwin and their Torbet
foremothers drove her to literacy (a rare event among the Daen-folk, whether Coentis or Lintis). The result was The
Wishes of Woel Laebur, a voluminous tome that would make a Gondorian loremaster salivate. The Wishes not only
documents many of the arts of the ancient Coentis, but includes an explanation of the enchantments of the Daen

goddesses and (unusual, given Woel's Sianwin origins) a treatise on the various life and deathways of the
Oathbreaker clans.
Woel's epithet means "the Unquiet," an apt allusion to her desire to give voice to the Sianwin and wider Coentis
legacy. It has followed Woel into undeath, for her ghost has been known to appear to the living who seek out
Setmaenen. Ever bent on promoting reverence for Fois and Measgaidh, Woel's spirit probes the hearts of all who
approach the shrine, judging whether they are worthy to learn its secrets.
Those who are so judged begin to catch glimpses of Woel in the white robes of a priestess, performing the
ceremonies associated with the shrine, and hear her ghostly voice singing hymns to the goddess in the Daenael
tongue. If they show a willingness to take part in the ancient rites thus pictured, Woel may commune with them. She
may even decide to reveal the secret chamber of Setmaenen which contains her book. To the unworthy Woel simply
remains invisible, and to those whom she deems to be enemies of Fois she may appear in a more terrifying aspect: a
wrathful spirit who is not above using violent possession as a weapon to punish uninvited guests.
Although Woel died in old age, her ghost appears agelessmore like an archetype than a once-living individual.
In fact, visitors to Setmaenen who peruse the iconography of the shrine and then behold Woel may mistake her
visage for the apparition of the goddess herself. Her features and attire are stylized and move with a slow, ritual
deliberateness (not stiff or unnatural, but rather as one engaged with the predetermined motions of an elaborate
dance).

LENNADH THE BEARER


The Dannan Lin tell many tales about the Oathbreakers. Most of these are tales of dread, and when they hear
them, the lowlanders shut tight their doors and feed the hearth-fires. Even the comparatively docile Sianwin, though
sometimes approached for Fois' blessing, are normally regarded with doubtful eyes and given a wide berth whenever
they wander through settled lands.
An exception to this rule is Lennadh, an aged Sianwin healer whose skills as a midwife are often sought out by the
Dannan Lin. Many mothers of Lamedon boast with some truth that their children were brought into the world by a
"Daughter of Fois." Others less trusting of Lennadh's Coentis heritage speak of those touched by her as "witchborn," avoiding them whenever possible and treating them coldly in public.
For many of the Sianwin, the cult of Fois and Measgaidh is part of a lost past that will never be recovered. Not so
for Lennadh, who piously preserves the lore and ritual of the ancient Daen goddesses. Not that Lennadh herself has
ever displayed any of the miraculous powers of the legendary priestesses of old; she has never claimed to. But
Lennadh's faith in her deities is unshakable and absolute, and she believes that whatever doom may overshadow the
Coentis, Fois and Measgaidh are more powerful, and will care for those who revere them, in life or death.
Whatever the validity of her convictions, Lennadh knows much that is of value to the daily life of the
Lamedondrim, from the rearing of children to the tilling of soil. The latter in particular has won her high repute
among those who in recent years have essayed to re-introduce agriculture into the infertile vale. The Plague
produced a great influx of people seeking refuge from the pestilent coastal cities of Gondor, an exodus which
resulted in an overtaxing of Lamedon's meager resources, and so necessitated the development of new ones.
At first these efforts bore little fruit, and for long the cryptic ramblings of Lennadh were comfortably ignored as
old wives' tales. It was only when Lamhir, a line officer at Ost-en-Girilthir, urged the Lord of Lamedon heed her
advice that the land began to yield its bounty. Lamhir, a native of the vale, was "witch-born," and knew better than to
disregard Lennadh's wisdom. He was immediately promoted to help oversee the correction of the endeavor and later
achieved great renown among Gondorian scholars for his translation (assisted by Lennadh) of several inscriptions
found at sites in the vale sacred to Fois and Measgaidh which disclosed many secrets of ancient Daen agriculture.
Lennadh takes little credit for her contribution to the restoration of Lamedon's fortunes, and is content to remain
unknown to the realm at large, so long as the goddesses' names are held in honor. Lennadh has had few dealings
with her own fellow clansfolk, and ever fewer with other Oathbreakers, though she is readily identifiable as one by
the birthmark on her forehead (which takes the form of a sheaf, as is common among the Sianwin). Lennadh's
reclusiveness stems from the fact that she regards herself primarily as a servant of Fois and only secondarily as an
Oathbreaker.
Lennadh is old, having reached her sixty-third year, and hobbles about with the aid of a knobby staff carved with
symbols reminiscent of those found at Setmaenen. She speaks passable Westron, but is halting of diction (giving
some the impression that she is not quite all there). Undeterred by the unfriendly looks she gets from those who
regard her as a nefarious witch, Lennadh keeps a kindly smile on her wrinkled face, maternal and care-worn. (The
more superstitious believe that merely to be looked at by her is to receive the goddesses' blessing; others less
charitably inclined say she has the evil eye.)

THE HERB-GATHERER

5.14 THE TORBET (Lamedon vale)


SOURCE OF LIVELIHOOD: The Torbet are exceptional among the Coentis clans in their reliance on farming for
subsistence; a contemporary visitor to Lamedon would scarcely have believed such tales, for Isildur's curse
withdrew the blessings of the once fertile vale, leaving its soil suitable for little more than sheep-herding. The nowlost wisdom of Torbet agriculture is intimately tied to Fois and Measgaidh, the goddesses of fruit and healing. The
origin of these cults is shrouded in legend and mystery. Gondorian loremasters date their intrusion into Coentis life
to the 25th or 26th centuries of the Second Age, long before Sauron cast his wicked shadow over the Daen, but even
longer after the birth of the Coentis alliance in the mists of the distant past. The veneration of these goddesses is
evidenced by the appearance of stone-hewn "calendar-temples" devoted to astronomical calculations pertaining to
the agricultural year. The most famous of these is Setmaenen, built over a pool sacred to Fois. The wisdom of the
goddesses was shared with many other Coentis clans, but their worship was limited to the Torbet. Being basically
conservative in outlook, most of the highland tribes were wary and distrustful of such innovations in custom,
especially since Fois and Measgaidh were both widely venerated by the lowland Danan Lin long before the Torbet
adopted their cults. But though their origins may be uncertain, these cults further distinguished the Torbet from other
clans in that they were accompanied by the rise of a priestly caste (a most unusual development in a world where
religious rites are nearly always performed exclusively by political leaders). The priestesshoods of both deities are
celibate, and thus their order and succession are not hereditary, nor are they subject to familial rivalry (the main
arena of political conflict in a clan-based society). The legends of the priestesshood tell of their foremother, a
woman of doubtful heritage (possessing Danan Lin or even Nmenrean blood) who, though scorned by her
highland neighbors, saved her people in times of adversity by revealing to them the wisdom and healing of the
goddesses. Alas, nothing now remains of this populous clan and its priestesses: Danan Lin settlers now inhabit the
untilled fields of Lamedon, and the Torbet are either all dead or scattered and absorbed into other Oathbreaker clans.
Only the calendar-temple of Setmaenen stands as a mute testimony to their once-rich culture.
CLAIM TO FAME: Among the Dead, Torbet clansfolk are most renown for their skills in dulling the pain of unlife
through ritual ways. This tradition has a connection with their ancient veneration of Fois, but in truth the goddess
has very little to do with these calming rites. Extreme devotion to these arts compensates for their own spiritual
emptiness, for Measgaidh, goddess of the living earth, can no longer hold meaning for them, lifeless as they are.
ARCHITECTURE: Apart from this shrine and the clan tombs, the Torbet refuse to establish domiciles ("facades,"
as they call them) within the Paths. Instead, they wander its corridors, singing mournful laments, thoroughly
wretched.

SEAT OF POWER: The Torbet clan is best known within the Paths for the oracular shrine of Ygana, their famed
prophetess. This circular chamber, some hundred feet in diameter, is at first sight as stark, empty, and foreboding as
the Torbet themselves. On closer examination, though, the natural surface of the cavern walls bends and folds in
weird, arcane Paths, almost like the inner marrow of some gnarled tree, old beyond guess of years and laden with a
burden of memory. So Ygana, running her shadow hands along the contortions of these walls, divines the currents of
time and fate. Few even of the Torbet have dared to gaze closely upon that wall, fearing what visions of past evil it
might rear before them.
TALISMAN: The symbol of the Torbet clan is a scythe (denoting Measgaidh the Earth Mistress), which they wear
in the form of a broach. A similar device is also used among the lowland Danan Lin of Gondor.
DESCRIPTORS:
World-weary:

Resigned:
Distant:
Stern:
Cautious:
Pious:
Detached:

SACRED ARTIFACT: The greatest artifact of the Torbet clan is the tree of Setmaenen. In the center of the shrine is
a pool of clear, still water, and growing from the pool is a silver-green tree. It is both a living tree and a thing of
artifice, made by an ancient Torbet artist. The Daenael epics say the artisan worked with the aid of Gobha.
APPEARANCE: In consonance with their mournful demeanor, the Torbet clothe themselves in proverbial sackcloth
and ashes, traditional for those in a period of lamentation. Their hair is unkempt and in disarray, and is worn long by
both men and women. Some of them even practice laceration and scarification, and after death may appear to be
constantly bleeding from these self-inflicted wounds. Their robes are tattered and dirty, and cover their entire bodies
down to the ankles. They walk barefoot, and their feet are often cut and bruised. Torbet Oathbreakers are marked by
a sickle on their forehead.
RELATIONS WITH OTHER OATHBREAKERS: All of the Torbet are now dead or have been absorbed and
assimilated into other clans. However, Ygana the Prophetess sometimes visits members of other living clans in their
dreams, giving them counsel or warning them of coming danger.
RELATIONS WITH OUTSIDERS: A Torbet encountering a living person who is not one of the Oathbreakers is
likely to do nothing more than bewail the doom of their race, chanting dirges and laments ad nauseum until the
person either flees in fear or disgust, or manages to get their attention. Because of their religious outlook and sense
of penance, no Torbet will ever attack one of the living.
ATTITUDE TOWARDS DEATH: Many of the Torbet strongly disapproved of the Oathbreaking; the priestesses of
Fois and Measgaidh were the prime movers of this reaction. However, the clan chieftains refused to break away
from Morthec's rule, and thus became ensnared in the curse. The withering of Measgaidh's blessings after the
Oathbreaking resulted in starvation and great suffering among the Torbet; many willingly starved themselves to
death or committed suicide as gestures of repentancefor themselves and for all the Coentis. Within a century of
the Oathbreaking, all the Torbet were dead or had joined other clans. Thus, the Torbet view death as a just
punishment that must be faced and endured. This does not mean that they celebrate the horror of unlife; the
priestesses of Fois have developed methods for easing the burden of lifeless existence for their fellow clansmen, but
for themselves they make a point of bearing their condition openly to remind all the Oathbreakers of their sins and
the folly of their kingto whom they should still be loyal.

ELEMAR

APPEARANCE: Elemar does not go in for sackcloth and ashes, but instead continues to comport himself with the
traditional tunic and kilt of an old Coentis chieftain. This makes him slightly out of place, even among his fellow
chieftains, but few would venture to point it out to him, since Elemar would merely turn any insinuation or criticism
back upon the speaker with blinding ferocity.
DEEDS: It was Elemar who in life was responsible for the Torbet's maintenance of loyalty to the Morachd at the
time of the Oathbreaking. This deed resulted in his death, as his enraged clansfolk, devastated by famine and the
withdrawal of the goddesses' blessings, seized him by force and tore his body limb from limb. As the sense of
collective guilt for their people overcame the Torbet, however, Elemar was accepted back into the clan as its
chieftain. Even so, his authority was permanently eclipsed by Ygana, Irnan and Sionan, and his role is confined to
mundane dealings with other clans.
PERSONALITY: Overshadowed by larger-than-life heroines, Elemar contents himself with a low profile among the
clans. He is the one Torbet who does not embrace the philosophy of penance and lamentation advocated by the
priestesses, and for this reason he is further estranged from his own clan. He harbors a certain amount of resentment
not only towards the priestesses but also towards his king. He sees himself as a just man who sought only the
well-being of his people, but since their shameful murder of him he hardly feels like a martyr. He is driven by a
constant need to justify his actions to himself alone. This makes him rather impatient and irascible towards others.
He is also constantly complaining about the holier-than-thou stance of his ancestral clansfolk, and frequently
ridicules their behavior.
POWERS: Elemar's obsession with being right has given him a keen awareness of the flaws and failings of others,
and often exercises this perception for the purpose of constructing the ultimate verbal denigration. He is a taunter par
excellence, and few dare to cross him.
STUFF: Nothing of distinction.

YGANA THE PROPHETESS


(former high priestess of Measgaidh).
APPEARANCE: Ygana was old when she died, and yet she maintains an ageless beauty about her. In token of her
former station, a jeweled fillet adorns Ygana's brow. Unlike the rest of her (which glows with a prophetic radiance),
neither the fillet nor its jewel emit any light whatsoever, but are dim and shadowy.
DEEDS: A veil of mystery enshrouds the Torbet prophetess. In life, Ygana was intimately associated with Morthec,
doomed king of the Daen. The nature of their relationship is not known. Equally mysterious is the source of Ygana's
oracular powers, never before possessed by a Coentis priestess. Following the Oathbreaking, Morthec secretly
entrusted to Ygana the safe-keeping of the Star of Gobha. The prophetess brought it to Hogo Tarosvan, an obscure
mountain fastness of Lamedon. There Ygana remained in isolation for eight years; many believed her to have
vanished forever. Finally, Brues Cuerd, the evil minion of Shoglic, discovered that Ygana was hiding the Star of
Gobha and, with three companions, he entered Hogo Tarosvan and slew the Prophetess in cold blood. Thus Ygana
(and those who fell with her) became the first of the Dead. (Some say that it was Ygana's death that drove Morthec
to his own early death, out of grief.) When Morthec became King of the Dead, Ygana likewise became his closest
confidant and counselor. Together with Ulagh Slain, Ygana ends up running much of the kingdom, though she
claims no authority for herselfher reputation is enough to command respect among the clans (except those who
are opposed to the Larach or the Torbet).
PERSONALITY: As befits a seeress, Ygana is enigmatic and evasive in her dealings with others, ever wary perhaps
of the danger which foreknowledge holds to those who would use it as a guide to action. At the same time, her
knowledge of the future compels Ygana to care for those whom it may affect for good or ill. Hence, she has been
known to visit the living and the dead alike, uttering mysterious words of prophecy or warning. Dream is her
preferred medium of communication with the living, in order to avoid driving them away in terror of her presence.
Ygana is unique among the Oathbreakers in her dealings with Morthec. It is said that not even Ulagh Slain will
chide or lambaste the king as she does, and escape his wrath.
POWERS: The source of Ygana's foresight is unknown; equally unknown is its extent and scope. Some believe that
Ygana perceives ALL that will come to pass, but that the more she knows, the less she is willing to reveal. Her only
limitation appears to be her own sense of responsibility for the consequences of disclosing the fates. It is said that
Ygana's will is absolutely indomitable, and that not even a god could compel her to reveal something against her
wishes.
STUFF: Cloak of Prophecy, a tattered mantle worn by Ygana. Some say it is the source of her strange powers; others
that it is the uniform of some secret lost order of seeresses of whom she is the last. No one knows for certain, and
none have the courage to ask Ygana about it.

SIONAN THE WAILER


APPEARANCE: Utterly wretched and abased, Sionan embodies her message of lament and penance for the sins of
her people. Even the Dead are unsettled by her presence.
DEEDS: The younger sister to Irnan, Sionan began the Torbet tradition of lamentation.
PERSONALITY: Sionan exists in her own world, and can rarely be brought to a state of composure sufficient for
her to utter something coherent that is not a litany of woe. Sionan's goal is to make everybody like her.
POWERS: The Wailer is highly proficient in triggering emotional impulses through song. She does not actually try
to manipulate the feelings of her people; instead, her strategy is to simply barrage them with dirges until they grow
tired of resisting her call to join in.
STUFF: More open wounds than a freshly-killed Ruadh warrior.

IRNAN
(former high priestess of Fois).
APPEARANCE: Irnan manipulates her shadow-substance to make herself appear eternally young, like Fois. Her
long, flowing hair cascades about her with a vibrancy that almost mimics life.
DEEDS: Abandoned by her goddess for the crime of her people, Irnan has nonetheless persisted in her devotion to
the ideals of peace and healing which that deity once inculcated her with. Like so many other Oathbreakers whose
former lives were dominated by a concern for the physical world, Irnan sought to adapt the wisdom she had known
to the new realm of shadow in which her people now lived. In this way, the former priestess originated the Calming
Ways to which the Dead appeal for transitory solace in their inhuman condition.
PERSONALITY: Irnan has so identified herself with the shadow-world that she sometimes forgets all hope for
freedom from unlife. This has also led to a significant loss of humanity, which is masked only by her inherently
benevolent impulses towards her fellow Oathbreakers. One who interacts at any length with her will soon realize,
however, that Irnan can speak only of the Calming Ways and the extinction of pain that they bring. It would be very
difficult for Irnan to hold converse with the living, as she would scarcely understand them.
POWERS: Irnan can manipulate shadow-substance into a kind of healing salve which relieves anxiety and
despondency from Oathbreakers who weary of their undead state. In fact, though, repeated recourse to Irnan's
"healing" drains the subject of humanity. (For Irnan, this is not a problem; for others, it may drive them to
unpredictable and even bestial behavior.)
STUFF: Irnan carries her shadow-salve in a bottle (itself a creation of shadow-molding).

5.15 THE UASAL (White Mountain highlands)


The Uasal separated from other clans by rugged mountains and freezing cold rivers. The only contact the Uasal
benefit from is the other Coentis, or the rare Gondorian miners that seek mineral rich veins of the snow-covered
highlands. The Uasal subsist almost entirely by foraging, herding mountain goats, hunting, and raiding lowland
villages. This difficult way of life is often violently interrupted by warfare from the rival Orodbedhrim who seek to
stop the highlanders domination of the mountain paths.
Regardless of any other expertise, be it as a craftsman, herder, hunter or woodsman, all Uasal males serve as
warriors. Although the women of the clan have many rights, they are often seen tending to homes and children. clan
members forage the vast wilderness during the Spring, Summer, and Fall seasons, often striping the land of edible
flora (which any Uasal can identify).
Wood is the primary resource used by Uasal craftsmen. The honored tradition of weapon making, building
palisades, look-out towers, and the construction of family cabins has endowed this rugged people with
unprecedented experience in woodcraft. Although many things are created by Uasal craftsman from wood, iron, and
stone, beyond the fundamentals of life there are very few things the highlanders can manufacture as a source of
income or trade.
A small number of men hunt and trap wild animals, primarily those that threaten Uasal goat herds, such as
mountain lion, wolf and bear. The remaining adult males either tend their own homes or graze their herds. Some of
the tougher women fish for salmon among the high lakes and streams. Most of these women are experienced at
furring animals, making pelt goods, and fur clothing. Children are often given the responsibility of herding the
mountain goats, though adults are usually nearby supervising both the children and the herds. The oldest members of
the clan are often found at the village lodge serving as advisors to the chieftain and war leaders.
Herders play an important role in Uasal life. Herds are raised into large numbers and various breeds of healthy
stock survive well in the rugged terrain. The best goats are often raised by children as pets, but since there are many

predators and Uasal fences are only a deterrent, the task of the herder is difficult. Such is the Uasal way of life.
Regardless of the herders challenge, the rugged muscular stock of animals raised in the mountains is unlike lowland
animals. The Uasal consider these goats to be fundamental to their clan's lifestyle, like the deadly winters and
constant warfare. The goats provide food in form of milk, cheese, as well as meat, skins for clothing, bones for
weapons and tools. Questionable concoctions from the goats' remains are believed to confer magical powers,
boosted strength, or enhanced virility. Uasal often sleep near their animals. This is done mainly to protect them from
predators, though other clans may jokingly indicate ulterior motives.
The insufficiency of existing food sources compels the Uasal to loot and pillage their neighbors. The Uasal have
little compassion or respect for lowland people, nor do they feel subject to the same laws and moral standards. The
other Coentis clans are simply deemed as competitors, yet any people that wander into Uasal territories can quickly
be met with violence if viewed as a clan's expansion or settling of territory. This attitude has caused many feuds
between the Oathbreaker clans.
Raiding is deemed the most effective way to control the expansion of outsiders and other clans into the upper
mountain regions. Lowlanders are viewed as inferior humans of weak moral fiber who have corrupted their lives
with decadence. The exploitation or murder of the lowlanders is not considered a violation of Uasal law or tradition.
This attitude has hurt, more than helped, the Uasal people.
Other Coentis are viewed with slightly more respect. But with the exception of Miach necrophytes, Sianwin
healers, or the occasional wandering Ogmal loremaster, no other Oathbreakers are permitted to pass through the
highland regions harassed. Any organized settlement attempt will always be resisted by the Uasal, for they see
themselves as the only people deserving to inhabit the upper regions of "their" mountains.
Uasal raiders are hand picked by the clan war marshals for their intelligence, bravery, trickery, as well as their
fierceness combat. Traversing dozens of miles through mountainous terrain by daylight is difficult enough to prevent
lowlanders from following the Uasal back home. Yet, when the raiders descend on their victims at dusk or night it
takes only a few minutes of surprise to sack a settlement. During these raids many lowland men are murdered when
they interfere with the looting and burning of buildings. Women and children are spared a violent death, though their
possessions and homes will usually be taken or set fire to. This is often criticized as a particularly savage behavior
when the Uasal chooses to raid during the cold nights of winter; leaving their victims without food, clothing, or
shelter is often a death sentence for even the strongest woman and child. With every new season raids are conducted,
either for practice or grim unknown purposes. Successful raiders are looked upon favorably by other Uasal, and the
most seasoned raiders are given the title of War Marshal.
These raids have continued for generations, and all the raiders have often had many opportunities to practice on
the defenseless Chaichel, the demented Nathlos and the fierce Grun clans. In the afterlife, the Uasal raiders are
looked upon by other clans with contempt, but they are also respected since many raiders were often the most
talented Uasal of their generation.
The Uasal lead different lives (and deaths) than other Coentis, and since they have such a long history of pillaging
the low lands this practice is continued semi-regularly to gather various resources. Captured animals will be
slaughtered, cooked, and eaten, and the pelts kept. Stolen metals, such as iron, is always taken back home to be
forged into rudimentary pike & spear heads, arrows, and knives. Swords, when forged, are usually kept among the
Uasal family. Anything that cannot be consumed during the raid will be taken, or burned. The Uasal need very little
goods to survive while traveling outward on a raiding expedition, and they leave their enemies with even less. Yet,
when returning from successful raiding the Uasal often travel slower through the mountain region with their burden
of looted iron, animals, etc..
CLAIM TO FAME
The highlanders are hardy mountaineers. They traverse the highest passes of the White Mountains more often than
any other breed of humans. They are skilled is scaling redwood trees, sheer rock cliffs, and often free climb
distances several hundred feet in height without the use of ropes. This is a necessary skill since many trails into the
Uasal homelands are inaccessible by conventional foot or horse paths. Large climbs are often undertaken for sport,
or contest. Ropes and other climbing tools are encouraged in these more difficult climbs. Iron or animal horn spikes
are driven into rock with hammers, and whole groups of Highlanders ascend vertical cliffs. Whole sections of
impassable mountain terrain, which lowlanders would never dare to attempt to cross, is often traversed in a days
climb.
Additionally, the Uasal love the mountain lakes, rivers, and ice covered waters of the upper mountains. Therefore
the Uasal often high-dive and swim in these frozen lakes for fun. Cliff diving is considered another worthy sport,
and only the bravest Uasal undertake these contests. Outsiders are often dumbstruck when sighting the Uasal

mountain men diving from the sides of mountain slopes falling great distances into frigid water, only to resurface
unharmed (though exceeding wet and cold). Some outsiders have been challenged by the Uasal in these contests.
Most outsiders have declined, while a brave few have taken the challenge to gain important respect from the clan.
History indicates most of the accepting challengers have won at the sacrifice of being horribly maimed, while the
remainder lost by drowning from the deadly fall into icy water. It is not uncommon for Uasal to compete in all sports
to the death.
ARCHITECTURE
It is highly unlikely the highlanders would construct a stone fortress. Stone is not one of their favorite tools, or
materials, to work with since it is cumbersome in the mountains to transport, and requires great amounts of time to
craft. Thus, if a stone fortress was needed, they would likely try to find an existing one to occupy. They could rig a
crude stone wall battlement built on a sheer cliff ledge, overlooking a valley pass. Entrance into a natural stone fort
like this would require climbing ropes, or being pulled up on a board hoist by the occupants. The structure can be
built into the existing fissures of rock that nature has made with ages of wind and water erosion. With stones tightly
packed into walls and battlements, the front of the fort will appear much like a brick or stone dwelling, with the
exception that the doorway will be elevated about several dozen feet vertically into the wall of a secluded mountain
face.
The most common smaller dwellings of highlanders are more temporary in construction. They are like cabins,
with logs from tree's that are hewn barkless, and then notched to fit cross sectionally into a simple square structure.
These walls are then packed with dirt, and reinforced with boulders. Doorways are elevated off the earth by a log or
two, to prevent snow during the winter seasons from melting into the dwelling. The floor is often a dirt and rock
mix, and the women clean all debris from the cabin to provide a fairly sanitary interior. This type of structure is then
covered with smaller crafted wooden struts that are topped with tree branches, thatching and pine needles. This
building is very warm in winter, and cool in summer, but is also extremely flammable. Because of this, a majority of
all cooking is done outside of the dwelling in a camp fire or stone lined oven. Many dwellings can often be found
abandoned by the highlanders, but rebuilding this type of dwelling into a home takes a short time, and a marginal
amount of resources (as long as the main structures walls remain intact).
Lodges appear as taller and wider versions of cabin dwellings. The only main difference is the over abundance of
animal heads that decorate the interior walls. The largest beasts of the realm, killed by clan hunters, are carefully
preserved and stuffed for eerie display. Stags and mountain lion are prized among the highlanders, with only the
largest bear and lion heads being displayed centrally at the farthest wall. Food is usually available near a central
indoor sunken fire pit, and a kettle of community stew is available to all visitors of the Chieftain. Weapons, and an
abundance of candles made from animal fat, are likely the only other items to fill the room besides the carved wood
furniture.
These people appreciate beautiful architecture as much as the next, but interpret these things more by function, or
utilitarian nature, than artistic value. Unlike the Romhach who value appearances, the Uasal are more motivated by
function. Their furniture will be sturdy, with their phantom beds appearing as bulky wood frames and mattresses
made of animal furs stuffed with bird feathers. There may be wood carvings on the bed posts and head boards, but
that is a matter of personal taste. Chairs are hand made and ornately carved for the clan elders of the permanent
dwellings. Uasal craftsmen are famous for their rocking chairs, and spend considerable time carefully designing this
furniture. The elders can usually be found, in life or death, sitting and rocking in these prized chairs. Tables are
never used in life, so in death they are avoided. But in permanent halls and homes, some tables have been
constructed for rare occasions of entertaining visitors from the friendly Oathbreaker clans. These phantom tables
appear to be carved from a single immense tree, stretch several dozen feet long, and the length of a man wide.
In life, or death, wood grain is a familiar and appreciated texture. Stains are used to bring out the natural tones of
woods. Often valuable wood objects and the interior of semi-permanent structures are treated with these stains to
preserve its appearance and structural integrity.
The color scheme preferred by the highlanders is forest green and azure blue. But in fact the vast majority of
clothing, and elements of Uasal style, do not employ artificial dyed colors. Thus, most clothing appears natural grey
or tan. Shades of forest green, sky blue, and t white describes Uasal high fashion. Blue and green dye is not
commonly available in the mountains. Soft animal furs are preferred as clothing by the common Uasal. Leather,
decorated with bronze or iron buckle's and rings, is the most common armor worn by Uasal raiders.
DRESS/APPEARANCE
Unlike other Oathbreakers, the Uasal do not lime their hair, cut it short, or spike it in the fashion of 'the soon to be
dead.' The highlanders value their long locks of hair. In life, the long hair keeps their heads warm in winter, and aids

them resist cold winds. So they often grow beards and hair to extreme lengths. Even in death their hair is strong,
thick, sometimes braided, occasionally beaded or matted, and always viewed by Uasal with pride.
The Highlanders do have a tartan which involves nines shades of grey, and two fields of blue and green. The nine
shades represent the nine families that make up the clan. Those highlanders who are the Orodbedhrim, and who do
not have the curse of Isildur, are possessors of the original Tartan that involves all the clans and many more colors.
But since the Oathbreaker are all doomed, the Uasal tartan remains predominantly grey, with the exception of the
blue field that represents the mountains sky and green field signifying the pine forest.
The symbol of the black thorn (black sickle) that adorns most Oathbreakers foreheads is present. When a
descendent of a chieftain or war marshal is born, the child is shortly after tattooed with either green or blue dye, into
the forehead symbol, so that it appears more tly. This is done as a badge of warning to lowlanders, as well as an icon
of distinction when in the paths of the dead. Since many highlanders pass on into forms of the bestial dead, the
colorful fleshy symbol gives notice to those dead who can see like the living that an Uasal is within their presence.
A birthstone ring is worn by all the Uasal. A specific stone is chosen for a child at birth (i.e., white marble, granite,
obsidian, hematite, etc.), and this stone is crafted into a circular ring, and then polished smoothly until like glass.
Finally special cryptic runes are scored into its surface. The stone is worn throughout life around the neck by a
leather cord. The ring is placed tightly over the finger upon death.
The Uasal paint their faces and exposed skin with blackened mud and grey ash, as well as cover their clothes with
moss and foliage. They do this to protect their individual identity from other clans vengeance, as well as aiding in
the natural camouflage when thieving and looting after sunset. When killed during the raid, the deceased Uasal can
be identified by their family birth stones worn around their necks. These stones should never be stripped off the dead
Uasal bodies, as the stones serve as identification in the afterlife.
In life they appear dark skinned, tall, with brown, black, and occasionally dark red hair. They wear goat skins, furs
from wolves, bears and mountain lions, and various captured leathers. They never wear heavy metal armor (i.e.,
chain mail, plate helms, metal vambraces), as native Uasal tend to prefer mobility in the mountains. Often Uasal
carry shields of decorative stained hard wood in times of war. The men wear pants in the coldest of winters, but a
majority of the rest of the time wear double layered leather kilts.
The women wear longer skirts, and rarely wear their hair out of braids. Often the women are seen with native
flowers in their hair, and wearing the scent of local flora on their clothing. They prefer simple colors like tan, and
shades of blue. Not many dyes are found locally, but red can be worn only by a woman who is unmarried (tradition
allows this). Lastly, women often carry knives in decorative sheaths, and display the tartan of their family with a
scarf worn around their neck, or over their heads.
Children wear similar clothes, accept are not given any weapons until they reach the age of 12 years old, and pass
through various rituals of passage. Then the boys are given a dagger, axe, or short sword to learn to use, and the
women are taught to shoot a short bow. By the age of 16 all children are taught dagger, axe, sword, and bow, as well
as how to make and fight with spears and pikes. Teenage women and men are often seen wearing work clothes
making arrows, spears, and pikes for the clan warriors.
DESCRIPTORS
Rugged: They exist in the high altitude mountainous region of the Ered Nimrais that requires their existence to
evolve ruggedly. They live practically their entire lives out of doors, and love it. They eat, sleep, hunt, fish,
cook, craft, track, steal, kill, climb, rest, sing, drink, and die in the back country of Gondor.
Proud: They consider themselves a truly great people who live closer to the sky than any other. They are
intolerant because they consider many of the lowlanders, and for that matter everyone else in the world, morally
inferior to themselves. They have absolutely no respect for other civilized men and their decadence. They are
superior, and short of starting a war, will fight to keep the outsiders out of their precious world.
Fearless: They have all accepted death as their destination in this world. No mortal creature can intimidate an
Uasal with the fear of death. This is in part because of their ignorance, but also because they know they are
destined to rise again from death as undead. Uasal believe they will live forever if they die in glorious battle,
even if cleaved and rendered asunder by tortuous death. If the Uasal warriors die with the motive being a
respectful one in the eyes of the Uasal clan, then they will surely be treated with respect and secure a better
standing in the Paths of the Dead (so they believe).
Bold: They know death holds no reign over them. They know that others dislike them, and those common
enemies unite them. The Uasal know that they can thieve, lie, steal from lowlanders, or murder and betray, and
still keep the respect of their kinsmen. They are bold because they are cunning (even if they are not educated)

and are willing to take risks to maintain what few central philosophical beliefs they hold dear. They know the
maximum consequence is death, and that has already been fated beyond their power.
Loyal: Unwaveringly to their chieftain. And if it wasn't for the fact the King of the Dead was their chieftain's
fated boss, they would not follow Morthec at all. But, historically, all Chieftains of the Uasal have pledged
loyalty to the King of the Dead. This is mostly tradition, but is also related to the social implications of having
to spend all of eternity with the other clans which the Uasal view as decadent. The Uasal served mostly as
bestial dead, and without the King support would surely have no power in the Paths. The king of the dead has
arranged with the Chieftain of the living Uasal clans to protect them with his power when in the Paths if they
swear loyalty to him during the living years. The Uasal chieftains have repeatedly sworn oaths to Morthec, and
do this by maintaining secret communications with emissaries from the King of the Dead. But once every
generation or so, the Uasal perform actions at the request of the King of the Dead, through the seemingly
independent motivations of the Uasal Chieftain. This relationship has been the influencing force behind many
terrible raiding actions the Uasal have taken against the lowlanders and other Coentis. Or, so it has been
claimed.
Crude
Competitive
Ignorant
Selfish
Vicious
Unkempt

THE AXE OF NINE


This has been wielded by every succeeding Uasal chieftain, was made most famous during the wars against the
Daan Mor. This legendary axe is made of the strongest iron any Daen has ever seen. The axe was forged by Shoglic,
who gave it to a young boy to win a woodsman contest. The boy felled nine great pines in a single day, and was later
made the first chieftain of the Uasal. The legend of the axe spread across the mountains and into the lowlands. A
wielder of this axe has never lost a dual, and the axe remains in the hands of every chieftains possession until the
death of Gorrigh the Bear, and is taken to the Paths of the Dead with the weapon frozen in his grip.
The Axe of Nine is polished with silver, and is studded with nine green emeralds along the two handed grip. The
axe has a visibly magical glow of greenish light that emanates from these jewels when held by an Uasal Chieftain.
The weapon is entirely made of metal, yet the handle is often wrapped with supple goat leather for a better grip. It is
nearly 5 feet from handle to blade, and weighs a mighty 30 pounds. The axe is thinly forged with hollow sections cut
into the blade, and two armor spikes; one spike on top for thrusting, while the other is opposite the main axe blade. It
is well balanced for wielding by a large human, although it would take a tremendously strong individual to throw
this weapon any significant distance. The axe cuts through wood like a hot iron through ice.
RELATIONS WITH OTHER OATHBREAKERS
In the Uasal afterlife, the dead have little impact on the living clan. Because of their lack of appreciation for
magic, ceremony, or politics beyond their own regions, the Uasal have a great deal of trouble surviving in the
afterlife. That is why the vast majority of Uasal become the bestial zombie's, and mindless servants for the sorcerers
and necromancers, in the shadowy realms of the undead.
King Morthec often sends a trusted servant of the last living chieftain, or an appropriate messenger, to the living
Chieftain of the Uasal to discuss various matters of importance. This is done in absolute secrecy, and several trusted
spiritualists are usually in attendance to aid in communication with the dead and the living.
The Uasal are living devotees to the king of the dead. Often, there is little to do. An entire generation may pass
without the King of the Dead requesting a specific task, or deed. But, yearly emissaries of the dead do traverse the
distances of the mountains to meet with the chieftain of the Uasal. This is done to discuss the roles of the recent
dead, claims that have been made by the dead that need to be supported by witness testimony from the living, etc.. A
large part of the meetings between the dead and the living are consumed by technical name and lineage clarification
issues, as well as exchanges of historical information that have minor effects on the politics and traditions of the
living Uasal.

This exchange of information is so fundamentally important that whole political positions, treaties, trade relations,
and feuds can be created or ended in a matter of moments. The impact of the dead on the chieftain of the living
Uasal is the most important factor. The clan itself has few contacts with the dead.
THE SLIGHE DEURACH
On a special occasion, the oldest and most wizened elder may request the Slighe Deurach, the Tearful Passage, to
be performed on them before they die. This is the only afterlife based preservation ritual the Uasal readily practice
and attempt to maintain secrecy about. It is a complex and obscure ceremony, yet when it succeeds it provides the
Uasal elder a much more promising alternative to the most common rotting death awaiting most Uasal.
During the coldest months of winter, the clan finds a lake that has frozen nearly solid. The younger males of the
clan dig a hole through the ice until they reach the water beneath. A ladder or small winch is lowered into the deadly
cold water to lower the infirm elderly.
At this time, the mourning of the "soon to die" begins. Family and friends all travel from miles around to witness
the passing of the elder. Uasal seers then brew a potion called the Tear of the Sky, woven with an enchantment of
preservation. It is made from extracts from a poisonous cold water mountain fish, and many secret herbs and oils.
The total volume of the potion is over a gallon, and it is quite a task to simply drink the whole contents without
dying from the poison ingestion.
The elder drinks the oily and poisonous blackish-blue elixir while being observed by the most prominent members
of the clan. Loss of taste and smell occurs immediately, followed by blindness. After a short while the potion
dissolves the lining of the stomach, and begins to impregnate every part of the elder's internal organs and circulatory
system, while strangely not effecting the heart. Yet, the elder cannot feel any pain at this point in the ceremony, as
the snow and cold water may even seem warm to the touch. Then, the elder removes his or her blanket in the frigid
snow, and enters the prepared ice water hole in the lake. Death occurs within seconds while the elder is frozen solid.
Prayers are uttered, and then the elder is carefully removed, and immediately transported to the Paths of the Dead by
Uasal warriors.
The effect of the ceremony, due mostly to the properties of the potion, is that the mind is preserved, and the
majority of the inner organs of the elder rot slower than the outside flesh. This ghastly, ghoul-like, form has many
advantages over the typical zombie state. The brain is preserved very efficiently, and often provides the elder with
strikingly agile intellectual capabilities for as several hundred years after death. The ability to taste and smell are
permanently lost of course, but the day after the Slighe Deurach, the ability of sight quickly returns although the
visions are blurry and often poorly focused. Depending on the quality of the elixir, the vocal cords and lungs may
have been preserved enough to allow the intellectual ghoul the ability to moan faintly single words when pushing on
its own chest. For at least a year but no more than two, the sense of touch may occasionally interrupt the dead elder's
perception as the flesh finally begins to die. This is often painful, but allows for some utility in the Paths where no
other Coentis maintain their senses at all.
Regardless how well the Tear of the Sky was brewed, or the ability of the seer who brewed it, the ability of sight
and touch from the ceremony is lost in a year or two, as the outside flesh slowly rots away. For many wizened elders
of the Uasal tribe loss of the brain functions and memories can mean whole generations of information, stories,
names, and things would be lost, never to be conveyed to the Uasal forefathers. With this ceremony the mind and
most of its memories is preserved, and during death some exchange of knowledge can be made to King Morthec
about the deeds of the loyal Uasal.
RELATIONS WITH OUTSIDERS
The Uasal are intolerant and self-righteous. They simply feel lowlanders lack the appreciation of the world's great
beauty. That is why lowlanders spend their menial lives farming, or begging for money in cities. They often joke
about the lowlanders spending their lives watching plants grow, and serving unworthy lords. Truly, the highlanders
live on top of the world, living closer to the sky and the gods of the sky. The thought of being bound to a city
dwelling where one's entire life will be spent away from nature is repulsive and to the highlanders. Thus, the
highlanders have become adept woodsmen, back country guides, mountaineers, and hunters.
The only outsiders who possibly could befriend an Uasal would be other Coentis who support the King of the
Dead and show equally as great respect to the Uasal. Great warriors, hunters, and mountain climbers are also valued
because of their individual ability to succeed in mastering the most difficult aspects of highland life.
The Romhach are another matter. Besides the treachery of the Ruadh and Grun clans, the Romhach are
considered the most vile creatures known to the Uasal people. Every chieftain has awarded great prizes to the
warriors and war leaders who have driven off or vanquished groups of the Romhach. Because the Romhach are so
lethal to the living, they are feared more than any other Coentis, monsters, or other outsiders.

Uasal will attack passers-by only after the race or tribe of the strangers has been identified. Danan Lin are killed
outright. Cuerd and Ruadh are given a chance to retreat, and then hunted down for spite.

GORRIGH THE BEAR


Were a stranger ever to ask an Uasal to describe the ideal to which he aspired, without hesitation the Uasal would
tell the tale of Gorrigh, his clan's chieftain at the time of the Oathbreaking. It was men like Gorrigh, he would boast,
that cowed the Men of the West into raising the walls of Minas Anor to defend the lowlands against Uasal raids. It
was Gorrigh's legend that inspired Guar Dearghoilean, the greatest Uasal raider. It is to Gorrigh that every Uasal
turns for a precedent for their actions.
Gorrigh is called the Bear in memory of his first great exploit. At the age of sixteen, Gorrigh single-handedly slew
Fionnimh, the legendary white bear of Ered Nimrais, thus avenging the death of his sister, whom Fionnimh had slain
when Gorrigh was but an infant. Some say that by his slaying of the bear Gorrigh gained its strength; and that is not
to be wondered at, for Gorrigh was a giant among his people, standing a full six feet and unmatched in physical
prowess.
The esteem in which Gorrigh is held by the Uasal stems not only from his embodiment of their raider ways, but
for curbing that warlike temper with a sense of justicenot to strike unless provoked, and to abstain from the
slaughter of innocents. Of course, what constitutes "provocation" and "innocence" in the eyes of an Uasal may differ
greatly from the judgement of others. Nonetheless, the "Compassion of Gorrigh" has stayed the hand of many an
Uasal warrior.
Even among the Dead Gorrigh's word carries great weight, and is equally capable of swaying the most frigid of
souls to thoughts of peace or stirring them to savage vengeance. Gorrigh's wraith is known also for its wit and
laughter, deep booming laughter, so uncharacteristic of the sleepless Dead. Gorrigh's laughter is given mostly to
tales of past Uasal glory. Even amid tragedy of the Oathbreaking, the indomitable chieftain can find humor and
comic irony.
Gorrigh passed into shadow before knowledge of the Slighe Deurach had come to the Uasal, and so his wraith
manifests itself as he was in his old age. Yet even at the time of his death Gorrigh towered above his clansfolk,
retaining his massive frame. His gruff face, wide jaw and brutish brow give his bearded visage a suitably ursuline
appearance. Four long scars, though faded with time, are still visibly cut across his left breast. Gorrigh's long grey
hair is matted in locks swinging in phantom braids from his massive skull.
His white phantom bear cloak often appears to move of its own accord as though living.
Gorrigh still wears the bear cloak, and wields a massive double-bladed, two-handed axe, very similar in shape to
the Emerald Axe of Nine.
His birthstone ring is a lodestone, which he wears upon his left hand.

GUAR DEARGHOILEAN
In the annals of Uasal raiding, no name is held in greater infamy than that of Guar Dearghoilean. Scion of a
renowned warrior family, Guar earned his sobriquet (which means "Redlore") through many pitched battles.
Oathbreaker, Orodben, Gondoriannone escaped despoliation at his hands; nor did any ever succeed in avenging
themselves upon him. It is no surprise that Guar has found more enemies in undeath than he ever did in life.
The Uasal themselves regard Guar as nothing short of a savior whose bloody exploits delivered his clan from
immanent extinction. During Guar's childhood the Uasal were first menaced by the Brotherhood of the Mountain
Path, that extremist Orodbedhren sect bent on "cleansing" the highlands of Oathbreakers. Isolated or alienated from
other clans, beset by a ring of enemies, the Uasal were slowly reduced to starvation. In their distress the highlanders
turned to Illar their chieftainin vain, for Illar showed himself to be ineffectual in the face of the crisis, his mind
preoccupied with selfish contemplation of his own post-mortem future within the Paths.
Incensed, Guar swore to do exactly the opposite and better serve the hungry living. Still too young to lift his
father's sword, the boy turned to such weapons as lay within his reach: cheating, grifting, backstabbing. For several
years Guar practiced his arts against other Oathbreakers, his indignation all the more given to those who ought to
have aided the Uasal against the Orodbedhrim. Playing upon old rivalries, Guar would challenge neighboring clans
to contests of skill, wagering much-needed grain or livestock for the victor.
In one such contest, Guar boasted that even an Uasal girl could outrun the strongest warrior of another clan. To the
amazement and humiliation of the scoffers, Guar's boast was repeatedly proven true. Or so it seemed, until it was
discovered how these foot-races were won. Guar's Uasal champion was not a single girl but a pair of twins, one of
whom would begin the race while the other hid herself near the finish line.

A bloody reprisal ensued, in which Guar lost a finger and several teeth. But the years had hardened the boy into a
man. Undaunted by the exposure of his schemesperhaps even taking secret pleasure in the knowledge that he had
successfully duped his rivals for so longGuar now trained his vengeance on the scourge of his clan's existence.
Taking up his father's sword at last, Guar gathered around himself others who shared his dissatisfaction with their
wretched state. Together they formed a band of raiders who became known as the Eighfir, the Icemen, because they
struck in the dead of winter, when the killing cold of the mountains prevented the Orodbedhrim from keeping a
watch outside their camps.
Guar always contributed his gift of deception to these exploits. His favorite tactic was to draw away all of an
Orodbedhren camp's warriors by way of distraction (usually by setting fire to one of the outlying huts) while the
Eighfir stole into the undefended hearths, subduing the women and children and making off with their goods. Later
in Guar's career, during the Plague-years, the Eighfir would endeavor to dislodge the Orodbedhrim by leading them
to believe that their camp had been infested with the blight (typically by poisoning their water supply with a
madness-inducing, though non-fatal, hallucinogenic agent). If forced to flee, the Eighfir would lead their pursuers
into a merciless ambush beneath a cliff from which boulders could be thrown down or rolled in a massive rockslide.
Prisoners were never taken, as food could not be spared.
The raids of the Eighfir were perpetrated without Illar's consent, winning Guar the popular title of Ceann-braide,
Chieftain of Thievery. As time passed, the Eighfir extended their depredations to other clans and even to nonOathbreaker villages of the lowlands. On no less than fourteen occasions Guar was captured, but mysteriously broke
his bonds, sometimes even under the direct vigilance of guards.
It was never discovered how Guar accomplished such amazing escapes, evading punishment for his deeds. Some
whisper that Morthec himself had a hand in it, and that all of the Ceann-braide's later adventures were a veil for the
hidden machinations of the King of the Dead. Rumors of this sort began to proliferate and spread out from the Paths
when, soon after Guar's death, the wraith of Ceann-braide appeared at Morthec's court, with the ghosts of fallen
Eighfir at his side, ready to defend their leader in debate and action. Though the Dead laid many accusations against
Guar, the king, without a word of explanation, refused to hear them. Guar remains one of the most hated denizens of
the Paths. His wily mind can still spot a mark and deceive even the coldest of souls out of a wager or "fair" contest.
In spite of his dangerous occupation, Guar Dearghoilean lived to be an old man and chose to end his life by means
of the Slighe Deurach. For this reason his wraith conveys the image of Guar at the height of his vigor: a stout man of
unassuming face whose eyes exude a wild youthfulness and whose long, braided locks seem constantly to stir as
though blown by a rough highland breeze. But telltale signs continue to mark Guar's violent past. The teeth and
finger lost in his first boyhood exploit are still missing, his legs bear the scrapes and scars of many a desperate flight
from pursuit, and about his wrists hang broken rawhide bonds, testimonials to his legendary escapes from captivity.
The image of his father's sword hangs from his belt.

EUN
MOGH
Mogh's sorcerous modifications to the Slighe Deurach have made it possible for him to project not a wraithimage, but a very lifelike image, of his former self. To unwary minds, Mogh's spirit appears as a living man in the
prime of life: slight of build, but wiry and strong; weather-beaten skin, still marked by firebrand scars (though most
of these will be hidden by the image of his mountain garb); long, thick, brown, wind-blown hair that falls just
beneath his shoulders, matching the length of his beard. Only his eyes betray his inward crookedness, and only the
most perceptive will notice it, unless Mogh holds their gaze close.
Though shriveled and blackened by its icy sarcophagus, Mogh's corpse retains enough features of the image he
manifests that even the most unperceptive of eyes will find the frozen shape unusually disturbing to behold. In spite
of the blackening of the skin, Mogh's scars remain faintly visible, as do the wisps of facial hair that cling to his
shrunken frame - uncannily similar to that of his phantom visage.

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