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Hills clans of Rhudaur

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The Arailt:

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.

ACHORICHAPPEARANCE: 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 shadow-molding abilities to conjure weapons for battle.

SCIAN THE KNIFEAPPEARANCE: 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 SCYTHEAPPEARANCE: 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.

FUILTORADHDEEDS: 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.

DESCRIPTORSCharismatic: 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 eye-enhancing 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 wasperfected 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 re-structure 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 agentSiriena 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.

GRIENALTall 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.

HEOWANAPPEARANCE: 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.

SHARAKAIAPPEARANCE: 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 sunderingof 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.

DAEDHAPPEARANCE: 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.

TigernmasTigernmas 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 bas-reliefs 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:

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APPEARANCE:

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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 well-situated 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 cliff-dwellings to the vagaries of the weather.

RELATIONS WITH OTHER OATHBREAKERS: Many Oathbreaker clans ridicule the Fomor for their over-reliance 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.

BALANAPPEARANCE: 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).

MAELDUNAPPEARANCE: 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 close-cropped. 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.

ORNAAPPEARANCE: 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 FINDERAPPEARANCE: 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.

OGRATHotherwise 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.

CLECKsecond in command under Ograth.APPEARANCE: shadeDEEDS: 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 GRUANAPPEARANCE: 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.

MATHGENAPPEARANCE: 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 ill-conceived 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.

IRUSANAPPEARANCE: Irusan looks very much like a desiccated corpse, long le