Toni Sihvonen (order #92780) 62.142.248.1
Toni Sihvonen (order #92780) 62.142.248.1
Toni Sihvonen (order #92780) 62.142.248.1
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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />
Marshmen<br />
Marshmen are lightly-built folk with Pictish Statistics and<br />
Traits. They live in small matriarchal family groups of 1-6<br />
women and their communal husbands. Women rule the<br />
village under the senior matriarch, while men fish, hunt,<br />
raid, and defend the clan. Families live in round reed<br />
huts 12 yards across. the door is hidden below the water<br />
level and normally accessible only by swimming. While<br />
the Marshmen know how to make fire, they mostly eat<br />
raw fish, eels, and shoots, cooking stolen cattle or other<br />
game on dry islands away from the village so as not to<br />
draw attention to it. They have outlasted the Britons,<br />
the Romans, and the Saxons by becoming even more<br />
suspicious, secretive, and backward than the Picts.<br />
Marsh Poison: Marshmen use poisoned arrows when<br />
raiding or defending their families, but not when hunting.<br />
The poison is brewed from dung, nightshade, reptile<br />
venom, and other toxins by the family fiosaiche<br />
(shaman), usually a sister of the family matriarch. Marsh<br />
Poison can not be created or exported beyond the<br />
marsh whose Life Force helped create it. Its quality<br />
varies - roll 4d6 per dose to find potency. If a target<br />
suffers at least one point of damage from an envenomed<br />
arrow, pit its potency against the victim's CON.<br />
Marsh Spirits<br />
Like Pictish tribes, each Marshman clan gains heathen<br />
magic by following an animal-spirit. Marsh spirits are<br />
provided for gamemasters who use Beyond the Wall<br />
and who may want to develop detailed Marshmen as<br />
recurring characters (or extend their magic to the regular<br />
Picts). However, Marshmen and marsh magic are utterly<br />
mysterious to the Saxons, so the GM need not feel<br />
bound by these descriptions.<br />
Marshman<br />
SIZ 12 Move 3<br />
DEX 15 Damage 4D6<br />
STR 11 Hit Points 25<br />
CON 13 Armor none<br />
APP 8<br />
Attacks: Bow 12 Spear 8, Javelin 10, Dagger 7 Grapple 13<br />
Significant Traits: Cruel 15. Cowardly 12, Suspicious 18<br />
Significant Passions: Hate (Landsmen) 13<br />
Significant Skills: Awareness 13, Hunting 16, Swimming 17<br />
Marshwoman<br />
SIZ 10 Move 3<br />
DEX 15 Damage 3D6<br />
STR 10 Hit Points 25<br />
CON 15 Armor none<br />
APP 7<br />
Attacks: Dagger 9, Spear 5<br />
Significant Traits: Cruel 17. Suspicious 19<br />
Significant Passions: Hate (Landsmen) 17<br />
Significant Skills: Awareness 14, Hunting 15, Swimming 17<br />
Marsh Children<br />
SIZ 6 Move 2<br />
DEX 13 Damage 2D6<br />
STR 7 Hit Points 16<br />
CON 10 Armor none<br />
APP 7<br />
Attacks: Spear 3, Dagger 4, Grapple 10<br />
Significant Traits: Cruel 17, Suspicious 19<br />
Significant Passions: Hate (Landsmen) 14<br />
Significant Skills: Awareness 12, Hunting 15, Swimming 15<br />
Marshwoman Fiosaiche<br />
SIZ 11 Move 3<br />
DEX 16 Damage 3D6<br />
STR 9 Hit Points 25<br />
CON 15 Armor none<br />
APP 6<br />
Attacks: Dagger 6<br />
Significant Traits: Cruel 17. Suspicious 20; all religious traits<br />
at 16+<br />
Significant Passions: Hate (Landsmen) 17<br />
Significant Skills: Awareness 14, Faerie Lore 13, Geomantic<br />
Lore 16, Hunting 15, Industry 12, Orate 13, Religion<br />
(Heathen) 15, Swimming 17<br />
Magic: Blessing 9. Control Faerie Creature 13, Healing 15,<br />
Spiral Walking 12, Weather Control 12; The Fiosaiche has<br />
the Religious Bonus for her Spirit, as well as its Fiosaiche<br />
benefits.