1. 01Choose a Bloodline
  2. 02Compare 3 Origins
An adult Coillarn woman and man with deer-like eyes, leaf-shaped ears, and living bark markings step across woodland stream stones, pausing at a sound from the bank.
Coillarn Bloodline

Coillarn details

Bloodline Traits

  • Vitals Adjusted: Gain +1 to either Agility or Cognition.
  • Popular Classes: Ranger, Rogue, Primant.
  • Languages: Crannach, Trade.

Woodland Concealment

Coillarn gain Advantage on Stealth Skill Checks when using trees, undergrowth, or other natural vegetation to conceal themselves.

They still need suitable concealment and follow the normal rules for hiding, moving while hidden, and being revealed.

Fey Instinct

Once per Rest, after a Coillarn fails an Observation, Stealth, or Survival Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.

Physical Characteristics

  • Height: Males commonly stand 140–175 cm; females commonly stand 135–170 cm.
  • Weight: Males commonly weigh 40–75 kg; females commonly weigh 35–65 kg.
  • Maturity and Lifespan: Coillarn reach physical maturity around 20 years and typically live 150–200 years.
  • Eye Colour: Most commonly deep brown, amber, or hazel. Their deer-like eyes have dark rims and an alert, watchful expression.
  • Hair: Fine, root-like fibres commonly coloured dark brown, russet, moss green, or pale silver, interspersed with small shoots, leaves, or occasional flowers.
  • Unique Traits: Coillarn have lean, agile bodies with long, proportionate limbs and supple living flesh patterned like bark, foliage, or lichen. Small leaf-shaped ears, gently tapered animal-like faces, and branching brows distinguish them from humans. Their markings and growths provide no natural armour.

History and Current Status

  • Before the Sundering, the Coillarn inhabited the hidden woodlands of the fey realm adjoining Crann Bethadh. Mortals knew them through fleeting encounters, unexplained gifts, and warnings against entering certain groves.
  • When the Sundering damaged Crann Bethadh and thinned the veil, the crossings that allowed the Sidhe into the mortal world also brought Coillarn communities into lasting contact with the Crannach. Some crossed willingly; others found their woodland homes caught between the realms.
  • Cooperation and conflict followed as Coillarn and Crannach disputed access to sacred groves, settlement boundaries, and the care of damaged land. Shared threats produced enduring agreements, though neither people speaks with a single voice.
  • Today, Coillarn maintain secluded woodland settlements and take work as scouts, guides, herbalists, and envoys. Some travel across Shatterholme to find displaced kin, recover knowledge of lost groves, or discover what life beyond their ancestral forests might offer.

Personality Traits

  • Watchful and Curious: Many Coillarn observe strangers before approaching them, learning through small details and patient attention. Curiosity can eventually draw them far beyond familiar boundaries.
  • Playful and Guarded: Humour, misdirection, and teasing are common ways to test another person’s intentions. Trust brings greater openness, but private matters remain closely protected.
  • Loyal and Unyielding: Coillarn often form deep attachments to particular people and places. Those who mistake their quiet manner for submission may encounter stubborn resistance.

Cultural Traits

  • Values: Reciprocity, discretion, belonging, and care for the places that sustain a community. Taking from the woodland carries an expectation of tending what remains.
  • Social Dynamics: Small communities gather around groves, springs, and sheltered woodland hollows. Leadership usually rests with those trusted to keep agreements, settle disputes, and recognise threats. Communities disagree over how openly to engage with their mortal neighbours.
  • Traditions: Seasonal gatherings renew agreements between households and neighbouring settlements. Gifts left at woodland boundaries announce peaceful intentions, while songs and carved tokens preserve memories of paths and homes lost during the Sundering.
  • Religion and Beliefs: Coillarn honour the spirits of particular trees, waters, and places, alongside powers such as Dagda, Brigid, and Manannán mac Lir. Their rites ask for shelter, renewal, and safe passage. A sacred grove is both a living home and a responsibility passed between generations.

Relationships With Neighbours

  • Crannach: Closely connected neighbours whose shared care for Crann Bethadh supports trade and mutual defence. Tensions arise when druidic authority or expanding settlements intrude upon Coillarn homes.
  • Sidhe: Familiar inhabitants of the fey realm, linked through old agreements and competing interests. Coillarn communities value their independence and may resist obligations claimed by powerful Sidhe.
  • Ahwatans: Sympathetic partners who exchange knowledge of unstable lands, spirits, and safe travel.
  • Haomans: Cautious collaborators in restoring damaged places, though disagreements arise over what should be preserved and what should be purified.

Step 2 of 2

Choose your Coillarn Origin

Your Bloodline establishes what you inherited. Your Origin establishes the life you lived before adventure. Compare these three, then open one for its complete starting package.

01Hidden Grove WatcherI grew up watching the approaches to our hidden grove, learning to spot intruders, shadow their movements, and defend our woodland homes with a bow.
  • Background: “I grew up watching the approaches to our hidden grove, learning to spot intruders, shadow their movements, and defend our woodland homes with a bow.”
  • Narrative Prompt: “Who did I allow through our boundaries, and what followed them home?”
  • Starting Skills (Level 1 each):
    • Observation: Detecting intruders, disturbed vegetation, and concealed threats around the grove.
    • Ranged: Practising archery to defend woodland approaches.
    • Stealth: Watching strangers and moving between concealed vantage points without revealing the settlement.
  • Starting Equipment:
    • Grove Bow and Quiver: A weapon using the Bow profile, with 20 arrows.
    • Watcher’s Leathers: Fitted woodland armour using the Leather Armour profile.
    • Signal Whistle: An ordinary wooden whistle used to sound agreed warnings; it grants no Advantage.
  • Starting Resources:
    • Carved Woodwork: Small wooden fittings and ornaments worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Notices exits and approaches, prefers to observe before speaking, feels responsible for those under their protection.
Open in Chapter 8
02Hollow HerbalistApprenticed to a healer in a sheltered woodland hollow, I gathered medicinal plants, prepared remedies, and tended the injuries of those who came to our door.
  • Background: “Apprenticed to a healer in a sheltered woodland hollow, I gathered medicinal plants, prepared remedies, and tended the injuries of those who came to our door.”
  • Narrative Prompt: “Whom did I shelter and heal despite my community’s objections?”
  • Starting Skills (Level 1 each):
    • Survival: Finding, identifying, and carefully gathering useful plants.
    • Alchemy: Preparing herbal mixtures, balms, and remedies.
    • Medicine: Diagnosing ailments, dressing injuries, and caring for patients.
  • Starting Equipment:
    • Herbalist’s Kit: A mortar, preparation vessels, bandages, and basic treatment tools, enabling ordinary herbal preparation and field-care tasks that require suitable equipment; it grants no bonus by itself.
    • Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
    • Healer’s Token: A carved token identifying the bearer’s apprenticeship to a particular Coillarn healer; it grants no authority outside communities that recognise it.
  • Starting Resources:
    • Aromatic Herbs: Dried culinary and fragrant plants worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Watches for signs of discomfort, dislikes wasting useful materials, offers practical care before asking difficult questions.
Open in Chapter 8
03Keeper of Small PromisesI accompanied our elders to meetings with Crannach neighbours and visiting fey, learning to negotiate woodland access, recognise concealed grievances, and observe the rites surrounding our agreements.
  • Background: “I accompanied our elders to meetings with Crannach neighbours and visiting fey, learning to negotiate woodland access, recognise concealed grievances, and observe the rites surrounding our agreements.”
  • Narrative Prompt: “What promise have I inherited that I can no longer keep without betraying someone?”
  • Starting Skills (Level 1 each):
    • Influence: Negotiating access, exchanging favours, and settling disputes between neighbouring communities.
    • Insight: Recognising unspoken concerns, competing motives, and resentment during negotiations.
    • Occult: Studying fey customs, sacred obligations, and the ritual meaning of gifts and boundaries.
  • Starting Equipment:
    • Agreement Ledger: A personal record of local arrangements, customary gifts, and past disputes; it enables reference to recorded information but grants no bonus or binding authority.
    • Traveller’s Cloak: Removes Disadvantage caused solely by ordinary rain or cold wind; it is not armour.
    • Journey Rations: Three days of preserved food for one character.
  • Starting Resources:
    • Exchange Trinkets: Carved beads, ribbons, and small ornaments worth 4 Dritch to an appropriate buyer.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Chooses words carefully, remembers favours, asks permission before handling another person’s belongings.
Open in Chapter 8