1. 01Choose a Bloodline
  2. 02Compare 3 Origins
An adult Crannach man and woman hesitate over a berry offering beside a mist-filled sacred tree.
Crannach Bloodline

Crannach details

Bloodline Traits

  • Vitals Adjusted: Gain +1 to any Vital of your choice.
  • Popular Classes: Any.
  • Languages: Crannach, Trade.

Adapt on the Fly

Once per Rest, after a Crannach fails a 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.

Adaptable Skills

When a Story Milestone is resolved, a Crannach may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.

Physical Characteristics

  • Height: Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
  • Weight: Males commonly weigh 55–110 kg; females commonly weigh 45–100 kg.
  • Maturity and Lifespan: Crannach reach physical maturity around 18 years and typically live 70–90 years.
  • Eye Colour: Most commonly green, hazel, grey, brown, or blue.
  • Hair: Most commonly dark brown, auburn, red, or fair, frequently worn long or braided.
  • Unique Traits: Skin tones vary widely. Druidic tattoos, woad-like body paint, carved jewellery, and ancestral symbols are common expressions of clan, oath, and spiritual duty.

History and Current Status

  • The Sundering severely damaged Crann Bethadh and thinned the veil to the fey realm, allowing the Sidhe to cross freely into the mortal world.
  • Druidic orders harnessed chaotic energies to defend Crann Bethadh and expand their influence. Strife and peace between druids and fey shaped the mystical landscape.
  • Today, the Crannach guard nature and spirit and preserve balance between life and death.
  • They protect sacred groves and sites vital to Crann Bethadh’s stability, guiding those who seek natural wisdom.

Personality Traits

  • Resilient and Loyal: Crannach are deeply connected to their environment and fiercely loyal to kin and land.
  • Enigmatic and Mystical: They often speak through riddles or visions that confuse outsiders.
  • Protective and Strategic: Though gentle, they defend Crann Bethadh with guerrilla tactics and druidic magic.

Cultural Traits

  • Values: Nature, balance, ancestral ties, and the magic of the thin veil between life and death.
  • Social Dynamics: Druidic orders and fey-aligned mystics protect sacred groves and ancient sites. Authority follows spiritual insight and command of the land’s chaotic magic.
  • Traditions: Festivals such as Beltane and Samhain honour land spirits, while offerings to Crannach gods and fey preserve balance and protection.
  • Religion and Beliefs: Crannach worship Dagda, Brigid, and Manannán mac Lir. Dagda’s power fades with the land, Brigid bridges healing and affliction, and Manannán guards passage through resistant mists. Sacred groves serve as temples where the veil is thinnest.

Relationships With Neighbours

  • Coillarn: Woodland neighbours joined by trade, mutual defence, and care for Crann Bethadh; disputes over grove access and settlement boundaries test their agreements.
  • Feykin: Complex guardianship; both steward Crann Bethadh, but the Feykin’s chaotic influence creates tension around sacred sites.
  • Ahwatans: Spiritual allies joined by respect for sacred lands and spiritual practice.
  • Haomans: Respectful preservation partners who occasionally share natural purification methods.

Step 2 of 2

Choose your Crannach 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.

01Keeper of the GroveRaised among the sacred groves, I learned nature’s ways and fey-touched power.
  • Background: “Raised among the sacred groves, I learned nature’s ways and fey-touched power.”
  • Narrative Prompt: “What visions do the sacred trees share with me, and how do they guide my path?”
  • Starting Skills (Level 1 each):
    • Beastcraft: Harmonizing with grove creatures.
    • Medicine: Treating injuries with grove herbs and natural remedies.
    • Survival: Knowledge of flora and fauna.
  • Starting Equipment:
    • Druidic Staff: A ritual focus using the Quarterstaff profile when wielded as a weapon.
    • Herbal Satchel (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
    • Woolen Cloak: Removes Disadvantage caused solely by ordinary rain, cold, or wind.
  • Starting Resources:
    • Sacred Tokens: Druidic charms worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Deeply reverent of nature, contemplative, prefers peace but will fiercely defend sacred lands.
Open in Chapter 8
02Fey-Touched WandererHaving met the fey, I am drawn to and wary of their allure, often caught between worlds.
  • Background: “Having met the fey, I am drawn to and wary of their allure, often caught between worlds.”
  • Narrative Prompt: “What fey secrets have you seen, and how do they shape your tie to Crann Bethadh?”
  • Starting Skills (Level 1 each):
    • Insight: Reading the motives and emotional cues of fey beings.
    • Languages: Proficiency in Fey Tongue.
    • Stealth: Moving unseen through fey-touched places.
  • Starting Equipment:
    • Fey Charm: Once per Rest, use it before an Insight check to read a fey being or a Stealth check to evade fey attention to make that check with Advantage.
    • Traveler’s Garb: In matching natural terrain, the wearer may attempt Stealth while stationary even without full cover.
    • Foraged Rations: Three days of gathered food.
  • Starting Resources:
    • Unique Fey Relics: Minor curios worth 4 Dritch to an appropriate collector.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Intrigued by the mystical, cautious of mortal ambitions, values balance between realms.
Open in Chapter 8
03Warrior of the GladeTrained to guard the glades at close quarters and at range, I protect Crann Bethadh’s laws and secrets.
  • Background: “Trained to guard the glades at close quarters and at range, I protect Crann Bethadh’s laws and secrets.”
  • Narrative Prompt: “What ancient forces compel me to guard, and what threats do I fear the most?”
  • Starting Skills (Level 1 each):
    • Melee: Skilled in close defense.
    • Ranged: Defending glade boundaries with thrown spears.
    • Society: Knowing Crannach customs and the laws protecting sacred groves.
  • Starting Equipment:
    • Glade Spear: A guardian weapon using the Spear profile.
    • Leather Armour: Soak 1, Bulk 1.
    • Horn of Warning: An activation sounds an unmistakable alarm audible across a nearby settlement, grove, or battlefield when conditions allow.
  • Starting Resources:
    • Warrior's Trinkets: Victory charms worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Devoted protector, values tradition, skeptical of outsiders and their motives.
Open in Chapter 8