The Fir Domain

The Fir Domain are one of the fiercest and most troublesome Tribes of the Earth Goddess. Whereas the Sessair and Finians will go to war as soon as look at you, the Fir Domain are just as eager for trouble but always with an eye to the main chance. Likewise, they can be as cunning as the Tribe of the Shadows, but are quite prepared to apply that intelligence and planning to a frontal assault or even an entire war, rather than relying on night raids. If they cannot profit from war, and with minimal casualties, they have no great interest in it. Of course, this could be long-term profit - taking over fertile farmland can be better in the long run than capturing a rich town or fort.

The Fir Domain are also known as the Tribe of the Growling Shields for their fearsome battle feat of shield-growling, when they use specially shaped metal shields to amplify their war-cries. This feat reveals a great deal about the tribe in general for they are geared towards defence, and their warriors make great use of shields. Yet they use the shields for offence too - the shield growl instils terror into the hearts of any who face them in battle, and many wield razor-edged shields which can be hurled at foes or used to slash and slice. This combination of attack and defence, or perhaps more properly attack from a position of protection and strength, runs through many of the tribes activities in both peace and war-time. Even their traders are cautious, yet quick to take advantage of any opening.

However, their focus on defence should not be taken as an indication that the Fir Domain are cowards. A Fir Domain warrior sees his shield as his most crucial piece of equipment, but it is closely followed in importance by his sword or spear. Once the Tribe of the Growling Shields have decided they will fight, they advance in an implacable, well-drilled mass, almost as well organised as the skull-swords. This is in sharp contrast to the typical Celtic charge used by most of the other Earth Goddess tribes, but it works. The Fir Domain themselves consider that charging into battle is a sign of weakness and fear, not strength - so far as they are concerned, their more considered approach, even under a hail of javelins and sling-stones, demonstrates true courage.
 

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This is not a playtest review.

The Fir Domain is the first in a series of sourcebooks detailing the tribes of Tir Nan Og, for the Slaine RPG by Mongoose Publishing - this one deals with the tribe of the Fir Domain.

The Fir Domain is 32 pages and costs $9.95. Font and margin size are average, good use of space is made (including inside covers being used for the OGL and an ad) though chapter and subsection headings are quite large. The artwork ranges from average to good and is original artwork, as opposed to the comic strips used in previous Slaine releases by Mongoose. Writing style and editing are both good.

The first section deals with some of the myths and traditions of the Fir Domain tribe, including the Royal Hunt for titans. There is also a discussion of the foes and allies, king and council, and druids of the Fir Domain.

The next section brings the idea of Character Concepts to Slaine. For those who have not come across this idea in previous Mongoose books, Character Concepts are optional roleplaying templates, with some minor game-rule advantages and disadvantages attached to each. These must be taken at character creation and should dictate the behaviour, to a certain extent, of the character as the campaign progresses. Each Character Concept gives guidelines on adventuring interests, roleplaying, and a minor rule-orientated bonus and penalty. The following Character Concepts are offered (for specific Slaine classes):
* Mystic (Druid): druids that have trained at Glastonbury who are more attuned to Earth Power and are somewhat otherworldly, though less able at social skills.
* Sage (Druid): druids specialising in gaining knowledge, who must focus their skill points into knowledge-based skills and gain a bardic-type knowledge.
* King's Man (Noble Warrior): the king's brute squad, despised by the commonfolk, they gain a chain shirt from the king for defence.
* Swordmaster (Noble Warrior): specialises in the sword at the cost of other weapons.
* Outlaw (Thief): wilderness experts with low Enech, these are bandits living in the wilds of Albion.
* Tomb Robber (Thief): experts in looting ancient Titan tombs.
* Gorias Smith (Tribal Warrior): focused on weaponsmithing, gains a masterwork weapon at the expense of other skills.
* Slinger (Tribal Warrior): experts in the use of the sling, with reduced armour proficiencies.
* Witch Of Broceliande (Witch): worships the Goddess and the Horned God, at the expense of cursing abilities.
* Seminary Witch (Witch): ex-druid witches with knowledge and Read Ogham skills, but with less combat prowess.

There is a discussion and game rules for using Sons Of Cymidu as PCs. Sons of Cymidu are born to the Fir Domain women as fully grown warriors, complete with weaponry and armour. They have a pretty obnoxious personality with a rage that often turns on their own comrades.

Two new prestige classes are offered:
* Dancer Of The Sword - 10-level PrC with enhanced sword use, magical sword features, formation fighting abilities, and a sense of tactics and emotional control unusual for the tribes of the Earth Goddess.
* Russet Hound - 10-level PrC based on the mythological links between the tribe of the Fir Domain and the fox. Gains an intelligent fox companion, can shapechange into a fox and has various fox-like class features - no scent trail, fast movement, and uncanny dodge, for example.

The next section offers four new feats - Battle Plan (enhances leadership in the Slaine battle system), Fir Domain Sorcery (ability to cast all tribal specialty spells), Loins of Cymidu (gives Fir Domain women the ability to produce Sons of Cymidu), and Read Ogham.

Six new spells are offered - Divining (like dowsing), Fox's Flea Trick (rids body of parasites), Sign Of The Long View (increases Spot checks), Sign Of Regrowth (like the D&D Heal spell), Sign Of The Wassail (produces magical apples), and Song of the Thrush (allows caster to speak with a bird).

The next section introduces thirteen NPCs, including Rudraige, who may be destined to become king of the Fir Domain. These NPCs are tied into the nex section, "Scenario Hooks And Adventure Ideas", which give seven short adventure hooks based on one or more of the NPCs from the previous section.

The last section gives average stats for a Fir Domain Headman, Noble Warrior, Tribal Warrior, Smith, and Son of Cymidu.

Conclusion:
An excellent resource for social, cultural, and mythological background of the Fir Domain. It is less useful as a source for geographical information on the lands of the Fir Domain - it would have been helpful to have had a reminder in map-form of the lands of the Fir Domain and some more in-depth information on their political relations with other tribes and neighbours. The Character Concepts are on the whole very good, the feats and spells add flavour to the Slaine campaign, the game rules seem pretty well balanced, and the NPCs have enough information on personality to be useful in game play for adventures based in the lands of the Fir Domain.

Some of the information could be adapted for use outside the Slaine setting, but its strength would lie in use with Slaine. If you're running a Slaine adventure in the land of the Fir Domain or playing a Fir Domain PC, this is highly recommended. Otherwise, it is a good but non-essential sourcebook.
 

What a little gem! The Fir Domain is just 32 pages long but don’t let that put you off. Every page has earned its place in the book so the quality is up and the price stays down.

The Fir Domain are one of the key tribes of the Earth Goddess, one of the Celtic tribes that your players are likely to come from. They’re known as the Tribe of the Growling Shields because their shields really do growl, they’re specially designed to amplify the tribe’s war cries – oh, and the specially sharpened razor edges on the shields are worth noting as well. This tribe gets up to such un-Celtic things as organising its troops before battle and getting cross with Druids who over step the mark with the King but on the other hand some of the women of the tribe can still give birth to a fully grown, fully armoured and armed warrior and that’s straight out of Celtic legends.

The History & Traditions of the Fir Domain present a couple of possible histories for the Tribe – they’re not sure which one actually correct but that’s the way of things in Slaine’s time. These alternative histories provide the roots for character concepts, prestige classes, feats and magic spells found later in the book. There’s a lovely tradition the Fir Domain have of hunting Titans and just a few pages into the book you’ll find notes of the Royal Hunt of the Titans which occurs as part of the inauguration of a new King. There are new kings every seven years among the Fir Domain because after seven years the current king is killed and replaced. The creatures that are encountered on the Royal Hunt are omens of good or ill fortune and with just a short list of examples you’ve got flavour and plot inspiration bundled together. Wild Boars, for example, suggest that the ruler will be fierce, defend his land and may be greedy. They also might indicate trouble with the Finians.

If you’re familiar with Mongoose’s Collector Series then you’ll know the character concept system well. Character concepts are great; they add more depth to your basic Class, give you more to roleplay with, a tighter angle on your character’s background and give you some mechanically bonuses and penalties too. For example, rather than just being a Noble Warrior (a core class from Slaine) you could pick the concept "King’s Man" and be one of King Osdann’s own Noble Warriors, you’ll have that extra angle to roleplay with, enjoy starting the game with a mail shirt (and that’s a huge boon in the near Stone Age of Slaine) but suffer penalties to your Charisma checks when dealing with normal people from your tribe because they hate you protecting the ruthless king. See? That’s more character background than some people bother doing at all. There are a few pages of these concepts, each one taking about half a page, and that’s enough to ensure that all the basic classes are covered. There’s a new race too. I said before that some of the women of the Fir Domain could give birth to fully-grown and armed warriors – well, they really can. A legendary founder of the Tribe, one Cymidu, could do this to and if your bloodline is still pure enough and you’re a brave woman then so can you! Or, on the other hand, you could play one of these dangerous, raging warriors. I’m not so sure they make a great choice as a PC because (as the book advises and warns you of) these near-humans are very prone to flying off the handle and slaying friends, foe or brothers alike. The two prestige classes are fully detailed through 10 full levels and that’s always good to see. As with the new race in the Sons of Cymidu these prestige classes are taken straight out of Fir Domain history. Actually, it’s a bit a cheat because the writers can come up with the history just to suit the creation of the prestige class – but it works for me. The Dancer of the Sword prestige class is the warrior-based idea it sounds like and the Russet Hound class favours the thief class. If you’re a fan of having animal companions for your character then the Russet’s Hound Fox Companion ability will appeal greatly to you. Later on, the Russet Hound can actually shapeshift into a fox himself.

There’s a page of new feats which includes the "Loins of Cymidu" just in case you want to thwart your GMs attempts at writing a nice well-balanced and diplomatic Slaine game by constantly trying to give birth to dangerous warriors. Heh. There are three pages of new magic spells. Slaine uses its own magic system and although the main rulebook had a fair few spells in it, it could have done with more. I suspect that new spells will be gobbled up hungry GMs and players alike for quite a few supplements to come.

The Folk of the Fir Domain sees a half-dozen or so NPCs written up with between a page and half a page of background and then a stat block. I’ll admit that although I’ve read Slaine before the game came out I can’t quite be sure whether these people are characters from the series or made up by the writers – in either case they’re there as a plot resource and their presence means that there is space set aside in the Tribe Book series for NPCs that might be from the comics.

The book finishes in a similar way to Mongoose’s other 32-paged series – The Slayer’s Guides. A Scenario Hooks and Ideas section does just as it says it would and quickly presents a few paragraphs of scenario seeds over two pages. There’s then a Fir Domain Reference list with a bunch of stat blocks for Fir Domain Headmen, Noble Warriors, Warriors, Gorias Smiths and Son of Cymidu. I do find these reference sheets handy because I’m not a fan of number crunching and often reach to these pre-genned stats than going through the process myself. In case you’re wondering the Gorias Smith is a Character Concept not a prestige class but it’s something of a prestigious character concept since the Fir Domain are known for their advanced metal working.

There’s fresh artwork in the book. We’re not seeing snippets from the comic series any more and have gone back to the typical style of placing square bounded illustrations in amongst the text. This isn’t a bad thing, the illustrations are nicely Celtic and I can’t shake the feeling that some of them might be single cells from the graphic novels after all.

I was really surprised by the book. I was sure it would be a rush of 5 level prestige classes, token notes on the tribe’s history and then too much empty text on NPCs and locations. Sure, there are some pages for NPCs but the balance is right, there’s just enough to make the section worthwhile but not so much as to turn it into filler. The background text is succinct rather than too short or too long for a small book. I’d rather have the two prestige classes presented in this book than twice the number of half-as-strong prestige classes that could have appeared and the new feats and spells are helpful.

* This GameWyrd review first appeared here.
 

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