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Pagan Shore: Ireland in the Age of King Arthur

Author: John Carahan
Category: game
Company/Publisher: Green Knight Publishing
Line: King Arthur Pendragon
Cost: 15.95
Page count: 124
ISBN: 1-56882-016-X
SKU: 2713
Capsule Review by Elton Robb on 05/13/00.
Genre tags: Fantasy Historical
Welcome to Ireland, land of Angry Irish Celts, Irish Gaels, Feudal Irish, Arthur's invading British, and Vikings?

Well, the book Pagan Shore is excellent as far as Roleplaying goes. This setting of Ireland, that of an Ireland in King Arthur's time, is far different than what you would expect for a historically accurate book. But the book is far superior to the Celts Historical Reference for (A)D&D.

John Carnahan did a really good job.

IMPRESSIONS

The Artwork is as good as any Pendragon book. However, the cover is a bit disturbing, a woman in a chariot that is driving towards the "camera" is holding a spear. She's dressed "bikini" style and not in full celtic battle regalia (which isn't much). That being said, there is a picture of a man dressed in full celtic battle regalia (he's skyclad with lots of tatoos) in the book. That is atypical of most Fantasy RPG books.

The book attempts to recapture an Ireland long gone for the Roleplayer's benefit. In fact, with the references that the writer had to go on, I think he had done just that. The book compresses several centuries of Irish History together to bring Ireland into perspective. That explains why there are:

  1. Cruithni or Picts
  2. Irish Gaels
  3. the Lochlannach or Vikings
  4. the Feudal Irish
  5. the British, or Arthur's invasion force.

Also, there is so much in the book that you can run a campaign based in Ireland with Irish characters successfully, using the King Arthur Pendragon, 4th Edition rules set. A pendragon game moves its focus away from Knights to Celtic Warriors and or Irish Druids if you so decide.

What is in Pagan Shore?

The book has six chapters. The first, what is this book? explains why several centuries are compressed into Ireland, how Pendragon game masters can use it, and how to approach Ireland. However, no matter how you approach the Emerald Isle, the book suggests that the Ireland in King Arthur's time is an alien Ireland to the one we know, or think we know.

Another important addition to the first section is on the Irish Gaelic dialect of their Celtic Language. In other words, you get to learn how to pronounce certain Irish words. A great Idea to put that in! That makes the game more believeable for both players and game masters.

The second chapter tells us about the Irish Landscape. From watery bogs to circles of menhirs and other holy places, this section also contains a guide to many places of interest to the player and the game master.

One such place is called Äine's Hill. This is a place commemorated for tragedy, for one of the S' (SHEE) was raped by a mortal man here. An act for which the S' got her revenge for tearing his ears off during coitus. Since rape is always painful, the S' in question became a patron for Madness. Her hill attracts the mad and the insane from time to time, although nearby Irish pagans would use the hill for Lughnasad celebrations.

The next section is the Irish People section. The section describes the political landscape: the Irish scene is one of chaos, vs. the Law and Order imposed on Britain by King Arthur. In other words, if you enter Arthurian Ireland, you are entering what seems like a land of Madmen.

The chapter on the peoples of Ireland describes more than the political landscape, it is explains Irish culture. The family, Marriage, Fosterage, and the C'neal. Social organization is well explained, so is the Laws of Honor (or should that be Lawsuits of Honor?), the Laws of Property, and the Laws of War. And then there is the explanation of becoming one of the druids.

How did Arthur get to Ireland?

Each of the peoples of Ireland is also explained in this section. The Cruithni are the Picts, plain and simple. The Gaels are somekind of Romano-Irish, if you will. The Lochlannach are Vikings, the Feudal Irish are an invention, and the British are part of Arthur's invasion force.

Two of the cultures explained above are either real or could have been real: the Cruithni and the Gaels. Both the Lochlannach and Arthur's invading British were a Malorian importation, in other words, they are there in the book because of Sir Malory (History Lawyers: blame him, not the writer of the Pagan Shore book). Although the writer of the book explains that he used the Irish expeditions of King Henry the Second to flesh out Arthur's own invasion into Ireland.

The last, the Feudal Irish, are historical fiction. You find these in late medieval romance, and not in true Irish History.

The fourth section deals with Irish magic, and it is the one most lacking in the game. For a culture that relies more on druids than the British, you'd expect the writer to place more magics with an "Irish feel" in the book. However, the writer leaves this up to the imagination of the players to come up with their own effects of the game.

However, you get a great explanation of druids. And no, they aren't really Environmentalists, just priests who officiate at pagan ceremonies. You also get a great explanation of the Irish Christian Church.

The last sections describe the Äos S': from Formorian giant to Leprechaun, and Geases (GESSes).

The fifth chapter tells you how to generate Irish Characters for your Pendragon game. Character generation follows the same format as Advanced character generation in Pendragon. Player characters choose a homeland, a family (possibly foster family?), and a religion. Then a career "class" as to what you want your character to be. As in any Pendragon book, the names it suggests for your character to have fits the historical outlook of the game.

The last chapter makes suggestions about Irish Storytelling. However, unlike the Land of Giants book, which I will review next, the book is missing a long styled adventure. This last part contains only five adventure sketches. Despite that, a Gamemaster can use these five to create a saga or add more adventure sketches set in ireland to create a very good Irish campaign.

Like any game, it's what you want and how you use the books that makes a great game.

Uses in other game systems

Dungeons and Dragons players will find Pagan Shore a real treat as a better addition to their Celts Historical Reference. As I said, the book is way better than HR3, The Celts. Forgotten Realms players may also use it to help them realize the Moonshaes, using the British and Feudal Irish peoples as a guide.

GURPS players might find the book to be useful as well, as it provides insight as to the pagan religion found in GURPS: Fantasy, also said GURPS players will also find the book valuable if they want to really explore Legendary Ireland.

Ars Magica story guides will also find the book, Pagan Shore, helpful in helping them round out Ireland for their Mythic Europe setting. As said, this book compresses Irish History, so the Ars Magica story guide can use the book to create a Mythic Ireland.

In conclusion, Pagan Shore is a current tour de force for roleplaying in Medieval (or Dark Ages, or ancient) Ireland. Until something better comes along, this book will come in handy for any one interested in creating a campaign in Ireland.

Style: 5 (Excellent!)
Substance: 5 (Excellent!)

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