Dumnonni Chronicles is one of longest running settings in LRP history and has a long history of fine referee's and organisers. We were Lucky to find them eager and helpful to help us join there setting. Although TNB is separated in storylines, the stories are mixed between the settings. Why this is is simple. The referees of England come over to play in our setting and thus we cannot discuss the plots and storylines for it would ruin their game. Because we are a very small piece of land within their setting we have made our TNB setting a standalone idea. We have come up with reasons why this lands are not occupied by Fomor, or other clans and our play is concentrated on TNB and we strive to make our events on such a level that only stories have to travel from one setting to the other.
We play with the Rules of Dummnoni Chronicle's and when they change the rules (as they are going to on short notice) we change with them. We have our own team of refs who we select on the believe that they see this setting and feel its atmosphere as we do. On our main events we receive lots and lots of gear from the UK so that we can enhance the feeling and play that we so loved in the UK. To receive such gear is a privilege and we pride ourselves for using it.
In the lands of Dumnonni sits the Ard Ri, the High King, of the free races. King Oswald, King of TNB, has pledged his life to him. The Ard Ri (named Bull) has given him the lands of TNB for his service in the battle against Balor of the Evil Eye, Great leader of the Fomor. The free races consist of many different clans that have aligned themselves under the banner of the Ard Ri Bull. The Ard Ri was a Black Shield, an infamous clan of warriors and raiders, but has been chosen by the lands to be their champion. This means that he will be High King for seven years after which he will return his body to the earth (he is sacrificed to the lands). The former Ard Ri was named Cascorach and he was the one that defeated Balor with the might of the free races.
There are a lot of enemies towards the free races, yet some are more obvious as other. There are many deals and oaths around that make sure that within the rules of hospitality friend and foe can still speak terms and politics. What is going on is there for a question that is time related and there for we advise you to as kit in the game to someone just coming from Culhaven.
Next to the Fomor, who leave us much in peace, and the Black shields we have other neighbours around us. There are the Ulaid from Ulster, one of the great tribes from Erin and there are the Connachta, led by their ever young and notoriously powerful and beautiful Queen Maeve. One of her daughters is married to King Oswald. Then there is the many coloured land in which many plain tribes live under the rule of Queen Brae. This Queen is said to have Shidhe and Fomor blood in her veins and is said to ward two of King Oswald's children.
Although the World goes on and on, especially for those who visit Culhaven, the World of TNB stands mostly on its own. What first to be considered a gift, slowly begins to look like and endless quest for conquest. King Oswald found that his lands are occupied with many different clans, only found in TNB. It seems that the gateways of TNB are unique in that they have found other lands through the mist that the other gateways have not found yet. How this is possible, non-know, but it is certain that the strange behaviour of wyrd in TNB has something to do with it. Be it so, the druids who have come to TNB have said that the flow of wyrd through the earth is not unnatural and as such they have no intention to change it, or even worry by it. If the wyrd is different than it is something the earth produces on its own and as such they must abide to it.
There are few Gateways through which new inhabitants could enter through the mist and because of this the clans are few in number and could have never boasted any thread to the bigger worldly powers of men and Fomor until the war with Balor. Because of the war many of the other clans have suffered greatly and lost many a good warrior. If King Oswald could unite all the clans and bring unity to his lands TNB could become a powerful asset in the continuing wars against the enemies of the free races, to which King Oswald has pledged himself. His pledge means that all the clans falling under his banner are sworn through King Oswald to the Ard Ri of the free races.
The lands are tough to work with and food always seems scares. The clans have evolved little since their arrival and are at best a few generations old. War is always present as the clans are filled with hunger and old hatred towards each other in the old World. Many old songs are of legendary battles with the romans, though truth is told they lost much more then that they eventually won. Almost all the clans claim to have fought honourable against the romans, yet few believe this to be true. Some of these clans could have fled the battlefield, or even have struck a deal with the Romans to get out in one peace. Perhaps there was even betrayal, though few dare to think that way for honour lies deep in the minds of TNB. They might not always see it the same way, but most try to live honourable.
The biggest question has always been why the clans have not moved to some other strip of land. First of all most of the other land are marshes or occupied by Fomor or Black Shields. Then they would always be outnumbered, giving them little around hope for a worthy argument when dealing with others. But even so they could have walked the small stretch of land towards Culhaven and sought out an alliance, but they all didn't. Pride, hatred, or even foolhardiness has kept them one would say and looking at the standard TNB men they could certainly be right. Through generations this feeling of hatred to, and love for, their lands has grown in some stubbornness few others would understand. It is a stubbornness found in defeated men, who have taken a last stand and have chosen to life or die by it. But should this be reason enough. Secrets have been hidden in the tents and huts of the people. Secrets of dealings with creatures far worse than the neighbouring forces are rumoured to been struck. Promises made in dire need, oaths taken at spear point or perhaps even dealings that would dishonour a clan so badly that the shame would be enough to leave them at peace. Non speak of it and even the bards have not yet spoken of it, but whispers begin to form in words and because of the arrival of the Usipetii and the promise of support from Culhaven one could believe these words to be soon heard of.
The lands are also cursed, although the druids seem to have different opinions about it. Some say that there is something evil in the night, but others just say it is the earth expressing itself. What is common knowledge is that when the night comes, something is coming with it. All those with even hints of wyrd in them are struck by several afflictions, which go from mild sickness, to paranoia and even death. All wyrd users, even the druids, feel the darkness hunting them, although there is not one druid who has said it out loud. Priests seem to have the least trouble, but even their miracles seem to have taints of darkness. (For more info see the wyrd section on the website)
Then there are the more local curses, which, all together, mount an epic wall of things that should not have been so. Whispers of something old roaming through the great forest continue to bloom on every turn, though never have ever told tales as a witness and thus it's hard to tell the truth from gut feelings or ghost stories that are spread. Still in many stories lies truth, so in this one better heed the words. Is it a madness then, which spreads through TNB as an unwelcome guest, or is it worse than that? Perhaps the greatest prove of a curse is the fact that all the clans stay in TNB while it is common sense to just leave. Why this is, is a mystery, even for those with seeing eyes. TNB seems to have hold of them and nothing seems to be able to get loose from its grip.
Last there is the Kings Curse. A curse is now spreading as a disease. Where he comes he seems to lift spirits, even bring hope, when he leaves the darkness seems to close faster than it was before. Druids say Oswald brings something of the earth with him and that his presence changes something, but never have they given reason why he should or should not be here. They stay, as ever, neutral.
Since last year there are now six clans united under the banner of King Oswald, yet these clans have not buried their hatred towards each other. Frisii and Nervii fight constantly, even under the banner off overall peace and this is the same for the rest of the realm. Where King Oswald or his chieftains walk there is mutual goal, but as soon as they leave the old wounds begin to fester again. If something would help Oswald then it would be all out war. That way his clans would not have the time or resources to fight each other again. At first his goal was simple, but more and more he loses time in bringing order to his pledged clans. To conquer further he has to send his chieftains in new land to gain alliances or to solve issues. It is a delicate gamble, for many of his chieftains have own agenda's and not all of them have mastered the art of coexisting next to each other, but Oswald must, if he wants progress in his quest.
Though not many have seen them there are Fomor in the realm, but mostly small warbands. They seem to search for something, yet they have spoken to none about it. Furthermore there have been many fights with a different kind of Fomor. They are more swamp coloured and have appeared out of nowhere. Chieftains believe that should they muster their numbers could be enough to assault more than one clan at once.
The TNB Norse used the summer to break down their long ships and make houses before the winter. King Oswald was their new king now and they would do anything to regain honour. Although small they managed to ward of the TNB Fomor and prepare for winter and when winter was past they counted their survivors.
The neighbouring clans of the Frisii and Batavii have pledged themselves to King Oswald's course and although at first few understood why, it was seen as good news. The Batavii are known to be honourable and their crafters were seen as some of the best in TNB. The Batavii however brought with them news of the Aryans, who are becoming more and more aggressive. Soon they would come to the conquered lands of King Oswald and when they do, he better have more allies.
The latest rumours speak of the Veleda and her request to speak with King Oswald. Whether he will go is still unknown, but if he must have allies then it is wise to answer her call. He might have gained the oaths of six clans, but they have not pledged peace towards each other and King Oswald seems to have a daytime job to deal with it. Especially the Nervii seem to have found some new dream of Fame in the new alliance and seem to have given them the right to understand the will of King Oswald himself. The few Frisii who went to Culhaven have been rumoured to be more ambitious then they tend to show and rumour goes that the other Frisii are not happy because of it.
In all the lands of TNB are bussing with life, yet it is not the life people had hoped for. The curse is as strong as ever and the nights are filled with screaming. Wyrd seems to hunt anyone sensitive to the wyrd down and some say it is perhaps the will of the Gods to kill them, as their priests cope with the problem much better. King Oswald has tasked every clan to begin building shrines to their gods and ancestors, so he might gain help from them when the need is greatest.