The Clan O'Naill

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THE CLAN O’NAILL
Dreamers and rebels

“Ne’er forgit an’ ne’er forgife, th’ high king charged th’ kin’. Accept nae surrender in yer barnie fur freedom, an’ mah loove yoo’ll hae forever.” – Robbie Macferguson, The Works of Osean.

The lowlanders call their lord the Pretender, but the Clan O’Nail knows that the Great O’Naill is the rightful king of Malleus.

The Keltisch of Clavus, Lochland, and the scattered isles in-between defied the Remulan legions for five hundred years, the Westengothic tribes for another five hundred, and King Wilhelm’s vampires for five hundred more… but the day came at last that they were conquered and a long night of servitude and suffering darkened their lives. High King O’Naill and his sons vanished into exile, promising to reclaim the throne, and a guerilla war has raged in fits and starts from that day unto the present.

Founded by descendants of the last high king but now open to anyone of Keltisch descent, the Clan O’Naill are poets and warriors, robbers and madmen. The Clan continues the battle on several fronts. Many Clansmen live rough lives in the Lochland Highlands, tending herds of shaggy cattle and raiding border settlements for amusement and supplies. Many more live in the slums of the great cities of Greater Malleus — Blackpool, Brustlager, Ettinsburg, Glesga, Hammerstadt, and others – and preach the return of the rightful king to the disaffected Keltisch who labor in the factories and ports.

The monarchist and Keltisch separatist leanings of the Clan O’Naill make them uneasy allies for many of the other secret societies. The other societies, however, are glumly aware that the Clan O’Naill has the one thing no other society has: an army. Rowdy and disorganized as they might be, the highland raiders that form the core of the Clan are an armed force hundreds strong — and few things cut through a neck better than a claymore. The unwashed hordes lurking in the great cities form a powder keg just waiting to explode in the vampires’ faces. When the time comes to rise up in open rebellion, it will be best to have the Clan O’Naill to aid the revolution.

The current Great O’Naill’s hiding place is unknown to most of his clan, but he’s out there somewhere, waiting to claim his throne again. The question is how the rest of the rebellion can use the king-in-exile and his rugged warriors without dooming themselves to bowing to a new hateful aristocracy.

Archetypes
Bonny lassie, hunted highlander, prophetic bard, rowdy hooligan, warrior woman, wild rapparee

Inspiration
Highlander, Highlander: Endgame, and Highlander: The Series: Connor, Duncan, Heather, and Kate MacLeod.
Outlander: Jamie Fraser
Rob Roy and Rob Roy: The Highland Rogue: Rob Roy and Mary MacGregor.
Swashbuckler: Captain “Red” Ned Lynch.

Benefits of Membership
The Clan O’Naill possess an inherited link to the Arcane Background formally called Psionics but often referred to as “the second sight” amongst the people of Greater Malleus. They also form a network practically as widespread as the Knights of the Road, if more specialized. Clansmen can expect to find allies in the countryside of Clavus and Lochland, but not Gothland; they are also present in the larger industrialized cities where the need for cheap labor has led to many Keltisch leaving their poor farms behind for an attempt to build a better life. Membership in the Clan O’Naill grants the following bonus skills and Edge:
+1d4 Streetwise
+1d4 Survival
Connections (Clan O’Naill) Edge. It’s often easier for members of the Clan O’Naill to find some rowdy hooligans to join them in a fight than to dig up information. Most Keltisch in Gothland are looked on with suspicion, so it is rare for even the well-to-do to be integrated into local Society. On the other hand, the docks and slums are practically a breeding ground for the Great O’Naill’s cause, and his followers can expect aid and shelter in those parts of the cities.

Example Characters

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Dockside Saboteur (Novice)
This grubby laborer actually spies on troop movements and sabotages royal vessels and weapons.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6.
Skills: Fighting d6, Intimidation d6, Notice d8, Persuasion d4, Repair d8, Stealth d6, Streetwise d6, Survival d4, Taunt d6.
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (1)
Hindrances: Vengeful [Major], Deathwish [Minor; restore the Great O’Naill], Poverty [Minor]
Edges: Connections (Clan O’Naill), McGyver
Gear: leather greatcoat (Armor +1), much-mended normal clothing, second-hand cavalry saber (Str
d6).

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Hunted Highlander (Novice)
Accused of a crime he didn’t commit, this wild kinsman’s out for vengeance on the lord that accused him.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8.
Skills: Fighting d8, Healing d6, Intimidation d6, Notice d6, Persuasion d4, Stealth d4, Streetwise d4, Survival d6, Taunt d6.
Charisma: 0; Pace: 6; Parry: 7 (6 w/claymore); Toughness: 8 (1)
Hindrances: Enemy [Major; a vampire lord and his followers], Deathwish [Minor; restore his family name], Wanted [Minor; the vampire’s minions will execute him on sight, but there are no warrants for him in Malleus]
Edges: Brawny, Connections (Clan O’Nail)
Gear: claymore/great sword (Str
1d10, Parry -1, 2 hands), normal clothing or old-fashioned belted plaid, leather greatcoat or old-fashioned buff coat (Armor +1), leather gorget (Armor +1, neck only).

The Clan O'Naill

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