โš” Celtic Iron Age
๐ŸŒฟ Heptaverse Setting
๐Ÿ’จ Air Element
แš  Stone-Touched
The Confederation Experiment

Blood & Stone

Blood & Stone is the Celtic Iron Age setting of the Heptaverse โ€” a windswept world of hill forts, sacred groves, and mist-covered moorland where tribal confederations hold fast against the advancing armies of southern kingdoms that call themselves civilised. Kingdoms that tear down standing stones and salt the old ceremonial grounds in the name of progress.

At the heart of the setting are the Stone-Touched โ€” those who have survived the rites of ritual scarification and the stone-binding ceremonies. Their blood resonates with the ancient monolith networks. Through bloodline and ceremony, they commune with ancestral voices, coordinate across vast distances, and feel the slow unravelling of a world whose sacred infrastructure is being dismantled stone by stone. The runes carved into the standing stones are the living circuitry of this civilisation โ€” the unique mechanic of Blood & Stone, and the language through which the dead still speak.

Five monolith networks form the backbone of confederation life: the Wind-Speaker stones carry thought across vast distances, War-Caller stones bind warriors in coordinated battle-fury, Life-Binder stones preserve ancestral knowledge after the last elder is gone, Dream-Walker stones surface prophecy in sleeping minds, and Way-Finder stones guide the confederation's hidden roads. Every destroyed circle is a permanent wound in a network that cannot be rebuilt.

As the Seelie and Unseelie Courts watch from the thinning boundary between worlds, the question that defines Blood & Stone becomes unavoidable: how much will you sacrifice to keep the old ways alive?

Who You Are

Peoples of the Confederation

Three distinct populations inhabit the Blood & Stone setting โ€” each with a different relationship to the confederation experiment, and none fully aware of the true nature of the forces moving around them.

๐Ÿชจ
The Stone-Touched
Original confederation members, blood-bound to the monolith networks
Those who have survived the rites of ritual scarification and the stone-binding ceremonies. Their blood resonates with the ancient monolith networks โ€” allowing them to commune with ancestral voices, coordinate across vast distances, and feel the slow unravelling of a world whose sacred infrastructure is being dismantled stone by stone.
โœฆ Ability to commune with active monolith networks ยท Ancestral memory access ยท Sensitivity to network degradation ยท Ritual scarification marks the connection
โš”
Southern Kingdom Folk
Imperial expansion forces, agents of civilising pressure
Those who arrived with the southern kingdoms โ€” soldiers, administrators, priests, and settlers who believe they bring progress. They implement cultural destruction protocols they understand as natural conquest. Some begin to notice the pattern in their orders. Most never do.
โœฆ Access to southern military and administrative networks ยท Partial knowledge of "civilising" protocols ยท Increasing unease as patterns emerge
๐ŸŒ€
Threshold-Torn
Mixed heritage โ€” the experiment's unintended consequence
Those of mixed confederation and southern heritage, or those whose ancestral protections have dissolved through prolonged exposure to cultural dissolution. Traditional protections fail unpredictably. Chaotic alternatives intrude. They exist between worlds that both claim and reject them โ€” and in that instability, they sometimes see what neither side can.
โœฆ Unpredictable access to both systems ยท Resistance to control from either faction ยท Ability to perceive the experiment's seams
Who You Become

The Seven Paths of the Stone-Touched

Seven paths serve the confederation โ€” each one a role the old ways require, and each one systematically targeted by the south's civilising programme. As sacred sites fall and stone networks weaken, every path becomes harder to walk.

๐ŸŒฟ
Druids
Keepers of the stone-circle networks
The technical priests of the confederation โ€” those who maintain the monolith networks and commune with their ancient intelligence. Without Druids, the stones go silent one by one, and the knowledge locked within them is lost permanently.
"Primitive superstition-mongers" โ€” systematic targeting priority of southern religious institutions
๐Ÿ“œ
Pactmages
Tribal sorcerers who bind with Fey entities
Sorcerers who forge dangerous alliances with the Seelie and Unseelie Courts, gaining power that sits outside both confederation tradition and southern tolerance. As the barrier between worlds thins with each destroyed stone, their pacts become simultaneously more necessary and more unpredictable.
"Demonic corruption" โ€” elimination priority for southern religious and military forces
โš”
Warriors
Confederation defenders, War-Caller bound
Fighters whose battle-fury connects them to the War-Caller stones, giving them a combat coordination and ferocity that isolated warriors cannot match. With each destroyed sacred site, that connection weakens โ€” and the confederation's military effectiveness degrades in ways that can be measured and predicted.
Effectiveness measurably reduced by each destroyed War-Caller network node
๐Ÿฉธ
Bloodletters
Ritual scarification artists, makers of the Stone-Touched
Those who carve the sacred marks that awaken the Stone-Touched โ€” the only people who can create new connections between bloodlines and monolith networks. As the south suppresses ancient traditions through law and force, the ability to create new Stone-Touched diminishes. The network cannot renew itself.
Abilities suppressed under "civilised" law โ€” practice punishable by southern courts
๐ŸŽต
Troubadours
Traveling confederation bards, keepers of connection
The confederation's cultural immune system โ€” traveling between distant clans carrying music, story, history, and the invisible threads that hold tribal identity together when geography and southern pressure try to divide it. They are the most human expression of what the Life-Binder stones do mechanically.
"Barbarian propagandists" โ€” systematically hunted by southern intelligence operations
โ›ช
Ecclesiastics
Tribal priests, servants of ancestral spirits
Those who serve both the ancestral spirits bound into the monolith networks and the universal deities who move through all settings. They face conversion pressure from southern religious institutions that insist their spiritual framework is superstition โ€” a pressure that is both sincere and systematically useful.
Conversion campaigns โ€” southern religious institutions treat confederation theology as heresy
๐Ÿน
Wardens
Guardian-rangers of sacred sites and Fey crossings
The last line of defence for the stone circles โ€” those who guard what remains of the sacred site network and the increasingly unstable crossings between this world and the Fey realm. They are fighting a losing battle whose losses have been predetermined by forces they do not yet understand.
Perpetually outnumbered โ€” systematic site destruction continues faster than Wardens can defend
The Stone-Touched Mechanic

The Five Monolith Networks

The runes carved into the standing stones are the living circuitry of confederation life โ€” not mystical decoration but active infrastructure. Five specialised networks of monoliths form the nervous system of tribal civilisation. Every destroyed circle is a permanent wound. Every severed connection a voice the dead can no longer use.

แšน
Wind-Speaker Stones
Communication Network
Thought-carrying stones that allow Stone-Touched to transmit information across vast distances. The confederation's nervous system โ€” and the first target of southern disruption campaigns.
แ›
War-Caller Stones
Military Coordination
Stones that bind warriors in coordinated battle-fury, synchronising combat instincts across a confederation force. Warriors become measurably less effective with each circle the south destroys.
แ›š
Life-Binder Stones
Cultural Preservation
Ancestral knowledge storage โ€” the memories, techniques, and traditions of generations encoded into stone long after the last elder is gone. Destroying these stones erases history permanently.
แ›‡
Dream-Walker Stones
Prophecy Network
Stones that surface confederate prophecy and collective foresight in sleeping minds. As the network degrades, the confederation loses its ability to see what is coming before it arrives.
แšฑ
Way-Finder Stones
Travel Network
Hidden road guides that allow confederation members to navigate safely through territory the south believes it controls. The underground โ€” in both senses โ€” of tribal resistance.
Beyond the Veil

The Wild Courts

๐ŸŒซ The Thinning Boundary

As sacred sites fall and stone networks weaken, the barriers between this world and the Fey realm do not hold. The Courts exist in parallel to the confederation experiment โ€” chaotic alternatives to both tribal tradition and southern order. Pactmages forge alliances here out of necessity. What they receive in return reshapes them in ways neither side of the mortal conflict can account for.

โœจ The Seelie Court
The bright, ordered face of the Fey โ€” lords of light, beauty, and bargains that appear generous until their terms are fully understood. Seelie pacts offer power that feels like a gift. The price becomes apparent slowly, in stages, often only when it is too late to renegotiate. They observe the confederation dissolution with something that looks like compassion and functions like appetite.
๐ŸŒ‘ The Unseelie Court
The dark, chaotic face of the Fey โ€” lords of shadow, fury, and contracts that are honest precisely because they make no attempt to seem otherwise. Unseelie pacts offer power that is exactly what it appears to be, at a cost that is equally undisguised. They watch the stone networks fall with something that looks like hunger and functions like opportunity. The barriers thin, and they are ready.