Wednesday, July 23, 2025

Quick Addendum to the Roman Post




Just a question really, I am interested to know which of the two Fantasy Roman empire campaigns you all liked better? Which you found more interesting as a play environment really I guess is what I am asking.


The older one was mine and Darryl's collaboration and done pretty quickly, it had some pretty interesting elements to it, I thought the explore the wilderness/conquer in the name of the empire/age of colonization thing was pretty compelling. I also liked very much the Humans only aspect, with Dwarves as magically mutated Humans being the only other race. Except for the home islands, the core of the empire, the rest of the campaign world was a tabula rasa for Darryl and I to work with as we saw fit. I can say honestly that, despite being designed with 2nd edition AD&D, it really reminded me more of the feeling I got from the Expert book and the Isle of Dread back in 1981.


The second campaign was designed much like Garnia was from the start, only with Romans instead of Celts. I had certainly read Harry Turtledove's "Misplaced Legion" and whatever other Videssos books were published by then, all of Katherine Kerr's Deverry books published to that date, as well as Jerry Pournelle's "Janissaries", so I was kind of jaded by the concept of Humans being whisked away to another world, whether it was by magic or aliens didn't really matter. I put them into a pretty carefully crafted pseudo-Mediterranean area and stocked it with some standard AD&D races, which is probably why it fits so well into Garnia. It was designed mostly for the sake of adventuring inside the empire though, although I did leave a "Dark Continent" to explore to the south too; and it had Dinosaurs.

Saturday, July 19, 2025

Riastarthae

 



Riastarthae


The famous “Warp Frenzy” of the Celts. This Character is touched by the ability to enter a Warp Frenzy during battle. Whenever wounded, faced by an unequal fight, or otherwise enraged (DM's discretion), the character can attempt a saving throw vs. Death. If the save is successful, the character goes enters the Warp Frenzy. If the save is failed, the character can try again the next round, for up to 10 consecutive rounds. At the end of the 10th round, the character automatically enters the Warp Frenzy. The Warp Frenzy confers the following advantages and disadvantages:


The character's Strength increases by 2 points/Level. The Character gains all appropriate bonuses according to their new temporary Strength score.


The Character gains 2 additional Hit Points per level. The hit points do not heal existing wounds, they are simply added to the current total as a temporary pool. These additional Hit Points may cause the Character to exceed their normal maximum. These Hit points are also the first lost.


The Character gains a damage reduction of 1 point/3 levels of experience, thus 1 at level 1, 2 at level 4, 3 at level 7, etc.


The supernatural nature of the Warp Frenzy alters and contorts the body in different ways for everyone that experiences it. No part of the body is safe from these alterations, muscles may move to different parts of the body, parts may literally turn inside out, eyes might sink in, pop out or both. Teeth, hair or nails might grow, alter shape & consistency, and/or move. It is universally grotesque, and may cause a morale check in some enemies.


While experiencing the Warp Frenzy the Character may not be still. He must move around the battlefield, he gains a faster movement rate (+3”), and will be hopping from foot to foot even while engaging in melee. Further, the Character must engage in melee combat every round. The Character may choose his opponents, but he must always enter melee within 2 rounds while in the Warp Frenzy. Failure to engage in melee within 2 rounds will cause the Character to attack the nearest combatant, friend or foe. Once engaged in melee combat, the Character cannot change opponents until the current opponent is slain or flees and cannot be followed.


While in the Warp Frenzy the character cannot voluntarily retreat from melee, cannot fail a morale check, and is immune to fear effects.


A Character may attempt to end the Warp Frenzy by making a saving throw versus Spells. If the character is physically restrained by friends, immobilized by other means, or doused in cold water, they get a +2 bonus to the saving throw.


When the Warp Frenzy leaves a character, they must make another saving throw versus Death. If the Saving Throw is failed, the character loses 5 points of Strength (in addition to the 2 points/level granted temporarily by the Warp Frenzy). The lost Strength is recovered at the rate of 1 point per turn of complete rest. No Strength is recovered until the character can rest completely, and the Character may not re-enter the Warp Frenzy until Strength has returned to it's normal level.

A history of the High Kingdom of Garnia and it's High Kings from the earliest times.

 


A history of the High Kingdom of Garnia and it's High Kings from the earliest times.


Gwaryn I “The Lion” - (72 - 90GY) United the tribes of man during the great Sidhe war, was elected to be the High King of all men following the successful siege of Dunnasidhe (Modern Dun Garn) in the 72nd year of the people's migration (72GY), he was 45 years old. Born in 27GY, Gwaryn began life as a Boga-Treveri nobleman, not of royal lineage. Elected to be king of the Boga-Treveri by acclamation of the warriors following the death in battle of the previous king Veros, at the battle of Strathraglan (Year 51GY) against a combined force of goblinoids. Gwaryn rallied the Treveri warriors and led the counter attack that saved the day. Gwaryn established the High Kingdom that bears his name, exacted tribute from the southern Sidhe, and was the progenitor of the line of Gwaryn. Gwaryn died as he had so often lived, in battle, leading a charge against a renegade force of Sidhe in the Tamigwavr. He was 63 years old.


During his life he had two principal wives, Muadnait (28 - 74GY), the dark queen, a seer and sorceress, trained as a priestess, she preferred the life of a warrior. They were a love-match from before he became king of the Boga-Treveri, partners in war and love. The three children of this union all predeceased their parents. Muadnait herself predeceased her beloved husband, dying of an unknown ailment at the age of 46. Following her death, her people renounced their allegiance to the high king and migrated to the territories that would become known as the Mistlands.


The second of them was the grand princess Mallona the fair (52-124GY), a political match, but a good one, she bore the line of Gwaryn. 25 years his junior (born 52GY) and raised in the courts of various kings, she was probably the reason Gwaryn ultimately managed to keep most of the lesser kings in the new high kingdom. Ten of her children with Gwaryn lived to adulthood, five sons and five daughters. Mallona was a great beauty in her youth, a consummate diplomat, and a pious queen. She lived to be 72 years old, and died peacefully in her sleep in 124GY.


Commios I “the Tall” (91 - 96GY) - elected at the age of 52 (born 39GY) to the high kingship, it was a hotly contested election, and several tribes returned to the north rather than acknowledge his leadership, disliking the idea of a second Belgae high king. Commios had been a successful war leader under Gwaryn. His reign is mainly remembered for his continuation of the conquest of the Sidhe empire, as his forces rapidly advanced to the seacoast and conquered the cities there, and the shrewd political marriage he made to Mallona the fair, most important widow of Gwaryn, which held the fragile young high kingdom together, and garnered him enough support to win the throne in the first place. Commios sired four children (2 sons and two daughters) on her, despite her advanced age (38 when they were wed), before he was slain in a hunting accident.


Addoryc I “The Assassin” (96GY) – Second son of Gwaryc and Mallona (his elder brother Branoic having been declared ineligible due to disfigurement as he had lost both a hand and an eye), aged 17 (born 79GY) when he was elected to the high kingship. His eight month reign was clouded by suspicion he had a hand in Commios' death, and scandal when all of Commios's children with Mallona (his own half-siblings) died suspiciously. He led the high kingdom's forces into the west, and was slain in battle against a combined force of Sidhe and Dwarves near present day Cambulac, his body was returned to Dun Garn, and he is the first high king interred there.


Interregnum – a council of kings & queens of the tribes sat under the regency of twice Queen Mallona.


Belinos I “the Pretani” (99 – 111GY) – The council of kings finally got around to electing a new high king after a Sidhe counter-attack burned a dozen or more settlements in the newly conquered territories. Noted for his piety, Belinos (born 65GY) was a painted blue warrior-spearman, a Gaesetae. Despite his religiously fueled ferocity being the reason he became high king, his reign was notable not just for it incredible military successes, but also for it's strengthening of the central authority of the high kingship via a strong alliance of the high kingship with the druidic orders. Belinos never married, and left no heirs. Died aged 46 of natural causes.


Gwaryc I “the Fox” (111- 146GY) and Derryc I “the Bold” (111 – 160GY) – The 4th (born 86GY) and 5th (Born 89GY) sons of Gwaryn I, younger brothers of Addoryc I are elected co-kings by the council of kings and druids. Both kings were war-leaders, and under their command the western Garnian heartlands were wrested from the Sidhe empire.


Gwaryc (86 – 156GY aged 69 years) led the successful eight year siege of Harn Thurum (92 - 100GY), the loss of which sundered the Dwarf-Sidhe alliance against the high kingdom, now known as Gwarynica Riga. Having broken the Dwarves of their will to fight, Gwaryc then led the first Garnian forces into Tirnakaur. His descendants became known as the Fox clan, which is the first of the great clans to form. Ultimately, he retired from the high kingship and spent his remaining decade of life governing the lands of the Fox clan, and consolidating his progeny's hold over them.


Derryc (89 - 160 aged 71) spent his time nearly entirely on military campaigns, first against the Sidhe and Dwarves, then against a resurgent humanoid menace, then against the Sidhe again in Tirnakaur, then he led the first force across the Avergwyn into what is now modern Frodia. Despite near constant campaigning, Derryc also had thirty official wives, the daughters of great nobles and lesser kings whose warriors he needed the loyalty of, and dozens more concubines from the lower classes. He left behind literally hundreds of “Ap-Derrycs” when he finally died at the age of 61, a victim of a camp plague, while on his final campaign in Tirnakaur.


It was during their dual reign that the scattered tribes of primitive humans, human-kin, and halflings were absorbed into the growing Garnian high kingdom. Their reign also saw it written into kingdom law that high kings could only be elected from the line of Gwaryn. Since the brothers were warrior kings, much of the governance of the kingdom fell to a trio of viceroys, their mother Twice Queen Mallona, Their elder brother Branoic the never king, and the Arch-Druid Math the Old. Shortly after the death of Mallona (124GY) Branoic and Math fell out, Math returning to the Holy City of Dun Math on the northern steppes, leaving Branoic alone as viceroy, essentially an uncrowned king.


At the time of Derryc's death in 160GY, he had chosen a successor, his own son Owain “the Tanist”, the council of kings & druids having agreed. His surviving sisters disagreed though, as their own sons had not been entered as candidates. This led to the “One Flesh War” (160 – 165GY) a dynastic struggle which ultimately affirmed the right of a lineage to be passed through the female line. The chief antagonists in this conflict were Owain I “the Tanist” and his cousin Blaen I “Woman's Son”. The five years of war were filled with minor skirmishes and long truces, neither side really wanting to commit the high kingdom to civil war, and the cousin groups were less than enthusiastic to kill one another.


Branoic “the Never King” (78 – 151GY aged 73) – Barred from the high kingship due to his disfigurement, a result of his youthful bravery, leading a charge in a battle he shouldn't have been at at the age of 14. The charge was a success, saving the forces present from being utterly destroyed after falling into a Sidhe ambush. He was assumed slain when he was seen to fall. The army retreated from the area intact, and it was something of a shock when he wandered into camp a week later. Honors were piled on him as a result of his personal bravery and tactical prowess Branoic regularly led men into battle until his younger brothers were elected to the dual high kingship when he was 33 years old, whereupon he was moved into a more administrative role, at which he also excelled. Branoic had a single wife, Merodda, to whom he was devoted, and they had 7 sons and 3 daughters. He is remembered as a powerful, just man that was never king, his descendants are referred to as “Ap-Gwas”, referring to his own death bed speech, where he spoke of serving the people, being the servant of the kingdom. Gwas meaning “Servant”.


Owain I “the Tanist” (160 – 168GY) Born 108GY, he took the high kingship at the age of 52. His ascendancy to the throne kicked off the “One Flesh War”, for which his early reign is known. Having been raised largely at court, he was groomed to be king from an early age, having shown both wit and aptitude as a child. His longest lasting contribution to the high kingdom came via his marriage laws, which limited the number of wives any noble could have to one, his father's many legitimate offspring having beggared him via shared inheritance.


Blaen I “Woman's Son” (168 GY) Born 112GY, Blaen was the son of Gwaryn's daughter Brangwen and the king of the Aedui Cottilos. He was the winner of the election following the death of Derryc, and as a condition of the treaty ending the “One Flesh War”, became high king following the death of Owain I in 168GY, he was 56 years old at the time. His reign was brief and forgettable, he fell to a Sidhe assassin's blade within a month of taking the throne.


Allovico I “The Avenger” (168 – 177GY) Born 134GY, he was elected high king at the age of 34. Young and popular, Allovico also had the backing of the Druids, with whom he had been fostered. Despite a lack of evidence to support it, it was popularly believed that Blaen was assassinated by the southern (Frodian) Sidhe, so Allovico launched an invasion of their territory as revenge for the slaying of his predecessor. Allovico was the first great grandson of Gwaryn to become high king. He died of dysentery while on campaign at the age of 43. Allovico is noted for having forged an alliance with the Wodanslunders against the Southern Sidhe


Malcolm “the Sorcerer” (177 – 194GY) Born 131GY. Elected high king on the death of his cousin, he is the singular wizard-king of Garnia. During his reign, and under his tutelage, he brought forth all of the magically adept people in the kingdom to form a sorcerous warband. In the 17 years of his reign, his armies never stopped campaigning, battling humanoids, Sidhe, rebellious slaves, and even the “free” tribes of the steppes. His warriors made great raids into Sidhe territories in both Frodia and Tirnakaur, they took many slaves. Malcolm secretly began a breeding program with the captured Sidhe, as he had noticed that the half-breed elves were more likely to be naturally magically adept than pure humans, and they had several other genetic advantages. Malcolm died as he lived, through magical means, while on campaign. A magical surge, possibly due to the opening or closing of planar gates, possibly due to the presence of ley-lines and a planetary convergence, and he literally exploded from the magical forces he channeled through his body. This incident ties directly into the first dramatic drop in the level of magic in this world, the age of miracles has ended.


Viriatos “the builder” (194 – 221GY) Born 166GY. A son of a daughter of a daughter of Gwaryn. His election caused laws to be created limiting the candidacy to those either in direct descent from Gwaryn via the male line, separated by no more than one female generation, or those who had a grandfather that had ruled as high king. Viriatos reign also saw the royal sponsorship and construction of twenty towns in strategic locations, more than a hundred forts throughout the nation, and thousands of miles of roads between them. His fortress on the south shore of the Avergwyn was the first permanent Garnian settlement in what would become Frodia. He built bridges and set up ferries to encourage trade, the people of Garnia were prosperous during his reign. His military expeditions were mainly punitive strikes against the various forces of humanoids and sidhe tribes across the continent, and the “cleansing” of Tirnakaur. He encouraged the formation of new “great clans” after admiring the success of the Fox clan, the five great clans forming during his reign were the Bear, the Boar, the Stallion, the Falcon and the Wyvern. Each of those clans were given jurisdiction over wide swathes of territory, and their chieftans, this began the shift towards ownership of land, rather than rulership of people being the mark of nobility, and feudalism begins to take hold in the new colonizer nation. He also extended Garnian influence deep into the steppes, via the creation of client tribes on the eastern end.


A digression concerning the patchwork abundance of noble titles in use in Garnia. The people of Garnia are descended from the myriad tribes of Celts from across Europe, the British Isles, and Asia Minor on Earth, there are therefore an unusually large number of titles, from various regions and languages; these titles will certainly all make their appearances over time, but they mimic a hierarchy of English titles we're all accustomed to seeing. High King is a literal translation from the Garnian “Ard-Ri”, below the high kings are various petty kings and other nobles, whose power level might range from “Duke”, which is pretty powerful, to “Baron” which is decidedly less so, with a “Count” level between them. Below this level you have “Lords”, followed by landless nobles, who are confusingly still referred to as “Lord” or “Lady”. Clan chiefs also muddy the waters here, as a clan chief usually has a landed title to go with his chieftanship of a people, but not always. Clans also have their own separate hierarchy. Furthermore, noble titles follow their own rules for heritability, as do clan chieftanships.


Interregnum – The High Council is stymied as they put forth candidate after candidate who cannot reach a majority, eventually the best female candidate is selected, a victory for the women who had been fighting for succession rights.


Vocontia I “Queen by Might” (226 – 254GY) Garnia's first High Queen, Vocontia was elected following her victory at the battle of Dunadd, a minor skirmish, but she managed to defeat her cousin Ruaraidh in single combat and capture him, proving herself a capable warrior and securing the throne at the age of 23. Her legacy was making women the legal equals of men, creating a royal fleet to track down and battle pirate threats on the high seas, and securing an alliance with the people of Dar-as-Salaam, which ultimately led to their incorporation into the kingdom as a vassal state, and secured Garnian dominion over the Tirnakaur penninsula. She died following a long illness (cancer).


Senilla I “the Unready” (254 – 280GY) The daughter of Vocontia and her prince-consort Toratis, she was born to be queen. She was, however, less capable then her well regarded mother, and less popular with the people and the nobles. Her length of time on the throne was marred by an attempted coup by her father, poor harvests and tax uprisings, an unpopular and long guerrilla war in Tirnakaur, and ultimately a new contender for the throne, which ultimately led to her being deposed by the council and replaced. The Stag and Oak clans formed during her reign.


Mael I mac Garn (280 – 303GY) A direct male line descendant of Gwaryn through his oldest son with his first wife Muadnait. Raised in the Gaelic culture of the Mistlands, his was a successful plea through the druids to be considered eligible for Garnian succession via blood claim. His accession to the high kingship of Garnia briefly united the two realms under one ruler. He was at first deeply unpopular with the established Garnian nobility, but his claim was backed by a Mistlander army, as well as the law and the druids. During his reign the minority Gaelic culture in Garnia ascended, and many trusted Mistlanders found themselves in positions of authority in Garnia. This also did not sit well with the native nobility, who considered the Mistlanders to be barbarians, no better than the steppe dwelling bumpkins.


However, as a warrior, he was unequaled in his age, his conquest of the southern Sidhe empire was a lightning strike, and utterly devastating to the region. The sack of Cothe brought to mind the early days of the conquest under Gwaryn himself. He wisely left the day to day operation of the kingdom to the people who knew what they were doing, under the supervision of his own trusted men.


During his reign the kingdom's coffers were once again full, filled with the treasure of the conquest; the Wodanslunders became a vassal state of what can only be referred to now as the Garnian Empire; embassies were exchanged with the Bright Empire of Ming Liang, and regular trade established; the end of the guerrilla war in Tirnakaur was a total Garnian victory; a strong, secure alliance was established with the Dwarves of Khazarak, including the building of fortified human settlements along both banks of the Avergwyn and the Averyraen. This was the beginning of a golden age for Garnian civilization, the only dark spot being a second, significant loss of magic following the collapse of the southern Sidhe.


His demise was a pointless tragedy. When he was riding the realm with few men, he came upon a caravan being attacked by goblins, his men rode in to save the caravan, the goblins, cowards that they are immediately fled the field. However a goblin loosed an arrow at the pursuers, it struck the king in the neck, the wound festered and he died from the fever five days later. He had just happened to be traveling through a magic dead zone. He was just 50 years old.


Cartimandua I “the Boar” (303 – 348GY) Ascending to the throne at 29 years old, following the death of her husband Mael mac Garn. The Garnians had hoped to seal the Mistlands to Garnia with this appointment, using Cartimandua as a placeholder until her young son came of age, but the Mistlanders chose Mael's son from his first marriage as their king instead. What the High Council didn't expect was the High Queen they got, this period is known as the Cartimanduan Age to historians. Relations remained cordial with the Mistlanders, and Garnia was clearly the superior partner there. Cartimandua founded religious orders, funded the arts, and managed to keep the peace through judicious use of military expeditions far afield. She used the druidic order to end chattel slavery of everyone but full-blooded elves, although the practice of bonding survived. For her 45 years as High Queen the crops were always abundant, the arts and trade thrived and military threats to the empire were neutralized well outside the empire's borders. A new, cultured elite rose in the towns and cities, parallel to the military elite that had been controlling society since the migration. For the first time since the migration literacy rose above 3%.


Cartimandua II “the Maid” (348 – 375GY) Elected High Queen following the death of her grandmother, Cartimandua II seemed to be following the same exact course, times were good, the empire was prosperous. However, late in her reign there were several years of crop failures, and very harsh winters following a massive volcanic eruption (369GY) in the far west lands. Magic had another significant, though less dramatic drop off, and the savage tribes of the northern steppes invaded, and, as if to add insult to injury, Frodia rebelled, declaring their independence from Garnia. She died, heartbroken, retreating across the mountains to Tirnakaur.


Maolruanaí Ó Somacháin “the Usurper” (375 – 414GY) Upon the Death of Cartimandua II, the High Council chose to submit to the invaders, rather than live in the wilds of Tirnakaur (Tirnakaur, from this point has it's own rival high king, a pretender to the Garnian throne, Dar as Salaam leaves the empire.). 32 year old warchief Maolruanaí Ó Somacháin was chosen by acclamation of his warriors and accepted by the council, backed up as he was with a very large army of highly mobile and effective cavalry (stirrups!) and charmed war mammoths and wooly rhinos. Having crushed every Garnian army they encountered, Gaelic cultural ascendancy was once again on the rise during his long reign, and his people enjoyed a “Norman Conquest” level of superiority to the native Garnians. He spent the entirety of his reign on campaign against both Frodia and Tirnakaur, frustrated by a lack of naval experience, the sophisticated magic of the Frodians, the tactical acumen of their Wodanish allies, and the guerrilla tactics employed against him in Tirnakaur. Frequent rebellions in Garnia proper, due to his arrogance and failure to observe the laws of the land, ultimately led to his loss of the High Kingship. He returned to the steppes from whence he came, and died several years later. He is remembered for the strife of his reign, and the destruction of the Garnian economy.


Interregnum (414 – 416GY) Despite the High Council removing Maolruanaí Ó Somacháin as High King, they cannot decide among themselves on a candidate, which led to a brief, sharp civil war, which was ended by the invasions of both Frodia and Tirnakaur.


Breanndán mac Garn (416 – 450GY) Breanndán mac Garn claims his birthrite as his grandsire did, at the head of a Mistlander Army. His dramatic appearance riding a Hippogriff saves Garnia from falling into the hands of the pretender from Tirnakaur. He campaigns against Frodia and Tirnakaur early in his reign, halting their progress, driving them back, and mounting punitive expeditions against them. Another great warrior of his line, and the cousin of the Mistlander king, he is mainly remembered for his campaigns in Khazarak, where he answered the plea for aid after the fall of Thun Tarum, Bhorn Buldor, and Golbuhr. The refugees were welcomed into the kingdom, and the High King has had an ultra-loyal Dwarven household guard unit ever since. He died on campaign in Khazarak at the age of 54, his forces overwhelmed and obliterated at Kighgrum. The Hippogriff clan is founded.


Excingomarus I “The beloved” (450 – 477GY) Cousin and lieutenant of Breanndán, he was acclaimed High King during the campaign where Breanndán died. Returning from Khazarak at the head of an army, this Chief of the Hippogriff clan was quickly affirmed in his status by the High Council. His Garnian lineage and upbringing assuaging the concerns of the nobles, he was a popular and good king, prone perhaps too much to hedonism. He maintained the peace of the realm until his death at 59, an apparent heart attack.


Meibhín I “Dragon-Slayer” (477 – 499GY) Daughter of Excingomarus and Aoife, the daughter of Breanndan, she tied the two lines of Gwaryn together again. She became High Queen and Chief of the Hippogriff clan at the age of 20 following her father's death. Her chief claim to fame is that she slew the Great Dragon of the North when it rose from it's slumber and started laying waste the kingdom. It is also noteworthy that she married and divorced five times as High Queen. She was killed in battle in Khazarak at the age of 42.


Gwennan I (499 – 529GY) Elected to be High Queen at the age of 46, her 30 year reign would be seen as a new golden age, if it hadn't ended with the rise of the Necromancer. There was peace in the realm, and abroad, crop yields continued to rise and the people were prosperous. She was slain in battle at a summit with the Frodian King, both victims of the Necromancer's coup d'etat.


Blaecc I (529 – 529GY) February to May, Assassinated while preparing for war. Aged 28.


Fergus I (529 – 531GY) 19 months as king, killed by an assassin following the Garnian defeat at Dun Gwyn, at the age of 30.

Friday, July 18, 2025

The Gaesatae for OSE

 



The Gaesatae for OSE


I created this class for a Celtic design contest I ran a couple of years back, here it is converted for OSE.


A few cultural notes might be useful going into playing this class, so, in no particular order of importance we have-


Head Hunters. The Celts are head-hunters, they take the heads of important or valiant enemies as trophies. They would preserve them and bring them to feasts and talk to them, there was also a trade in prestigious heads. The head is thought to be the seat of “personhood”, this may be the motivation behind head hunting.


The Torc. A torc is a neck ring, and it has some religious significance to the Celts, they were known throughout the Celtic world and were important enough to a warrior that he would rather not go into battle without it, even non-Gaesatae warriors wore them, and it is said would put them on before armor or weapons in an emergency situation. They were generally made of as precious a metal as the warrior could afford, examples have been found in bronze, copper, silver and gold (although primarily bronze and gold); and as ornate as possible. It is also possible they were used as a form of currency. In any case, every Gaesatae should have one.


Fearlessness is somewhat religiously motivated. Celts were said to be fearless in battle because they were certain of their afterlife. An account I read spoke of warriors making deals to pay back debts to each other in the next life if they died in battle. Their fearlessness is such that they accidentally disrespected Alexander the Great when he asked them what it was such great warriors as themselves feared, expecting the answer to be some idle flattery like “you alone my lord”, instead they answered that they “feared only that the sky above might fall”, which is to say “nothing really”.


All right, the bullet points about the Celts and their culture done, I present the Gaesatae for OSE -


The Gaesatae

Requirements: minimum STR 12, DEX 12 and CHA 9

Prime requisite: None

Maximum level: 14

Armour: None, but may use shields

Weapons: Any

Languages: Tribal, Common


Gaesatae must have a minimum STR 12, DEX 12 and CHA 9, they have no Prime Requisite and do not receive XP bonuses.


Gaesatae can use any weapon, but may not wear armor other than a shield and helmet. They must be unclothed (save for wearing a weapon belt, shoes, and a torc) to use any class abilities.


Gaesatae Save as Fighters of equivalent level.



EXP Table

Level XP HD Class Ability

1 0-2,250 1d8 A

2 2,251-4,500 2d8

3 4,501-10,000 3d8 B

4 10,001-20,000 4d8

5 20,001-40,000 5d8 C

6 40,001-90,000 6d8

7 90,001-150,000 7d8 D

8 150,001-225,000 8d8

9 225,001-325,000 9d8 E

10 325,001-650,000 10d8

11 650,001-975,000 10d8+2

12 975,001-1,300,000 10d8+4


Notes-

A – Ritual Nudity - All Gaesatae Class abilities stem from their ritual nudity, and are only in effect when nude and during battle. To maintain their ritual nudity, a Gaesatae may only carry weapons and a shield, they may only wear a helmet, shoes, a weapon belt, and a torc.

All Gaesatae have a base encounter movement rate of 45'/round when unencumbered & nude. The Gaesatae has a natural unarmored AC of 8 [11 AAC]. The Gaesatae gets double the normal bonus to AC from DEX (13-15 +2, 16-17+4, 18+6).

When the Gaesatae lands a killing blow on an opponent, they immediately get another attack on an opponent within their weapon range, up to as many opponents as the Gaesatae has experience levels.

As a mark of their divine favor, all Gaesatae receive a +4 bonus to saves versus mind affecting spells or magical effects, and a +2 bonus on saves versus poison.


B – Gaesatae base encounter move goes up to 50'/round unencumbered. When a Gaesatae defeats an opponent of equal or greater level/hit dice and takes a round to remove it's head as a trophy, they cause fear as per the 1st level Cleric spell. This only applies to humanoid creatures with heads, creatures that are immune to fear will be unaffected. Natural AC increases to AC 7 [12 AAC].


C – Natural AC increases to AC 6 [13 AAC]. Base encounter move increases to 55'/round unencumbered.

1d4 1st level Gaesatae approach to become apprentice/followers, treat as retainers with a base morale of 10.


D – Natural AC increases to AC 5 [14 AAC]. Base encounter movement rate increases to 60'/round unencumbered. The Gaesatae may now cause fear (as the 3rd level Illusionist Spell) 3 times/day. When making a special attack following a killing blow, the Gaesatae may move instantly up to 10'. This movement does not provoke attacks of opportunity, and may be through an enemy occupied 10' space.


E – Natural AC increases to AC 4 [15 AAC]. May establish a Stronghold and attract followers of appropriate classes (Fighters, Gaesatae, Druids, Bards).


Early Garnia Equipment List

 

Equipment List



The Great Culling of the AD&D Equipment Price List


Armor, Helmets & Shields


Since your people are essentially refugees in an unfamiliar environment, a lot of gear is going to be hand-me-downs or repurposed captured gear.


Armor -


Some of this list is conjectural, we do not have examples from period Celtic sites, but interaction with the Mediterranean world, or just common sense dictate that they probably existed. None of these armors are exactly the same as their standard AD&D equivalents in appearance or function, armor technology develops in tandem with weapons technology. I have grouped armor into 3 types, Light, Medium and Heavy.


Light – 20GP

Medium – 100GP

Heavy – 400GP


Light armor provides 2 points of AC (AC 8 in AD&D, AC 12 with modern ascending AC), light armor includes the following, mentioned for roleplaying and descriptive purposes. Padded – a quilted or many layered cloth garment, often worn under heavier armor types, to help cushion blows. Leather – armor made from hardened leather, sometimes boiled in water or oil, sometimes wax hardened. Maximum DEX bonus of +3.


Medium Armor provides 4 points of AC (AC 6 in AD&D, 14 in AAC), medium armor includes the following: Scale – originating at the eastern end of the Mediterranean, at this time mainly made frfom overlapping bronze scales, fairly heavy, favored by cavalrymen and charioteers. Chainmail – Favored armor of ranking warriors, chieftains and kings. Made from linked iron (steel) rings, fairly heavy, and labor intensive to produce, provides excellent protection vs. slashing weapons. Max DEX bonus +2.


Heavy Armor provides 6 points of AC (AC 4 in AD&D, 16 in AAC), Heavy armor includes the following types: Reinforced Chainmail – essentially the same as Chainmail, but with the “problem areas” getting a second, reinforcing layer. Banded (Lorica Segmentata) - an armor made from overlapping bands (or segments) of iron (steel) armor, it represents the height of iron working in the period, and is commonly used by Roman soldiers by the middle of the 1st century AD. I include it here, because examples may have existed earlier. Breast Plate – An armor used from ancient times across the Mediterranean world and beyond, typically made of bronze, it covers the entire torso in a fitted sheet of metal. Commonly used by the wealthiest of Roman, Greek or Carthaginian officers, it does not appear to have caught on in the Celtic world, but they could have used it. Max DEX bonus +1.


Helmets -


Under AD&D rules a certain number of attacks will be aimed at your head, randomly. Your head's AC is based on the type of helmet you wear. Helmet technology having not advanced in the iron age to the point where any standard AD&D helmets are actually available, I have come up with this work-around solution.

Limed Hair – AC 7 (13 AAC) costs 1 SP, takes one hour to apply, lasts 1d4 days per application. Has a tendency to cause hair to break, and bleaches hair blond. Requires character to not be bald.


Leather Helmet – AC 5 (15 AAC)


Iron Helmet – AC 3 (17 AAC) costs 50 GP.


Crested Helmet – AC 3 (17 AAC) 100-500 GP, has a fancy crest and or plume, usually adds decorative touches in brass, bronze, silver or gold. Worn by the very wealthy, great warriors, chiefs & kings. A total status symbol, it can add to the reactions and morale of NPCs.


Shields -


Shields come in three main varieties, based on size. Small, medium and large.


Small Shield - Small shields are rare among the Celts, but can be taken as trophies. They provide a single point to AC, versus one attack per round of combat. 5GP


Medium Shield – Medium Shields (usually round) are less common among the Celts, but not unknown. They are often used by horsemen, sometimes by skirmish troops. They provide 1 point of AC, versus up to two attacks per combat round, and provide 30% cover when deployed against missile fire. 7GP


Large Shield – The favored infantry shield of the Celts. They provide 2 points of AC versus up to three attacks per combat round, and 50% cover when deployed against missile fire. 15GP.


Weapons -


This is where the equipment list is going to take a huge hit too. Iron age Celts are not depicted as using a wide variety of weapons historically, they will have encountered a few more here, and some are simply too common to not include, despite a lack of evidence.


Weapons are going to be the common, simple weapons of poor folks (which often just included tools), hunting weapons, and martial weapons of higher status. There is, of course, some crossover.



Arrow 1SP each

Axe, Battle 5GP

Axe, Hand or Throwing 1GP

Bow 15GP

Club 1GP

Dagger 2GP

Hammer 1 GP

Javelin 10SP

Mace, Footman's 8GP

Mace, Horseman's 4GP

Maul 4GP

Sling with 12 bullets 15SP

20 Sling bullets 10SP

Spear 1GP

Staff 1GP

Sword, Falcata 10GP

Sword, Long 15GP

Sword, Short 8GP


Swords are the status weapons of warriors, they also typically carry javelins, spears, and daggers for back up. Bows & slings are for hunting, and mainly used by poorer folks for fighting. Axes & hammers are tools, and taken to battle by the poor. Clubs and staves are basically improvised weapons of last resort, also for low status people in battle. Any other weapon showing up on the list is most likely scavenged battle loot from non-Celtic foes, or brought in by an outside cultural group like Dwarves or Elves.



Celtic Starting Packages II -

 


Celtic Starting Packages II -


By Character Class items -


The default for the setting is warriors, so everything for Fighter, Rangers, Gaesatae is already included as default gear. The removal of class based restrictions on weapons & armor means that none of the default gear is useless for any class.


Clerics & Druids – Receive vestments according to their order, which includes robes (either black or white, according to their order), and holy items, some consumable, including incense, holy water and a holy symbol. They also may receive a medical kit^, a tattoo kit#, or a magic kit*, their choice.


Bards – similarly Bards, being members of the holy order, get vestments, in their case sky blue robes, and the privilege of wearing that color as a garment, typically a shirt, sometimes a cloak or cape. A bard will always get a harp or lyre as well.


Wizards – Being that, at this early date in the setting, they too are considered members of a holy order, they are given the right to wear a robe of a solid color, often embroidered or appliqued with arcane symbols, which also act as an arcane casting focus. Red is most common, but dark blue is rising in popularity. They also receive a “Spell Book”, which is actually a backpack full of scrolls inscribed with arcane formulae and theoretical texts. They will also start with a dozen blank pages for scrolls, and a magical kit*.


Thieves – In addition to receiving standard gear, they get a set of “Thieves Tools”, which are small, specialized items that allow them to use their thief skills. It weighs about 5 pounds, and can be dispersed around the body and with other gear to make it innocuous when searched. Most of the items are easily associated with various other crafts and skills. Similarly, the clothing of a thief is often designed with stealth in mind, softer shoes to help move silently, darker clothing to blend in with shadows, hidden pockets, etc. The setting being what it is, characters with the “Thief” class, are often more like specialists than the rogues that the name implies. More like Ninja, Commandos, or Spies really. The lack of real urban centers and the tribal type of society makes the “Thieves Guild” type of Thief anomalous to the early period setting.


^Medical kits contain bandages, dried herbs, prepared ointments, and needles & thread. All of this is, of course, consumable, but gives a +2 bonus to first aid checks made by the user, and increases natural healing by 1d4 points/day.


#Tattoo kits include the ingredients for ink, as well as the needles and hammer. At the completion of a tattoo, a check can be made to give a single permanent effect on the person tattooed. This is usually a bonus to AC, or to hit, but any minor effect could be suggested. For the tattoos effect to occur, it must be visible. Tattoos may be applied only once per area, each area may receive a number of tattoos according to this chart -


Head/Neck- 1

Torso- 4

Arm- 2 (each)

Leg- 2 (each)



*Magical kits contain common spell components and magic enhancing devices, such as amulets; and the ingredients for making ink. Many spells will require more exotic ingredients and components, and they are usually listed in the spell descriptions. Wands or staffs, often inscribed with runes, are part of this, and they act as an arcane focus, much in the manner that a holy symbol acts as a divine focus for casting. The dividing line between Wizard and Druid/Priest isn't really super clear yet.


All kits start at 100%, and using them uses 10% minus either Intelligence or Wisdom bonus, whichever is most beneficial. All kits will have a randomly determined cost to replenish used materials.

Celtic Starting Packages -

 


Celtic Starting Packages -


Every player starts with a large sack, and one set of clothing (linen undergarments, wool socks, leather shoes or boots, linen shirt, wool tunic, wool or linen pants, leather or woven belt or baldric, hat or hood, wool cloak), a knife (for eating, carving, etc), a travel kit (fire starting gear, eating utensils and bowl, cup, and personal grooming kit), and a leather belt pouch.


Random starting equipment for Celtic characters-


Roll 3d6


3-4: Very Poor Status, no Torc, pick any two of the following items – Shield (Medium), Club, Dagger, Staff, Sling & 20 stones. Additionally roll 4d6 copper and 1d6 silver coins. 1d6-1 days Iron Rations, 1d4-1 days Standard Rations.


5-7: Poor Status, Torc (d6 1-4 Copper, 5-6 Bronze), Pick either Club or Staff, then pick any three of the following items – Shield (Medium), Axe, Dagger, Sling & 20 Stones, Bow & Quiver w/12 arrows, 1d4 Javelins, Spear. 6D6 copper, 3d6 silver, 1d4-1 gold. 1d6+1 days Iron Rations, 1d4+1 days Standard Rations.


8-13: Standard status, Torc (d6 1-5 Bronze, 6 Silver), Includes Dagger, Shield (Large), Spear, and a choice of two of the following- Light Armor, Sling w/20 Bullets, Short Sword, Falcata, Leather Helmet, Javelin x3, Bow & Quiver w/20 Arrows. 8D6 copper, 6D6 silver, 3D6 gold. Choice of Hair Lime, Woad Body Paint, Magic Mushrooms, or Strong Drink; 1d6 applications or doses of choice item. 3d6 days Iron Rations, 1d4 days standard rations.



14-17: High Status, Torc (d6 Bronze 1-4, Silver 5, or 6 Gold), Includes Light Armor, Dagger, Shield (choice of Medium or Large) x2, Spear, Javelin x3 Sword (Short or Falcata), Iron Helmet. Choice of any two of the following- Upgrade to Medium Armor, Upgrade to Long Sword, Dart x4, Javelin x3, Upgrade to a Crested Helmet, Riding Horse, Upgrade Medium Armor to Heavy Armor. 3D6x5 Silver Pieces, 3d6 gold.


18: Noble, Torc (Silver or Gold), consists of Dagger, Sword (Short or Falcata), Long Sword, Shield (Medium or Large) x2, Medium Armor, Iron Helmet, Spear, Javelin x4, and any three of the following- Body Servant (non-combatant), Throwing Spear x3, Throwing Axe x3, Bow & Quiver with 20 Arrows, Upgrade to Heavy Armor, Upgrade Sword to Fine Steel Sword (+1 to hit). 1D4+1 Riding Horses, 1d4 Pack Horses, Mules or Donkeys, Upgrade Helmet to Crested Helmet, Barbed Spear.


Additionally Very Poor, Poor and Standard Status Characters get a roll on this random equipment table-

Roll 2d10


2- Leather Backpack

3- 1d4 Tallow Candles or an oil lamp

4- Whetstone or Needle & Thread

5- Dog (1d6, 1-3 Pet, 4-5 Hunting, 6 Guard)

6- Choice of 1d8 Darts, 1d4 Throwing Axes, or 1d4 Throwing Knives

7- Livestock roll 1d6: 1-2 Sheep or Goat, 3 Pig, 4 Laying Hen, 5 Duck or Goose, 6 Milk Cow

8- Pet (roll 1d4: 1-Bird, 2-3 Cat, 4-Ferret)

9- Fishing Pole, 50' line, 1d4 hooks, sinker, small bait box.

10- 1d4 Torches

11- Two Man Tent

12 – Bedroll or Mattress Bag

13- Musical Instrument (Choice of Lyre/Harp, Flute, Drum or Bagpipe)

14- Cooking Pot and Utensils

15- Two Gallon Cask of Ale or Glass Bottle of Wine

16- Hatchet or Woodsman's Axe

17- Choice of Shortsword or Falcata

18- Iron Helmet

19- Medium Armor

20 Roll Twice, ignore this result thereafter.



Additionally, High Status and Noble PCs get to roll on this table (Nobles twice)

1d20


1- Ox & Cart.

2- Chariot, Charioteer and two horse team

3- 1d3 Light War Horses.

4- Camp Set Up, including a large pavilion, cooking implements, bed and 1d4 servants (non-combat)

5- 1d4 Men-at-Arms, 0-level Fighters with Shields & Spears.

6- War Chest with 4d100 copper, d100 silver, 4d6 gold.

7- 1d4 Pack Horses, Mules, or Donkeys

8- 1d4 War Dogs

9- Game (board game or dice)

10- Cold Weather Gear (Coat, boots, gloves, hats, blankets)

11- Anomalous Weapon – Choose any weapon from the PH that is NOT on the Celtic Equipment List

12- Dwarf-Made Armor (Ultra-Heavy, AC 1 [19AAC], No Dex Bonus Allowed)

13- Magic Potion (d10, 1-4 Healing, 5-6 Extra-Healing, 7 Strength, 8 Growth, 9 Invisibility, 10 Flying)

14- Scroll (1d8, 1-3Protection Evil, 4Elementals, 5-6Lycanthropes, 7Undead, 8Petrification)

15- 1d4+1 extra complete sets of clothing.

16- Portable travel bed with straw mattress

17- 1 complete set of very rich clothing

18- 1d4 pieces of random jewelry

19- Magic Weapon (Choice of Sword, Spear, or Javelins) +1 to hit and damage, replaces item in gear.

20- Roll twice, ignoring this result hereafter.









Celts game culture document

 


Celts game culture document


First and foremost, this is a fantasy world, with elves and dragons and magic, this is certainly going to color the “reality” of the setting. Along with the mythological stuff, it also includes extinct thing from earth, Ice Age mammals, and dinosaurs.


The “core” human culture is descended from ancient Celts, pre-Roman Gauls & Britons, Gaels and Celt-Iberians. Some conceits of the setting include a more modern outlook towards equal rights for everyone.


Women had it pretty good, by comparison to their Mediterranean neighbors at least, here they have it better (although there is still some chauvinism left to overcome, mainly in preference to males for inheritance rights).


Racism, does not exist, not regarding other humans at least. A case could be made for the existence of racism regarding other sentient species, but that would be primarily in regard to their distrust of the newly arrived humans, which feels more like tribalism, or xenophobia.


Slavery, it's a sensitive topic for most people (and it should be). What I will say is that slavery was never as widespread among the ancient Celts as it was in the Mediterranean world, but it did exist. I am going to say that my extrapolation of slavery in this new world, given the harsher climate than the homeland, and the literal hordes of non-human enemies, slavery is more a concept than a practice at this time. The unfree exist, but their treatment is more like serfdom than outright chattel slavery, and upward mobility to freedom is exceptionally possible.


This Campaign Setting -


This is a primer for new players in my “World of Garnia” campaign setting. I was planning to run this as a straight up, by the book AD&D core rules setting, but Darryl suggested that we should play in a very early era of this setting, one which hadn't been explored as a possibility for use yet. I was intrigued enough to agree, so here we are.


The basics-


You belong to tribal groups of Iron Age Celts that were part of a pan-Celtic religious movement, a movement that was based around a prophecy of the destruction of the Celtic world and way of life. These groups gathered themselves for a ritual that would protect them, and take them to a place where their way of life could always be ascendant. This movement was organized by the Archdruid Math the old.


Celts from the entire Celtic world came individually or as entire tribes, gathered in Gaul and then disappeared. All record of this was lost to the people of earth, as Gaul was in the middle of being conquered by the Roman empire. Movement from earth to the new world didn't end with the first mass migration, but it did significantly slow, with one further large migration from Britain in the face of the Roman invasion of 43 AD.


It has been 35 years since the first people got here, the climate was harsh compared to your homelands, cold, barren plains rather than temperate forests. The challenges were many, unknown species of deadly monsters, wielding strange magics, disease, starvation, freezing temperatures. Your people have prospered in spite of this, and have expanded beyond the river valley of your initial settlement. Your task is to explore the world beyond the valley, and find new lands for your growing tribes.


What are Celts?


For our purposes they are the culture(s) that dominated Europe, mostly north of the Alps, from the bronze age until the Roman conquests of the 1st centuries BC and AD. They are a huge chunk of Europe's pre-history. Their cultural zone ran from the black sea coast of modern Bulgaria to the Atlantic coast of modern Spain and France, and included the British Isles; from the North sea to the Mediterranean, they expanded into northern Italy following the Etruscan collapse (which also led to the rise of Rome as a power), and they colonized the central part of modern Turkey. Renowned and feared as warriors, they served as mercenaries as far afield as Carthage and Egypt and Persia.


Assuming we're not all scholars, I am going to define them as five main groups (divided somewhat along linguistic lines), and a couple of sub-groups. Gauls, Britons, Celt-Iberians, Irish and Picts are the main groups, and Ligurians and Belgae are the sub-groups.


Gauls (mostly) come from modern day France and the low countries, they speak what is called P-Celtic or Brythonic, which is a simplification, as there were dozens of Gaulish languages and dialects, and D&D poorly models linguistic reality, so we're going to call their languages “Gaulish” and call it a day. Gauls are the “civilized” Celts, they lived in proper towns, and had magistrates. They had had a lot of contact with the Mediterranean world.


The Ligurians were, perhaps, Gauls that dwelled in a mountainous region along the Mediterranean sea coast, or maybe another group entirely (pre-Celtic peoples that were influenced by Celtic culture). I include them here because scholarly opinion was divided the last time I looked into it, but it seemed they leaned Celtic pretty hard at a minimum.


The Belgae (from whom Belgium gets it's name) are the “Savage Gauls” of the north, noted for their ferocity. Scholars are divided over their actual ethnicity, some considering them a Germanic people. I am using Belgae as a term for any Germano-Celtic people, and, since Caesar called them Gauls, I am assuming they spoke Gaulish, which makes them Celts in my view.


The Britons (or more accurately “Pretani”) are the majority culture of the Island of Great Britain in pre-Roman times. Like the Gauls they are a P-Celtic speaking people. The Romans considered them to be more primitive, but closely related to the Gauls. Round buildings and war chariots. Way less contact with the Mediterranean world made them a scary race of savages sitting at the edge of the known world to the Romans.


The Celt-Iberians are the Celts of modern day Spain and Portugal. We're not entirely certain, but we think they were Q-Celtic or Goidelic speakers; which makes their tongue more similar to modern Irish or Scots-Gaelic than Welsh. The Romans considered these Celts to be primitive and savage compared to the Gauls too. It is entirely possible that these people were from an earlier wave of Celtic settlement (and/or conquest) than the Gauls, their material culture suggests some melding with the aboriginal inhabitants of the area, the Iberians. The Romans adopted their shortsword design though as the “Gladius Iberius” usually simply referred to as the Gladius.


The Irish were the Celts from beyond the edge of the world to the Romans. They spoke a Q-Celtic language, never saw a Roman invasion, and would go on to colonize Britain in the wake of the Roman collapse, most successfully in Scotland. Other than the language, they are culturally and materially very similar to their Briton cousins.


The Picts are the great enigma of Celtic culture. Scholars cannot be sure if they were P-Celtic speakers, or Q-Celtic speakers, or a 3rd unknown Celtic language variant, or if they spoke a Celtic tongue at all. Their material culture suggests, at a minimum, strong Celtic influences. They were considered by the Romans to be fierce, savage, and, of course, primitive. Ultimately their homelands in the modern Scottish highlands were considered not worth the effort of conquering, so, rather than complete their domination of the island of Great Britain, they chose to build a couple of lines of fortifications across the entire island, the most famous of which is Hadrian's Wall.


All of these groups have cultural similarities and religious bonds to each other that far outweigh any of the differences. They are what are called “Heroic Cultures”, greatly valuing individual martial prowess and physical fitness.


But wait, there's more!


We've all heard of Druids and Bards, both of which are a part of the priestly caste of the Celts. Celtic music and art are still fairly popular today. Plaids are widely associated with Scotland, but are really a Celtic thing rather than a specifically Scottish thing. Halloween is one of our most popular holidays, it's origins are Celtic.


A few cultural bits might be useful going into playing in this setting, so, in no particular order of importance we have-


Head Hunters. The Celts are head-hunters, they take the heads of important or valiant enemies as trophies. They would preserve them and bring them to feasts and talk to them, there was also a trade in prestigious heads.


The Torc. A torc is a neck ring, and it has some religious significance to the Celts, they were known throughout the Celtic world and were important enough to a warrior that he would rather not go into battle without it, and it is said would put them on before armor or weapons in an emergency situation. They were generally made of as precious a metal as the warrior could afford, examples have been found in bronze, copper, silver and gold (although primarily bronze and gold); and as ornate as possible. It is also possible they were used as a form of currency.


Fearlessness is somewhat religiously motivated. Celts were said to be fearless in battle because they were certain of their afterlife. An account I read spoke of warriors making deals to pay back debts to each other in the next life if they died in battle. Their fearlessness is such that they accidentally disrespected Alexander the Great when he asked them what it was such great warriors as themselves feared, expecting the answer to be some idle flattery like “you alone my lord”, instead they answered that “they feared only that the sky above might fall”, which is to say “nothing really”.


The head is the seat of “personhood”, this may be the motivation behind head hunting.


Some random facts about the campaign world -



Since coming to this world 35 years ago, your people have discovered a number of interesting things. Here are a few of them.



Magic is strong here. In the old world magic was often found in the realm of coincidence and wishful thinking, here when you call lightning it comes, you can summon fire from nothing, and some people have flown like birds. Your people are still adapting to this arcane might, but the Druids have made the entire valley of the Aver Danu warm and fertile through their prayers and rituals, in stark contrast to the cold, arid steppes that surround it. Not everyone seems to have the gift for tapping into the magic of this place, but enough of the people do.



What do we eat? Most western/northern European ancient food crops are grown here, so various grains (Oats, Barley, Rye, Wheat) and pulses (green peas, fava beans and others), various fruit trees (apples, pears, plums, cherries, apricots and even oranges), root crops (turnips, carrots), other vegetables (onions, garlic, leeks, cabbages) along with a few Mediterranean ones (Grapes & Olives being foremost among them). The people brought herds of livestock, so cattle, sheep and goats, pigs, horses provide meat, milk and dairy products and leather. Flocks of chickens, ducks, geese and doves/pigeons provide eggs, meat and feathers. Fishing in the Aver Danu provides a wide variety of freshwater fish (some new species), and amphibians. Hunting brings in significant amounts of protein to the diet, as well as providing greater variety. Most meals are going to come out of a pot, a lot of stews and soups, with bread. Roasted animals lose the fat cooking off into the fire, which smells great, but cost resources, so are usually reserved for the wealthy and celebrations. The people brew beer and mead, they drink milk, and the water is pure enough that it's safe too usually. Various teas are made from herbs.



Other races of men live here. You are not the first men to to come to this place, but all of the others are primitive savages that do not work metal, they live in caves or in temporary dwellings and follow the herds. (In real world terms these are Neanderthals and Denisovans, perhaps some as yet undiscovered sister species of modern humans. They can and do breed with modern humans creating hybrids, their low population densities make such children rare, but playable as a character “race”)



The people have identified two distinct species of demihumans, Dwarves, with whom the people have a generally guarded relationship, but do conduct trade with their outposts to the south of Dun Math; and the Sidhe (Elves) who are somewhat enigmatic, but seem to share some common foes with the Celts. The Sidhe are a magically potent species, all of them seem to be adept at it's use. They are also skilled warriors. Their weakness is iron, they use wooden, stone or bronze weapons and tools mainly, with some of their highest status folk using a “silver-steel” for weapons and armor. They do not ride horses, or chariots. The Sidhe occasionally wander into human settlements, not so much for trade, and usually just as solitary individuals, but there is a high degree of sexual attraction between the species, which suggests a common heritage. The same can not be said for humans and dwarves.



Then there are the humanoids, bestial savages that seemingly live for slaughter and plunder, there are scores of different types, and their groups range in size from small bands to tribes that can field hundreds of warriors. They are an endemic threat on the steppes, and the Sidhe hunt them there.



The Undead. The down side of a world with potent magic is that there are those that practice the foulest necromancies, and some of the dead rise to make war on the living.



Megafauna- A startling array of large, but otherwise mundane beasts roam the cold plains surrounding the Aver Danu. Think Mastodon, Mammoth or Woolly Rhinoceros, as well as Bison, Irish Deer, and Moose. More exotic things like the Short-Faced Bear, the Giant Beaver, or the Giant Ground Sloth exist too.



Magical Beasts- The cold steppes are also home to a variety of quasi-mundane animals, that have some magical features or mutations. Blink Dogs and Displacer Beasts fit this category; as do magical hybrids like Owlbears.



Mythological Creatures- Dragons, Giants, Basilisks, etc.; they are here too.



Languages – A “Common” tongue for the Celts has developed, it's a simplified Celtic base, with loan words from the various Celtic tongues that made the trip over. It's useful for trade, and basic communications between the various tribes of Celts present, but it is a second language. The mother tongue spoken by each party member will be their own tribal dialect, which will have a degree of intelligibility with related tongues, falling into the groups I mentioned before, mainly Goidelic/Brythonic, which I am going to call “Gaelic and Gaulish”. Forget all the silly languages they gave all the demihumans in the party, while you have the capacity to learn these tongues, you haven't had the opportunity, having been raised among the Celts. Language isn't genetic (I am willing to entertain the argument that SOME native languages might be), it's learned. I am also introducing Fluency as a concept to AD&D, which has always held language as a binary. You either speak it, or you don't. Having studied a bunch of languages over the years, and attained some fluency with them, I hate the binary approach.



Other ancient human tongues from Europe/North Africa/West Asia may actually be present, I assume not everyone who made the trip was a Celt, it's possible an Egyptian trader came too, or a Greek soldier, or whatever. Of the hundreds of thousands of people here, not all of them will be culturally and racially homogeneous. In future generations they'll have been absorbed wholly into the Celtic cultural milieu, but this early on, it's possible someone had a Carthaginian dad.



Literacy- There exists evidence for a couple of distinct Celtic writing systems, the Ogham “Runes”, that may have been a secret druidic writing system, and a set of “Celtic Runes”, not unlike Germanic runic systems, which are seemingly based on the same sources as both the Latin and Greek alphabets, nevertheless, Celts tended to use Latin or Greek letters when they kept any written records at all, although sometimes in their own languages. Because it's more fun and game-ey, I am going to keep the secret druidic tongue, (and it's written version Ogham), and let people choose to become literate in “common”, which will use the Latin alphabet. Scholarly types may choose Latin or Greek as languages, or even more exotic ones like Punic, Hebrew or Egyptian.



This is an ancient Celts themed game, that will be moving towards a more AD&D standard in the world's future, but, rules wise, the world is in flux right now. Watch this space for changes. For today, I am removing weapon restrictions by class entirely, LotFP style, and armor restrictions too. The caveat being that I am introducing arcane spell failure for people wearing armor. I am thinking something along the lines of “No chance if unarmored and unencumbered, roll a check when casting if wearing any armor at all (on a d20), the number you need to meet or exceed being 10 + the level of the spell, + 1 for any shield, +1 for any helmet, +2 for light armor, +4 for medium armor, +6 for heavy armor” I will probably let you add your INT bonus to your die roll though. There could be other situational modifiers too.



Darts- I had removed them from the equipment list, because it's just another example of a thing Gary got wrong. They should be short javelins (or possibly plumbata), but everyone thinks they're bar darts. Fine, they can be bar darts. They're grandfathered in to the equipment list, at d3 damage and a rate of fire of 3/round. Useful as a last resort melee weapon for d3-1 damage.



Catching Your Breath – Any PC can take a full turn rest to recover 1d4-1HP immediately after any combat in which they took damage.



Bind Wounds – an action that can be taken by any character to stop the “bleeding out” of another character that is “Down and Dying”, it immediately restores them to 0 HP, regardless of how deeply negative they were.



Negative Hit Points – Standard rule is that everyone gets -10 HP, then dies. They also state that a character who has gone into negative HP can only rest for 1 week/negative point. I changed this to the dramatically less harsh -1 to hit for 1 day/negative hit point. I might make other checks have a similar penalty, but I also want adventurers to be able to adventure.