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.





Garnia 2nd Generation Game Primer

 


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 prtocet 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.

Lore Dump & Rules Update 08-15-2022

 


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 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 its 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 cannot 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 downside 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.


New rule for non-human characters – all new PCs created from this point on will be human, unless you want to roll for it, then, potentially, you can play a non-human species or hybrid. You get one roll, and have to select the desired species or hybrid before rolling.


Species % chance

----------------------------------

Elf 02%

½ Elf 05%

Dwarf 05%

½ Orc No

Halfling 02%

Gnome 04%

Caveman 07%

½ Caveman 10%

Gorilla Sapiens 01%

½ Ogre 03%

½ Giant 01%

Other Exotic 01%


Failure to get the desired species means you play as a human. First time players get a single one time species pick, because everyone else did. Anyone who picked Human as their first character still has a one-time pick.

World of the Aver Danu

 


How your people live now -


Your peoples are a patchworks of tribes from across the Celtic world. Some few tribes emigrated en masse, from some tribes only a very few individuals made the trip. All of this was done under the watchful and protective gaze of the Druidic order, under the leadership of the Arch-Druid Math (for whom Dun Math [the effective capital of your civilization] is named). The many tribes came with their nobles and petty kings, as well as their general populace, and a good many old world rivalries made the trip along with the people. The Druids keep the peace, by and large, in part with the threat of exile from their magically enhanced warm climate zone centered on the banks of the Aver Danu, out into the cold northern steppes. Some small groups have left of their own volition. Mostly the Druids assigned rivals to different parts of the safe zone, which is hundreds of miles long and about 30 miles wide, flanking the river on both banks.


Functionally the place is a pagan theocracy under the firm, but benevolent hand of Math and the Druidic order, with day to day governance by the various kings and nobles under their guidance. After three and a half decades of this, there is some open grumbling, as the older generations especially talk about their ancient rights and privileges. Many younger folks also chafe at the restraints placed upon them, as traditional pursuits such as cattle raiding have been outlawed. Ranging out onto the steppes to challenge themselves is a new way of challenging the warrior youth, but many complain that there is a significantly lower amount of prestige in taking heads and booty from steppe dwelling Fomori like Goblins.


Clerics, Holy Warriors, protecting sacred sites, priests, and the folk; or even waging aggressive holy war against potential threats, are a new development. The various Druidic councils and orders are undecided as to how to deal with them, as they are not bound by the various gessae of the priesthoods, but clearly are divinely inspired and empowered. Most consider them to be members of the warrior caste, but attached to a temple or grove, or even the entire Celtic people (much as the Druids themselves) rather than to a specific clan, tribe, region or kingdom.


Wizards [Magic-Users] are also a new caste, the opposite issue exists for them. A scholarly folk that should probably belong to an order of priests, but practicing a purely arcane form of magic. They also confound traditional definitions of the Druidic orders. Mostly the Druids have been considered to fall in rank along side skilled craftsmen, but skilled craftsmen lack the ability generally to completely dominate a battlefield via their sheer force of will, and somewhat ritualistic casting. Most common folk believe their magic to be divinely inspired, and therefore a gift from the gods, so de facto members of the priestly caste. Many Wizards believe their long study of the arcane should grant them a status equal to priests, and thus wear priestly attire (long, flowing robes).


Other odd archetypes and character classes have similar issues. A Paladin is a Cleric on steroids. An Illusionist is just a specialized Mage.


Rangers, on the other hand, are the Druids answer to what to do with the warrior caste, they pointed it outward. They are a quasi-holy order, working directly under the supervision of the various Druidic orders and councils, designed to protect the people. The vetting process is rigorous, and a certain amount of potential to work magic is necessary, in addition to the martial prowess. They are specifically trained to live on the fringes, to seek out potential threats and neutralize them. They work alone, or in small groups, they leave no trace.