Iron Age Celtic setting ideas...

gamerprinter

Mapper/Publisher
Critiques and comments for a planned Iron Age Celtic setting.

Looking at ideas for a setting I plan to develop for publication next year, tentatively called Iron Age Celts. Although Pathfinder Compatible there are some unique aspects and class restrictions I am considering and would like honest critique on direction and what I shouldn't do.

The three elements that make this setting stand apart from a typical PF setting, are:

1. As a society, the Celts are illiterate. While they can certainly learn to read and write the languages of civilized kingdoms to the south (something akin to Etruscan and Greek/Mycenaen city-states), the Celtic religion forbids them from recording the rituals they perform - including spell casting. Years of training and rote memorization is required.

Bards and Wizards perform arcane casting through tattoos of animistic and Celtic knotwork tattoos they bear and are trained tattooists for the clan. Meditation required to activate daily spells worn as tattoos. Scrolls are Celtic knots tied in rope with gold, silver or bronze wire interlaced with hemp. Knots are untied to cast Knot Scroll.

The Wizards of the setting are called Myrddin, and simply remove "spellbook" and "scroll" from a Wizards mechanics, replace with Tattoo casting, and its all flavor from there. Myrddin live apart from clan society though serve as advisors, tattooists (work as a type of magic item granting some wondrous item or AC enchantment bonus, DR, or other attribute placed into a tattoo.)

2. The Pathfinder Druid being more of a shifter doesn't really fit a Celtic Druid, so Druid is restricted from the setting. Druid is now a trait and applies to the Druidic caste which includes the historians, law givers, divine and arcane casters of Celtic clans. Classes that can take the Druid Trait include: Bards, Sorcerers, Witch and Oracle, the latter better fitting the idea of a traditional druid.

3. The Fighter is restricted from Celtic society, as Celts lack the discipline and driling that fighters receive in training. The replacement class is the Clan Warrior. Though I haven't drawn up the class yet, I've got some ideas on direction I want to take.

Clan Warriors serve as the defenders, raiders and heroes of one the many clans of Celtic society. Clan warriors are restricted to medium armor, (no breastplate) and any shields (including Tower Shields, as the Roman Scutum was borrowed from the Celts, and unless I'm mistaken Scutum qualify as Tower Shields.) Clan warrior's are skilled in a variety of simple and martial weapons, though each clan has its primary weapon of choice that differ from clan to clan.

Shield Training replaces Fighter Armor and Weapon Training. Shield Training follows the same progression as Armor Training, granting +1 AC and +1 Shield Bash damage with each acquisition. The shield is the most common armor available to warriors, as scale, ring and chain mail is expensive and reserved for clan leaders and champions. Various helms are available as well.

Because Celtic warriors are known to fight as berserkers at times in combat, I was thinking of adding half progression Rage Powers, so they gain 5 Rage Powers by 20th and no Mighty Rage.

I want to introduce a new Combat Maneuver called Salmon Leap, against a flat-footed opponent, make a verticle jump to make a single attack as a standard action that bypasses Shield AC bonus, but grants an Attack of Opportunity.

Instead of Fighter feats (no fighters) there are different Clan Warrior feats, reserved to this class. Improved Salmon Leap is one such feat that denies Attacks of Opportunity when performing this combat maneuver.

Many types of weapons, most of those used by Romans were Celtic weapons originally, so gladius, pilum, as well as falcata (stats like falchion), gae bolg, spear, dirks and other weapons. Though each clan will have one primary weapon of choice.

While bows should be used, Celts use slings for much of their up close missle combat, but the sling is such a sad weapon in Pathfinder. I am creating a war sling that using larger stones that cause d6 damage instead of d4 and has 19-20 critical threat range.

Rogues and Rangers exist as special kinds of warriors for the clans, especially for stealthy and wilderness adventuring.

Gestatae might replace barbarians, but flavor changes rather than mechanics.

Charioteer is a martial Prestige Class that includes driving a chariot, and attacking from it with throwing spears.

The setting will be filled with Fey, new and old, a first campaign involves a war between the ogres, trolls and giants (fomorians) led by the Winter Hag, in an effort to oust the humans from their former homelands during the last Ice Age. The Winter Hag hopes to obtain the components necessary to enact a ritual that will usher in a new Ice Age - PCs will follow a full adventure path (perhaps up to 20th level) to stop that from happening.

Other campaign ideas is to introduce a "Roman Invasion" attempt by one of the civilized militant states from the southern coastal fringes of the Celtic World.

Critiques, thoughts?

GP
 
Last edited:

log in or register to remove this ad


I like it. :)

Celtic stuff is hinted at but never focused upon in D&D without veering too far into pixie-land. If you're farming for research material, I would point your attention to the AD&D 2e Celts Campaign Sourcebook and GURPS: Celtic Myth.

The former will give you a glimpse into how the rules guys "D&D-ified" Celtic history, while the latter is one of the most comprehensive real-world researched gaming supplements you'll find. It's not D&D, but the fact-finding is worth the read.
 

I like it. :)

Celtic stuff is hinted at but never focused upon in D&D without veering too far into pixie-land. If you're farming for research material, I would point your attention to the AD&D 2e Celts Campaign Sourcebook and GURPS: Celtic Myth.

The former will give you a glimpse into how the rules guys "D&D-ified" Celtic history, while the latter is one of the most comprehensive real-world researched gaming supplements you'll find. It's not D&D, but the fact-finding is worth the read.

Thanks!

I've got the 2e Celt Sourcebook, not GURPS: Celtic though. I just ordered Bastion Press, Fairies, and am referencing Raven Crowking's Fey thread, I have Katherine Briggs Encyclopedia of Fairies, The Celts - A History by Ellisburg, a couple excellent scholarly Celtic websites. I've read parts of the Ulster Cycle - I can always use more, but have lots of source material already, plus a long time love of things Celtic, so studied it for many years.

I'm trying to create something a little unique, very Celtic, with an Age of Heroes feel to it, yet fully Pathfinder, not Sword & Sorcery.

I'm also thinking of adding the same Code of Honor mechanic, that I use in my feudal Japan analog setting, along with Ancestral Items, as I think those would also work well in a Celtic setting, with Clan Honor and all.

Thoughts?

GP
 

My only thoughts are this: the more complicated you make your game (ie the more you deviate from the core rules), the more difficulty your players will have immersing themselves in your setting and the more frustrated you may get with them for "not getting your vision".

World-building is fantastic fun for many DMs. For the players, on the other hand, they are generally only concerned with their characters and what is immediately affecting them. Many players tend to gloss over when the DM reads paragraphs of flavor text and campaign history.

If your players are different, swell. ;)

Clan Honor: Cool idea as long as there are in-game ramifications for keeping/losing honor. Keep in mind that, as DM, you are the arbiter on what constitutes honor gain/loss, and it should be open to discussion if players don't agree.

I've always wanted to play a Fey-heavy game.
 
Last edited:

Perhaps Honor could fall under optional rules

It might be better to leave Honor and Ancestral Items as optional rules, but while doing research on my feudal Japan analog setting, interpretations on how Japanese clan honor was like could be compared to Celtic clan honor. That reference intrigues me to experiment with the Honor concept for a Celtic World.

From my other setting, Honor comes in 5 ranks, of 5 degrees each. Rank 0 is Honorless Dog, Rank 1 is Dishonorable, Rank 2 is As Expected, Rank 3 is Honorable, and Rank 4 is Above Reproach. Each have 5 degrees higher than the base rank, but still count in use in various modifiers by the rank not by the degree. Being Honorable in one's actions can raise 1 degree per honorable action, usually one actionable honor point per encounter, no more than one Rank per level up - a specific table is used to decribe varying acts of honor/dishonor and how they affect movement up and down the Honor rank system. Rank 2 grants no modifiers, ranks above this add modifiers, ranks below 2 subtract modifiers.

Honor is especially used in diplomatic skill checks. However, in my setting I have combined the mechanics for both Honor and a class arcane devices called Ancestral Items. Think "Weapons of Legacy" from 3e, and you'll be close.

Ancestral Items are "clan artifacts" that begin the game as masterwork items given to sons and daughters to make names for themselves in life's great adventure ahead, usually a favored item, armor, shield or weapon of choice. Ideally if such a weapon is given at first level, it remains a masterwork weapon until it's bloodline based wielder achieves 3rd level, and performs a triggering event required to activate the power. Once achieved the Weapon/Armor +1 or wondrous item +1 checks, and other similar effects, and a progression of an additional power or +1 every three levels above that. So a shield or weapon could have a +5 bonus at 20th level.

Note triggering events could be: weapon of choice gains +1 enchancement upon wielder achieiving 3rd level and defeating a clan enemy single-handly; or a Bard's harp grants a read thoughts (Su) upon deciding a discussion in your favor with the Clan King, also at 3rd level.

The way I tied Honor with Ancestral Item is by requiring minimum Honor to use Ancestral Items and that the higher level powers are only available to those with the highest honor. Bearing an Ancestral Item is a priviledge and a point of honor for it's wielder. The wielder's own Honor is reflected in his weapon. If the wielder is honorless, he is bringing shame to his clan and shame to his ancestors, the item remains a masterwork, but confers no powers. Rank 2 Honor - As Expected is the minimum Honor required to use up to four powers or +4 enchancement. Rank 3 Honor - Honorable is minimum to acquire five to six powers or +5 enchancement bonus plus a weapon quality (axiomatic, holy, thundering, etc.) Rank 4 Honor is the minimum for any powers above 6.

This would not apply to all magic items, only powerful multi-powered clan artifacts granted to starting players within the clan, and only a single item. These items have names which are tied to the clan's history and honor. They become the Excaliber of Arthur; the weapon or arcane device is tied to the hero in a formal manner.

Thoughts?


GP

PS: having higher Honor improves interactions with Fey beings, though they may seem chaotic, Honor can be a power over them and they recognize it.
 
Last edited:

The Fey Realm is a parallel universe

The Fey Realm as I see it is a parallel universe very similar to the prime material, but has no function of time and trapped everylasting twilight. It is home to both the Seelie and Unseelie Courts, with many of its own set rules required for survival. A Knowledge: Fey is added to the skills list.

Access into the Fey Realm is through portals located at sites "in between". This means any change from one condition to another or passing between two notable natural obstruction. Passing under the arch of two trees with intertwined branches, between two lithic stones as a lonely pair, crossing a stream, walking along a shore, entering a pool or lake, as well as entering a fairy ring or knowe mound. One can easily follow a known path and accidently step into the Fey Realm - and if you don't follow its rules you could be trapped for eternity.

Fey Manners are expected, and the Fey maintain many taboos, breaking them can bring dire consequence, unless aid can set things right again - such is the nature of adventuring in the Fey Realms.

Right now the Pathfinder Bestiary features 4 - 6 fey of any kind, and one them is a satyr, which I don't really feel is fey at all. I plan to have 20 to 50 fey in the lineup if I can manage it. I know lots of Fairy lore and have the resources to do a proper job - I have several favorites, though I will keep them secret for the moment.

GP
 
Last edited:

Celtic Clan Warrior class

OK, here's my first attempt at looking at the basic Clan Warrior Class. Although you might view it as a bastardization of other martial classes, but I see it as a prototype martial class between barbarian and the rest of the more modern typical Pathfinder setting. This class is a missing link, of sorts.

Celtic Clan Warrior:
Hit Dice d10
Full BAB
Fighter Saves
Skill Ranks per level: 4 + Int modifier
Class Skills: Acrobatics, Climb, Craft, Handle Animals, Intimidate, Knowledge: Nature, Perception, Ride, Survival, Swim.
All simple and martial weapons, plus one exotic clan weapon of choice
Restricted to medium armor (no breastplate) and any shield, including tower shields.

1st level: Clan Warrior Feat, Skill Focus: Intimidation
2nd level: Rage Power
3rd level: Shield Training 1
4th level: Favored Enemy (Celtic Clan)
5th level: Clan Warrior Feat
6th level: Rage Power
7th level: Shield Training 2
8th level: Favored Enemy (as per Ranger List)
9th level: Clan Warrior Feat
10th level: Rage Power
11th level: Shield Training 3
12th level: Favored Enemy (as per Ranger List)
13th level: Clan Warrior Feat
14th level: Rage Power
15th level: Shield Training 4
16th level: Favored Enemy (as per Ranger List)
17th level: Clan Warrior Feat
18th level: Rage Power
19th level: Shield Training 5
20th level: Shield Master, Favored Enemy (as per Ranger List)

Clan Warrior Feats: currently building a list of 12 to 15 feats, some as prerequesite chains, so far: Deflect Arrows, Del Chliss (2H str bonus with spear), Spear Catching, Improved Salmon Leap (Salmon Leap Combat Maneuver*), Spear Kick, Flying Charge, War Sling Focus, War Sling Master.

Rage Powers: as per Barbarian class feature, at half progression, no mighty rage ability.

Shield Training: because Celtic Clan Warriors are restricted to medium armor and shields, shields become of greater importance as well as the most common type of armor available, as expensive bronze scale, ring and chain mail are reserved for clan leaders and champions. Gain +1 deflection bonus to AC, reduce armor check penalty by 1 (shield only), and increases the maximum dexterity bonus by 1 (shield only).

Favored Enemy: using this as per Ranger class feature, as raiders and heroes, Clan Warrior uses the Ranger Favored Enemies Table. The first selection of Favored Enemy must be a specific enemy Celtic Clan, as a requirement for the setting, applying especially to raids, only one clan can be chosen.

Shield Master: as a 20th level capstone power, shield masters use their shields as if they are one size category smaller, and half the check penalty unless otherwise stated. Thus tower shields, for example, are considered medium shields by its wielder.

*Salmon Leap is a new combat maneuver that can be performed by Celtic Clan Warror. Against a flat-footed opponent make a verticle jump allowing warrior to make a single attack as a standard action, bypassing opponents shield AC bonus, but incurs an Attack of Opportunity. (Improved Salmon Leap clan warrior feat negates this incurred Attack of Opportunity.)

Del Chliss feat is the same as using a 2-handed weapon gaining half your strength bonus added to damage, but applies to any Celtic Spear.

Spear Kick feat, by placing your spear on the ground, you can kick your spear at your enemy for double strength bonus to damage, but confers a -2 attack, and you are considered flat-footed due to odd body position required for kick maneuver.

Improved Spear Kick feat, lessens penalty to -1 attack, and lose half your dex bonus, but are not considered flat-footed.

War Sling Focus: add 10 foot effective range for sling missle combat and +1 hit.

War Sling Master: critical hits with sling stones are automatically confirmed, and gain a +1d6 damage.

Flying Charge:something like Pounce, still developing.

I want to create a few more Clan Warrior Feats for more options.

Clan Warrior Weapons: free bonus exotic martial weapon applies to one from the following (growing) list available: falcata (falchion stats), gladius, lance, pilum javelin, gae bolg barbed spear, long spear, dirk, war sling.

Thoughts?

GP
 


Paint? Its ink...

So far i like it. Don't forget blue paint/clay as a source of martial power.

Bah, for my setting its ink not paint, rather than painting blue designs on warriors, its blue ink as a tattoo permanent placed under warrior's skin. And in this settings case, its the knot pattern or symbol depicted more than the ink/paint itself.

Good thoughts, though.

GP
 

Trending content

Remove ads

Top