Iron Age Celtic setting ideas...

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

I was thinking that it could be either a consumable item ("Clay of Shield"), or a sign that someone was a member of a Prestige Class.

Don't forget that some loonie Celtic warriors would charge into battle stark naked; a tradition that was handed down to the Gaels.
 

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Gestatae - naked barbarians armed with spear or sword and shield, but little else describes the Barbarian class as it applies to the setting.

Not that I wouldn't allow for blue clay paint as a martial source, the emphasis on the setting is in the use of tattoos for that. As the Wizard class (known as Myrrdin) apply spell powered tattoos as protection magic, permanent buffs should as AC bonus, or work as wondrous items. All classes may obtain such permanent tattoos applied by a Myrrdin wizard.

Both Clan Warriors and Gestatae are known to wear enchanted tattoos.

GP
 
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Having never built a campaign setting with new classes from the ground up, I really don't feel overly confident in commenting much. In any case, I like what you are doing here and I am following it with interest.

As inspiration for how to handle core classes that differ from the norm, I highly recommend that you perhaps look at MIDNIGHT by Fantasy Flight Games. Theirs is a world where new base classes mix with the core classes and how each core classes is respectively modified for their game (if it is allowed at all). Incidentally, Midnight also deals with illiteracy as a common factor affecting PCs and NPCs alike. Midnight also has an interesting barter system which also may prove valuable to your project.

I have a few other books (novels) that may be worth reading --the first two books in David Gemmell's Rigante series: [ame=http://www.amazon.com/Sword-Storm-Rigante-Book-1/dp/0345432347] Sword in the Storm[/ame] and [ame=http://www.amazon.com/Midnight-Falcon-Rigante-Book-2/dp/0345432363/ref=sr_1_1?ie=UTF8&s=books&qid=1277164219&sr=1-1]Midnight Falcon[/ame]. Both deal with a Celtic culture and the trials it has to go through to survive. Arrayed against them are the Vars (Viking analogues) and the Legions of Stone (Roman analogues). It also mixes in a lot of supernatural elements, in the form of the Seidh (fey/sidhe/etc/etc analogues). There are also elements that imply that the Rigante culture are the descendants of something far, far older.

Other obvious suggestions for reading material include Slaine, but I am not convinced it fits in with your mythos. In any case, the way that Slaine (as in the mythos, not the eponymous character) deals with some of the celtic other-worlds is interesting and you may get something out of it.

Given the imminent release of the APG, I am encouraged to see your adoption of some of the new classes. I am interested to see a completed base class list, including your own creations.
 

I would suggest tweaking the Fighter - very slightly - rather than creating a new Fighter analogue class. I mean, I realise you have already, and if that's what you prefer, then more power to you. But, my perspective is, the features presented would be better suited to feat trees and the like. Maybe strip heavy armour proficiency from Fighters in this culture/land/context/setting, and give them some reasonably minor ability in its place, to compensate.

The beauty of the Fighter class in particular - along with a couple of others, generally - is that you can use it in just about any setting, often with no tweaks, and occasionally with one or two on a small scale.

But, full disclosure now, I am not keen on adding more classes in general. To be honest, it strikes me as the last thing Pathfinder needs. If there is literally no other (or, no better) way, then sure. Otherwise. . . :erm:
 

I agree

I would suggest tweaking the Fighter - very slightly - rather than creating a new Fighter analogue class. I mean, I realise you have already, and if that's what you prefer, then more power to you. But, my perspective is, the features presented would be better suited to feat trees and the like. Maybe strip heavy armour proficiency from Fighters in this culture/land/context/setting, and give them some reasonably minor ability in its place, to compensate.

The beauty of the Fighter class in particular - along with a couple of others, generally - is that you can use it in just about any setting, often with no tweaks, and occasionally with one or two on a small scale.

But, full disclosure now, I am not keen on adding more classes in general. To be honest, it strikes me as the last thing Pathfinder needs. If there is literally no other (or, no better) way, then sure. Otherwise. . . :erm:

I completely agree, and that is why I see the rest of the character lineup, aside from those others removed, the remaining are seeing reflavor packages, but remain the true base and AGP classes.

In fact I hope to offer a supplement for this setting introducing the Etruscan/Mycenaean analog and introduce the fighter and cleric as outsiders invading the Celtic World.

I feel the Clan Warrior is necessary to aid in the suspension of disbelief in a Celtic setting, that does not fit the iconic fighter, which I hope to later introduce.

I don't want to see class bloat as much as anyone, besides the AGP came out with so few new martial classes (cavalier only?), I don't feel it offensive to add one more that better fits my Celtic ideal.

Thanks for the feedback, everyone, that's why I'm posting this here.

GP
 

My biggest stumbling block... Fey!

Fey, fae, fay, fairy, faerie, or its presumed origin, fay-eerie, regarding the Fates, the Fey have several possible origins (all concepts fitting into the setting idea.) Barely remembered gods of previous inhabitants existing in local lore, ghosts or spirits of individuals from long ago, or fallen angels. As memory of their ancient truths are lost the beings remembered become smaller and smaller, until they reach the enlightened (wacky) Victorian Era when Spiritualism, a rise in what now call New Age (crap) was born, and has largely influenced what we think of as things pertain to Fairies and Druids - much of it quite false.

Most fey beings were originally human sized or larger in the oldest tales, by the time of the Elizabethan era and Shakespeare they were the size of human children, finally at the Victorian Era you can hold one in your hand. While I will be including some child sized and tiny sized fey members, the Fey I want to convey in this setting bears more resemblance to the older tales - my sick need for historical accuracy, and the darker nature of older tales...

Many of the known Athurian Tales by Malory and later authors are actually iconic Celtic tales, many of which have origins far older than the time of Arthur. The Green Knight's Tale is one such ancient Celtic story retold. An ogre sized Green Knight enters the king's hall demanding to set a challenge between himself and the master of the hall. The king's champion intercedes saying his master is too valuable to risk such folly, but he will take the challenge instead. The Green Knight states take my great axe and take three swings at me, and I will not resist, if you do not slay me, I shall return in a year and a day to do the same to you. Do you accept?

The champion accepts and takes a clumsy swing at the giant - the axe is oversized and heavy. A second swing cuts open the Green Knight's armor, damaging, but not mortal. Finally he sets a swing right and takes the giant's head clean off, which rolls towards the banquet hall. As the champion casts down the heavy axe, the giant walks over and picks up his head, and the head says, "then I'll see you in a year and a day." retrieving his axe and walks out of the hall.

I want more of this kind of fairy tale, then a pixie land Tinkerbell scene.

I see the Fey Realm, as an parallel universe, a timeless place trapped in everlasting twilight, much of the Fey Realm is evasive and effemeral - illusion and glamour. Islands of solidity in the form of strongholds for the various fey lords that rule the tiny places, and the fey host both neutral and evil (none truly good) serving the various lords, though all is ruled by the Fey goddess, Danu the Earth Mother, the Queen of the Celtic pantheon.

Danu presides over a pantheon of Irish, Brythonic and Gallic gods, each responsible for a different aspect of reality, some sharing duties, reflecting the traditions of all things Celt. She presides this court in the Fey Realm, though set apart from the rest of the fey. These gods maintain "manors" away from the royal court as solid areas within the greater fey entropy.

The Caillech Bheur (kalyek var) or Winter Hag is said to be Danu's sister, actually a pre-Celtic goddess of winter, horned beasts, and storms from the northern seas. The Winter Hag is going to be Queen of the Unseelie Host, which include all malevolent Fey, goblinoids, ogres, trolls, and giants, including the Fir Bolg and Fomorians. Though her host is scattered across the Fey Realm and in the wilderness reaches of the Celtic World.

As best can be described most of the regions of the Fey Realms can best be described as entropy that can instantly manifest itself as some natural terrain that generally matches the Celtic World plane of existence, it can also manifest any other kind of terrain desired by some fey or divine being altered as needed at the moment. There are roads that traverse this entropy allowing safe passage between the courts and islands of control by various deities and powerful fey, and then back out to Celtic World once again. Venturing off the path for more than a few rounds can mean being trapped for eternity, appearing as if stepping into a dimension door upon leaving the path... and of course the paths lie as well... Crossing the Fey Realms is always dangerous business. Knowledge: Fey (Int) is a required skill to use for those leading groups through this land of dreams.

Trees and Fey hate men, they are both jealous and vengeful of the Celtic World. At the same time Fey are as awed and misunderstanding of humans, as humans are to them. This is the mentality of the fey beings in general, though there are individuals everywhere with their own alien agendas. These are the denizens that comprise what is Fey.

One of the most dangerous aspects of traveling through the Celtic World is that portals between Here and There exist everywhere, mostly found at locations of "in between", that obvious gates and borders: creek/river crossings, bridges, pools, ponds and lakes, edges of the forest, between two arched trees with branches entwined overhead, between to lithic stones. If one does not have the Knowledge: Fey skill after succeeding on a Perception check, a party can be walking in their world at one moment and enter the Fey Realm the next.

Just think of all your brownies, pixies, bogeymen, amid blood drinking, memory draining, giantish monsters, and give them all a darker personality. This is the olde world Fey I want to add to my setting.

GP
 

Good. I get tired of how watered-down the Seelie and Unseelie courts have gotten over the years, in various games. Even the 'good' Fey are capricious and prone to do harm, whether intended or not. Only the brave dare go under the hill.

So is your intent to largely limit player characters to human and, perhaps, those rare individuals with a trace of Fey blood (Half Elves)?
 

Fey, fae, fay, fairy, faerie

PM me.

When you have some sort of rough draft, I'd be happy to give it a once-over and add some suggestions.

I have also posted some flavour text on fey for my own RCFG system, which may be of some use to you. You are doing well to consult Katherine Briggs, who has some of the most concise and authoratative work out there.

If you can get hold of it, Maureen Duffy's The Erotic World of Fairy is well worth reading. Don't be off-put by the title.


RC
 

Thanks and responses...

@Ryujin - yes, at this time I see the focus being the human Celtic clans as where all PCs derive from in the setting. However, also is true that your grandmother may have been fey, as the fey are known to marry or simply breed with humans. The presence of fey-bloodline sorcerers attest to this, as well as some of the songs of the bards.

I don't want to rule out the non-human races, but I see, at least in the Celtic World, that all non-humans are pretty much fey - including elves, dwarves and the other diminuitive races - gnomes, halfings, etc. There may be Mycenaean humans or Etruscans from the far southern reaches, but that's for another campaign. I'm glad you like what I've got so far.

@RC - I am very glad, you've read my thread, I keep your old "three heads in the well" thread bookmarked in my browser - one of those great, rare looks at the fey world (which is close to my view of them), but seems missing from so many other RPGs trying to convey the idea of fey. Once I get this into some readable format, I will definitely PM you for your influence. I love your story-telling powers.

More this evening.

GP
 

1 arcane class per clan, and other clan differences

Looking at Clan Spellcasters

Not including Bards, there are three kinds of arcane spell casters in the setting. I think one way to help differentiate one clan from another is the kind of arcane spellcaster serving as one of the druids of a given clan. Thus each clan will only have Myrrdin, Sorcerer, or Witch.

All clans will have Bard and Oracle, however.

The Witch will be the class that "trucks with the faeries". Puritan England recreated the pagan healers of the forests from their former relations with the faeries into contracts with the Devil. Much of the witchcraft tales spoken of actually reflect an earlier time when witches maintained close relations with specific fey beings, that is said to manifest or reside with the animal familiar of the Witch. She will be strongly skilled in Knowledge: Fey. And all of her magic is derived from fey sources. She will be the party expert on dealing with the fey kind.

Sorcerers of course, have blood-line based spells, all bloodlines except celestial, elemental, or undead are allowed in the setting, though bloodline fey are of special note. While they lack the knowledge of faerie relations as a witch, they do have a fey aura recognized by fey beings, who see her as a distant cousin, but still one of them - a different relationship than that of a witch.

Those Myrrdin who bear the Druid Trait, serve the greater clans, kings and high kings of the Celtic World. Those born of the lesser clans also serve the clans, but only as advisors never taking the Druid Trait, but dwelling apart from their clans.

Other Differences:

Now I have different clan weapons, and clan arcane spellcaster, which helps diffentiate one clan from another. No doubt whether the clan is head by one or two kings, man or woman also sets them apart. Each clan will have its own patron deities, while recognizing the whole pantheon, they favor and receive favor from particular local spirits living among the fey. Each will have its own primary musical instrument, clan songs, dances, different styles of facial hair - bearded, goatee, lime stiffened mustaches, mustache with shaven faces, sideburns, etc. Different trade goods, different favorite foods - the list is endless.

Of course as previously mentioned each clan will possess a variety of clan weapons, shields, armor, and items that are Ancestral Items, clan artifacts - I almost want to call them clan relics...

The clans actively deal with one another sometimes in patron-client relationships as from kings to over-kings to high kings, as well as between the clans in trade and peaceful relations, but each is prideful and easily subject to insult, defamation, and presumed infraction against Celtic law between one clan with the other, leading to the ever present clan feud, often started from the most petty origins, leading to generations long emnity between two neighboring Celtic clans. (This explains the Clan Warrior's required Favored Enemy - named Celtic clan).

Even the type of homes help differentiate them from stone manorial sized villages of enclosed round houses, to "groves" of round houses surrounded by a dike and stockade with a single gate. The continental Celts tended to build in rectangles rather than circular as those on the isles. Some large crafters towns with extensive fortifications like Maiden Head would stand out as trade centers and regional capitals. Highlander clans would utilize both stone walls and natural caverns or small towers on the hilltops. I also want to include regions using broch towers with surrounding villages and crannogs - villages on stilts over shallow lakes.

While a gazatteer might highlight a given region's political and cultural climate to help provide a gaming group as an adventure aid, a GM could easily create a region of a half dozen clans and border proximity with other tribes with great verisimilitude varying these cultural aspects between the Celtic peoples.

GP
 
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