Iron Age Celtic setting ideas...

First planned campaign...

Of course I have a full Adventure Path planned for this setting. The first part pertains to the Tale of Yallery Brown. Due to a cursed blessing, a farm in the neigboring clan hold is having abundant bounties in herds and grain, while his neighbors suffer blight and still born animals. The PCs are among those suffering while an enemy clansman is enjoying the bounty. While clan violence is expected, it is for the PCs to discover what is cauing the natural imbalance and what steps must be taken to make things aright and bring full recovery. This will be the adventurers first dealings with an exiled and powerul fey being. The party will also learn clues of greater happenings going on among the Unseelie Host.

The Winter Hag is summoning her host of malevolent fey, goblins, ogres, trolls, and giants to once again wage war against the humans who have stolen her lands. It was during the last Ice Age that the Winter Hag and her rude citizens governed all of the northern world. She is enacting a ancient ritual to usher in a new Ice Age and drive the humans for her regions once and for all. It will be the PCs duty to stop her ritual and defeat her at her glacial ice cavern home far north in the highlands.

The Second part will be the Gathering Storm, attempts to unite the clans in preparation for wars from the giants of the northcountry. Negotiations between feuding and inhospitable clans, politics and intrigue.

The Third part will be the War itself, with combat against ogres, trolls, and giants assisted by clever spell casting fey. Also the party will require visiting the undersea realm of Lyrr.

The Fourth and final part will be the Journey to the Glacier Cavern to stop the Winter Hag's apocalyptic ritual...

Thoughts?

GP
 
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I ordered it...

Just ordered a used version of Maureen Duffy's Erotic Book of Fairy, but it will take a couple weeks to get it delivered (meh). So I'm adding that to my list of resources. I will check out some of those other named sources posted by others on this thread - thanks for the help.

I will post more as I get some interesting developments.

GP
 

Glory instead Honor?

Upon some reconsideration it might be better served to remove the idea of an Honor mechanic, and replace it with a Reputation and Glory/Infamy mechanic - this has a better feel for an Age of Heroes setting than Honor.

This is more perception thus requires witnesses for many acts, lonely success will seldom be remembered. In a society that is mostly illiterate being remembered in the sagas and songs is the only means of making your mark, so performing acts that bring you greater glory seems to have a better fit than Honor.

Thoughts?

GP
 

23 Fey and 2 Giants...

Looking at the first 25 fey beings I would want to convert to PF Bestiary compatability, 2 of which are giants: Fir Bolg and Fomorian.

Of the remaining Fey beings: Brownie, Baobhan Sidhe, Iianon Sidhe, Apple Tree Man, Oak Men, Bauchan, Brag, Buggane, Cait Sidhe, Cu Sidhe, Changelings, Spriggans, Co Walkers, Red Cap, Roane, Swan May, Each Uisge, Yarthkins (Yalley Brown), Pooka, Water Horse, Brollochan, Nuckelavee.

It may grow, but this is fairly comprehensive.

I will also make an available list for monsters from the Bestiary that best fit in the setting as well, including: hags, giants, linnorns, bugbears, dire beasts, and perhaps a few throwback plieostecene beasts, such as Aurochs, Elothere, Irish Deer, and Mastodon, etc.

GP
 
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Upon some reconsideration it might be better served to remove the idea of an Honor mechanic, and replace it with a Reputation and Glory/Infamy mechanic - this has a better feel for an Age of Heroes setting than Honor.

This is more perception thus requires witnesses for many acts, lonely success will seldom be remembered. In a society that is mostly illiterate being remembered in the sagas and songs is the only means of making your mark, so performing acts that bring you greater glory seems to have a better fit than Honor.

Thoughts?

GP

Yes, given that many clan "heroes" were famous for liberating cattle, sheep, and horses from rival clans, I think that the word "honour" might be somewhat misplaced ;)
 

Completed a play test of the Clan Warrior class

I ran an extensive playtest of the Clan Warrior class:

I tested at 1st, 3rd, 6th and 9th level, I pitted him CW vs. CW, CW vs. level appropriate monster, and CW vs. Fighter.

As long as the Clan Warrior faced FE monsters, or human fighter with Favored Enemy - Humanoid (human), the CW had a slight advantage or was equivalent to the Fighter. If the opponent monster was not a favored enemy, the Fighter had the advantage.

In a 9th level Clan Warrior vs. human Fighter, with CW having FE (human) it was almost an even fight. The CW won, only because the Fighter missed badly twice on a single round, had the Fighter gotten at least one hit that round, the fighter still might have dropped below 0 hp, but the loss of temporary rage points would have knocked the CW below 0 hp - a tie.

All in all I think that the Fighter is still the stronger class, but the Clan Warrior in the right circumstance (corner cases) had a slight advantage or was just equal to the fighter. Though it may still require some play testing by somebody else, I thought the class was fairly well balanced.

GP
 

Looking for ways to differentiate Clan Warriors based on Clan type, I looked at historical Celtic analogs throughout Europe for ideas:

Celtiberic
Horsemen and Stone Forts, (breeches wearing)
Weapons of choice: Falcata sword, Gaesume Light Lance
Shield: medium targe shield (round)
Skill Focus: Ride 1st, Skill Focus: Animal Handling 5th
Clan Feats: Mounted Combat, Ride by Attack, Spirited Charge, Trample, and Unseat.

Gallic
Celtic Iron/Smith Town and Mines, (breeches wearing)
Weapons of choice: Gladio short sword, Gallic long sword
Shield: Scuta Large Shield; Chain Mail shirt (uncommon).
Skill Focus: Ride 1st, Skill Focus: Craft (iron) 5th
Clan Feats: Improved Salmon Leap, Improved Shield Bash, Two Weapon Fighting, Shield Slam, Shield Master.

Brythonic
Druids College, (breeches wearing)
Weapons of Choice: Gaesume Long Spear, Gae Bolg barbed spear
Shield: Scuta Large Shield
Bonus Skill: Knowledge (Fey)
Skill Focus: Perception 1st, Skill Focus: Knowledge (Fey) 5th
Clan Feats: Improved Salmon Leap, Del Chliss, Improved Del Chliss, Spear Kicking, Improved Spear Kicking

Gaelic
Islander Pirates (kilt wearing)
Weapons of Choice: Gaesume Long Spear, any Celtic Weapon as booty
Shield: Scuta large shield, and Targe medium shield
Bonus Skills: Knowledge (Fey), Profession (sailor)
Skill Focus: Swim 1st, Skill Focus: Profession (sailor)
Clan Feats: Improved Salmon Leap, Deflect Arrows, Spear Catching, Del Chliss, Weapon Focus: any single Celtic weapon

Pictish
Half-Celts (Bronze Age matriarchal pre-celtic culture), (kilt wearing)
Weapon of Choice: Pictish Bastard Sword (Free Exotic Weapon feat)
Shield: medium Targe shield with shoulder strap to wield sword 2-handed.
Bonus Skill: Knowledge (Fey)
Skill Focus: Climb (1st), Skill Focus: Knowledge (Fey) 5th
Clan Feats: Weapon Focus: Pictish Bastard sword, Power Attack, Vital Strike, Improved Critical, Critical Focus.

Danuvius
Celtic Danube Homeland (Germanic territories), (breeches wearing)
Weapon of Choice: Gaesume Spear, War Sling
Shield: Scuta large shield
Bonus Skills: Knowledge (arcana), Spellcraft
Skill Focus: Knowledge (arcana) 1st, Skill Focus: Spellcraft 5th
Clan Feats: Shield Focus, Greater Shield Focus, Del Chliss, Deflect Arrows, Spear Catching.

Galatii
Eastern Highlanders, (breeches wearing)
Weapon of Choice: Scimitar and kukri, 2 weapon style.
Shield: none
Bonus Skill: Stealth
Skill Focus: Perception 1st, Skill Focus: Stealth 5th
Clan Feats: Two Weapon Fighting, Double Slice, Two Weapon Rend, Improved Two Weapon Fighting, Two Weapon Defense

Scythians
Horsemaidens of the Near Steppe, (breeches wearing)
Weapons of Choice: Short Bow and Scythian Curved Sword
Skill Focus: Ride 1st, Skill Focus: Survival 5th
Clan Feats: Point Blank Shot, Mounted Archery, Dodge, Mobility, Shot on the Run.

Any Clan Warrior may take War Sling Focus, Improved War Sling Focus and Sling Master as optional clan feats.

Celtic Noble caste members of any clan gains Skills: Bluff and Diplomacy, Skill Focus: Bluff 9th, Skill Focus: Diplomacy 13th

Thoughts?

GP
 

Generic clan types might be better...

Looking at the top list of possible Celts by region, if we look at the first six as best fitting the intended setting (most like Western European Celts), it might be better to apply generic names versus region specific names. Instead each region is dominated by certain clan types, but those types may be found elsewhere in the Celtic World, just less prevalently.

Celtiberic = Horse Clans - found in open plains regions with greater distances between clanholds and towns. Excellent horses are raised by these Celtic tribes and clans. Cavalry skills set these Celts apart from other clans.

Gallic = Smith Clans - found near rich iron-ore deposits, more swords and chain mail armor and Craft focus available for these clans.

Brythonic = Druid Clans - found near Celtic learning centers, a greater reliance on the arcane and educated castes, and a reliance on older weapons. These clans are found in areas thick with fey portals.

Gaelic = Islander Clans - found on smaller coastal isles, with added skills in seamanship, islander clans are known pirates that raid all coastal regions.

Pictish = Highlander Clans - found in highland regions, more apt to raiding and fending themselves from ogres, giants and linnorn, they are half-celts intermarried with older cultures pushed into the highlands by the conquering Celts.

Danuvius = Old Clans - followers of stricter Celtic Laws of earlier times, but has since added skills towards arcane practices.

This way, an campaign region could sport all these types of clans, without being forced to be from the setting's Iberian Peninsula in order to wield a Falcata Sword, as long as the appropriate terrain is available (ie: plains for Horse Clans.)

A generic region could have a section of plains on either side of a major river with highlands to oneside, with an iron rich area in the foothills, forests to the south where old clans reside, a learning center near the coast and a set of wild islands to the north off coast. A relatively close region could have all these kinds of clans available - offering more variety for PC parties adventuring in the Celtic World.

GP
 

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.)
Well, I remember seeing somewhere that written lore for Celtic stuff is Carved, and many bards would put stories into staves. For the Wizard, I'd suggest you use a slightly different system than Tattoos. Spells are carved into a wizard's staff. Scrolls would still work, but wouldn't be made of paper. Say they weigh more, are made of thin animal hide, and when consumed, the leather is turned fresh again, and can be reused.
Because the culture is illiterate, each wizard's method of recording spells is VERY different.
For the Magic Tattoos, that sounds like a 3 to 5 level PrC.
The problem I see with the Bard and Wizard is they're a bit too civilized and urban. I'd suggest that in addition to the above, give them different spell-lists. Take spells from the Druid/Cleric/Witch lists that fit, and add them into the wizard/bard class as an alternate build. Same with the sorcerer.
An alternate build is preferable to a full new class, IMO.

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.
I'd add wizard to the list that's up there, and re-flavor a few things to fit the culture, and then alter spell-lists a bit to match the culture and society better.

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.
Again, I'm going to suggest Alternate Builds over class rewrites. I really like the direction they took with sorcerer bloodlines, and a bunch of the other classes in PF. Make it a different build of fighter. Give them only access to light armor with medium armor (Hide) as a single exception, turn your armor training into shield training, and give them some kind of ability to compensate for the low AC, such as a duelist-like dodge bonus. Give a similar treatment to the Barbarian. List it as an alternate build.

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'd pass on that one. With it adequately reflavored, there's a good chance they'll multiclass barbarian fighter if they want the rage. I'd try to give them soething new instead.

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.
Cool Idea. But why (logically) couldn't they just move their shield to compensate, and what if you suck at jumping? would it be an acrobatics roll? The height you'd need to get that reach over the shield is around a DC 12 acrobatics roll, not taking into account that they could raise their shield or angle it differently.

Instead of Fighter feats (no fighters) there are different Clan Warrior feats
I like the idea of a different feat list, though some of the fighter feats could easily still apply

Rogues and Rangers exist as special kinds of warriors for the clans, especially for stealthy and wilderness adventuring.
I believe there was a wilderness rogue build in 3e (check Crystalkeep to get the source) that may give you some good ideas on how to make rogue fit. Ranger should fit okay as is.

Charioteer is a martial Prestige Class that includes driving a chariot, and attacking from it with throwing spears.
I'm not sure a PrC is needed for this. Just make a Chariot item that can be bought and use the ride skill. A chariot isn't of much use in forests.

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.
I like this campaign Idea. You should merge the empires a bit. Combine elements of greek city-states, the roman empire, and the chinese empire maybe, and create a unique but familiar type of culture, with elements of other cultures.

OK, here's my first attempt at looking at the basic Clan Warrior Class.
Alot of that is so close to the fighter that again I say you should just make it an alternate fighter build. Maybe a fighter build with less armor training, a small level-dependent dodge bonus to ac, and give favored enemy to pretty much all the martial classes. Alot of those weapons are pretty much identical to existing D&D weapons. a Gladius is basically a short sword. I'd just re-flavor the names of a bunch of weapons, rather than create that many new ones, unless absolutely necessary. You may want to look into some sort of AC progression for everyone. With the time period you're looking at, people can't really pump up AC like they do in regular pathfinder. Frontline fighters are probably going to cap out in a breastplate, and that's if they come from civilized countries. that means a lower AC.

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.
WOAD can't be used as tattoo material, just so you know. Once the stuff starts to dry, such as if you used it in a tattoo, it starts to turn white, and eventually isn't blue at all. The blue tattoos the Celts sometimes had were likely made of tiny amounts of melted copper (poisonous)

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 tend to agree with most of this. Alternate builds, different 'fighter feat trees', and different spell lists are cool, and give us interesting ways to build familiar types of characters, but We don't need all the classes 3.5 had, unless they are truly unique. If what you've made looks alot like a multiclass build turned into a class, maybe it should be a variant build instead of a whole new class, or maybe you should just allow the multiclassing.
 

I'll answer this whole post eventually...

Rather than quote you, I'll answer this in order (first three for now...)

1. I like the idea of a carved staff to hold spells for the day, and while the spell lists should be looked at closely, I don't know if I should hamstring them by cutting down their spell lists to much but its worth a look. I also like the idea of your Tattoo wizard as a Prestige Class, something else to look at.

2. Although its not mentioned in the original post, I have migrated the Wizard or Myrrdon class into the Druid Trait classes already.

3. About the Clan Warrior, is Paizo the only ones that get to create new classes, and sometimes really odd ones (cavalier, etc.)? While I don't want class bloat either, I really see Clan Warrior as not an alternate fighter build. At some later point in the campaign, a Roman/Mycenaean analog from the south with Fighters and Clerics will arrive on the scene as alien classes to the Celts. I like my Clan Warrior as sitting someplace between Barbarian and other martial classes and not being a true fighter. I see two things happening among the fanbase, those creating new classes to fit specific niches - and those shouting only reflavor the fighter. Point is I don't even like the PF Fighter class, and would like to see a better martial class - I think the Clan Warrior is a good one. I would add a note to my publication allowing Grognard DMs to use a reflavored fighter if they prefer but the setting is built to use the Clan Warrior. At this point I don't plan to change that.

4. I don't want to multiclass to create ideal characters if I don't have to, and I already have a well defined Barbarian class in Gestatae, that I don't want to mix with fighter.

Will answer more later...

GP
 

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