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Iron Age Celtic setting ideas...
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<blockquote data-quote="gamerprinter" data-source="post: 5220784" data-attributes="member: 50895"><p><strong>1 arcane class per clan, and other clan differences</strong></p><p></p><p><strong>Looking at Clan Spellcasters</strong></p><p></p><p>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.</p><p></p><p>All clans will have Bard and Oracle, however.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Other Differences:</strong></p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5220784, member: 50895"] [b]1 arcane class per clan, and other clan differences[/b] [B]Looking at Clan Spellcasters[/B] 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. [B]Other Differences:[/B] 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 [/QUOTE]
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