It’s AD 51 and there are Romans everywhere! They’ve overrun most of the country, many of the tribal of the land are already dressing up in togas and speaking bad Latin.  The greatest of the resistance fighters was just hauled off in chains to march behind a general’s chariot in that dreadfully sunny, dry Rome, with its stuffy old gods, weird marble buildings, and the horrible gurgling of its plumbing.

Now’s the time for a new set of heroes!  The tribes are demoralized; some of them submit passively to the yoke of Rome, while others distract themselves by pursuing old feuds and other rivalries. If the Roman menace is to be driven from the Island of the Mighty, it should be now, before more roads and cities are built, and the landscape vanishes forever underneath the heels of the Legions. It is the time for feats of honor, for the clash of steel and the smoke of burning Romans! It is time for…

the

WOAD WARRIORS

Guy Hoyle(c) 2004
Revised 7/25/2004

This campaign is set in ancient Britain (Prydain to the Celtic inhabitants, Britannia to the Romans) immediately after the Romans invaded and conquered the land. Some of the tribes have accepted the presence of the Legions in their lands, while others chafe under the yoke of Roman rule, aching to join their free kinsmen in the West who have thus far evaded conquest by the Boys from Italy.  The Conquest wasn’t easy, though, for the tribes like nothing more than a good fight.  The most successful resistance leader thus far, though, Caractacus, was betrayed into the hands of the Romans by Queen Cartimandua of the Brigantes, who obviously needs a good come-uppance.  Worn out after years of struggle, many of the Celtic tribes of the land have given up the fight and thrown in with the Romans, or submitted to them grudgingly.  Some free tribes exist in the west of Prydain, where Roman boots have never trod upon the land.  Though some of these brave souls dream also of driving Caesar’s Wheezers from Prydain’s shores, many of them want to hunker down and simply keep the Italian Scallions from tracking mud into their kingdoms. 

Can the tribes be united? Can the Romans be driven out? Can the cattle be saved? As a wise rabbit once said, “Mmm.. could be!”

Acknowledgements

This game utilizes the free and elegant Risus rules designed and copyrighted 1993-2003 by S. John Ross, available at http://www222.pair.com/sjohn/risus.htm . I have also used the snazzy Risus Companion (see the Risus homepage for information on obtaining this chewy chunk of RPG goodness).  I have also borrowed liberally and shamefully from S. John’s Uresius page(an adaptation of his Uresia: Grave of Heaven RPG setting to the Risus system) at http://www.io.com/~sjohn/uresius.htm.

Instead of doing any real research into Celtic life, I relied mainly on two RPG supplements:

Any mistakes or misinterpretations are mine. Buy more of their stuff!

Character Creation

This setting pretty much follows the normal Risus character generation conventions, with some additions and modifications.

Risus Rescaled
  
Succumbing yet again to the urge to meddle in S. John’s domain, I have readjusted the standard Target Numbers (TN) to reflect the wild, over-the –top action in this campaign, which is comparable to an episode of Xena or a wild martial arts movie. Is there no end to my audacity?

So is this serious, or funny, or what?

The tone of the setting is intended to be humorous and tongue-in-cheek, treated about as seriously as “Hogan’s Heroes” or the British comedy “’Allo, ‘Allo” (which were also about turning the tables on your homeland’s invaders). It owes the most direct inspiration to the comic strip “Asterix the Gaul”, which I know more by reputation than experience.

It’s not intended to be a very accurate portrayal of either the Celtic lifestyle or the Roman conquest, either.  I tried to avoid any confusing Celtic terms whenever possible.  I don’t intend to get bogged down in weighty explications of Celtic jurisprudence; I want some butt to kick and some names to take, so there!

Celtic Names

Here’s a list of Celtic and gaelic names at http://www.lowchensaustralia.com/names/celtic.htm ., an another at http://www.art-with-attitude.com/village/celtic_names.html . Again, I can’t vouch for their accuracy, but your welcome to use them if you like. For some of the NPCs, I’ll be adopting an Asterix-style of names based on puns: Statutorix, Anabolix, Funkadelix, etc.  You’re welcome to create a name that sounds appropriate to you.

Celtic Stock Cliches

Hold on there! Stock clichés are just the beginning. Not only are many mundane tasks like farmer, fisherman, potter, and the like left off, but there are many possible variations on the clichés above.  There are several ways to jazz ‘em up and develop your character even further. Here are some of them right now!

Professions
The “occupations” above are just very basic ones. They can be varied and expanded in many ways:

Race or Magical “Accidents”
All player characters in this campaign will be human, but sometimes they’ve got a wee bit of something extra in their bloodline. Most of the great heroes of Prydain are descended from the mound-dwelling Sídhe, and thus can be expected to possess a few extra powers and abilities. Others have had contact with the Otherworld (such as eating or drinking some magical food that they were forbidden to touch, or training with a spooky warrior-witch) that have given them such unique abilities.

Look at the list below, and make a note of the one(s) you like on on your character sheet. Since they’re not really worth a full-fledged cliché, just make sure one of your clichés mentions “Sídhe -blooded” or whatever else is appropriate, and that will be the cliché you use this ability with. You’re not restricted to these; with the gamemaster’s approval you can come up with something on your own.  Note that explaining how you got these abilities can help flesh out your Tale (see Hooks and Tales)

Personal History
Sometimes adding a variation on “former” can add a level of depth to an otherwise ho-hum cliché.

Degree of Dedication
The numbers don’t tell the whole story. Is your character committed to his chosen cliché, or does his enthusiasm lag sometimes? Is his talent natural-born, or does it come with great difficulty?

Social Class or Financial Means
Many cliches reflect the level of wealth or social standing that a character might enjoy. There are many wandering poets, bards, warriors, craftsmen, blacksmiths,  

Gender
The Celtic world might seem overwhelmingly masculine from the perspective of the Stock Cliches, but it doesn’t exclude women, either

Demeanor
Attitude is often everything.

Ham-Handed Reference
Even in Roman Britain, you might still run into some very familiar character types:

Goals
Your character’s personal goals determine how his skills develop, and distinguish them from characters with similar Cliches

Self-Image
How does your character see himself? Do others see him the same way?

Subplots and Relationships
Cliches can involve other people and how they interact with the character.

Problems
Some see them as problems; others see them as opportunities. This can often give your character an unexpected twist or an advantage in odd situations.

ADVANCED OPTIONS

Sidekicks and Shieldmates
This option appears in the Risus Companion, p. 54.   Sidekicks and shieldmates are NPC companions that could be a single person, or could be a grunt squad; they could be human, or they might be a well-trained animal, an intelligent sword, a ghostly presence that assists you in times of trouble, . Just a few examples:

Lucky Shots and Questing Dice

These also appear in the Risus Companion (p. 50). Like Sidekicks and Shieldmates, you sacrifice a dice during character creation and get some dice in return.

Lucky Shots
In Woad Warriors, you can use Lucky Shots to represent a character who is beloved of the gods, crafty and resourceful, or just plain lucky. This is entirely appropriate for most Celtic heroes.

Questing Dice
Questing dice have several uses in Woad Warriors. If your personal Quest is to drive the Romans out of Britain, then you can only use them in situations when Romans are involved (as judged by your gamemaster). Many heroes have been obsessed with getting revenge, or getting a certain girl (which often turns out tragically in Irish tales), so that kind of use of Questing Dice is appropriate, too.

One application of Questing Dice represents the favor your hero’s patron deity bestows upon you. Buy Questing Dice normally, but your Quest is actually any situation that your patron deity would have an interest in, and any kind of geas that the deity might impose upon you.  See the “Prydannic Gods” section for more information about the various spheres of interest for the Celtic Gods.

hooks and Tales
hooks are mandatory. Every Celtic hero had a geas or two, and some had many more than that.  Your hooks are worth one extra dice (only).

Tales are highly encouraged, too. The background of a character can give valuable information about relationships, origins, strengths and weaknesses, etc., that the character sheet does not. Plus, you can earn an extra die to apply towards character creation! Write at least a paragraph to get the extra die.

Geasa
A geas is a kind of taboo, set on an individual by supernatural forces or powerful individuals.  Almost every hero had them, and many had more than one.  Geasa (the plural of geas) often tell you what you must never do or always do, what you can or cannot eat, or how you will die. Some of them seem prohibitive, and some seem trivial, but you break a geas at your peril; doom awaits those who break them knowingly or unknowingly.

This type of geas can be used as a character’s hook, earning one extra die for character creation purposes. The following are some sample Geasa that a character might possess. These are suggestions only; the player may come up with others

Actions

Clothing

Strangers
Food

Foreknowledge of Death

Blacksmiths

Bards (Harpers, Poets, Storytellers, etc.)

Charioteer

Druid
Healer
King or Clan Chieftain

Warriors (Spearman, etc.)

How Do You Do What You Do So Well?

This isn’t another list of clichés; it’s a list of things you can DO with the clichés you’ve already got.  It also serves as a kind of guide to being a Celt, in case you’re not very familiar with the way Celts behave. Most of these are pretty difficult, though spectacular.

Sample Heroic Feats

These are the things that bards sing about and makes the young, pretty maidens come a’runnin’. Not all of these are from Celtic sources, but they have a similar “feel” to them. Any players, especially those of a warlike profession, are encouraged to attempt to perform these feats (using the appropriate clichés) and even make up your own.

Druidic Lore
The supernatural permeated the lives of the Celts. In particular, the Druids studied the lore of the trees.  Their wisdom was passed on through words both spoken and sung, never written.

Tree Magic
Much Celtic magic was based on knowledge of the properties of the 18 sacred “trees” (not all of which were actually trees). Those who were steeped in tribal lore, poetry, and music such as poets, jurists, bards, and druids, could often work this kind of magic, though a druid was expected to master it.  Rather than presenting an exhaustive list of spells and their descriptions, here is a brief description of the types of spells each tree was associated with.

PRYDANNIC GODS 
 

God/Goddess

Specialty

Symbols, Manifestations
& Totems

Roman Equivalent

Geas

Agroná

Battle
Slaughter

The river Aeron in Wales

Minerva
Bellona

Must always take a head in battle

Alator

War

 

 

Must always draw blood in battle

Amathaon

Agriculture

 

Saturn

Dedicate the first harvest to Amathaon

Andarta

Hunting
Bear

Bear

Artemis

Callisto

Sacrifice a bear to Andarta every Beltaine

Andrasta

War

Hares

Ravens

Minerva

Must sacrifice prisoners after a victory (if divine assistance was used in battle)

 

Arecurius

 

 

 

 

Arnemetia

Water
Streams
Rivers
Seas

 

 

Never refuse to share a drink

Belatucadros, Belatucadnos
"Bright Beautiful One"

War

Stag antlers or horns

Mars

Sacrifice a horned animal to Belatucadros every Lugnasad

 

Belinus, Bel, Belenos

The Sun
Sheep
Cattle

Sheep
Cattle
Beltaine

Apollo

Sacrifice cattle to Belinus every Beltaine

Belisama

Wife of Belinus
Light
Fire
Forge
Crafts

 

Minerva

Always light your forge before dawn

Borvo, Bormo, Bormannos
“The Boiler”

 

Hot Springs
Healing

 

Apollo

Never refuse to share a drink

Braciaca

War

 

Minerva

Bellona

Never sheathe your sword until you have taken a life.

Bran/Bron

Revenge
Prophecy

Raven

Mars

Always take an enemy’s head in battle if Bran’s assistance is given.

Brigantia

Life
Knowledge
Wisdom
Home & Hearth
Flocks
Cattle

The rivers Braint and Brent

Minerva
Vesta
Caelestis Brigantia

Brigantii tribesmen must always spend Imbolg near a river

Britannia

Goddess of Britain

 

Britannia

N/A

Camulos

War

Invincible sword

Boar

Mars

Always draw blood before you sheathe your sword

Cernenus

 

 

 

 

Cernunnos

"Horned One"

Lord of the Animals

War

Underworld

Wild nature

Hunting

Horns or antlers

Bag of grain

Ram-headed serpent

Stag

The Wild Hunt

Dis Pater

Always sacrifice an animal in Samhain

Cimialcinnus

Roads, Paths

 

 

 

Cocidius

War
Wild Nature
Hunting

 

Silvanus

Never abandon a hunt before you have killed your prey

Condatis

War
River

 

 

Never refuse to share a drink

Contrebus:

 

 

 

 

Coriotiacus

 

 

 

 

Coventina

Healing
Streams
Baths

 

 

Never refuse a request for healing

Damona

“The Divine Cow”

Cows
Spouse of Borvo

 

 

Always sacrifice a cow at beltaine

Donnos

“The Brown One”

“The Dark One”

Lord of the Underworld

Stallion
Raven

Dis Pater

Never go clockwise around a cairn

Emrys

Light
Dawn
The Wind

 

 

Always awake before dawn

Epona

“The Great Mare”

Horsemanship
Psychopomp

Mare

Epona

 

Esus
“Lord”
“Master”

Nature
Shepherds
War
Underworld

Axe
Stallion
Hound
Salmon
Badger
Elk
Bull
Bear

Hermes
Dis Pater
Mars

Never touch a person who has broken a geas

Geofon

Sea

 

 

 

Gobannos

Smiths
Forges
Fire
Craftsmen

 

Vulcan

Always light your forge before dawn

Grannos

Sun
Healing

 

Apollo
Asclepius

Never refuse a request for healing

Ialonus

 

 

 

 

Latis

 

 

 

 

Lenumius

 

 

 

 

Lenus

War

Goose

 

Never cross the path of a goose on the way to battle

Lyr

Sea
Shapechanging

Horse

Neptune

Never ride on a horse

Lugus

“The Shining One”

“King of the Gods”

Light and the Sun
Weather

Salmon
Badger
Elk
Bull
Bear

Apollo
Jupiter

Never touch a person who has broken a geas

Lugus

Champion of the Gods

Hound

 

Never refuse a challenge at a ford

Lugus

Driver of the Sun Chariot

Stallion

 

Never travel after dark

Lugus

Master of all arts

Hound
Badger

Mercury

Never enter a fortress without announcing yourself

Magusanis

 

 

 

 

Maponos

"The Divine Child"

Music
Poetry
Youth
Hunting

Boar

Apollo

Never refuse a queen’s request

Matrona

“The Divine Mother”

Mothers
Fertility
Children

 

Juno
Demeter
Bona Dea

 

Mongons

“The Great Hunter”

Hunting

 

 

Never kill more than one type of animal on a hunt

Mullo

Mules

 

 

 

Nantosuelta

Wife of Sucellus
Fertility

Horn of plenty

Proserpina

Abundantia

Never refuse a request for food

Nemetona

Sacred groves, healing springs

 

 

Never refuse a request for healing

Never refuse to share a drink

Nodons

“King of the Gods”

Healing
War
The Sun
Beauty
Poetry
Writing
Sorcery
Weapons
The Sea

Silver hand
Invincible sword

Neptune
Jupiter

Apollo

Never touch a person who has broken a geas

Ocelus

Healing
War

 

Mars
Apollo
Asclepius

Never refuse a request for healing to an enemy

Ogmios

Champion of the Gods
Great Strength
Poetry
Eloquence
Guide of the Dead

Old bald man
Lion skin
Chains connecting listeners’ ears to his tongue
Ogham
Hound
Badger

Hercules

Never refuse a request to compose a poem

Ratis

Luck

 

 

Never make plans

Rigonemeta, Rigonometis

War
Sacred groves

Sacred groves

Minerva
Diana

Never participate in an ambush

Rosmerta

Fire
Warmth
Abundance

Two-bladed axe

Ceres
Vesta

Never refuse a request for food or fire

Rudiobus

Horses

 

Neptune Equestor

Always tend to your horse’s hunger and hurts before your own

Sataida

 

 

 

 

Setloceniua

 

 

 

 

Shoney

Sea

 

Neptune

Never refuse to share a drink

Sirona,

Astronomy
Healing
Fertility
Wife of Grannos

 

Abundantia
Bona Dea

Never refuse a request for healing

Sucellos

“The Good Striker”

Underworld

Mallet or hammer
Cauldron of resurrection

Dis Pater
Hercules

Never wear any clothing other than a druid’s robes

Sulis

Healing
Water
Healing springs

Healing springs

Minerva

Never refuse a challenge on the shores of a river

Taranos
“The Thunderer”

Thunder, Lightning, Storms

Wheel
Human sacrifice

Jupiter

Never leave a battle in a chariot

Teutates
“King of the world"
“King of the battle”

War
Fertility
Wealth

Stallion
Hound
Salmon
Badger
Elk
Bull
Bear

Mars
Jupiter

Never touch a person who has broken a geas

Vellaunus

War

 

Mars

Never leave battle before blood has been spilt

Vitiris

War

 

Mars

Never wear clothing or armor into battle

 
NOTES
God/Goddess: The name of the deity, plus any titles he might be known by. There are lots of deities of war, healing, and water. There are also some deities I know nothing about.
Specialty: Some of the deity’s areas of interest. If you are dedicated to one of the deities on this chart, you may ask for divine assistance when you are attempting to perform an action associated with the deity or in a situation associated with the deity. See “Questing Dice” under the Character generation rules.
Symbols, Manifestations and Totems: The ways the deity is portrayed by worshippers, or manifestations of the deity in the world.  If an animal is given, that is considered to be a totem.  This means that you can call upon the totem to shapechange into that totem (expending a Questing Dice), but you cannot kill this creature unless it’s a sacrifice to the deity.
Roman Equivalent: Many of these deities were seen as local versions of Roman gods by the Romans.  Celts from tribes which are friendly to the Romans might be able to fulfill religious occupations to their tribal deities at an equivalent Roman temple.Some of these equivalencies are guesses on my part, based on the following assumptions:

Any  British god can be equated with one or more Roman gods;
any female war goddess could be equated with Minerva and Bellona, and any male one with Mars; 
any male god of healing could be equated with Apollo and Asclepius;
any “kingly” god could be eqated with Jupiter;
any male god of the sea or horses could be equated with Neptune;
any male god of the Underworld could be equated with Dis Pater
I have also assigned a few Romans deities such as Bona Dea, Juno, Proserpina, Ceres, Vesta, and some others wherever they seemed appropriate. In several cases I made up some tribal deities because I wanted to have a patron deity for every tribe. 
Geas: these geases must be taken by anyone who wants to have this deity as a patron. This does not count as a hook as the geasa ; you do not receive an additional dice when creating the character.