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GURPS 4Th Edition

GURPS 4Th Edition

Volume 1 PLAYER’S CAMPAIGN GUIDE GURPS 4th Edition

Legendary PLAYER’S CAMPAIGN GUIDE – GURPS 4TH EDITION Legendary Britannia

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Table of Contents

INTRODUCTION...... I CREATURES ...... 59 WITH DISCLAIMERS AND APOLOGIES ...... I ORDINARY WILDLIFE...... 59 DOMESTIC ANIMALS ...... 59 MAPS ...... 1 OTHERS ...... 59 BRITANNIA ...... 1 GLOSSARY ...... 60 HIBERNIA ...... 2 ARMORICA ...... 2 CAMPAIGN NOTES ...... 61 MAINLAND EUROPE ...... 2 WHO’S WHO ...... 61 HISTORY ...... 7 WHERE’S WHERE ...... 61 WHAT’S WHAT ...... 61 PRE-HISTORIC/PRE-ROMAN ALBION TIMELINE ...... 7 ROMAN BRITANNIA TIMELINE ...... 8 POST-ROMAN BRITANNIA TIMELINE (BEGINNING OF THE SAXON INVASIONS) 10 LIFE IN BRITANNIA ...... 13 THE PEOPLE OF BRITANNIA ...... 13 KINGDOMS AND POLITICAL SYSTEMS ..... 17 TECHNOLOGY ...... 18 LANGUAGES ...... 19 STATUS AND RANK ...... 20 ECONOMICS ...... 21 CRIME AND PUNISHMENT ...... 22 RELIGION ...... 23 CHRISTIANITY/CATHOLICISM ...... 23 CELTIC PAGANISM/DRUIDISM ...... 24 ALL OTHERS ...... 27 HERB LORE AND MAGIC ...... 28 HERB LORE ...... 28 ALCHEMY ...... 31 MAGIC ...... 31 POWERS ...... 49 CHARACTER CREATION ...... 50 STARTING POINTS ...... 50 DESIGNING CHARACTERS ...... 50 NONHUMAN RACES ...... 52 ADVENTURING CHARACTER TYPES ...... 56

Introduction

With Disclaimers and Apologies

This manual is the aggregation of a long abiding fascination with Arthurian legend and English history in general and my more recent introduction into to the world of role playing games. The material presented herein has been compiled and, in some cases, shamelessly stolen from:

 The history of Roman Britannia and post-Roman, dark age as presented through various websites and literary texts1  Assorted Arthurian legends as presented through various websites and literary texts2  Wikipedia (http://en.wikipedia.org/wiki/Main_Page)  The History Files (http://www.historyfiles.co.uk/MainFeaturesIndex.htm)  GURPS 1st Edition Camelot  GURPS 3rd Edition Spirits  GURPS 3rd Edition Faerie  GURPS 3rd Edition Celtic Myth  Legends of : Arthurian Adventures by Charles Rice  The Great Pendragon Campaign 5th Edition by Greg Stafford  Saxons! Wolves in the Fold of Arthur’s Britain by Loo F. Carrick and Roderick Robertson  Etc., Etc., Et. Al.

This manual is not meant for publication or sale. It has been compiled and provided free of charge as a visual aid to those playing in my Legendary Britannia role playing campaign. This manual is a living document and subject to change as appropriate.

1 I have perused far too many to list singly herein. However, this is a living document. Thus, as I revise and add to the material herein, I may come to rely on some individual references more than others. Should that happen, I will cite and give credit to those references.

2 Ibid.

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Maps

This chapter is subject to the most change, primarily in the form of additional maps. As player characters travel through Britannia, or anywhere else for that matter, they will have opportunities for access to maps. Those maps will be included in this section as appropriate over the course of the campaign. Britannia

Albion is the oldest known name for the island of Britain. Albion and the surrounding islands were known as the Britanniae Isles. Upon occupation of the island, the Romans referred to it as Britannia. The term later came to mean the Roman province that extended over much of the island but did not include those land’s north of Hadrian’s Wall which was called Caledonia (known today as Scotland).

Figure 1 indicates the names and locations of the Celtic tribes living on Britannia at the start of the Roman occupation in AD 43.

Figure 2 is a political map of Britannia in AD 400 at the end of the Roman occupation. The kingdom names in many cases coincide with the primary tribe in the area. The primary Roman “states” are indicated in red. After the Roman withdrawal, this political structure was gradually abandoned in favor of the independent kingdoms. Of note, some tribes that existed prior to the Roman occupation were either Romanized beyond recognition, melded with other Celtic tribes in area, and/or pushed out of there native region to seek refuge in other parts of Britannia or on Hibernia. In some cases, as with the Icenii, the Romans decimated tribal populations altogether in response to resistance or uprisings.

Figure 3 is a political map of Britannia in AD 475 at the time when the legendary Arthur was beginning his rise to power. The green regions indicate those areas either under Saxon control or Saxon invasion.

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Hibernia

Ierne is, arguably, the oldest name for the island of Ireland. The Romans referred to it as Hibernia or Scotia. Figure 2 contains a political map indicating the names and locations of Hibernian Celtic tribes/kingdoms at the end of the Roman occupation of Britannia. Hibernian influence may become more important as the campaign progresses. If so, this section will be augmented with additional information and materials as discovered by the player party or deemed appropriate by the GM. Armorica

Armorica is an ancient name associated the a significant portion of (France) including the Brittany Peninsula, the territory between the Seine and Loire Rivers, down the Atlantic Coast, and inland to some indeterminate point. A large number of Celtic tribes lived in this area and trade between Britannia and Armorica was long established by the time the Romans occupied it. There were several migrations from Britannia to Armorica during the Roman occupation and after the Roman withdrawal, most likely due to increased raids by Vikings and Hibernians as well as the later invasion Britannia by the Saxons. Mainland Europe

By the beginning of Arthur’s reign, the Empire has lost much of its territory to invading Teutonic tribes, some of whom have been pushed from their traditional homelands by pressure from the Huns. Rome is the seat of the Papacy but Constantinople is the seat of the . Italy itself is under Teutonic rule. Rome makes repeated attempts to regain its lost territories with some near term success. Ultimately, Roman Imperial influence dwindles and fades. However, Roman traditions and laws have made their mark on the populations of Western Europe. These influences are seen incorporated into the law, religions, military strategies, and daily lives in the new Teutonic kingdoms.

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Figure 1 – Britannia AD 43 – Celtic Tribes at the Beginning of Roman Occupation

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Figure 2 – Britannia AD 400 – Political Map at the End of Roman Occupation

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Figure 3 – Britannia AD 475 – Political Map at the Beginning of Arthur’s Rise to Power

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Figure 4 – Armorica 54 BC – Roman Geographical Area of Armorica at Time of

Figure 5 – Europe AD 476

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History

To understand the social, diplomatic, and military nuances of Arthurian Britannia it is important to have a brief understanding of the history of that region both before Julius Caesar invaded and during the Roman occupation. The period of time immediately following the final Roman withdrawal from Britannia is of greater import because it directly sets the stage for Arthur’s rise to power and defines the forces against which he struggled in order to unify Britannia. Pre-Historic/Pre-Roman Albion Timeline3

c.5000 BC The New Stone Age begins. The first evidence of farming appears; stone axes, antler combs, pottery in common use on Albion. c.4000 BC Construction of raised, wooden walkways as a way to traverse the low, boggy, swampy areas in the Somerset Levels, near present-day Glastonbury; earliest-known camps or communities appear. 3500-3000 BC First appearance of long barrows and chambered tombs. The primitive burial rite known as "corpse exposure" is practiced, wherein bodies are left in the open air to decompose or be consumed by animals and birds. 3000-2500 BC Castlerigg Stone Circle, one of Albion's earliest and most beautiful, begun. Pentre Ifan (Dyfed), a classic example of a chambered tomb, constructed. Bryn Celli Ddu (Anglesey), known as the "mound in the dark grove," begun, one of the finest examples of a "passage grave." c.2500 BC The Bronze Age begins with multi-chambered tombs coming into use. First appearance of henges. Construction begun on Silbury Hill, Europe's largest prehistoric, man-made hill (132 ft). Early Celtic "Beaker Folk" migrate to Albion, identified by the pottery beakers (along with other objects) found in their single burial sites. 2500-1500 BC Most stone circles in the Britanniae Isles are erected during this period. They had both astronomical and ritual uses. c.2000 BC Metal objects are widely manufactured on Albion about this time, first from copper, then with arsenic and tin added. Woven cloth appears on Albion, evidenced by findings of pins and cloth fasteners in graves. 1800-1200 BC Control of society passes from the priests to those who control the manufacture of metal objects. c.1500 BC Farms (houses and separate, walled fields) are in use. Stone circles seem to fall into disuse and decay around this time. Burial mounds cease to be constructed. Burials are made near stone circles or in flat cemeteries. 1200-1000 BC A warrior class emerges and takes a central role in society. c.1100 BC The first early Celtic settlers migrate to the Britanniae Isles from Europe. c.1000 BC Earliest hill-top earthworks ("hill forts") begin to appear, as do fortified farmsteads. There is an increasing sophistication of arts and crafts, particularly in decorative personal and animal ornamentation. c.600 BC Iron replaces bronze, and the Iron Age begins. The construction of the Old Sarum hill fort begins.

3 Taken from http://www.historyfiles.co.uk/FeaturesBritain/BritishChronology1.htm.

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c.500 BC Evidence of the spread of Celtic customs and artifacts across the Britanniae Isles. More and varied types of pottery are in use, and there is more characteristic decoration of jewelry. There was no known invasion of the Britanniae Isles by the . They gradually infiltrated into the native society through trade and other contact over a period of several hundred years. , the intellectual class of the Celts (their own word for themselves, meaning "the hidden people"), begin a thousand year floruit. c.150 BC Metal coinage comes into use. There is now widespread contact with the continent through the southern Celtic tribes. c.100 BC Flourishing of Carn Euny (in modern-day Cornwall), an iron age village with interlocking stone court-yard houses. The community features a "fogou," an underground chamber used, possibly, for storage or defense.

55 BC Julius Caesar's first (expeditionary) and unsuccessful invasion of Albion.

54 BC Julius Caesar's second invasion of Albion. Celtic Briton forces led, this time, by , a capable commander. Despite early Roman advances, the Britons continued to harass the invaders, with some effectiveness. A "deal" with the Trinovantes (tribal enemies of Cassivellaunus), and the subsequent desertion of other Briton tribes, finally guaranteed the Roman victory. 54 BC–AD 43 Roman influence manages to increase in Britannia during this time, as a direct result of trade and other interaction with the continent.

AD 5 Rome acknowledges Cunobelinus (Cymbeline), King of the , as King of Britannia. Roman Britannia Timeline4

AD 43 Romans, under Aulus Plautius, land at Rutupiae (modern Richborough Kent) for a full-scale invasion of the island. In south- east of Britannia, Celtic tribal leaders Togodumnus and Caratacus whip up anti-Roman feeling and cut off tribute payments to Rome. Caratacus leads main British resistance to the invasion, but is defeated in 51. AD 51 Caratacus, considered to be Briton High King and resistance leader, is captured and taken to Rome. AD 61 Boudicca, Queen of the Icenii, leads the uprising against the Roman occupiers, but after coming close to clearing the island of Romans, she is defeated by the Roman governor, Suetonius Paulinus. AD 63 Joseph of Arimathea comes to Ynys Witrin, also known as Ynys Afalon, (modern Glastonbury Tor) on the first Christian mission to Britannia. AD 77 The Roman conquest of Britannia is complete. Julius Agricola is imperial governor (to 84). AD 100 A large scale Basilica is built in as a symbol of Roman superiority. AD 122 Construction of Hadrian's Wall begins along the northern frontier, for the purpose of hindering incursions of the aggressive Pictish tribes there into Britannia. AD 167 Missionaries Phagan and Deruvian are sent by Eleutherius to convert the Britons to Christianity. They succeed in converting Briton King Lucius (St. Lucius). This is the founding of the Christian Church in Britannia. AD 208 Sextus Julius Severus returns to defend Britannia and repairs Hadrian's Wall. AD 270 Beginning of the "Saxon Shore" fort system, a chain of coastal forts in the south and east of Britannia, listed in a document known as the "Notitia Dignitatum." AD 286 Revolt by , commander of the Roman Briton fleet. He rules Britannia as emperor until murdered by fellow rebel in 293. AD 303 Roman Emperor orders a general persecution of the Christians. AD 304 St. Alban, first Briton martyr, is killed for his faith in one of the few persecutions of Christians ever to take place on the island, during the governorship of Gaius Junius Faustinus Postumianus. AD 306 I is proclaimed Emperor at . AD 311 Persecution of Christians in the Roman Empire ends.

4 Taken from http://www.historyfiles.co.uk/FeaturesBritain/BritishChronology1.htm and http://www.historyfiles.co.uk/FeaturesBritain/BritishChronology2.htm. However, I have edited the historical timeline to better fit the campaign world.

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AD 312 Constantine I defeats and kills Maxentius at the battle of Milvian Bridge. After seeing a vision of the Cross of Christ in the sky, Constantine realizes that the Christian God may be a powerful ally and decides to attempt to co-opt him for his own purposes. AD 313 Edict of Toleration proclaimed at Milan, in which Christianity is made legal throughout the empire. AD 314 Three Briton , for the first time, attend a continental church gathering, the Council of Arles. AD 324 Constantine I finally achieves full control over an undivided empire. He is a skilful politician who is popularly believed to have made Christianity the official religion of the empire because of his personal convictions. More realistically, that act was merely an expedient intended to harness the power of its "God" for the benefit of the state. He re-located the imperial headquarters to Byzantium, whose name he then changed to Constantinople. Despite his outward enthusiasm for Christianity and its powerful God, he didn't close many pagan temples during his reign. He did, however, strip them of their former wealth, which was then shifted to various Christian churches. This produced the result that many of the fledgling churches were put on a very firm financial footing and many of their members enjoyed great prosperity (not for the last time, either). The persecution of Christianity had stopped, perhaps, but its manipulation by exterior and interior forces had just begun. Early Christianity had no official hierarchies and functioned best as a series of small church groups worshipping with and caring for their own members while spreading Christ's Gospel in their local areas. Constantine's move created a top-heavy structure that would quickly depart from its original purity; a church beholden to the state, out of touch with the needs of its adherents and concerned only with its own comfort. AD 337 Constantine I receives "Christian" baptism on his deathbed. Joint rule of Constantine's three sons begins: Constantine II (to 340), Constans (to 350), and Constantius (to 361). AD 360s Series of attacks on Britannia from the north by the Picts and Hibernian Celtic tribes requires the intervention of Roman generals leading special legions. AD 369 Roman general, Theodosius, drives the Picts and Hibernians out of Roman Britannia. AD 375 Aurelius Ambrosius (Ambrosius the Elder) is born to Romano-Briton parents. AD 383 (Macsen Wledig) is proclaimed Emperor in Britannia by the island's Roman garrison. After organizing Britannia's internal defenses by setting up regional power bases in the province of Britannia Inferior (Northern Britannia), the Kingdom of Dyfed, the Kingdom of Powys, and the Kingdom of Gwent, he leaves the island with an army of Briton volunteers, quickly conquering Gaul, Iberia, and Italy. AD 388 Maximus occupies Rome itself. Theodosius, the eastern Emperor, defeats him in battle and beheads him in July 388. The remnants of Maximus' troops settle in Armorica. The net result to Britannia is the loss of many valuable troops needed for the island's defense (the "first migration"). AD 395 Theodosius, the last emperor to rule an undivided Roman empire, dies, leaving one son, Arcadius, emperor in the East and his other son, the young Honorius, emperor in the West. At this point, the office of Roman Emperor changes from a position of absolute power to one of being merely a head of state. Stilicho acts as regent in the western empire during Honorius' minority and reorganizes Briton defenses decimated by the Magnus Maximus debacle. He continues the transfer of military authority from Roman commanders to local Briton chieftains, a process begun by Maximus. AD 401 Events on the continent force Stilicho to recall one of the two Briton legions to assist with the defense of Italy against Alaric and the Visigoths. The recalled legion, known as the Sixth Victrix, was said to be "that legion which is stretched before the remoter Britons, which curbs the Scotti, and gazes on the tattoo-marks on the pale face of the dying Pict." The barbarians are defeated, this time, at battle of Pollentia. These Briton troops never return to Britannia. They remain in Italy to fight off another, deeper penetration by the barbarian chieftain, Radagaisus. AD 405 Aurelius Ambrosius (the Elder) joins the . AD 406 In early January, 406, a combined barbarian force (Suevi, Alans, and Vandals & Burgundians) sweeps into central Gaul, severing contact between Rome and Britannia. In autumn 406, the remaining Roman army in Britannia decides to mutiny. AD 407 After elevating two prior men to Emperor in Britannia only to have them assassinated, The Roman garrison in Britannia elevates Constantine III “to the purple”. He follows the example of Magnus Maximus by withdrawing the remaining Roman legion, the Second Augusta, and crossing over into Gaul to rally support for his cause. Constantine's departure is considered "the end of the Roman Empire in Britannia." AD 408 With all Roman legions withdrawn, Britannia endures devastating attacks by the Picts, Hibernians, and Saxons. AD 409 Due to the lack of support from Rome, Britons take matters into their own hands, expelling weak Roman officials and fighting for themselves. It seems highly probable that many of the defeated Teutonic raiders were settled on the east coast as foederati, strengthening what numbers are already there.

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Post-Roman Britannia Timeline (Beginning of the Saxon Invasions)5

AD 410 Emperor Honorius sends Aurelius Ambrosius (the Elder) to what remains of the Romano-Briton provincial council “to wear the purple” as his official representative to show Roman support, to rebuild the Roman government, and to organize armed resistance against the Saxon invaders. The council supports his leadership but its political power is already weakening. AD 413 Pelagian heresy begins to spread. AD 417 Honorius appoints Aurelius Ambrosius (the Elder) the consular governor of the province of Maxima Caesariensis, a direct Roman attempt to regain authority in parts of the old Briton diocese. Similar attempts were made in Armorica and northern Gaul, at this time, with varied and intermittent success AD 418 – 425 With a lack of a unifying Roman legionary force in Britannia, the native Celtic tribes begin to reassert themselves. The traditional tribal boundaries come to represent independent kingdoms and/or city states with all the squabbling and power politics that accompany such subdivisions. However, as a result of the Saxon threat, the burgeoning Celtic tribal kingdoms and the remaining Romano-Briton provincial government reach a power equilibrium in order to focus on Britannia’s defense. , King of Powys, rises in influence and power. AD 418 Pelagian heresy is outlawed in Rome. In Britannia, it enjoys much support from Vortigern's "pro-Celtic" faction. Traditionalists (pro-Romans) support the Roman church. AD 425 Vortigern is named High King over much of Britannia. The Romano-Briton provincial council recognizes, and external factors dictate, the need for strong, central, leadership. Aurelius Ambrosius (the Elder) can offer the Celtic tribes no universally acceptable alternative. AD 428 Vortigern begins using Saxon foederati and laeti as mercenary warriors against the Picts and Hibernian raiders. In exchange he offers them land for settlement (Ynys Tanatos in Ceint and further north near the city of Linnius) and regular shipments of supplies. St. Patrick begins his mission to Hibernia. AD 429 At the request of a Briton deacon named Palladius, Pope Celestine I dispatches bishops Germanus of Auxerre and Lupus of Troyes to Britannia to combat Pelagian heresy. While in Britannia, Germanus, a former military man, leads Briton troop to "Hallelujah" victory at Yr Wyddgrug in the Kingdom of Gwynedd against the Saxons. Germanus also blesses and assists Ambrosius the elder in establishing Vortigern’s pro-Roman sons , Cadeyrn, and Pasgen as kings of Gwent, Powys, and Buelt/Gwerthrynion, respectively. AD 432 - 437 Vortigern’s power begins to erode due to popular dissatisfaction with his use of Saxon mercenaries to defend Britannia and continued Saxon incursions both by invading Saxon tribes but also by Vortigern’s fedearoti. The Romano-Briton provincial council, led by Aurelius Ambrosius (the Elder), withdraws their support of Vortigern and begins actively opposing him. After a military campaign ending with the Battle of Guoloph, Vortigern’s forces are defeated. Vortigern acquiesces to the council and assigns Ambrosius as king at “Dinas Emrys fortress and all the kingdoms of western Britannia”. Ambrosius the Elder confirms the Hibernian Deisi as his military commanders in the Kingdom of Dyfed to counter the threat of Hibernian raiders. This is motivated by the council's reluctance to depend entirely on German mercenaries, with their constant demands for increased provisions, especially in an area were they would be lightly supervised. The Deisi have already been settled for some time and are self-supporting. AD 437 – 438 An open rift between Ambrosius the Elder's faction and Vortigern continues following the Battle of Guoloph resulting in a period of civil strife in eastern and southern Britannia. AD 433 - 438 Birth of Aurelius and his younger brother Uturius. Their mother is of Briton descent and considerably younger than Ambrosius the Elder. AD 440 – 441 Saxon foederati, settled on the east coast and enlarged in number since the barbarian raids of 408, take advantage of Briton unrest and openly revolt, citing as cause, the Briton provincial council’s refusal to supply provisions. Flow of provisions may have been reduced to nil as a consequence of the Briton civil war. Large portions of Britannia fall under Saxon control. Pro- Roman citizens migrate in mass towards the west and to Armorica. The country divides geographically along factional lines. AD 441 - 450 Ambrosius the Elder leads Briton resistance to Saxons along side Vortigern's sons, Vortimer, Cadeyrn, and, to a lesser degree, Pasgen. Four major engagements and several minor ones take place. AD 442 Ambrosius the Elder is killed in the fighting. His wife and sons go into hiding in Armorica.

5 Taken from http://www.historyfiles.co.uk/FeaturesBritain/BritishChronology2.htm. However, I have edited the historical timeline to better fit the campaign world.

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AD 446 As Vortimer fights to contain the Saxons, the Picts and Hibernians take advantage of the situation and increase their raiding. The Romano-Briton provincial council appeals to Aetius, Roman general and governor of Gaul, for military assistance in their struggle against the Picts and Hibernian raiders. Aetius has his hands full with Attila the Hun and cannot send aid to Britannia. AD 447 Germanus of Auxerre visits Britannia a second time (this time accompanied by Severus, Bishop of Trier). His purpose was two fold. First, he was tasked with assessing whether any further Pelagian heresy threat existed on the island. Second, he was sent in Aetius’s stead to lend what aid he could to the desperate Britons. He rouses the Britons to heroic effort whereby they inflict a massacre on the Picts and Hibernian raider and decisively force them from the island. By this time, the Saxons are contained in some areas by Vortimer. AD 448 Germanus dies in Ravenna. Civil war and plague ravage Britannia. AD 450 Saxon leaders Hengest and Horsa arrive on Ynys Tanatos with 3 keels (warships) of warriors and are welcomed by Vortigern. Vortigern marries Hengest's daughter, Rhonwen, in exchange for the entire Kingdom of Ceint. This event later becomes known as the Adventus Saxonum, "the coming of the Saxons". AD 451 Vortimer is poisoned by his Saxon step mother, Rhonwen. The Briton offensive against the Saxons stalemates. AD 452 There is increasing Saxon settlement in Britain. Hengest invites his son, Octha, from Germany with 16 keels of warriors, who reinforce the Saxons near the city Linnius to defend against the Picts. Pictish invasions cease soon afterward. Rhonwen leaves Vortigern and returns to her father, Hengest, in Ceint. AD 453-454 Increasing Saxon unrest. Raids on Briton towns and cities becoming more frequent. AD 455–460 Collapse of Briton military in east and south of Britannia. Britons, lacking strong leadership, are overwhelmed. Saxons raid from Kent to the Severn valley. Mass migration of British upper class to Armorica. AD 455 Vortigern joins with his son, Cadeyrn, to defeat Hengest and Horsa at the Battle of Rithergabail. Cadeyrn and Horsa are killed in the fighting. Death of King Clotri of Dyfed. His kingdom is inherited by his son-in-law, Prince Triffyn Farfog, and taken over by his Irish aristocratic relatives. AD 456 St. Patrick leaves Britain once more to evangelize Ireland. AD 457 Vortigern’s army fights Hengest at the Battle of Derguentid and is routed. Hengest’s conquest of Ceint is final and the Briton army flees back to . AD 458 The Saxons call the Briton leaders, including Vortigern, to a peace conference at Stonehenge, then turn on them and massacre almost everyone. Vortigern is taken captive. The gain his freedom, Vortigern cedes the territories of Est Seaxe, Suth Seaxe, West Seaxe, and Middel Seaxe to Hengest as ransom. This known as the 'Night of the Long Knives'. AD 459 Vortigern takes refuge at Caer Guorthigirn in the Kingdom of Dyfed, hiding not only from the Saxons, but also from his fellow Britons who are enraged by his betrayal. During a horrific thunderstorm, Caer Guorthigirn is struck by lightening and burns to the ground. Vortigern dies in the fire. His death is viewed as God’s justice. AD 460 Aurelius Ambrosius Aurelianus and his brother Uturius return from Armorica and become involved in Briton affairs, organizing Briton resistance. Many Britons flock to Aurelius’ standard. He initiates a Briton counter offensive. AD 460–480 Aurelius campaigns to contain the Saxon invaders and to unite the Briton kingdoms under his standard. Not all the Briton kings, particularly those in the west, wish to recognize his over lordship. Uturius is Aurelius’ general in the west tasked with defending Britannia from Hibernian and Pictish raiders as well as bringing the reticent Briton nobles into line. Aurelius constructs and fortifies of defensive sites, such as existing hill forts, and stations troops. AD 461 Uturius kills , Lord of Cerniw, in a disagreement over sovereignty and marries Gorlois’ widow, Ygraine. AD 462 Arthur is born at Din Tagell. He is sent to be fostered by Sir Hector, Lord of Caer Goch and seneschal under Aurelius. AD 465 Aurelius is recognized as High King by much of Britannia. AD 466 The Saxons defeat the Britons at the Battle of Lapis Tituli at the river Stonar (or Wippedesfleot). However, there is a virtual slaughter of upper level military officers on both sides. The Saxons must begin reprovisioning from Germania because their supply sources are completely cut off or eliminated in Britannia. This results in a respite from fighting. AD 466-473 This is a period of minimal Saxon activity. Aurelius continues refortification of ancient hill forts and construction of the defensive earthen works. The Wansdyke is constructed during this time. AD 469 The Roman emperor, Anthemius, appeals to the Britons for military help against the Visigoths. A 12,000-man Briton volunteer force commanded by of Armorica answers the appeal. The bulk of the Briton force is wiped out in battle against Euric, the Visigoth king, and the survivors, including Riothamus, vanish, never to be heard from again. AD 472 Arthur begins his military training and administrative education as a page in his uncle’s court with Hector being his primary tutor.

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AD 473 The Saxons, under Hengist, move westward again, driving the Britons back before them "as one flees fire." AD 474 Arthur accompanies his father and uncle on military campaigns against the Saxons acting as a squire and messenger while learning strategy, tactics, and arms, for which he has a natural aptitude. AD 477 Saxon chieftain, Ælle, lands on the coast of Suth Seaxe some 7 miles south of the city of Regentium with his 3 sons. The Britons engage him upon landing. Aurelius is killed in the fighting and Aelle’s superior force drives them into the forest known as Coit Andred. Uturius becomes High King. Over next nine years, Saxon coastal holdings are gradually expanded in the territory. Ælle apparently takes command of the Teutonic efforts in the south, being acclaimed as first Bretwalda, probably in reply to the Briton High Kingship. During this time, despite his youth, Arthur shows himself to be an able warrior and natural leader. By age 16, his father gives him command of the Briton heavy cavalry known a cataphract. Arthur and his cavalrymen distinguish themselves and Uturius gives him command all the Briton cataphracts. AD 480 Uturius dies. Arthur, at age 18 with the support of his cataphracts, claims the High Kingship. Aurelius’ sons rule small kingdoms in the east and south of Britannia.

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Life In Britannia

The People of Britannia

Biologically, the people of Britannia descend from the Caucasoid population of Europe. The modern regional physical stereotypes - red-headed people in modern Scotland, small, dark-haired folk in modern and lanky blondes in the south of modern England - already existed in Roman times and are a testament to the post-Ice Age peopling of Britannia.

Britons

Culturally, the most of the people of Britannia were closer to their Celtic forebears than they were to the Romans. When Rome pulled out, they reverted back to their tribal/clan way of life. These tribes and clans formed the basis of the small kingdoms and city states that composed the Briton political map of Arthur’s time. The people of Britannia do not identify themselves as Celts. That term is not used until several hundred years later. Rather, they identify themselves as Britons or by their tribe or clan and where they live.

Many upper class Britons were ‘Romanized’ and these were at the core of what little central government was left when Rome withdrew the last of its legions. They organized under Ambrosius the Elder to oppose the initial Saxon advances. However, as a separate cultural group they only lasted a couple of decades before they were reabsorbed into the tribal system. When Arthur comes to power this class is all but gone. Celtic society is divided into three groups: a warrior aristocracy; an intellectual class including professions such as , poet, and jurist; and everyone else.

Gender Roles

Under Celtic law, a woman had the right to divorce her husband and gain his property if he was unable to perform his marital duties due to impotence, obesity, homosexual inclination or preference for other women. Briton women also had a certain amount of sexual freedom as a conversation between a Caledonian noble woman and the Roman empress, Julia Augusta, noted by Roman historian, Cassius Dio, illustrates:

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“...a very witty remark is reported to have been made by the wife of Argentocoxus, a Caledonian, to Julia Augusta. When the empress was jesting with her, after the treaty, about the free intercourse of her sex with men in Britain, she replied: "We fulfill the demands of nature in a much better way than do you Roman women; for we consort openly with the best men, whereas you let yourselves be debauched in secret by the vilest." Such was the retort of the British woman.”

Gender roles were not as restrictive among Britons as among their contemporary classical counterparts. Women participate both in warfare and in kingship, although they are in the minority in these areas. Boudicca of the Icenii is an example of this. Women also acted as ambassadors to avoid a war amongst Celts chiefdoms. Roman historians were consistent in noting the strength and courage of Briton and Caledonian women.

Clothing

Male Britons generally wore long of short sleeved knee length shirts called tunics, simple long trousers fastened by a drawstring at both waist and ankle called braccae. Clothes were made of wool or linen, with some silk being used by the rich. Fur lined cloaks were worn in winter and fastened on the right shoulder by a broach or cloak pin. High ranking men also wore linen under tunic called a camisia as well as linen underbreeches.

Women wore an ankle length tunic other wise much like the men’s. Over the tunic could be worn a ¾ length gown. Well-to-do women also wore a camisia.

Leather belts are optional but highly useful. Often rank was displayed by a highly decorated belt. All clothing of the higher classes often show Roman influences. The very poor wear roughly woven wool and used animal skin for cloaks.

Shoes are simple, moccasin-like, and made from a single piece of raw hide. Roman style sandals are also worn though chiefly by the upper classes.

Jewelry is often worn as a mark of rank. Brooches, bracelets, and armlets were used but the most famous item of Celtic jewelry is the torc. The torc was a sign of nobility and high social status. It is also awarded to warriors for their deeds in battle, as well as a divine attribute, since some depictions of Celtic gods wear one or more torcs.

Tattoos

Julius Caesar emphasized the Britons’ tendency to dye their skin blue as a means of illustrating what Roman’s considered their barbarian nature. Caesar does not mention the plant used but subsequent commentators have supposed that woad was the source of the blue dye. However, later experimentation suggests that woad is not very well suited as a skin dye nor as tattoo ink, thus some other probably plant based, pigment was used. Still the image of the woad-daubed ancient Briton charging into battle naked and blue is vivid in modern imagery.

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For purposes of this campaign, tattoos are common place among Briton men and women alike. Generally, however, Britons are not entirely covered in tattoos. Tattoos are intended to be mystical, not decorative, in nature. They are often obtained as part of a religious rite or coming of age ritual. They are occasionally magically protective charms. Some tattoos signify military rank and honor or noble birth.

The practice of Briton warriors painting all or parts of their bodies blue is not commonly practiced in post-Roman Britannia. However, some Briton battle commanders encourage the practice prior to particularly brutal battles as a means of building moral among their men while demoralizing the enemy.

Head Hunting

Pre Roman Celts had a reputation as head hunters. The human head was venerated above all else because it was believed to be the center of the soul, of the emotions, and of life. Thus, the human head was a symbol of divinity and of the powers of the other- world. In keeping with the warrior culture of the Celts, they also believed that the heads of men killed in battle were pleasing to the war Morrigu. Diodorus Siculus, a 1st century Greek historian, had this to say about Celtic head-hunting:

“They cut off the heads of enemies slain in battle and attach them to the necks of their horses. The blood- stained spoils they hand over to their attendants and striking up a and singing a song of victory; and they nail up these first fruits upon their houses, just as do those who lay low wild animals in certain kinds of hunting. They embalm in cedar oil the heads of the most distinguished enemies, and preserve them carefully in a chest, and display them with pride to strangers, saying that for this head one of their ancestors, or his father, or the man himself, refused the offer of a large sum of money. They say that some of them boast that they refused the weight of the head in gold.”

The practice of head hunting became almost nonexistent in Britannia during the Roman occupation primarily because it was discouraged by the Roman military commanders. After the Roman withdrawal, taking heads as battle trophies once again came into a limited practice. It is by no means the norm during Arthur’s time as it is frowned up on by the Celtic Christian church. Thus, it is reserved only for especially cunning or fierce adversaries or for arcane purposes, which are rarely discussed in polite company.

Deisi

The Deisi, whose settlements are located in Dyfed and Dal Riata (North of Hadrian’s Wall) were Hibernian settlers. The word Deisi means ‘vassal or rent paying tribe’. They were a class of people from Ireland who were forced from their homes by the other septs of their tribes for various reasons. Thus, within the Deisi on Britannia, there are peoples from several different Hibernian tribes.

The Picts

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The term Picts refers to a confederation of the tribes located north of Hadrian’s Wall. These tribes were the Caledonii, the Taexali, the Venicones, the Epidii, the Damnonii, the Novantae, and the Selgovae. The Roman’s lumped these tribes together and referred to them as the Pictii, meaning ‘painted or tattooed people’. The Gael tribe of Hibernia called them the Cruithne and the Britons called them the Prydyn. These warlike tribes formed their loose confederation as a defensive measure against the invading Romans. The measure was effective enough that the Roman’s decided that the far Northern reaches of the island were not worth the trouble that conquest of the Picts represented and, instead, built Hadrian’s Wall to keep them at bay.

The culture of these people is something of a mystery. The Briton’s fear them for their battle prowess and Pictish raids into Briton territories represented a significant problem. One of the few things we do know is that they are a matrilineal society, meaning that bloodlines are passed through the mother. Pictish kings were not succeeded by their sons, but by their brothers or nephews or cousins as traced by the female line.

Also of note is the propensity of female warriors among these people. The Roman legions were appalled to find themselves battling fierce Pictish women during Rome’s initial forays for the conquest of Pictish territories prior to the construction of Hadrian’s wall.

The Saxons

The Britons refer to all Germanic invaders of Britannia as ‘Saxons’ and this is how they are referred to within this player guide. However, the Saxons were not the only invading Germanic peoples. The other Germanic invaders were the Angles, Jutes and, to a lesser extent, Frisians.

The Saxons began raiding along the Southern and Eastern coast line of Britannia around AD 360 causing the Roman’s to build a string of defensive structures known as the Saxon Shore Forts. In AD 428, the Briton High King Vortigern begins using Saxon feoderati to help defend against Pictish and Hibernian raiders. Foederati is a Roman term referencing the Roman practice of subsidizing entire barbarian tribes in exchange for providing soldiers to fight in the Roman armies. At first, Roman subsidies took the form of money or food, but the Empire began to crumble, tax revenues dwindled and the foederati were allowed to settle on Roman territory often in conflict with the Roman settlements already in place. Vortigern initially made similar arrangements with the Saxons, allowing them to settle in Ceint and sending regular shipments of food and supplies. Working from this initial foot hold, the Saxon’s increased in number and began raiding.

By Dark Age standards, Saxon communities are orderly and harmonious. Within their communities, Saxons prize cooperation and favor sharing over hoarding. They love courage, honor, and hospitality. They hate cowardice, treason, and crime. They are sexually restrained and protective of women and children. They are reluctant to waste warriors in blood sports and duels. As lavish and courteous hosts, they have few equals. These customs extend to other Germanic tribes, to whom the Saxons are tied by gods,

16 LEGENDARY BRITANNIA runes, and centuries of intermarriage. However, the Saxons have no such connection to the Britons, who are considered unworthy of Saxon hospitality and honor. The Britons are shown only the savage face of Saxon culture: the frenzied blood-rites of battle and . Thus, Saxons and Britons are strangers to each other’s virtues. Kingdoms and Political Systems

Britannia is based on its Celtic tribal roots. Each tribe is composed of septs or clans, some having more political power or wealth than others. Each tribe has a recognized central head figure. Most of the time this tribal leader is a man; though, occasionally, a woman comes to the position. The website at http://www.bbc.co.uk/history/ancient/british_prehistory/iron_02.shtml#21 has a very good summary of the characteristics of each of the Briton tribes.

The kingdoms of Britannia are identified on the political map in Figure 3. Each kingdom is composed of one primary tribe with the potential for smaller and perhaps some smaller less powerful tribes as well. Each kingdom has a king or central ruler. These kingdoms vary in size from being little more than a small city state to being of a more significant land holding with several cities and multiple settlements. These individual kingdoms may war with one another periodically in boundary disputes or for additional holdings/resources. Pre-Roman tribal animosities play a role in how well the kingdoms get along.

The Briton High-King is the acknowledged over-lord of all the kingdoms. In this capacity, he is able to call up armies from each of the Briton kingdoms and order them to the defense of the island. The power of the High-Kingship is directly affected by the leadership and abilities of the individual who holds the position. If the kingdoms refuse to acknowledge his dominion and he is unable to obtain that acknowledgement via force or treaty, the High-King is little more than a self-pronounced figure head. However, a charismatic man, proven in battle, and with popular support from the military and the people in general, is much more likely to obtain compliance and fealty from the individual kingdoms and yields a great deal of autonomous power.

The offices of high- and low-kings in Hibernia, Caledonia, and parts of Britannia are filled by election under the system of tanistry. During the two decades immediately prior to Arthur’s rise to power, the succession of the low-kingships in Britannia were beginning to follow the feudal principle of primogeniture where the succession goes to the first born son. However, in several cases, lower kingdoms were split into multiple kingdoms if a low-king was survived by multiple sons.

A ruling council, descendent of the Roman provincial council, existed to act as a cabinet to the High-King. However, this council is of limited political power, particularly under a strong High-King. It is composed of representatives from the different Briton kingdoms, which tend to feud amongst themselves when they are not allied against the Saxons.

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Thus, the potential for court intrigue is high as each representative seeks to gain the High- King’s favor over the other members of the council. Technology

Dark Ages Britannia is functionally Tech Level 2 (TL2). This is reflected in armor, weapons, medical care, architecture, tools, and daily life. The resources in the GURPS 3rd and 4th Edition books will help to define what items are allowed for TL2 and which are not. Any period, tech level, and regionally appropriate weapons, armor, and tools etc. are allowed. However, if a Briton man-at-arms is sporting fine quality Persian armor he had better have a very interesting reason and background.

Arms, Armor, and Military

In a nutshell, the typical arms and armor in Britannia are:

 Simple leather jerkins and scale mail

 Bronze or iron pot helms or great helms

 Medium shields used on horseback and medium or large shields used on foot

 Roman-style short swords and broadswords

 Spears and javelins

 Axes

 Bows and Roman-style cross bows

 Knives, of assorted styles, were ever present

Britons, early in the Roman occupation used chariots in their fighting tactics. After a couple of centuries of Roman legionary training the use of chariots feel to the way side but there have been instances in Arthur’s time were chariot use was employed for speed of deploying foot soldiers. Caesar described how Briton warriors would throw javelins from their scythed chariots before abandoning them to fight on foot and returning to them in order to quickly retreat or redeploy. Cavalry was used for skirmishing.

During the Roman occupation, Britons came to appreciate the use of roman-style cavalry. Heavy cavalry are called cataphractii and it is in command of Briton cataphractii against the Saxons that Arthur gained his reputation as a warrior and leader. Light cavalry units are known as lancearii and mounted archers are known as sagitarii. Saddles exist during this time but stirrups were not invented yet. Thus, jousting style lances are not possible. However, the spears and javelins used by Briton cataphractii are very effective.

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Sea travel is, of course possible. The Britons have a navy. It was first created under Ambrosius the Elder, expanded under Aurelius Ambrosius, and still used to patrol Briton waters during Arthur’s time. It is chiefly composed of Roman-style galleys.

Fortifications

The stone castles that are generally affiliated with Arthurian legends are actually a much later architectural technology that was not used until the Norman invasions of the early 11th century. In Arthur’s time, motte-and-bailey style earthwork fortresses are the order of the day. These are typically built on natural, and sometime artificial, hilltops and constructed with earthen ramparts at multiple levels. The upper most ramparts may be augmented with a wall of either stone or wood. Some of these earthworks were surrounded by wide defensive ditches or actual moats and some had deep ditches or moats dug between ramparts. The water in moats was sometimes tied in with the forts waste elimination system; thus the water in these ditches was often fetid and full of offal. Other types of fortified settlements and military sites also exist. These are all built using similar construction techniques and earthen defensive structures.

Roads and Travel

One of the legacies of the Roman occupation was a system of roads linking cities and forts. These roads were well built and still in excellent repair in Arthur’s time. The ease of cross country travel is dictated by mountains, hills, bogs, and marshes. Horse or foot travel as preferred modes of transport. Travel using carts or wagons would be more prevalent on the roadways, especially for traders taking goods to market. Languages

Brythonic is the most common language spoken on Britannia. This language includes dialects for:

 Cumbric, spoken in northern Britannia and southern lowland Caledonia

 Cymraeg (Welsh), spoken in northern and southwestern Powys and Ergyng and in the kingdoms west of these, as well as on Ynys Mons

 Breton is spoken in Armorica on the European mainland but is a dialect of Brythonic none the less and as such is listed here

 Kernewek (Cornish), spoken in Kernow (aka Cornubia)

 Dumnonian (Old Devonian), spoken in Dumnonia

These dialects are able to speak to and understand one another. There are differences in the speed, cadence, inflection, phrasing, and accent of the words spoken but not enough to prevent understanding. (Think of it as being akin to someone from West Texas

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speaking to someone from New York City. They understand one another but their definitely from different places.)

Pictish, spoken in northern and central Caledonia, while similar to Brythonic, is too distinct to be considered a dialect. The low mutual intelligibility between the two means that a Brythonic speaker might pick up every third or fourth word but would not be able to follow or participate in a Pictish conversation without study and practice. Thus, it is treated as its own language but has a default of Brythonic-3.

Gaelige (Irish) is spoken by the Deisi settled in Dyfed and Dal Riata as well as on Hibernia itself. There are four regionally based Gaelige dialects: Cúige Mumhan is spoken in Southern Hibernia. Cúige Chonnacht is spoken in Western Hibernia. Cúige Uladh is spoken in northern Hibernia. Cuige Laigin is spoken in eastern Hibernia. These dialects are able to speak to and understand one another without penalty.

German is spoken by the Saxons. The following German dialects of Saxon, Jutish, Anglish, Frisian, and Frankish are present in Britannia. These dialects are able to speak to and understand one another without penalty.

Latin is spoken by educated individuals, typically upper class, nobility, Christian clergy, and druids. Latin words can also still be found in place names and is still sometimes used in denoting noble and military ranks (e.g. dux) and organizations (e.g. cataphraticii). Greek may also be spoken by the highly educated.

Other languages appropriate to the time period also exist. Player characters may encounter these languages depending on where their adventures take them. Players may have such langages as skills prior to starting the game so long as they fit with the character’s background (i.e., there had better be in interesting reason for a a common Briton to be fluent in Persian). Status and Rank

Per GURPS Camelot, the status and rank used for this campaign are as defined in Table 1 below.

Table 1. Status and Rank

Rank Social Roman Military 8 Emperor of Rome (East or West), The Pope Emperor 7 High-King of Britannia, Other High-Kings Dux (Duke) / High King 6 Low kings Comes (Count) / General 5 Baron, Bishop, Ambassador 4 Greater landowner, Tribe leader Prefect 3 Lesser landowner, Member of a local civitate (ruling council) Centurion, Cataphractus (Heavy cavalryman) 2 Priest, Clan leader, Magistras (Mayor) Decurion 1 Notable warrior, monk or nun Legionary

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0 Freeman, Servant Conscript, Cannon fodder, Grunt -1 Slave - -2 Beggar - -3 Criminal -

Economics

Pre-Roman Celtic societies on the mainland were linked to the network of overland trade routes that spanned Eurasia. Trade with Britannia took place via water routes. Large trackways crossing bogs in Hibernia, Germany, and Britannia were created for wheeled transport as part of an extensive roadway system that facilitated trade. The territory held by the Celts contained tin, lead, iron, silver and gold. Celtic smiths and metalworkers created weapons and jewelry for international trade, particularly with the Romans. In fact it was evidence of these natural resources that drew Roman interest for conquest.

Local trade was largely in the form of barter, but as with most tribal societies they probably had a reciprocal economy in which goods and other services are not exchanged, but are given on the basis of mutual relationships and the obligations of kinship. Low value coinages of potin, silver, and bronze, suitable for use in trade, were minted in most mainland Celtic areas and in South-East Britannia prior to the Roman conquest.

The departure of the Roman Empire left Britannia with the potential to be more economically prosperous than before. Britannia had become the ‘breadbasket’ of the Roman Empire and almost all of its grain was shipped to mainland Europe, leaving precious little for the natives. The island also has numerous iron ore and other mineral resources, which the Roman’s mined and exported as well. Add to this, the fact that Britons were also heavily taxed to pay for Rome military efforts and infrastructure, both on the island and the mainland.

When Rome withdrew, the grain and natural resources stayed for Briton consumption and the taxes ceased. The Saxon invasions began immediately following the Roman departure and the Briton economy never got a chance to realize its potential. Briton’s constantly forced to defend their homes and lives, did not concentrate as much on building businesses.

That being said there was trade with the mainland and foreign coins were used for payment of goods and services within Britannia along with locally minted currency. Britannia’s primary exports are grain, cloth, wool, and tin. Iron, cattle, oysters, pearls, salt, and lead are also exported.

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Crime and Punishment

Common Celtic law is pretty detailed; so I am copping out of writing this section just yet. I will add it in a later version. Hopefully the player characters will not be in a position where they need legal council in the near term.

22 LEGENDARY BRITANNIA Chapter 4

Religion

An incredible variety of religions exist in the world, both past and present. All of these religions have different practices, mythos, and doctrine. Any religion that existed during the 5th century, even those not described here, may enter into the campaign at any point. Christianity/Catholicism

Christianity began as a Jewish sect in the mid-1st century AD. From the beginning, Christians were persecuted in the form of punishments and death for their faith. Larger scale government supported persecutions in the Roman Empire began in AD 64 when Emperor Nero blamed them for the Great Fire of Rome. These persecutions continued, off and on, until Christianity was legalized in AD 313 by Emperor Constantine I. At this point, the fledging religion grew quickly in size and influence over the next few decades to become the dominant religion of the Roman Empire. In AD 380, Emperor Theodosius I enacted law establishing Christianity as the official religion of the Roman Empire.

With the decline of the Roman Empire, the papacy became a politically significant power, first visible in Pope Leo I’s diplomatic dealings with the Huns and the Vandals. The Church also entered into a long period of missionary activity and aggressive expansion among the former “barbarian” tribes.

The invading pagan Germanic tribes easily conquered the central and southern regions of Britannia after Roman troops withdrew. Roman Christians fled to Wales and, once there, incorporated native pagan rituals and holidays into their faith to synthesize a unique and independent brand of . The Celtic Christian Church is much more lenient regarding the occult than the Church of Rome. Celtic Christianity absorbed many pagan beliefs and incorporated them into it tenets.

The first indication of the independent nature of Celtic Christianity occurred in the first years of the 5th century when Pelagius, a Briton priest living in Italy, expressed the belief that man was responsible directly to God for his actions. Pelagius taught that grace was attained through the effort to abide by the law of God, without direct intervention by governmental or ecclesiastic authority. This was contrary to the views of St. Augustine, the father of Catholicism, in Rome where a Papal government directed the activities if its

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citizens. The debate raged long after the death of both men. The Church of Rome sent several emissaries to battle Pelagian heresy in Britannia, the most famous of these being Germanus of Auzerre. Supposedly, the Celtic Church had dropped its heretical beliefs by the middle of the 5th century. However, according to one 8th century historian, Hibernian monks still clung to Pelagian theory well into the seventh century.

Around AD 500, Benedict set out his Monastic Rule, establishing a system of regulations for the foundation and running of monasteries. Monasticism became a powerful force throughout Europe and gave rise to many early centers of learning. It proved to be the leading factor in the Christianization of Britannia. At the same time, the monastic movement of Roman Christianity became increasingly evangelistic and sent missionaries into remote locations untouched by the empire. In this period, monasteries and convents became involved in local affairs, converting native peoples while establishing a link to classical culture and education.

Celtic Paganism/Druidism

Prior to the Roman occupation, the Celtic tribes of Britannia practiced a polytheistic and animistic religion, believing in a number of different and in the spirits existing in natural objects (e.g., trees, rocks, water). There is a general pantheon of Celtic gods that are generally worshipped across all Celtic tribes and lands; however, the names of these gods may vary depending on region. Table 2 is a basic list of Briton deities.

The Celts were animists, believing that all aspects of the natural world contained spirits which could be communicated with. These animistic spirits were worshipped as deities as well. Thus, places such as rocks, streams, mountains, and trees may all have had shrines or offerings devoted to the resident spirit(s) that would known to and used by local inhabitants.

Among the most popular sites for the veneration of spirit deities were trees, in particular oak, ash, hazel, yew, and thorn, and hot springs and rivers, commonly associated with healing. Fire was regarded as a sacred symbol and was associated with cleansing. There are rare cases of ritual killing and human sacrifice also present in pagan practices associated with some gods, but these are far from the norm.

After the Roman occupation, many Celts were Christianized. For these people, the Celtic animistic deities were seen as spirits, sometimes helpful and sometimes malevolent, and either treated to the same practice of placative offerings or strictly avoided if at all possible.

Table 2 – Celtic Briton Pantheon

Name Influence Alaisiagae A pair of , Beda and Boudihillia, deifying victory and dispatching terrors Andarta (aka ) Warrior goddess associated with the bear and victory

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Anextiomarus Sun god Belatucadros God of war God of heat and healing –consort to Belisama Goddess of lakes and rivers, fire, crafts, and light God of healing associated with bubbling spring water Goddess of victory Britannia (aka Brigid) Goddess of poetry, healing and smithing – (Britannia was invented by the Romans based on Brigid.) God of war The horned god of fertility and produce – associated with horned male animals especially stags and the ram horned snake God of war and hunting, forests, groves, and wild fields God of river confluences – associated with healing Conventina Goddess of wells and springs Deae Matronae (aka Modron) A triple goddess representing motherhood and fertility Dis Pater God of wealth of the earth (riches, fertile soil, and underground mineral wealth) – also god of the underworld and death (aka Rhiannon) Goddesses of horses, donkeys, and mules - associated with fertility Genii Cucullati Cloaked or hooded triple goddesses of vengeance and flesh eating and fertility God of spas, the sun, fire, and healing thermal and mineral springs – embodies the notion of therapeutic heat Ialonus Contrebis God of home and good fortune Iouga Goddess of river confluences and junctions in general Goddess of water and beer God of healing, protector of tribe in battle, bestower of health and general good fortune Manannan God of the sea God of youth God of mountains Goddess of temples and sacred groves - protects sacred ceremonial sites God of healing, the sea, hunting and dogs Ricagumbedae Goddess of death in battle – guiding the fallen to the nether realm Satiada Goddess of the throng – protective goddess of the Textoverdi sept of the Brigantes tribe Senuna A mother goddess of thermal spring water A mother goddess of thermal spring water at Aquea Sulis (modern Bath) The Suleviae Triple goddess of governing God of thunder – associated with the wheel and sacrificial offerings God of protecting the tribe Verbeia Goddess of the River Wharfe God of hunting, war, healing, and death

Pagan Celtic religious practices bear the marks of Romanization, including syncretism with gods from the Roman mythos. It also entails a decline in the practice of Druidism, which was formally outlawed by Rome in AD 54, forcing such practices were forced underground. After the Roman withdrawal, Druidism experienced a brief revival but the number of practitioners never reached previous levels. It has gradually been declining due to competition and conflict with Christianity.

The Celts wrote nothing down about their religion. This is not because complete illiteracy of the population, but, rather, because it was forbidden. Literate Celts knew their native Ogham script, Latin, and some knew the Greek alphabet, using these for other

25 LEGENDARY BRITANNIA purposes. The Druids, the priestly caste of the Celts, only allowed their knowledge to be passed orally, so as to protect its secrets from outsiders. Each Druid was required to learn, by heart, the whole of their law, teachings, poetry, stories, myths, religious observances, astronomy, astrology, herbology, and tribal histories. It could take up to twenty years to complete the course of study.

Table 3 - Celtic Religious Days

Feast Day Observed Description

Samhain October Samhain is the traditional time for slaughter, for preparing stores of meat and grain to last through the (Last Harvest 31- coming winter in order for the people and livestock to survive the winter. Bonfires play a large part in / Feast of the November the festivities. Villagers cast the bones of the slaughtered cattle upon the flames. With the bonfire ablaze, Dead) 2 the villagers extinguished all other fires. Each family then solemnly lit its hearth from the common flame, thus bonding the families of the village together. Often two bonfires would be built side by side, and the people would walk between the fires as a ritual of purification. Sometimes the cattle and other livestock would be driven between the fires, as well. Samhain is also a time to remember and celebrate the lives of those who have passed on, and it often involves paying respect to ancestors, family members, friends, and other loved ones who have died. In some rituals the spirits of the departed are invited to attend the festivities.

Winter December Midwinter is celebrated as the rebirth of the Great God, who is viewed as the newborn solstice sun. The Solstice 19-23 seasonal significance of the winter solstice is in the reversal of the gradually lengthening nights and (Midwinter / shortening days. In celebration, people guise dance and disguise themselves by blackening up their faces Yule) or wearing masks. Druids used the wrens and other birds in augury, studying its flight, amongst other birds, to derive predictions about the future.

Imbolc February 1- falls halfway between the Winter Solstice and the Spring Equinox. It was originally dedicated to (Candlemas) 2 the goddess Brigid and is sometimes called Gŵyl Fair. Imbolc is traditionally a time of weather prognostication, an old tradition of watching to see if serpents or badgers came from their winter dens. Fire and purification are an important aspect of this festival. The lighting of candles and fires represents the return of warmth and the increasing power of the Sun over the coming months. Imbolc has been traditionally associated with the onset of lactation of ewes, soon to give birth to the spring lambs. The holiday is a festival of the hearth and home, and a celebration of the lengthening days and the early signs of spring. Celebrations often involve hearth fires, special foods, divination or simply watching for omens (whether performed in all seriousness or as children's games), a great deal of candles, and perhaps an outdoor bonfire if the weather permits

Vernal March 20- The vernal or Spring equinox occurs when the night and day are approximately equally long. It is a Equinox 23 festival celebrating the rejoining of the Mother Goddess and her lover-consort-son, who spent the winter (Festival of months in death. In some cases, the celebration includes the young God regaining strength in his youth Trees) after being born at Midwinter, and the Goddess returning to her Maiden aspect.

Beltane (May May 5-7 is a celebration of fertility and marks the beginning of the summer season when the Day) herds of livestock were driven out to the summer pastures and mountain grazing lands. It is celebrated on the full moon nearest the midpoint between the Spring Equinox and Summer Solstice. One common aspect of this festival is the hanging of May Boughs on the doors and windows of houses and the erection of May Bushes in farmyards, which usually consist either of a branch of rowan/caorthann (mountain ash) or more commonly whitethorn/sceach geal (hawthorn) which is in bloom at the time and is commonly called the 'May Bush'. The May Bush is often decorated with flowers, ribbons, garlands and colored egg shells. The lighting of a community Beltane fire from which individual hearth fires are then relit is also observed. Druidic celebration also includes enactment of the ritual union of the God and Goddess.

Summer June 19-23 Celebration of the Summer Solstice usually takes place on the eve. People believe that mid-summer Solstice plants had miraculous healing powers and therefore pick them on this night. Bonfires are lit to (Samradh / protect against evil spirits which were believed to roam freely when the sun was turning southwards Midsummer) again. Summer solstice rites include a fertility sacrifice, dancing, and singing.

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Lunasa (First August 1-2 Lammas or is the first of the three autumn harvest festivals. It is a festival and feast of Harvest / thanksgiving for grain and bread, which symbolizes the first fruits of the harvest. It is traditionally a time Lammas) of community gatherings, contests of strength and skill, market festivals, horse races, and reunions with distant family and friends. It is also a favored time for contracting marriages, and handfasting - trial marriages that would generally last a year and a day, with the option of ending the contract before the new year, or later formalizing it as a more permanent marriage.

Autumnal September The autumnal or Fall equinox occurs when the night and day are approximately equally long. The Equinox 21-24 holiday of Autumn Equinox is a ritual of thanksgiving for the fruits of the earth and recognition of the (Second need to share them to secure the blessings of the Goddess and God during the winter months. Harvest / Wine Harvest)

All Others

While Druidism, polytheistic paganism, and Christianity dominated western Europe. The Middle East, , and were home to Zoroastrians, Hindus, Nestorian Christians, Jews, Manichaeans, and followers of shamanism, Tengrism, and other indigenous, non- organized systems of belief. Given the Roman Empires vast holding and diverse population, it is entirely plausible for Roman citizens of Middle Eastern, African, and/or Jewish origin to have been present in Britannia, bringing their faith with them. These citizens would have had to make the choice to stay after Rome abandoned its northern most colonies or to leave with the last of the Legions. (This idea is supported by DNA evidence that indicates that some localized modern day British populations have genetic markers indicative of Middle Eastern and African origin.) Thus, it is possible for PCs to encounter Saracen or Jewish NPCs during the course of the campaign. The term Saracen used herein refers only to a Middle Eastern racial ethnicity. The religion of Islam did not come to be until Muhammad began preaching in AD 613, after Arthur’s time.

Also of significance is the polytheistic pagan religion of Rome prior to it’s conversion to Christianity. Most of the major cities present in 5th century Britannia were built by the Romans and include temple and shrines to assorted Roman gods. It is not out of line for a Romano-Celtic citizen, at minimum, to be aware of Roman mythos and religious practices. Some Roman religious cults may still have been in existence, such as Mithraism.

27 LEGENDARY BRITANNIA Chapter 5

Herb Lore and Magic

This is a mythic Dark Ages Arthurian campaign. Magic is the label for many things that people do not understand. There are magic and fantastic creatures/beings in this world. But not everything amazing is magic. Some things only exist and are possible because people believe that they do. Herb Lore

The practice of herb lore is not magical and does not require the magery advantage. It is placed in this section because it is considered a mystical or arcane ability and is often equated with mages and sorcery by the general population of Dark Age Britannia and Europe in general. In fact many that are considered to be “enchanters” by their neighbors are often only skilled herbalists.

Anyone can study herb lore if they have an instructor. Many village midwives and wise men and women study herb lore. In addition, Christian monasteries and abbeys also instruct in this craft so as to offer healing services to surrounding communities.

Herb lore is an IQ based skill. It represents the folk approach to concocting healing remedies and, sometimes, poison production. An herbalist may not be able to tell why certain herbs work a certain way when combined in elixirs but will certainly know which herbs to use. Thus, while herb lore allows herbalists to brew potions, it does not allow them to use any other “alchemical” abilities, such as analyze elixir or magic item. Additionally, because these potions are made from herbs and not magic, the Magic Resistance advantage offers no benefit against the effect of herb lore potions.

Written herbals do exist but are rare in the Dark Ages because written texts are produced by hand and such works are usually created by an herbalist for personal use. Thus, many herbals are lacking in depth, detail, and scientific accuracy. Thus, herbalists learn new elixirs through instruction rather than study. In the case of Druidic herbal lore, there are no written texts because Druidic law mandates only the oral dissemination of knowledge.

For the sake of trying to maintain some level of historical integrity, herbalists are capable of creating only those elixirs in Table 4. Herbal formulas take the form of either a liquid

28 LEGENDARY BRITANNIA infusions which taken by drinking or an ointment which is applied to the skin or an open wound.

Table 4 - Herb Lore Elixirs

Elixir Descriptions, Modifications, and Limitations Anesthetic Infusion or ointment. For 20-HT hours the subject can feel no pain, effectively possessing (Camelot p23) the High Pain Threshold advantage. Onset time is 15 minutes as an infusion, immediately as an ointment. Ointment effect is limited to the specific location it was applied. Will negate the effect of the Pain Enhancement infusion, but then will have no further benefit. Antidotes Counteracts the effects of other potions. Each antidote is specific to the potion it counter (Magic p218) acts. If taken in advance, grants +4 to HT to resist a poison; reduce this bonus by 1 per hour. If taken after swallowing a suspected poison, it grants immediate HT at +4 to throw off any effects but does not undo harm already suffered. Takes 15 minutes to take effect and then has duration of 4 hours per dose. Does not offer immunities. Waking Death Infusion only. A poison and requires the poison skill. Takes 15 minutes to take effect then (Magic p215) damage is 2d per hour for the next 2 hours. Successful HT roll made each hour modifies this to 1d per hour. Symptoms include pain, numbness, and then paralysis yet the subject is not able to sleep or pass out. A second dose will not be effective until 2 hours after the first is effective (i.e., the effects of multiple doses are not cumulative). Drunkenness Infusion only. Takes 15 minutes to take effect then the duration is 2 hours per dose. Subject (Magic p219) becomes drunk as per the Drunkenness spell. DX and IQ are both at -3. He is a happy, charismatic drunk (others react at +1) and recovers without a hangover. Endurance Infusion only. Takes 15 minutes to take effect then the duration is 2 hours. Subject feels no (Magic p214) fatigue for the duration except that caused by his own spell casting. When the elixir expires his FP is reduced to 0 and he falls unconscious. Fertility Infusions are effective within 1 hour. Ointments (applied to genitialia) are effective within 15 (Magic p217) minutes. The subject becomes fertile and/or potent. Except in sexless creatures, off spring will result from any natural union made during the elixir’s duration. Unusual combinations (i.e., human and nonhuman) will not necessarily result in offspring, even with this potion, but the possibility is there. Fever Reduction Infusion only. Onset is 30 minutes. Duration is 1d hours after onset. At the end of the onset (Camelot p23) time, and every hour there after, the user makes a roll against HT-3. A successful roll breaks the fever. Two successful rolls in a row restore 1 HT if any have been lost. Any critical success on a HT roll restores an additional 1 HT. A critical failure negates any beneficial effects and ends the duration of the infusion. Foolishness Infusion only. Takes 15 minutes to take effect then the duration of each dose is 2 hours. (Magic p215) Each dose taken (up to 4) reduces IQ by 3 for the duration of that dose. Forgetfulness Infusion only. Takes 15 minutes to take effect then the duration is ½ hour per dose. (Magic p219) Produces amnesia on the subject. Subject’s IQ is treated as normal for intelligence purposes but the subject cannot remember his name or what he was doing at the time the potion went into effect. Any quest or are forgotten. The subject will not remember his skills though if persuaded to try he will perform at -2. Spell casting is impossible. Friendship Infusion only. Takes 15 minutes to take effect then the duration is 2 hours per dose. Subject (Magic p219) has +3 reaction to al others. Gullibility Infusion only. Takes 15 minutes to take effect then the duration is 2 hours per dose. Subject (Magic p219) acquires the Gullibility disadvantage. Hallucination Infusion only. Onset is 15 minutes after which the subject must roll vs. HT-4. If he fails, he (Camelot p23) becomes subject to hallucinations for 60-HT minutes. A critical failure doubles the duration. This infusion can be made in varying strengths, with effects ranging from pretty colors and suggestibility to nightmarish visions – depends on a contest of the herbalist’s skill versus the subject’s roll versus health. Healing A healing infusion or, more commonly an ointment, will restore 1d HT over the course of 24 (Camelot p23) hours to a resting patient. Any exertion will prevent the infusion or ointment from working. Ointment is applied directly to wounds. Cannot restore limbs or bring back the dead. Different variants of this potion work for different ailments (i.e., a healing potion for a sword wound will be a different blend of ingredients than a potion for healing the chicken pox). Lecherousness Infusion only. Takes 15 minutes to take effect then the duration is 2 hours per dose. Subject (Magic p215) suffers from the disadvantage of Lecherousness.

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Madness Infusion only. Takes 15 minutes to take effect then the duration is 2 hours. Subject suffers (Magic p215) the same effects of the Madness spell. The form or strength of the madness will be based on a contest of the herbalist’s skill versus the subject’s roll versus health. Pain Enhancement Infusion or ointment. For 20-HT hours, the subject effectively possesses the Low Pain (Camelot p23) threshold disadvantage. Onset time is 15 minutes as an infusion, immediately as an ointment. Ointment effect is limited to the specific location it was applied. Will negate the effects of Anesthetic infusion but will have no further effects. Poison Requires the Poison skill. Most poisons are infusions and, thus, digestive doing anywhere (Camelot p23) from 1d to 4d damage with an onset time of 1 hour. A successful HT roll will prevent all effects unless other wise specified (as in Waking Death or other specific poison potions). Sleep Infusion only. After 15 minutes the subject grows drowsy. He must roll vs. HT-4 every 15 (Camelot p23) minutes or fall asleep for 20-HT hours. If the subject manages to remain awake for 1 hour after the first HT roll, the infusion has no further effect. Subject may be awakened from his sleep but will be at -3 to IQ, ST, and DX until the infusions duration has expired. Strength Infusion only. Adds 2 to ST. Takes 15 minutes to take effect then the duration is 2 hours. (Magic p214) This increases encumbrance, weapon damage, etc. appropriately but does not give extra HP. When the potion expires, the subject’s FP is reduced to 0 and he must roll versus HT to stay conscious. Tranquility Infusion only. Effective within 15 minutes and then a duration of 1 hour. Nullifies any (Magic p218) extreme emotion the subject is feeling and allows rational thought. Specifically, the potion grants a +3 to resist any spell or skill that works on the emotions, enabling the subject to reason something through rather than be swayed by passions or sentiment. In addition, it will calm any hysterical or enraged person and grant a +3 IQ roll to overcome the Berserk or Bad Temper disadvantages. However, it has no effect on other disadvantages. Truth Infusion only. Takes 15 minutes to take effect then the duration is ½ hour per dose. The (Magic p219) subject cannot tell a lie as per the Compel Truth spell. Weakness Takes 15 minutes to take effect then the duration is 2 hours per dose. Each dose taken (up to (Magic p215) 4) reduces ST by 3 for the duration of that dose.

Components

Herbal potion components and potion types may vary based on region. Some plants grow only within certain regions. Thus, an herbalist trained in Southern Britannia may not be familiar with an herb that only grows in the highlands of Caledonia. Material components are as available as the herbalist’s skill in locating such plants in natural settings or his ability to purchase them in an urban setting. Naturalist is a wise skill to have for a practitioner of Herb Lore.

A concoction requires care to produce. A minimum of ¼ pound of each component plant must be used per final dose. Fresh plants are more efficacious than dried. If preserved plants are used, the resulting potion will be at a -1 on any effects it has or rolls it requires. There are exceptions to this, however. Some herbs are only useful or safe when properly prepared and dried and brewing potions from them in their raw state may have negative results.

Brewing Potions

The potion must cook for a minimum of 2 hours before it is useable with the herbalist in constant attendance. An herbalist may prepare more than one concoction at a time, if his ingredients and equipment allow, but suffers a -1 on his skill rolls for each concoction cooking. There is no skill penalty for making multiple doses of one elixir in a single batch.

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Herbalism is a low-tech minimalistic science. Potions can be prepared in a clean iron or copper cauldron over an open fire at no penalty to skill. A real workshop with a table and $1,000 worth of equipment gives a +1 to skill, but more extensive laboratories provide no further bonuses.

Success and Failure

At the end of the cooking time, the herbalist makes one roll per batch against his herb lore skill. On a critical success, an elixir will have a +1 to its effects and rolls. On a normal success, the concoction acts as described. On a normal failure, the batch is obviously ruined and must be thrown out. On a critical failure, the concoction is potentially poisonous but it is impossible to tell until it is ingested. The subject ingesting the poison must roll vs. HT or take 3d damage. Regardless of whether the subject makes the roll, he will be incapacitated with stomach cramps for 1d hours. Alchemy

Historically, alchemy was not practiced in Europe until around AD 1300. However, it was practiced in India, Greece, and China. Thus, it is highly unlikely, though not completely impossible, that an alchemist would interact with or be a part of the player character party. This being the case, alchemy is not allowed. Players are encouraged to explore Herb Lore instead. Magic

Magic in Legendary Britannia is an extension of the earth’s natural forces and mechanisms. Magic users are simply able to manipulate, amplify, minimize, accelerate, decelerate or otherwise coerce the natural processes that already exist in world around and in the minds and bodies of men and beasts. Unlike most fantasy campaigns, death, loss of body parts, and crippling damage are not reversible in this gaming realm, although a status of undead is possible.

The one glaring exception to this rule is shape shifting. Shape shifting in and of itself is not a natural force or mechanism. However, its practice is heavily referenced throughout Arthurian legend. Thus, it seems impossible to omit its use from the campaign. However, the laws of mass apply. A human cannot shape shift into a tiny little butterfly; the butterfly has to be the same over all mass as the human it was. Also, there will be consequences cumulative consequences or effects for shapeshifting because to subvert and change basic natural forces is never without price.

This is a normal mana campaign. However, there may be areas of high mana or wild mana along ley lines, in sacred locations, and in the Fey realms (Other Worlds). The maximum magery level allowed is 4; however, for a character to have a magery level of 3 or more requires Fey blood.

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No elemental creation spells are allowed. Elementals and their like are sapient beings in this campaign world, not magically created entities. Summon and control elemental spells are allowed but the result may be far more or far less than the caster expected.

Table 5 is a list of the GURPS spells allowed in this campaign setting. The GURPS 4th Edition spell descriptions apply, except as modified by the table.

Table 5 – Spell List

College Spell Name Spell Description Modifications (Be sure to read the descriptions in the book too.) Air Air Jet Air Air Vortex Air Atmosphere Dome Air Ball of Lightning Air Clouds Air Concussion Air Control Air Elemental Air Cool Air Destroy Air Additionally, causes a flash of fire/heat as the air combusts (is destroyed) which causes +2 additional fire damage to all in the area of effect. In an open air setting, the effect of the thunderclap is treated as for the Thunderclap spell. Air Devitalize Air Lowers the oxygen content of the air by 75%, rendering it incapable of sustaining life. Victims notice the spells effects immediately. Air Essential Air Air Explosive Lightning Air Lightning Air Lightning Armor Air Lightning Missiles Air Lightning Stare Air Lightning Weapon Air No-Smell Subject leaves a trail of fine moist dust behind everywhere he passes. Air Predict Weather Air Purify Air Removes all impurities from the air in its area of effect. Removes poisons, smoke, dust, and other vapors not generally part of basic air. All impurities condense and/or coalesce and fall to the ground as a dust/moisture mix. This spell does not create breathable air where none existed and does not ‘freshen’ stale air. Air Rain Air Resist Lightning Air Sandstorm Air Shape Air Air Shocking Touch Air Snow Air Spark Cloud Air Spark Storm Air Storm Air Summon Air Elemental Air Walk on Air

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Air Wall of Lightning Air Wall of Wind Air Warm Air Wind Air Windstorm Animal Beast Link Resists vs IQ. Caster must be touching the animal. Animal Beast Possession Caster must be touching the animal. Animal Beast Seeker Caster must be holding a piece of the animal species being summoned (e.g., hair, body part). Animal Beast Summoning Resisted by Will. Caster must be holding a piece of the animal species being summoned (e.g., hair, body part). Animal Beast-Rouser Animal Empathy Animal Beast-Soother Animal Empathy Animal Master Animal Permanent Beast Caster must be touching the animal. Possession

Animal Permanent Shapeshifting Laws of mass apply. If a 150-lb man shapeshifts into a butterfly, then the butterfly is (Specify Animal Form) 150-lbs.

Animal Protect Animal Animal Shapeshift Others (Specify Laws of mass apply. If a 150-lb man shapeshifts into a butterfly, then the butterfly is Animal Form) 150-lbs.

Animal Shapeshifting (Specify Laws of mass apply. If a 150-lb man shapeshifts into a butterfly, then the butterfly is Animal Form) 150-lbs.

Body Control Agonize Body Control Alter Body Body Control Alter Visage Body Control Alter Voice Body Control Boost Health Body Control Boost Strength Body Control Choke Body Control Climbing Body Control Control Limb Body Control Deathtouch Body Control Debility Body Control Frailty Body Control Hair Growth Body Control Hold Breath Body Control Itch Body Control Might Body Control Nauseate Body Control Pain Body Control Paralyze Limb Body Control Reflexes Body Control Resist Pain Body Control Retch Body Control Sensitize

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Body Control Sickness Body Control Spasm Body Control Stop Spasm Body Control Strike Barren Body Control Strike Blind Body Control Strike Deaf Body Control Strike Dumb Body Control Strike Numb Body Control Stun Body Control Tickle Body Control Total Paralysis Body Control Touch Body Control Transform Body Body Control Transform Other Body Control Vigor Body Control Weaken Blood Communication Compel Truth Caster must touch subject. & Empathy

Communication Dispel Possession Caster must touch subject. & Empathy

Communication Dream Projection Caster must touch subject or a piece of the subject (e.g., lock of hair, part of the body). & Empathy Both caster and subject are afflicted with moderately severe headaches for 4 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Subject may sleep through this time period unless awakened for some reason. Communication Dream Sending Caster must touch subject or a piece of the subject (e.g., lock of hair, part of the body). & Empathy Both caster and subject are afflicted with moderately severe headaches for 3 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Subject may sleep through this time period unless awakened for some reason. Communication Dream Viewing Caster must touch subject or a piece of the subject (e.g., lock of hair, part of the body) & Empathy and the reflective object. Both caster and subject are afflicted with moderately severe headaches for 2 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Subject may sleep through this time period unless awakened for some reason. Communication Hide Emotion Caster much touch subject. & Empathy

Communication Hide Thoughts Caster must touch subject. & Empathy

Communication Message & Empathy

Communication Mind-Reading Language is a barrier for this spell. Caster must touch subject or a piece of the subject & Empathy (e.g., lock of hair, part of the body). Both caster and subject are afflicted with moderately severe headaches for 1 hour after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Communication Mind-Search Language is a barrier for this spell. Caster must touch subject or a piece of the subject & Empathy (e.g., lock of hair, part of the body). Both caster and subject are afflicted with moderately severe headaches for 2 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Communication Mind-Sending Language is a barrier for this spell. Caster must touch subject or a piece of the subject & Empathy (e.g., lock of hair, part of the body). Both caster and subject are afflicted with moderately severe headaches for 3 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls.

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Communication Permanent Possession Caster must touch subject. & Empathy

Communication Persuasion Maintain eye contact to cast. & Empathy

Communication Possession Caster must touch subject. & Empathy

Communication Retrogression Caster must touch subject or a piece of the subject (e.g., lock of hair, part of the body). & Empathy

Communication Sense Emotion Caster must touch subject. & Empathy

Communication Sense Foes & Empathy

Communication Sense Life & Empathy

Communication Telepathy Language is a barrier for this spell. No other people may enter the link. Caster must & Empathy touch subject or a piece of the subject (e.g., lock of hair, part of the body). Both caster and subject are afflicted with moderately severe headaches for ½ hour after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Anyone ‘eavesdropping’ can only eavesdrop on one side of the conversation. Communication Truthsayer Caster must touch subject. & Empathy

Communication Vexation Caster must touch subject. & Empathy

Earth Alter Terrain Earth Control Earth Elemental Earth Earthquake Earth Entombment The subject is not held in suspended animation. He is held sleeping in a spherical chamber 25 feet underground with one hour’s worth of air to breathe. Earth Essential Earth Earth Mud Jet Caster must have an open pouch of dirt in his possession or be standing in a location where dirt is present (e.g., not inside clean room made of stone or wood). Earth Predict Earth Movement Earth Purify Earth The impurities are forced out of and evenly distributed at the edge of the effected area. Earth Sand Jet Caster must have an open pouch of sand in his possession or be standing in a sandy location. Earth Sandstorm Earth Shape Earth Earth Summon Earth Elemental

Earth Volcano Enchantment Accuracy Enchantment Amulet Enchantment Attune Enchantment Bane Enchantment Crystal Ball Enchantment Defending Shield Enchantment Defending Weapon Enchantment Deflect

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Enchantment Enchant Enchantment Ensorcel Enchantment Fortify Enchantment Ghost Weapon Enchantment Graceful Weapon Enchantment Hex Enchantment Impression Blocker Enchantment Leak Enchantment Limit Enchantment Link Enchantment Loyal Sword Enchantment Malefice Enchantment Manastone Enchantment Name Enchantment Password Enchantment Penetrating Weapon Enchantment Power Enchantment Powerstone Powerstones must be made from a material that originates from a place of high mana. Enchantment Puissance Enchantment Remove Enchantment Must remove the symbol as well. Enchantment Resist Enchantment Enchantment Scroll

Enchantment Speed Enchantment Speed Spell Arrow Enchantment Spell Arrow Enchantment Spell Stone Enchantment Staff Enchantment Suspend Enchantment Enchantment Talisman Enchantment Temporary Enchantment Enchantment Wraith Fire Burning Death Fire Burning Touch Fire Cold Fire Control Fire Elemental Fire Create Fire Duration is 1 second. Fills the effected area with a flash fire (i.e. all oxygen and other flash combustible material (e.g., natural gas) ignites in a flash which then dies away as the fuel is consumed. Any ignitable material within the area, such as wood or paper, will ignite and continue to burn after the flash fire has died away. Fire Deflect Energy Fire Essential Flame Fire Explosive Fireball Caster must have a handful of fuel component. Same as for fire ball except with an additional 1D damage for the flash fire damage from the explosion which affects subjects surrounding the target. Fire Extinguish Fire Fire Fast Fire

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Fire Fireball Caster must have a handful of fuel component. Fire Fireproof Fire Flame Jet Caster must be standing next to or holding a source of flame or fuel. Fire Flaming Armor Fire Flaming Missiles Fire Flaming Weapon Fire Heat Fire Ignite Fire Fire Phantom Flame Fire Resist Cold Fire Resist Fire Fire Shape Fire Fire Slow Fire Fire Smoke Caster causes all combustible material in the effected area begins to smolder without breaking into open flame producing an area of dense smoke. Fire Summon Fire Elemental Fire Warmth Gate Control Gate Requires magery level 4. Opens and closes gates. Once created, gates cannot be moved. Gate Create Gate Requires magery level 4. Timeport components are not allowed. Gate Seek Gate Requires magery level 3. Healing Awaken Healing Body-Reading Physician skill required. Healing Cleansing Caster must touch subject. Healing Cure Disease Ceremonial casting only. Physician skill required. Healing Detect Poison Poison skill required. Caster must touch subject. Healing Final Rest Power investiture may be substituted for magery.

Healing Great Healing Ceremonial casting only. Physician skill required. Magery 2 required. Healing Healing Slumber Healing Lend Energy Healing Lend Vitality Healing Major Healing Caster must touch subject. Healing Minor Healing Caster must touch subject. Healing Neutralize Poison Poisons skill required. Magery 2 required. Healing Recover Energy Healing Relieve Madness Caster must touch subject. Healing Relieve Sickness Caster must touch subject. Healing Remove Contagion Ceremonial casting only. Physician skill required. Healing Resist Disease Requires physician skill. Caster must touch subject. Healing Resist Poison Requires poison skill. Caster must touch subject. Healing Restore Memory Caster must touch subject. Healing Share Energy Healing Stop Bleeding Healing Stop Paralysis Caster must touch subject. Healing Stop Spasm

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Healing Youth Magery 4 required. Physician skill required. Illusion & Complex Illusion Creation Illusion & Control Illusion Creation Illusion & Dispel Illusion Creation Illusion & Illusion Disguise Creation Illusion & Illusion Shell Creation Illusion & Independence Creation Illusion & Initiative Creation Illusion & Inscribe Creation Illusion & Know Illusion Creation Illusion & Perfect Illusion Creation Illusion & Phantom Flame Creation Illusion & Simple Illusion Creation Knowledge Analyze Magic Knowledge Astral Vision Knowledge Knowledge Detect Magic Knowledge Divination (Astrology) Knowledge Divination (Augury) Knowledge Divination (Cartomancy) Knowledge Divination (Crystal- Gazing)

Knowledge Divination (Extispicy) Knowledge Divination (Gastromancy)

Knowledge Divination (Geomancy) Knowledge Divination (Lecanomancy)

Knowledge Divination (Oneiromancy) Knowledge Divination (Psysiognomy)

Knowledge Divination (Pyromancy) Knowledge Divination (Sortilege) Knowledge Divination (Symbol- Casting)

Knowledge Far-Hearing Knowledge Find Direction Knowledge Identify Spell

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Knowledge Know True Shape Knowledge Mage Sense Knowledge Mage Sight Knowledge Memorize Knowledge Recall Caster must touch subject. Knowledge Seeker Caster must be touching a piece of the subject (e.g., lock of hair, former body part). Knowledge Sense Mana Knowledge Small Vision Knowledge Trace Caster must be touching a piece of the subject (e.g., lock of hair, former body part). Light & Blackout Darkness Light & Blur Darkness Light & Colors Darkness Light & Continual Light Darkness Light & Continual Mage Light Darkness Light & Continual Sunlight Darkness Light & Darkness Darkness Light & Flash Darkness Light & Gloom Darkness Light & Glow Darkness Light & Hawk Vision Darkness Light & Hide Darkness Light & Infravision Darkness Light & Invisibility Darkness Light & Light Darkness Light & Light Jet Darkness Light & Mage Light Darkness Light & Night Vision Darkness Light & See Invisible Darkness Light & Shade Darkness Light & Shape Darkness Darkness Light & Shape Light Darkness

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Light & Small Vision Darkness Light & Sunbolt Darkness Light & Sunlight Darkness Light & Wall of Light Darkness Making & Clean Brings dirt to surface so that it is easily wiped or brushed away revealing polished or Breaking pristine surface underneath. Making & Dye Breaking Making & Inscribe Breaking Making & Inspired Creation Breaking Making & Knot Enchantment only. Breaking Making & Mystic Mark Breaking Making & Ruin Breaking Meta-Spells Bless Ceremonial casting required. Meta-Spells Catch Spell Meta-Spells Conceal Magic Meta-Spells Counterspell Meta-Spells Curse Meta-Spells Delay Meta-Spells Dispel Magic Meta-Spells Displace Spell Meta-Spells False Aura Caster must touch subject. Meta-Spells Great Ward Meta-Spells Link Meta-Spells Magic Resistance Caster must touch subject. Meta-Spells Maintain Spell Meta-Spells Penetrating Spell Meta-Spells Pentagram Meta-Spells Reflect Meta-Spells Reflex Meta-Spells Remove Aura Caster must touch subject. Meta-Spells Remove Curse Ceremonial casting required. Meta-Spells Scryfool Meta-Spells Scryguard Meta-Spells Scrywall Meta-Spells Seek Magic Meta-Spells Spell Shield Meta-Spells Spell Wall Meta-Spells Spellguard Meta-Spells Suspend Curse Caster must touch subject. Meta-Spells Suspend Magic

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Meta-Spells Suspend Mana Meta-Spells Suspend Spell Meta-Spells Throw Spell Meta-Spells Ward Mind Control Alertness Mind Control Avoid Mind Control Berserker Mind Control Bravery Mind Control Charm Caster must maintain eye contact with subject during casting. Mind Control Command Caster must maintain eye contact with subject during casting. Mind Control Daze Mind Control Disorient Mind Control Dream Projection Caster must touch subject or a piece of the subject (e.g., lock of hair, part of the body). Both caster and subject are afflicted with moderately severe headaches for 4 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Subject may sleep through this time period unless awakened for some reason. Mind Control Dream Sending Caster must touch subject or a piece of the subject (e.g., lock of hair, part of the body). Both caster and subject are afflicted with moderately severe headaches for 3 hours after spell has ended and are at -2 for all DX, IQ, Dex and IQ based skills, and self control rolls. Subject may sleep through this time period unless awakened for some reason. Mind Control Drunkenness Mind Control Dull (Specify Sense) Mind Control Dull Hearing Mind Control Dull Taste and Smell Mind Control Dull Vision Mind Control Dullness Mind Control Ecstasy Mind Control Emotion Control Mind Control Encrypt Mind Control Enthrall Mind Control False Memory Caster must maintain eye contact with subject during casting. Mind Control Fascinate Mind Control Fear Mind Control Forgetfulness Mind Control Great Geas Mind Control Great Hallucination Mind Control Hallucination Mind Control Keen (Specify Sense) Mind Control Keen Hearing Mind Control Keen Taste and Smell Mind Control Keen Vision Mind Control Lesser Geas Mind Control Loyalty Caster must maintain eye contact with subject during casting. Mind Control Lure Mind Control Madness Mind Control Memorize Mind Control Mental Stun Mind Control Nightmare

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Mind Control Oath Mind Control Panic Mind Control Peaceful Sleep Mind Control Permanent Forgetfulness

Mind Control Permanent Madness Mind Control Recall Mind Control Relieve Madness Mind Control Sickness Mind Control Sleep Mind Control Suggestion Language is a barrier. Mind Control Terror Mind Control Vigil Mind Control Will Lock Movement Air Vortex Movement Apportation Movement Deflect Missile Movement Flight Movement Flying Carpet Movement Hawk Flight Movement Levitation Movement Lockmaster Lockpicking skill adds +1. Movement Pull Movement Repel Movement Slow Fall Movement Swim Movement Winged Knife Necromancy Age Necromancy Astral Block Necromancy Astral Vision Necromancy Banish Necromancy Burning Death Necromancy Command Spirit (Specify Spirit Type)

Necromancy Control Zombie Necromancy Death Vision Necromancy Entrap Spirit Necromancy Evisceration Necromancy Final Rest Power investiture may be substituted for magery.

Necromancy Materialize Necromancy Pestilence Necromancy Repel Spirits Necromancy Rotting Death Necromancy Slow Healing Necromancy Steal Energy

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Necromancy Steal Might Necromancy Steal Vigor Necromancy Steal Vitality Necromancy Steal Youth Necromancy Stop Healing Necromancy Strike Barren Necromancy Summon Demon Necromancy Summon Spirit Necromancy Turn Spirit Necromancy Turn Zombie Necromancy Weaken Blood Necromancy Wraith Necromancy Zombie Plant Arboreal Immurement The subject is not held in suspended animation. He is held sleeping in a cylindrical chamber at the center of the tree with ½ hour’s worth of air to breathe. Plant Bless Plants Plant Blight Plant Blossom Plant Conceal Plant Create Plant Caster must throw a handful of seeds into one or more hexes within the area of effect. Type of seed is irrelevant. Plant Essential Wood Plant Forest Warning Plant Heal Plant Plant Hide Path Plant Plant Control Plant Plant Form Plant Plant Form Other Plant Plant Growth Plant Plant Sense Plant Plant Speech Plant Pollen Cloud There is plant material either in the area of effect or within 2 hexes of the caster to provide the pollen. Otherwise, caster must supply his own pollen. Plant Purify Earth The impurities are forced out of and evenly distributed at the edge of the effected area. Plant Rain of Nuts Plant Rejuvenate Plant Caster must touch subject. Plant Shape Plant Plant Tangle Growth Plant Walk Through Plants Plant Wither Plant Protection & Armor Warning

Protection & Atmosphere Dome Warning

Protection & Bladeturning Warning

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Protection & Block Warning

Protection & Coolness Warning

Protection & Deflect Missile Warning

Protection & Detect Poison Poison skill required. Warning

Protection & Force Dome Warning

Protection & Force Wall Warning

Protection & Hardiness Warning

Protection & Magelock Lockpicking skill gives +1. Warning

Protection & Missile Shield Warning

Protection & Mystic Mist Warning

Protection & Nightingale Warning

Protection & Protect Animal Warning

Protection & Reflect Gaze Warning

Protection & Resist Acid Warning

Protection & Resist Disease Warning

Protection & Resist Lightning Warning

Protection & Resist Poison Warning

Protection & Resist Sound Warning

Protection & Resist Water Warning

Protection & Sense Danger Warning

Protection & Shade Warning

Protection & Shield Warning

Protection & Turn Blade Warning

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Protection & Umbrella Warning

Protection & Utter Dome Warning

Protection & Utter Wall Warning

Protection & Warmth Warning

Protection & Watchdog Warning

Protection & Weather Dome Warning

Sound Alter Voice Sound Concussion Sound Converse Sound Delayed Message Sound Far-Hearing Sound Garble Sound Great Voice Sound Hush Sound Imitate Voice Sound Keen Hearing Sound Mage-Stealth Sound Message Sound Noise Sound Resist Sound Sound Silence Sound Silver Tongue Sound Sound Sound Sound Jet Sound Sound Vision Sound Thunderclap Sound Voices Sound Wall of Silence Technological Shape Metal Water Boil Water Water Breathe Steam Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Condense Steam Water Control Water Elemental Water Coolness Water Create Ice Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Create Spring Water Create Steam Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert).

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Water Create Water Condenses water present in the air. Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Current Water Dehydrate Water Dry Spring Water Essential Water Water Evaporate Water Causes water to evaporate, leaving perhaps specks of dry impurities. If more water is (formerly Destroy Water) around, it will rush in to fill the hole. Good for drying things out. Cannot be used as a “dehydrating attack” on a foe. Local humidity will affect how dry the subject becomes. Water Fog Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Freeze Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Frost Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Frostbite Water Geyser Water Hail Water Ice Dagger Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Ice Slick Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Ice Sphere Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Icy Breath Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Icy Missiles Water Icy Touch Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Icy Weapon Water Melt Ice Water Mud Jet Caster must have an open pouch of dirt in his possession or be standing in a location where dirt is present (e.g., not inside clean room made of stone or wood). Water Purify Water Impurities from the water build up around the edges of the hoop or ring. Water Rain Water Rain of Ice Daggers Water Resist Acid Water Resist Water Water Shape Water Water Snow Water Snow Jet Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Snow Shoes Visual effect is that the subject’s feet/shoes have snow shoes made of ice and snow on them. Water Steam Jet Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Storm Water Summon Water Elemental

Water Swim Water Tide

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Water Umbrella Water Walk on Water Water Water Jet Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Water Waves Water Whirlpool Weather Ball of Lightning Weather Clouds Weather Cool Weather Current Weather Explosive Lightning Weather Fog Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Weather Frost Must have some level of humidity in the air for this spell to work (e.g., will not work in a desert). Weather Hail Weather Lightning Weather Lightning Armor Weather Lightning Missiles Weather Lightning Stare Weather Lightning Weapon Weather Predict Weather Weather Rain Weather Resist Lightning Weather Shocking Touch Weather Snow Weather Spark Cloud Weather Spark Storm Weather Storm Weather Tide Weather Wall of Lightning Weather Warm Weather Waves Weather Weather Dome Weather Wind

Ceremonial Magic

Most clerical magic is cast using ceremonial magic. GURPS 4th Edition Magic page 12 details the requirements of Ceremonial Casting.

Ritual Magic

For the sake of GM sanity, ritual magic as it is defined in GURPS 4th Edition Magic on page 200 is not allowed at this time.

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Symbol Magic

GURPS 4th Edition Magic page 205 through 209 details the requirements of Symbol Casting. All enchanted items in this campaign world are made via Symbol Magic. Celts use the Ogham alphabet and the Saxons and Vikings use the Futhark Runes.

Clerical Magic

For purposes of this campaign, the most predominant clerical characters will be Christian priests, monks, and nuns. Official dogma from Rome states that “all magic is evil and the work of Satan or his servants.” Thus, a Roman Christian cleric using magic will not be found within this campaign setting.

That being said the Church most often turns a blind eye to the benevolent use of magic by the various allies of the Crown (which ever crown that might be). Still the Roman Christian Church can be a powerful force to be reckoned with regarding this issue should it choose to exert itself, except on those so distant or royal that it’s strength is abated or on those non-Christians that are not directly affected by it’s authority.

The Celtic Christian Church is an off-shoot of the Church of Rome adherent to Pelagian teachings and incorporating druid pagan beliefs into its tenets. The Celtic Church is lenient on, and even accepting of, the occult. Thus, it would be quite possible for a Celtic priest or monk to practice clerical magic. However, this practice would not be advertised, or common knowledge, given Rome’s view of the occult and Pelagias’ teachings as well as periodic Roman emissaries sent to ‘battle heresy’ in Britannia.

Clerics for non-Christian faiths do exist (see Chapter 4, All Others, for a list of potentials). However, the probability of encountering such a cleric in Britannia or Western Europe is very small. In the event that a non-Christian cleric is encountered and his god(s) allowed the use of magic, then he would function under the limitations associated with sanctity levels of the area.

Clerical magic is described in GURPS 4th Edition Magic on pages 199 through 200. In general, there are no limitations on the spells or spell casting except that the spells a cleric’s will grant must be in keeping with the tenets of his faith. Thus, it is highly unlikely that a Celtic Christian cleric will be allowed to caste harmful or negative spells on subjects (e.g., Pain, Possession, Burning Death, Steal Vitality, etc.). These spells exist and the Celtic cleric may be aware of them but would consider them to be “black” magic and the antithesis of everything he represents. If a player wishes to have access to spells that are counter to the tenets of his faith, then he would have to present a compelling reason to the GM along with an appropriate character background. See Table 5 for a list of allowed spells.

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Druidic Magic

The Celtic culture is steeped with the magical nature of the world. Chief among the practitioners and believers of the mystical secrets and “other things best left alone” are the Druids. The magic the Druids practice is magery based and requires instruction and study. “Whatever you do comes back upon you 3-fold” is the primary tenet of Druidic magical ethics. Druids can practice magic on an individual, ceremonial, or symbol basis. Symbol magic is generally used to enchant things.

Druid characters should have the skills in:

 Druidic Ritual (see GURPS Religious Ritual skill for a description)

 Language (written) Ogham, fluent

Druid magic is strongly nature based. Thus, spells from the animal, plant, and weather colleges are favored. Healing and element (e.g., water, earth) based spells are also typical. Powers

This is a mythic campaign is set in Dark Age Europe. In an effort to keep the mood of the campaign in step with this historical period, powers, as those discussed in GURPS 4th Edition Powers, are not allowed. If a player wishes to create a character that has special abilities, then magic or herb lore should be considered.

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Character Creation

Starting Points

Player characters starting points are set at 175, with disadvantages are limited to 70 points. The GM will award an additional five character points at the beginning of a character’s inclusion in the game for a written character description and background. The GM reserves the right to define the completeness of a character background but, in general, it should be ¾ to 1 page in length (single spaced using 12 point font and 1 inch margins). Designing Characters

Character concepts should be in keeping with the history, geographic region, and genre of the campaign. For example, a cleric of the Celtic Church practicing clerical magic and adhering to Pelagian teachings is consistent with the nature of this campaign. A cleric of the Roman Mithras cult would also be consistent with the historic genre and geographic setting of the campaign. A cleric of the Hindu god Shiva is not and would require extraordinary character background and lots of begging to the GM.

Ideally, character parties should be balanced for healing, combat, and diplomacy. Having a character with some rank either military or social would also be helpful; although the absence of such would not be crippling. However, having a party composed entirely of warriors with no healer and no one with diplomacy skills will definitely render the party limited in function and make for a boring story line. Thus, the GM suggests that the player group meet at least once during character creation to discuss the PC group’s skill balance.

Regardless of what characters the players choose to create, they must submit their characters to the GM in advance of the start of the game to ensure that the GM 1) approves their character choices and 2) can make sure that the adventures sequences will work with the character types without sacrificing major story line elements.

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Advantages

At this point, and until this campaign has been play tested some, I am not going to specifically forbid the use of any specific advantages. There are some advantages that may be obviously inappropriate for the historic genre of the campaign. Players should keep the historic nature of the setting in mind when choosing their advantages. All choices are subject to GM approval. If the use of any one or more advantage becomes an issue with respect campaign setting integrity, then the GM will ban the use of that advantage.

Disadvantages

At this point, and until this campaign has been play tested some, I am not going to specifically forbid the use of any specific disadvantages. There may be some disadvantages that are obviously inappropriate for the historic genre of the campaign. Players should keep the historic nature of the setting in mind when choosing their disadvantages. All choices are subject to GM approval. If the use of any one or more disadvantage becomes an issue with respect campaign setting integrity, then I will ban the use of that disadvantage.

Skills

At this point, and until this campaign has been play tested some, I am not going to specifically forbid the use of any specific skills, except those that are not TL2 appropriate. However, I am not going to specifically list them here at this time. Again, players should keep the historic nature of the setting in mind when choosing their skills. All choices are subject to GM approval. If the use of any one or more disadvantage becomes an issue with respect campaign setting integrity, then I will ban the use of that skill.

Wealth and Income

Both military and social statuses are defined in Table 1. Per GURPS 4th Edition rules for a TL2 campaign, the typical monthly pay for workers of average income is $675. Keep in mind that this is for workers holding down a steady job. Characters that are adventuring are probably not working at their trade every day and thus are longer gainfully employed on a regular basis. As such, they should not expect to receive a monthly income unless they have made arrangements that allow for an income. The starting wealth for characters of average wealth is $750.

Table 6 – Variable Wealth

Wealth Level Multiplier Typical Status Level Generic Cost of Living Dead Broke 0 -3 0 Poor 1/5 -2 $100 Struggling 1/2 -1 $300 Average 1 0 $600 Comfortable 2 1 $1,200

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Wealthy 5 2 $3,000 Very Wealthy 20 3 $12,000 Filthy Rich 100 4 $60,000 Multimillionaire 1 1,000 5 $600,000 Multimillionaire 2 10,000 6 $6,000,000 Multimillionaire 3 100,000 7 $60,000,000

It is possible to live a life style less than your status. However, there are negative reaction modifiers from individuals who know or assume that this is the case.

For purposes of running the campaign, the GM is not going to keep track of monthly incomes and cost of living unless the PC is in the process of building an estate, land holdings, or other business interests that are occurring in the background of the campaign adventure itself. Most of the time cost of living will be assessed on an as-you-go basis from the adventuring income.

Money is Dark Age Britain was a mix of currencies from Rome, mainland Europe, and local minted coins (called pitons) of assorted metallurgy and intrinsic value. For purposes of game play, this campaign uses the monetary denominations and values defined in Table 7.

Table 7 – Money

Denominations Equivalent value Copper Piton Base monetary unit – treat as equivalent to $1 in the GURPS 4th Edition books Silver Piton Equal to 10 copper pitons Gold Piton Equal to 20 silver pitons or 200 copper pitons

Nonhuman Races

For practical purposes, full-blooded nonhuman races are not recommended for character building. This is for two reasons. First and most important, most of these races do not like to associate with humans on as equals or on a regular basis. Second, the starting point costs may be too low to build a PC with many of these. However, for storyline purposes, the following races do exist. If a player wishes to conceive of some human- nonhuman hybrid character, the GM will entertain this idea. This is not without precedent because Merlyn himself is rumored to by some to be part Sidhe.

The Fey

The Fae Folk, The Fair Folk, or The Fey, is class of highly magical races which includes but is not limited to water sprites, tree spirits, and other similar pagan subdieties. As a rule, the beings of these races do not abide being referred to as ‘faeries’.

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The Fey races dwell in “Other Worlds” parallel to Arthur’s Britannia. Some Fey races have their own Other World, other Feys may share an Other World. Regardless, they may come and go between these two worlds at will. Humans have been known to enter Other Worlds either intentionally, by accident, or by abduction. In general, these humans do not return to live in the mortal world.

Most of the Fey are not specifically hostile toward humans; though, some do exhibit a sadistic sense of humor that can lead an unsuspecting mortal into harm’s way. However, by in large, they are reclusive peoples who regard humans with a cold neutrality and react badly toward the overly curious. Some do gain amusement from the antics of mortal folk and will mingle among men to observe and be entertained. Those humans who show proper respect can receive surprising and unasked for aide in times of need. Many magical weapons and artifacts are rumored to be of Fey origin. A few of the more notable Fey races are listed below.

[GM’s Note: I will be filling this out in more detail later. If you want more info on any of these for character creation or planning purposes, just ask. In general though a full blood Fey is not going to be a good fit for the adventuring party. Fey-Human hybrids will be OK but will require GM input to create.]

The Sidhe

In many Celtic tales, the Sidhe are “the children of the Goddess Danu” and are deified in particular by the Hibernians. When mortal man invaded their realm, the Sidhe retreated into an Otherworld realm. However, they still cross back to the mortal realm when it suits them to meddle in the lives of men.

The Sidhe look like young adult mortals of exceptional beauty. They are typically taller and stronger than humans. They are often (but not always) fair haired with a pale complexion and blues eyes. They are always splendidly dressed reflecting the wondrous craftsmanship of their people. (They are a lot like Tolkien’s elves without the pointed ears.) They prefer to keep to their own kind and are aloof when among men. However, they do take great enjoyment in deflating pride, punishing bad tempers, and debasing drunkenness. In the rare cases that a Sidhe takes a mortal spouse, the children of such unions are blessed with uncommon abilities.

The Sidhe are an extremely long lived and inherently magical race. The template and descriptions on page 70 of GURPS Celtic Myth are applicable. Additional variations are discussed on page 72 of GURPS Faerie. Bottom line is that a full blood Sidhe is a 260 point character, well out of range for player characters. However, a player character who wishes to play a human/Sidhe hybrid, the advantage Sidhe Blood is required at 10 points per level up to 5 levels.

Sidhe Blood 1 = 1/16 Sidhe; one of great-great-grandparents was a Sidhe Sidhe Blood 2 = 1/8 Sidhe; one of your great-grandparents was a Sidhe.

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Sidhe Blood 3 = ¼ Sidhe; one of your grandparents was a Sidhe. Sidhe Bloor 4 = ½ Sidhe; one of your parents was a Sidhe. Sidhe Blood 5 = Full Sidhe.

Sidhe hybrid characters can have a maximum of 2 Sidhe advantages for each level of Sidhe Blood purchased. Again see GURPS Celtic Myth for the details.

The Nympha

The fey race of Nympha is composed of magical beings human form that are associated with or bound to a particular location, landform, plant, or body of water. They are the personification of the creative and fostering activities of nature and as such vary widely in shape and form. Some types of are:

 Land nymphs – Alsieds (glens and groves), Auloniads (pastures), Leimakids (meadows), Napaeae (mountain valleys), (mountains and grottoes)  Wood nymphs or (oak trees and others), Epimeliads (apple trees), Leuces (white poplar trees), Meliaes (manna-ash trees)  Water nymphs – Heleads (fens), (freshwater), (oceans), (seas)

Since individual nymphs are tied to the places where they dwell and draw strength from the existence of their homes. Damage to their homes will also harm them. Thus, they guard their areas zealously and cannot leave them.

The Nympha frequently live among or adjacent to Sylvans and Sylvan/Nympha hybrids are not uncommon. Nymphs are also known to be attracted to humans abducting those they choose to be their companions within their realm.

The Nympha racial template is admirably discussed on page 61 of GURPS Faeries. Bottom line is that a full blood Nympha is a 236 point character, well out of range for player characters. Human/Nympha hybrids occur but rarely leave the Fey realm to which they are born due to the nature of their Nympha blood.

The Silvestres

Silvestres or Sylvans usually look like fine featured humans with one or more features taken from forest animals (e.g., goat’s legs, horns). Their clothing is usually green and sometimes so is their skin. They vary widely in size from 6 feet to less than 1 foot tall. Fauns and Satyrs are good examples of the Sylvan race.

The main interest of Sylvans is to protect the forests in which they live. They are known to punish mortals who hunt in the forest or cut down trees. These punishments range from leading hunters astray to become thoroughly lost to maiming or killing them. The

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seriousness of said punishment depends on the Sylvan’s mood and the actions of the mortals in question. Humans have been know to placate Sylvans by asking permission to harvest trees or game and by making appropriate pacifying offering in advance.

Sylvans never leave their forest homes to mingle with humans. They are too fanatically protective of their trees and animals to do such a thing. The human tendency to hunt and harvest trees makes Sylvans, at minimum, extremely distrustful of humans with open hostility being the norm. Mating between Sylvans and human is unheard of. A racial template for this Fey race is on page 74 of GURPS Faeries; however, the basic nature of Sylvans makes it a race unsuitable for an adventuring character.

Korrigans

This race includes dwarves, goblins, leprechauns and other earthy ‘wee folk’ of the fey realm. They either ignore or are outright malicious toward humans. Korrigans are often credited with stealing human children and replacing them with changelings.

The Merrow

The Merrow are the sea folk. These include Silkies, Merfolk, and Finfolkaheem. The Merrow are capable of attachment to human beings, intermarrying and living among them for many years. However, most times they eventually return to their former homes beneath the water. Some Merrows, like the Silkies, shed their outer skins and to come ashore in human form. If their skins are lost or hidden from them, Silkies are unable to return to sea. Fishermen have been known to capture a beautiful wife in this fashion.

The Merrow have soft white webs between their fingers, green, grey, white, or blue hair, and are often musically gifted. Merrow often heard coming from beneath the waves.

Elementals

Elementals are nature spirits embodying the essence of the four elements. They are said to be the children of , or Nature herself. Thus, they cannot be created by a mortal mage but they can be summoned and attempts can be made to control them, as with any other spirit.

An elemental is strongly associated with its native element and is always found in close proximity to it. In appearance, an elemental generally looks like a vaguely humanoid being made of its particular element, though some may have animalistic traits.

Sylphs are air elementals, undines are water elementals, salamanders are fire elementals, and gnomes are earth elementals. (No these are not the cute little garden-type gnomes of classic fantasy role playing.) Elementals range in power and intelligence from fairly weak, mindless beings similar to small animals to vast powerful entities.

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The nature of what an elemental is means that it is not an acceptable adventuring ‘race’ for player characters or adventuring within the Legendary Britannia campaign world. The fact that elementals are spirits and not corporeal being means that there are no elemental hybrids among the other races. Adventuring Character Types

Players have a relatively wide choice in character types. Some Celtic specific examples are listed below. These examples are by no means the limit. Almost any character type listed in GURPS 4th Edition Fantasy is allowed in some form or another. However, because this campaign is based in a historical setting, players must choose character types that are supported by the campaign world. In other words, creating an elf mage would not be appropriate. Also players should keep the adventure group’s balance in mind when creating the character. For example, playing a druid character in an adventuring group composed of fanatical Roman Christian monks might not be the best idea.

Clergy

Clergy are always useful. Roman Christian, Celtic Christian, or Tribal Shaman are all likely choices, though some of the Roman Pagan cults might be interesting and exotic.

Druid

Druids held an extremely important role in Celtic culture beyond that of a ruling clergy class. Their duties also included that of seer, philosopher, healer, judge, scholar, mediator, historian, astronomer, poet, and teacher. They were a group that observed and worshipped the patterns and elements of nature around them. Ritual practices and beliefs were constructed that sought to bring man into a closer harmony with nature, and build a relationship that assisted with daily life.

The Druids also had a fearsome reputation for magic. They were believed to have the ability to raise storms, winds and mists, and to make the Sun stand still in its course. They could divine the secret names of the Gods of their enemies and call these out in battle to make the opposing tribes tremble with fear. In the middle of a war, they could command the opposing factions to lay down their arms.

The druidic hierarchy within each grove, group, or tribe consists of the following:  Arch-Druid – The Arch-Druid is the wisest, and usually eldest, ranking Druid in a particular Grove or group, equivalent to a low king or arch-bishop.  Druids - Druids are the priest caste. They are experts on natural science and philosophy. They act as advisers to the rulers of clans, tribes and nations. They can summon and speak with spirits. They over see marriages, religious rituals, and sacrifices. They also act as the instructors for lower ranking druidic caste initiates and the children of Celtic nobles.

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 Brehons – Brehons are a relatively small subset of the Druidic order essentially on the same level as a Druid. They act as legal experts and mediators in all disputes, preside as judges in criminal trials, over executions, and over restitution for crimes. They are held in such respect that they can even intervene between two armies and stop a battle. Brehons also serve as the Druidic warrior caste whenever the need arises. They are trained in arms and armor and call magic to their aid in battle. They are prepared and willing to sacrifice themselves for a greater good.  Ofydd – Ofydd are astronomers, healers and seers. Ofydd also act as teachers for older children.  Bards – Bards are the newest initiates to Druidic training. They generally coming from the trade or artisan class of the Celtic population. Bards memorize the Briton songs, poems, and stories. They act as tribal historians and teachers to young children.

Druidic garments and robes reflect their status: Purple, White, Black, Green, and Blue respectively. While the majority of Druids are men, women are welcomed and admitted into their ranks. In several cases, Druidess seers occupy sacred groves or caves and serve as oracles.

Filidh

The Filidh are scholars and poets not a part of the Druid order. They might have received their education from the druids or a Christian monastery or any combination thereof. They typically come from some level of nobility, usually younger sons who will not inherit.

Cataphractus

This is a heavy cavalryman in Arthur’s army. Both rider and horse are armored. The cataphractus would ride into battle with his shield on his back and a spear or javelin in each hand for throwing. Important skills for a cataphractus are riding, shield, spear, spear throwing, and either short or broadsword. Animal handling and tactics are also quite useful. This is sought after military position and is achieved through skill and honor in battle. A rank of 2+ is required.

Militiaman

This is the basic foot soldier of the Briton forces. Usually unarmored, he relies on his speed, and agility for protection. Like the cataphractus, he carries a shield, a sword and a spear. The appropriate weapon skills are necessary.

A subcategory of militiaman is the tribal warrior. Using the skills and tactics of the pre- Roman Celtic ways, these fighters are armed with large daggers or short swords and composite bows of Roman design. They offer both cover fire and close combat

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capabilities. These types of warriors are apt to be tattooed and/or painted blue and may even choose to go into battle naked.

Gleeman/Minstrel

Gleemen are itinerant entertainers who roam the countryside earning their living. They may juggle, recite poetry and epic and/or historic tales, sing, and play assorted musical instruments or any combination thereof. If/when a gleeman finds a permanent position, such as a member of a noble’s household or court, then he attains the rank of minstrel.

Wise-Woman or –Man

Hedge Mage

Noble/Warrior

Blacksmith or Craftsman

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Creatures

Ordinary Wildlife

In general, nothing to out of the ordinary will come up, except for those creatures discussed within this manual. GURPS Bestiary and other typical gaming resource books will be used to define the traits and abilities of ordinary wildlife creatures as the need arises. Domestic Animals

In general, nothing to out of the ordinary will come up. Exotic domesticated animals are allowed (e.g., tiger, monkey, and bear). Traits and abilities for these types of creatures will be based upon those appropriate for their wild counterparts. GURPS Bestiary and other typical gaming resource books will be used to define the traits and abilities of ordinary domestic creatures as the need arises. Others

There are some strange creatures in this world and not everyone is aware of their existence (e.g., those supposedly extinct prehistoric fish that they keep pulling out of the Indian Ocean, Bigfoot, and the Loch Ness Monster). The GM retains the right to alter this section of the guide and introduce anything that might be appropriate for the story line of the campaign. If that should occur, this section will be altered to include the additional creatures, although said additions may not occur until after the PCs have already encountered it. (Hey, what can I say…. It’s good to be the GM.)

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Glossary

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Campaign Notes

This is a summary of what the player characters know and discover during the course of the campaign. Players are encouraged to keep their own notes as this section may not necessarily be complete or update. Hey, what do you want? To be spoon fed? The GM has lots of stuff to do as it is…… Who’s Who

King Arthur Pendragon –

Sir Hector -

Where’s Where

Din Tagell -

What’s What

TBD -

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