The Magic Earth Campaign Part 6 – Eriu

The Magic Earth Campaign Gazetteer: The British Isles – Eriu

The British Isles have a deep history and a rich cultural mosaic. Even though it is far smaller than Europe across the Channel, it has given rise to both powerful nations and some of the most powerful heroes and villains in the Known World.

Eriu – 850 A.D.
These are the lands of the Irish, a Celtic people. It is the homeland of Cu Chulainn. The land of Eriu  is divided up into a number of kingdoms that all pay homage to the High King Mael Sechnaill mac Maele Ruanaid (Mael Sechnaill for short) in Southern Ui Neill (who, incidentally, killed his brother to attain the throne). The most powerful kingdoms of Eriu are Southern Ui Neill, Northern Ui Neill, Ulaid, Connacht, Munster, and Laigin. There are a number of smaller weaker kingdoms that owe fealty to their more powerful neighbours. Osraige is one such small kingdom, ruled over by King Cerball mac Dunlainge (CG). He is a good but impulsive king that has designs on expanding his domain.  There have been a number of Viking raids that began in 845 and have culminated with a number of Viking settlements along the southeast coast. Amlaib Conung (LN) rules over all of them as King of Dublin. His brothers Imar and Auisle are his seconds and rule over Cork and Wexford respectively.
Dal Riata lays claim to a small portion of the northeast shore or Eriu as well. This region has a mix of Irish and Scottish cultures.
Brega is a small kingdom of Alfar, Grugach and Sidhe. Irish still live here but as a minority.

Native Races
The Irish are the Human inhabitants of Eriu. They have formed up into a number of mildly feuding feudal kingdoms. These kingdoms do unite for common cause on a number of issues; Viking invasions and English raids are two of them.
Grugach wander the far reaches of the Irish wilderness in small clans. Sidhe and immigrant Alfar inhabit small tree towns in the larger forests of Eriu. Use the standard Grey Elf rules for Alfar. Alfar are most definitely elves but are not members of the Seelie or Unseelie Courts. Because of this the Sidhe and Grugach look on them with suspicion. The Alfar don’t act very elven either, they have been known to grow facial hair and carouse and drink heavily just like their fellow Vikings. They revel in combat like a Dwarf and are considered almost barbaric by Faerie standards. Alfar have also done something unheard of amongst the Fey, they occasionally marry humans and raise children together. These offspring are known as Alfblood (use standard Half-elf rules).
In the far reaches of the forests can be found small colonies of Forest Gnomes (use stats from Forgotten Realms : Races of Faerun, pg. 52). Rock Gnomes can be found in the craggy hillsides of Eriu as well (standard Gnome rules).
As in all Celtic lands the mysterious Sidhe can be found in remote vales and forests, their relatives the evil Daouine Sidhe can also be found in the most remote forests of Cymru.
Sidhe – These are the immortal progenitors of the Grugach. They are the lords of the Faerie lands and all of its sentient creatures. Sidhe are one with Nature and also highly innately magical. Their only weakness is iron, its touch is agony and to be wounded by an iron weapon is deadly to them. This does not apply to steel weapons (mind you the only steel weapons found in the British Isles are to be found in the hands of the English). A Sidhe takes an extra die of damage from any iron weapon (e.g. a battleaxe would do 2d8 and a rapier would do 2d6). Iron bindings reduce a Sidhe’s CON by 1 point for every day he is chained, once his CON reaches 0 he dies.
+3 DEX, -3 STR, +3 CHA, -2 CON
All standard abilities of Elves.
Favoured Class: Ranger and Sorcerer.

Language
The Irish speak Irish Gaelic, a form of Celtic, all Irish with INT 10+ can understand and speak to Scot Gaels and Cymry. The Irish get bonus selections from Scottish Gaelic, Welsh, Old Norse, and Faerie. The Vikings and Alfar speak Old Norse and those with an INT of 10+ can understand and speak Norman as well. All Vikings get bonus language selections from all the lands they raid; Anglo-Saxon, Frankish, Old High German, Moorish, Eastern Latin (they never raid into Rome), Ancient Greek, Hebrew, Persian, Finnish, Egyptian, Arabic, Galatian, and all 3 Gaelic tongues.
The Alfar start with Draconic, Old Norse, and Alfar and have Faerie, Demonic and Gnomish as bonus selections. The Grugach speak Irish, Faerie, and Druidic. They get bonus selections from Welsh and Scottish Gaelic, Old Norse, Gnomish, and Draconic. The Sidhe speak Irish, Faerie, and Draconic. The Sidhe also have Old Norse, Welsh Gaelic, Scottish Gaelic, and Demonic as bonus language selections.
Forest and Rock Gnomes can speak Gnomish, Faerie, and Irish. They have bonus selections in Draconic, Khazadic, and Druidic.

Religion
The Irish worship the Tuatha De Danaan, the Celtic faith, as do the Grugach, Gnomes and Sidhe. The Vikings in Ireland worship the Norse deities, as do the Alfar.

Gods of the Celts (Legends & Lore 2nd Edition for reference)
See Scottish Gazetteer.
The Norse Gods (see Deities & Demigods pg. 163)

Cultural Class Alterations
Barbarian – Available.
Bard – Available.
Skald – Variant Bard replacement for Vikings and Alfar. Skalds do not gain access to spells but can use Bardic Music twice per day per level. Skalds are proficient in the Skeggox instead of the Rapier. Survival (Eriu) and Riding (Horse) are class skills, Decipher Script and Spellcraft are cross-class skills. They also use D8 for hit dice.
Cleric – Available to Norse worshippers.
Druid – Available to Celtic worshippers.
Spirit Shaman (CD pg. 14) – The lands of Eriu are infused with a primal natural magic that bridges the gap to the Spirit World. Spirit Shamans are Irish, Grugach, and Gnomes that utilize this force for good or ill or somewhere in between.
Fighter – Available.
Hexblade (CW pg. 5) – Available to worshippers of Loki only. Thus only Vikings and Alfar.
Monk – Not Native.
Paladin – Warrior of Danaan – Available to Irish and Rock Gnomes only, replaces the standard Paladin. Warriors of Danaan use the same rules as Paladin but are extremely Neutral Good in alignment. They live to perform good deeds where ever they are able. Ethical considerations such as law and justice are secondary to perform good acts. Warriors of Danaan replace Paladins for Scots. They receive the Ranger spell list instead of the Paladin spell list. Warriors are unable to Turn Undead but receive Weapon Focus (Claymore) at 1st level and Tracking feat at 3rd level.
Champion of Tyr – Available to Alfar and Vikings only, replaces the standard Paladin. These Paladins don’t gain the ability to Lay on Hands because Tyr views healing powers a sign of weakness in battle. They also cannot Turn Undead since there are no Undead to speak of in the lands of the Vikings. To compensate the Champion starts with Weapon Focus (Skeggox) at 1st level. Champions also gain the Favoured Enemy ability of Rangers at 5th level. The Favour Enemy choices are as follows: Animal, Dragon, Giant, Humanoid (Dwarf, Elf, Goblinoid, Gnome, or Human), Magical beast, Monstrous Humanoid, Outsider (Evil Norse) or Vermin.
Ranger – Available.
Rogue – Available to Alfar and Sidhe.
Scout – Replaces Rogue for Irish, Vikings and Gnomes.
Spellthief (CA pg. 13) – Available to Gnomes and Alfar only.
Sorcerer – Available to all except Vikings.
Warmage – Vikings are a warlike people, even their Mages. Warmages replace Sorcerers amongst them. Alfar may also choose to take this class if they so choose.
Wizard – The Irish have a far different tradition of Magic than the standard studious Mage.
Truenamer – Celtic magic is centered on the concept of the True Name. The greatest Celtic wizards wield incredible power through their knowledge of True Names. This class replaces Wizards for Scots, Irishmen, Sidhe, and Grugach. See Tome of Magic, pg. 198 for class details.
Runecaster – Norse magic is derived from the control of the ancient Runic alphabet. The Runecaster learns the various combinations of letters to create all the standard spell effects but since it is an oral tradition he must remember all that he learns. Runecasters are limited to Spells Known as a Sorcerer. There is only one spell component to all Runecaster spells, his Runes. These are usually etched onto small clay or stone tablets and kept in a leather pouch. Runecasters start with the bonus feat, Combat Casting. Survival (Eriu) is also a class skill for them. Runecaster replace Wizards for Vikings and Alfar. Runecaster may not specialize in a school of magic.

Eoganachta Viking_Ireland                             Viking Settlements in Eriu
Prestige Classes Available
Prestige Classes are only available to natives of a particular culture (for example, only Christian Paladins may take the Templar PrC). This applies to all Prestige Classes in all cultures unless specifically noted.
Berserker (D&D pg. 201) Available to Vikings and Alfar only.
Arcane Archer (DMG 3.5) Available to Grugach and Sidhe.
Arcane Trickster (DMG 3.5) Available to Grugach, Alfar, and Sidhe.
Archmage (DMG 3.5) Available to Gnomes.
Eldritch Knight (DMG 3.5) Sidhe only.
Hierophant (DMG 3.5) Druids must spend 1 month within a Standing Stone Circle meditating to gain this PrC. Viking and Alfar clerics must be nominated by another Hierophant to be eligible for this PrC.
Mystic Theurge (DMG 3.5) Sidhe only.
Bear Warrior (CW pg. 36) Vikings only.
Bladesinger (CW pg. 17) Alfar and Sidhe only.
Darkwood Stalker (CW pg. 23) Alfar hunt Giants. Grugach hunt Fomor. Sidhe cannot take this PrC.
Frenzied Berserker (CW pg. 34) Vikings and Alfar only.
Gnome Giant-Slayer (CW pg. 36) Gnomes only. Fomor replace all references to Giants in the PrC description.
Invisible Blade (CW pg. 44) Grugach and Alfar only.
Master Thrower (CW pg. 58) Grugach, Alfar and Vikings only.
Nature’s Warrior (CW pg. 63) Grugach and Forest Gnomes only. Must defend a Standing Stone Circle or Faerie Mound for one month before embarking on this PrC.
Rage Mage (CW pg. 72) Vikings and Alfar only.
Spellsword (CW pg. 79) Alfar and Sidhe only.
Stonelord (CW pg. 81) Rock Gnomes only.
War Chanter (CW pg. 87) Vikings and Alfar only.
Guild Thief (FRC pg. 45) Must spend 3 months tutelage with the Dublin Thieves’ Guild before taking 1st level in this PrC.
Runecaster (FRC pg. 51) Vikings and Alfar only.
Elven High Mage (FR:RoF pg. 182) Grugach, Sidhe and Alfar only.
Spellsinger (FR:RoF pg. 185) Alfar, Sidhe, and Gnomes only.
Warrior Skald (FR:RoF pg. 186) Vikings and Alfar only.
Animal Lord (CA pg. 23) Bird, Horse, and Wolf Lord are the only available forms. Available to Grugach, Sidhe, Gnomes and Irish only. To attain this PrC the character must follow and bond with a flock, herd, or pack for 3 months.
Beastmaster (CA pg. 26) Available to Grugach, Alfar and Vikings only.
Bloodhound (CA. pg. 28) Available to Grugach and Forest Gnomes only.
Daggerspell Mage (CA pg. 31) Grugach only. The PC must journey to Brega to train with the Mac Sweflauine clan.
Daggerspell Shaper (CA pg. 36) Grugach only. The PC must journey to Brega to train with the Mac Sweflauine clan.
Dread Pirate (CA. pg. 39) Vikings and Alfar only.
Exemplar (CA pg. 44) Vikings and Alfar only.
Fochlucan Lyrist (CA pg. 47) Irish only. The character must spend 3 months studying at the Fochlucan College before attaining 1st level as a Lyrist.
Master of Many Forms (CA pg. 58) Available to Grugach, Gnomes and Sidhe only.
Streetfighter (CA pg. 79) Native Dubliners only.
Vigilante (CA pg. 85) Native Dubliners only.
Acolyte of the Ego (ToM pg. 204) Available to all Truenamers.
Bereft (ToM pg. 208) Available to Irish and Daouine Sidhe only.
Brimstone Speaker (ToM pg. 212) Irish only.
Fatespinner (CARC pg. 37) Vikings and Alfar only.
Seeker of the Song (CARC pg. 56) Irish and Sidhe only.
Sublime Chord (CARC pg. 60) Irish only. The character must spend 3 months studying at the Fochlucan College before attaining 1st level as a Chord.
Wild Mage (CARC pg. 68) Alfar only.
Lyric Thaumaturge (CM pg. 67) Must study with a Bard for 3 months to qualify. Bards must study with a Sorcerer or Truenamer for 3 months to qualify.
Master Specialist (CM pg. 70) Cymry only.
Nightmare Spinner (CM pg. 74) Irish, Gnomes, Sidhe and Grugach only.
Wild Soul (CM pg. 84) Irish only.
Divine Oracle (CD pg. 34) Irish and Gnomes only.
Geomancer (CD pg. 41) Irish, Sidhe and Gnomes only.
Warpriest (CD pg. 74) Alfar and Vikings only.
Beloved of Valarian (BED pg. 51) Irish, Sidhe, Gnomes and Grugach only.
Champion of Sif (Gwynharwye) (BED pg. 56) Available to Vikings and Alfar only. Substitute Sif for Gwynharwye.
Stalker of Silvanus (Kharash) (BED pg. 75) Irish, Sidhe, Grugach and Gnomes only.
Swanmay (BED pg. 76) Irish, Grugach and Sidhe only.
Troubadour of Stars (BED pg. 78) Irish, Sidhe, Grugach and Gnomes only.
Avenging Executioner (CS pg. 24)
Battle Trickster (CS pg. 28) Gnomes and Alfar only.
Fortune’s Friend (CS pg. 38) Sidhe only.
Gray Guard (CS pg. 40) The inner circle of the Warriors of Danaan. To become a Gray Guardsman the character must be chosen by one of the Gray Guard themselves. A character may also petition for this honour, but in the rare cases where the petition was accepted the hero was always severely tested both mentally and physically.
Magical Trickster (CS pg. 45) Gnomes and Alfar only.
Spellwarp Sniper (CS pg. 64) Sidhe and Alfar only.
Uncanny Trickster (CS pg. 67) Gnomes and Alfar only.

Cultural Weapon Substitution & Restrictions
The following weapons are not found in Cymru:
Crossbow (Any), Kukri ,Spiked Armour, Rapier, Scimitar, Trident, Falchion, Glaive, Guisarme, Ranseur, Kama, Nunchaku, Sai, Siangham, Orc Double Axe, Spiked Chain, Dwarven Urgrosh, Dwarven War-Axe, Shuriken

The following cultural substitutes must be specified whenever a native takes Weapon Focus or Weapon Specialization. If he uses any other form of that weapon he does not gain the bonuses from his feats.

Sgain Dubh = Dagger (Irish, Grugach, Gnomes and Sidhe)
Krokspjot = Short Spear (Vikings and Alfar)
Hoggspjot = Longspear (Vikings and Alfar)
Pike = Longspear (Irish, Grugach, Sidhe and Gnomes)
Atgeir = Glaive (Vikings and Alfar)
Lochaber Axe = Halberd (Irish, Grugach, and Sidhe)
Skeggox = Battleaxe (Vikings and Alfar)
Tuagh-Gatha = Battleaxe (Irish, Grugach, Gnomes and Sidhe)
Seax = Shortsword (Vikings and Alfar)
Claymore = Bastard Sword (Irish, Grugach, Sidhe and Gnomes)
Claidheamh Da Laimh (Claid for short) = Greatsword (Irish, Grugach, Sidhe and Gnomes)
Mallet = Maul

The Magic Earth Campaign Part 5 – The Vikings

The Magic Earth Campaign Gazetteer: Europe – The Vikings

The British Isles have a deep history and a rich cultural mosaic. Even though it is far smaller than Europe across the Channel, it has given rise to both powerful nations and some of the most powerful heroes and villains in the Known World.

Scandinavia – 850 A.D.
The lands of the Vikings comprise three loose coalitions of Viking clans; Norway, Sweden and Denmark. The current king of Sweden is Anund Uppsale (who rules from Old Uppsala), though this is disputed by his brother Bjorn at Hauge. Norway is divided up into a number of smaller petty kingdoms. The most powerful king in Norway is Halfdan the Black (no really!), he rules over Agder and has inherited Sogn as well as conquered Vingulmarken and half of Vestfold. Denmark’s undisputed ruler is the wise and crafty Horik I.

Native Races
The Vikings are the Human inhabitants of Scandinavia. Dwarves live in great underground kingdoms beneath the craggy peaks of Norway and Sweden. Alfar can be found in small clan-holds in the forests of the remote fjords. Occasionally an Alfar and Viking will marry, the offspring are known as Alfblood and use the standard Half-Elf rules. Dwarves inhabitant many underground citadel-kingdoms deep beneath the mountains of Norway and Sweden. There are even hidden and mysterious underground villages of Svirfneblin (FR:RoF pg. 49), Duergar (FR:RoF pg. 14) and Urdunnir (FR:RoF pg. 20). Deep beneath the earth, deeper than even these races dwell, are the great and majestic cities of the Drow (also known as the Svartalfar). These darkly beautiful cities are the last mortal realms along the path to Nifleheim.
Alfar are most definitely elves but are not members of the Seelie or Unseelie Courts. Use the standard Grey Elf rules for Alfar. The Alfar don’t act very elven either, they have been known to grow facial hair and carouse and drink heavily just like their fellow Vikings. They revel in combat like a Dwarf and are considered almost barbaric by Faerie standards. Alfar have also done something unheard of amongst the Fey, they occasionally marry humans and raise children together.
Also found amongst the Vikings are the Trollborn, these large and powerful peoples are the offspring of Trolls and mortal women. Trolls of the Norse lands are not the classic D&D Trolls. They are more like a small Ogres or large Orcs. Trolls are fatally sensitive to sunlight, if they are ever exposed to the rays of the Sun they instantly turn to stone! Trollborn are not as sensitive but they still take 1hp of damage per hour in direct sunlight and they only ever heal 1 point of this damage per night of rest or per Cure spell. In all other respects they use the rules for Half-orcs with the bonus feat of Endurance. They also retain all the Survival skills of the standard Vikings.
NOTE: Due to the harsh environment and a society that is unforgiving of weakness the Vikings have highly-developed survival skills. Norwegians and Swedes begin the game with Survival (Mountains) (Glaciers) (High Seas). Danes begin with Survival (Swamps & Marshes) (High Seas).

Language
The Vikings speak Old Norse, all Vikings with INT 10+ can understand and speak to Normans. The Vikings get bonus selections from all the lands they raid; Anglo-Saxon, Frankish, Old High German, Moorish, Eastern Latin (they never raid into Rome), Ancient Greek, Hebrew, Persian, Finnish, Egyptian, Arabic, Galatian, and all 3 Gaelic tongues. NOTE: I reserve the right to add more languages to this list as I expand the campaign details in the future. Trollborn and Alfblood also have the same language selections.
Alfar speak Draconic, Old Norse, and Alfar. Alfar with an INT 10+ can understand and speak Svartalf. They may select extra languages from Khazadic, Old High German, Finnish, Faerie, Irish Gaelic, Demonic, Jotun and Trollish.
Dwarves speak Khazadic, Old Norse, and Svirfnebli. All Dwarves with INT 10+ can understand and speak Urdunni and Duergar. Dwarves may select extra languages from Old High German, Finnish, Jotun, Trollish, Drow and Draconic.
Svirfneblin speak Svirfnebli, Khazadic and Drow. All Svirfneblin with INT 10+ can understand and speak Gnomish.  They may select extra languages from Old Norse, Jotun, Trollish, Old High German, Finnish, Draconic, Urdunni, Duergar and Elemental.
Urdunnir speak Urdunni, Svirfneblin and Drow. All Urdunnir with INT 10+ can understand and speak Khazadic and Duergar. They may select extra languages from Old Norse, Jotun, Draconic, Trollish, Finnish and Elemental.
Duergar speak Duergar, Svirfneblin and Drow. All Duergar with INT 10+ can understand and speak Khazadic and Urdunni. They may select extra languages from Old Norse, Jotun, Trollish, Draconic, Elemental and Demonic.
Drow/Svartalfar speak Svartalf, Duergar, and Svirfneblin. Svartalfar with INT 10+ can understand and speak Alfar. They may select extra languages from Old Norse, Khazadic, Draconic, Elemental, Demonic, Finnish, Old High German and Jotun.

Religion
The Vikings worship the Norse deities exclusively, as do all the other races native to the Viking lands.
The Norse Gods (see Deities & Demigods pg. 163)

Cultural Class Alterations
Barbarian – Available.
Bard – Skald – Variant Bard replacement for all races from the Viking lands. Skalds do not gain access to spells but can use Bardic Music twice per day per level. Skalds are proficient in the Skeggox instead of the Rapier. Survival (Forest) and Riding (Horse) are class skills, Decipher Script and Spellcraft are cross-class skills. They also use D8 for hit dice.
Cleric – Available.
Druid – Not Native.
Fighter – Available.
Hexblade (CW pg. 5) – Available to worshippers of Loki only.
Monk – Not Native.
Paladin – Champion of Tyr – Replaces the standard Paladin. These Paladins don’t gain the ability to Lay on Hands because Tyr views healing powers a sign of weakness in battle. They also cannot Turn Undead since there are no Undead to speak of in the lands of the Vikings. To compensate the Champion starts with Weapon Focus (Skeggox) at 1st level. Champions also gain the Favoured Enemy ability of Rangers at 5th level. The Favour Enemy choices are as follows: Animal, Dragon, Giant, Humanoid (Dwarf, Elf, Goblinoid, Gnome, or Human), Magical beast, Monstrous Humanoid, Outsider (Evil Norse) or Vermin.
Ranger – Available.
Rogue – Available to Urdunnir, Alfar and Drow.
Scout (CA pg. 10) – Replaces Rogue for Vikings, Dwarves and Svirfneblin.
Spellthief (CA pg. 13) – Available to Svirfneblin, Drow and Alfar only.
Sorcerer – Warmage (CARC pg. 10) – Vikings are a warlike people, even their Mages. Warmages replace Sorcerers amongst them and the other races of the Viking lands.
Wizard – The Vikings have a far different tradition of Magic than the standard studious Mage.
Runecaster – Norse magic is derived from the control of the ancient Runic alphabet. The Runecaster learns the various combinations of letters to create all the standard spell effects but since it is an oral tradition he must remember all that he learns. Runecasters are limited to Spells Known as a Sorcerer. There is only one spell component to all Runecaster spells, his Runes. These are usually etched onto small clay or stone tablets and kept in a leather pouch. Runecasters start with the bonus feat, Combat Casting. Survival is also a class skill for them. Runecaster replace Wizards for all races that inhabit Viking lands. Runecaster may not specialize in a school of magic (with the exception of Svirfneblin which may choose to specialize in Illusion).

Central Denmark
Dannevirke.english

Sweden & the Varangian Trade Routes
Varangian_routes

The Petty Kingdoms of Norway

Norwegian_petty_kingdoms_ca._860

Prestige Classes Available
Prestige Classes are available to a PC based on his or her culture of origin. Alfblood have access to any PrC available to either Vikings or Alfar. Trollborn have access to any PrC available to Vikings.
Berserk (D&D pg. 201) Available to Vikings and Alfar only.
Arcane Archer (DMG 3.5) Available to Alfar and Drow.
Arcane Trickster (DMG 3.5) Available to Alfar, Drow and Svirfneblin.
Dragon Disciple (DMG 3.5) Must converse with at least one dragon to be eligible for this PrC.
Dwarven Defender (DMG 3.5)
Battlerager (FR:RoF pg. 178) Dwarves and Urdunnir only.
Bladesinger (FR:RoF pg. 179) Alfar and Drow only.
Breachgnome (FR:RoF pg. 181)
Trollborn Warlord (FR:RoF pg. 184) Trollborn only. Use Orc Warlord rules.
Spellsinger (FR:RoF pg. 185) Alfar and Drow only.
Warrior Skald (FR:RoF pg. 186)
Avenging Executioner (CS pg. 24)
Battle Trickster (CS pg. 28) Gnomes, Svirfneblin, Drow and Alfar only.
Fortune’s Friend (CS pg. 38)
Magical Trickster (CS pg. 45) Gnomes, Svirfneblin, Drow and Alfar only.
Spellwarp Sniper (CS pg. 64) Drow and Alfar only.
Uncanny Trickster (CS pg. 67) Gnomes, Svirfneblin, Drow and Alfar only.
Champion of Sif (Gwynharwye) (BED pg. 56)
Sword of Righteousness (BED pg. 77) Available to all but Drow.
Divine Crusader (CD pg. 33) Available to all but worshippers of Loki.
Geomancer (CD pg. 41) Urdunnir and Svirfneblin only.
Stormlord (CD pg. 65) Special requirement changed to worshipper of Thor or Aegir.
Warpriest (CD pg. 74)
Runecaster (FRC pg. 51)
Fatespinner (CARC pg. 37)
Wayfarer Guide (CARC pg. 65) Svirfneblin and Gnomes only.
Wild Mage (CARC pg. 68) Alfar and Drow only.
Bear Warrior (CW pg. 36) Not available to Drow, Svirfneblin or Urdunnir.
Bladesinger (CW pg. 17) Alfar and Drow only.
Dark Hunter (CW pg. 20) Drow, Svirfneblin and Urdunnir only.
Darkwood Stalker (CW pg. 23) Alfar hunt Trolls.
Eye of Loki (Gruumsh) (CW pg. 31) Trollborn only.
Frenzied Berserker (CW pg. 34)
Gnome Giant-Slayer (CW pg. 36) Svirfneblin only.
Master Thrower (CW pg. 58)
Occult Slayer (CW pg. 66)
Rage Mage (CW pg. 72)
Reaping Mauler (CW pg. 75)
Spellsword (CW pg. 79) Alfar and Drow only.
Stonelord (CW pg. 81)
War Chanter (CW pg. 87)
Beastmaster (CA pg. 26)
Bloodhound (CA. pg. 28) Available to Svirfneblin and Drow only.
Dread Pirate (CA. pg. 39) Vikings and Alfar only.
Dungeon Delver (CA pg. 42) Drow, Dwarves, Urdunnir, and Svirfneblin only.
Exemplar (CA pg. 44)
Maester (CA pg. 56) Svirfneblin only.
Ollam (CA pg. 66) Dwarves and Urdunnir only.
Tempest (CA pg. 81)

Cultural Weapon Substitution & Restrictions
The following weapons are not found in the Viking Lands:
Crossbow (Any), Longbow (Any), Kukri, Rapier, Scimitar, Falchion, Glaive, Guisarme, Ranseur, Kama, Nunchaku, Sai, Siangham, Spiked Chain, Shuriken

The following cultural substitutes must be specified whenever a native takes Weapon Focus or Weapon Specialization. If he uses any other form of that weapon he does not gain the bonuses from his feats.

Krokspjot = Short Spear
Hoggspjot = Longspear
Atgeir = Glaive
Skeggox = Battleaxe
Seax = Shortsword
Troll Double-Skeggox = Orc Double Axe

The Magic Earth Campaign Part 4 – Cymru

The Magic Earth Campaign Gazetteer: The British Isles – Cymru & West Wales

The British Isles have a deep history and a rich cultural mosaic. Even though it is far smaller than Europe across the Channel, it has given rise to both powerful nations and some of the most powerful heroes and villains in the Known World.

Cymru and West Wales – 850 A.D.
These are the lands of the Cymry, a Celtic people. It is the homeland of King Arthur and Merlin, in fact Tintagel is the capital city founded by Arthur and is still the home to the Knights of the Round Table. The land of Cymru is divided up into a number of kingdoms that all pay homage to the High King Arthur IV in West Wales. Those kingdoms are Gwynedd, Powys, Deheubarth, Brycheiniog, Morgannwg, and Gwent. Gwynedd is the most stable and most powerful next to Tintagel. It is ruled over by King Rhodri Mawr (Mawr means the Great), he is 30 this year. He inherited the throne from his father King Merfyn Frych in 844 A.D. He is a good but impulsive king that has designs on expanding his domain. Powys is ruled over by King Cyngen, he is 42 this year. The other kingdoms seldom keep a ruler for long due to the law of edling; a King may choose his successor from anyone, legitimate or illegitimate. Due to this there has been periods of coup and assassinations. West Wales does not follow that law, the throne is always inherited by the descendant of High King Arthur II (the reformed Mordred).

Native Races
The Cymry are the Human inhabitants of Cymru. They have formed up into a number of mildly feuding kingdoms. These kingdoms do unite for common cause on a number of issues; Viking invasions and English raids are two of them.
Elves also inhabitant small tree town in the larger forests of Cymru. Use the standard Wood Elf rules.
In other parts of the far reaches of the forests can be found small colonies of Forest Gnomes as well (use stats from Forgotten Realms : Races of Faerun, pg. 52).
As in all Celtic lands the mysterious Sidhe can be found in remote vales and forests, their relatives the evil Daouine Sidhe can also be found in the most remote forests of Cymru.
Sidhe – These are the immortal progenitors of the Grugach. They are the lords of the Faerie lands and all of its sentient creatures. Sidhe are one with Nature and also highly innately magical. They only weakness is iron, its touch is agony and to be wounded by an iron weapon is deadly to them. This does not apply to steel weapons (mind you the only steel weapons found in the British Isles are to be found in the hands of the English). A Sidhe takes an extra die of damage from any iron weapon (e.g. a battleaxe would do 2d8 and a rapier would do 2d6). Iron bindings reduce a Sidhe’s CON by 1 point for every day he is chained, once his CON reaches 0 he dies.
+3 DEX, -3 STR, +3 CHA, -2 CON
All standard abilities of Elves.
Favoured Class: Ranger and Sorcerer.

Language
The Cymry speak Welsh, a form of Gaelic, all Cymry with INT 10+ can understand and speak to Irish Gaels and Scottish Gaels. The Cymry get bonus selections from Scottish Gaelic, Irish Gaelic, Anglo-Saxon, Hebrew, and Faerie. The Wood Elves speak Welsh, Faerie, and Druidic. They get bonus selections from Irish and Scottish Gaelic, Hebrew, Gnomish, and Draconic. The Sidhe speak Welsh, Faerie, and Draconic. Forest Gnomes speak Welsh, Gnomish, and Faerie. The Sidhe also have Hebrew, Irish Gaelic, Scottish Gaelic, and Demonic as bonus language selections. Forest Gnomes can speak Gnomish, Faerie, and Welsh. They have bonus selections in Draconic, Demonic, and Druidic.

Religion
The Cymry worship the Tuatha De Danaan, the Celtic faith, as do the Wood Elves, Forest Gnomes and Sidhe. The exception are the Knights of the Round Table, they have all converted to Judaism in their quest for the Holy Grail. Since their families convert with them there is a small contingent of Jews at Tintagel in other professions besides Knight.

Gods of the Celts (Legends & Lore 2nd Edition for reference)
See Scottish Gazetteer.

Cultural Class Alterations
Barbarian – Not available.
Bard – Available
Cleric – Available only to Jewish worshippers; see below.
Jewish Rabbi – May only be LG, NG, and LN in alignment. Domain choices are Law, Healing, Good, and Knowledge. Jewish Rabbis may never use edged or pointed weapons. Bonus language choices of Latin and Angelic.
Druid – Available.
Favoured Soul (CD pg. 6) Jewish only.
Fighter – Available.
Monk – Not Native.
Paladin – See below.
Knight of the Round Table – Available to Cymry only. This replaces the standard Paladin in Cymru. To be a Knight of the Round Table the character must worship Yahweh. Receive a +2 circumstance bonus to hit and damage when either defending Cymru from external forces or when on a Quest.
Ranger – Available.
Welsh Longbowman – Uses the same rules as the English Longbowman.
Rogue – Available to Cymry and Sidhe.
Scout – Replaces Rogue for Wood Elves and Forest Gnomes.
Sorcerer – Available.
Wizard – The Cymry have a far different tradition of Magic than the standard studious Mage. If the character is Jewish he may choose the standard Wizard class. Jewish Wizards may also be Specialists but the School of Necromancy is disallowed. Good Wizards are practitioners of White Magic and Evil Wizards are practitioners of Black. Demi-humans may NEVER be of an Abrahamaic religion. Half-breeds may choose to be Abrahamaic though.
Truenamer – Celtic magic is centered on the concept of the True Name. The greatest Celtic wizards wield incredible power through their knowledge of True Names. This class replaces Wizards for Scots, Irishmen, Sidhe, and Grugach. See Tome of Magic, pg. 198 for class details.

Prestige Classes Available
Prestige Classes are only available to natives of a particular culture (for example, only Christian Paladins may take the Templar PrC). This applies to all Prestige Classes in all cultures unless specifically noted.
Arcane Archer (DMG 3.5) Available to Wood Elves and Sidhe.
Arcane Trickster (DMG 3.5)
Archmage (DMG 3.5) Available to Cymry and Forest Gnomes.
Blackguard (DMG 3.5) Available to fallen Knights of the Round Table only.
Dragon Disciple (DMG 3.5) Available to Cymry Sorcerers only.
Eldritch Knight (DMG 3.5)
Hierophant (DMG 3.5)
Loremaster (DMG 3.5)
Mystic Theurge (DMG 3.5) Jewish only.
Bladesinger (CW pg. 17) Wood Elves and Sidhe only.
Elven High Mage (FR:RoF pg. 182) Wood Elves and Sidhe only.
Spellsinger (FR:RoF pg. 185) Wood Elves, Sidhe, and Forest Gnomes only.
Exemplar (CA pg. 44)
Fochlucan Lyrist (CA pg. 47) Cymry only. The character must spend 3 months studying at the Fochlucan College before attaining 1st level as a Lyrist.
Thief-Acrobat (CA pg. 83) Must spend 3 months with a wandering troupe of entertainers.
Gnome Giant-Slayer (CW pg. 36) Forest Gnomes only.
Justiciar (CW pg. 47) Cymry and Wood Elves only.
Knight of the Chalice (CW pg. 53) Knight of the Round Table only and must make a pilgrimage to Camelot in Tintagel from anywhere outside of West Wales.
Knight Protector (CW pg. 55) May be from a fallen House or else have failed a Quest to be eligible.
Nature’s Warrior (CW pg. 63) Wood Elves and Forest Gnomes only.
Order of the Bow Initiate (CW pg. 68) Wood Elves only. Must spend 3 months in the wilderness alone using only your bow to catch food.
Spellsword (CW pg. 79)
Elemental Savant (CARC pg. 32) Jewish only.
Geometer (CARC pg. 39) Jewish only.
Mage of the Arcane Order (CARC pg. 48) Sorcerers and Wizards only. No Truenamers may apply.
Seeker of the Song (CARC pg. 56) Non-Jewish only.
Sublime Chord (CARC pg. 60) The character must spend 3 months studying at the Fochlucan College before attaining 1st level as a Chord.
Abjurant Champion (CM pg. 50) Available to Cymry & Wood Elves. Must study with a Knight of the Round Table for 3 months to qualify. Knights must study with a Wizard, Truenamer, or Sorcerer for 3 months to qualify.
Holy Scourge (CM pg. 64) Jewish only.
Lyric Thaumaturge (CM pg. 67) Must study with a Bard for 3 months to qualify. Bards must study with a Sorcerer, Truenamer or Wizard for 3 months to qualify.
Master Specialist (CM pg. 70) Cymry only.
Nightmare Spinner (CM pg. 74) Sidhe and Wood Elves only.
Ultimate Magus (CM pg. 77) Jewish only.
Wild Soul (CM pg. 84) Cymry only.
Acolyte of the Ego (ToM pg. 204)
Consecrated Harrier (CD pg. 28) Jewish only.
Contemplative (CD pg. 30) Jewish only.
Geomancer (CD pg. 41) Cymry (Celtic only), Sidhe, Wood Elves, and Forest Gnomes.
Holy Liberator (CD pg. 45) Jewish only. Must make an overland pilgrimage from Cymru to West Wales to qualify.
Hospitaler (CD pg. 48) Jewish only. Must study at the Great Synagogue of Tintagel for 3 months to qualify.
Pious Templar (CD pg. 50) Jewish characters must make a pilgrimage to the Great Synagogue of Tintagel and spend 3 months on guard duty to qualify. Celtic characters must make a pilgrimage to Stonehenge and guard it from the English for 1 month to qualify.
Sacred Exorcist (CD pg. 56) Jewish only.
Warpriest (CD pg. 74) Celtic only, must make a pilgrimage to Tintagel from outside West Wales and present yourself to the Knights of the Round Table to qualify for this PrC.
Anointed Knight (BED pg. 49) Jewish only. Must study with an alchemist for 3 months.
Apostle of Peace (BED pg. 51) Jewish only. Must live as a hermit for 6 months.
Beloved of Valarian (BED pg. 51) Cymry, Sidhe, and Wood Elves only.
Celestial Mystic (BED pg. 55) Jewish only.
Emissary of Barachiel (BED pg. 59) Jewish only.
Risen Martyr (BED pg. 68) Jewish only.
Swanmay (BED pg. 76) Celtic Cymry, Wood Elves and Sidhe only.
Sword of Righteousness (BED pg. 77) Jewish only.
Troubadour of Stars (BED pg. 78) Celtic worshippers only.
Wonderworker (BED pg. 82)
Demonologist (BVD pg. 54) Cymry only (either faith).
Diabolist (BVD pg. 56) Jewish only.
Avenging Executioner (CS pg. 24) All but Forest Gnomes.
Battle Trickster (CS pg. 28) Forest Gnomes only.
Fortune’s Friend (CS pg. 38)
Gray Guard (CS pg. 40) A higher order within the Knights of the Round Table. May only join through invitation. Exploits above and beyond the call of duty in service to King and the whole of Cymru almost certainly will gain you an invitation.
Magical Trickster (CS pg. 45) Forest Gnomes only.
Malconvoker (CS pg. 48) Jewish Wizards only.
Spellwarp Sniper (CS pg. 64)
Uncanny Trickster (CS pg. 67) Forest Gnomes only.

Cultural Weapon Substitution & Restrictions
The following weapons are not found in Cymru:
Crossbow (Any), Kukri ,Spiked Armour, Rapier, Scimitar, Trident, Falchion, Glaive, Guisarme, Ranseur, Kama, Nunchaku, Sai, Siangham, Orc Double Axe, Spiked Chain, Dwarven Urgrosh, Dwarven War-Axe, Bolas, Shuriken

The following cultural substitutes must be specified whenever a native takes Weapon Focus or Weapon Specialization. If he uses any other form of that weapon he does not gain the bonuses from his feats.

Kledyv = Shortsword
Tuck = Longsword
Lowland Sword = Greatsword
Mallet = Maul
Boar Spear = Longspear

The Magic Earth Campaign Part 3 – England

The Magic Earth Campaign Gazetteer: The British Isles – England

The British Isles have a deep history and a rich cultural mosaic. Even though it is far smaller than Europe across the Channel, it has given rise to both powerful nations and some of the most powerful heroes and villains in the Known World.

England – 850 A.D.
This land of the Anglo-Saxon people comprises the southwest portion of Britain. England is bordered by Cymru on the west, West Wales on the south-east, the English Channel to the south, and both Dal Riata and Fortriu to the north. It is a land of rolling hills, fertile meadows, and deep forests of oak, ash, and pine. It is the most settled of the nations of the British Isles with castles and keeps dotting the landscape and tilled fields covering most of the arable land. The wilderness still exists, but most just in remote regions of larger forests, such as Sherwood, or within the many castle ruins and associated dungeons that were left when the Romans retreated just before the Fall.

The Anglo-Saxon People
These are actually the descendants of the very first conquerors from Scandinavia, the Angles and the Saxons. They have lived here for centuries now and have a stable nobility ruled over by a High King chosen from the Kings of the Six Kingdoms of England; Wessex, East Anglia, Essex, Sussex, Mercia, and Northumbria. Currently their ruler is Aethelweard of East Anglia who has been on the throne since 845 A.D. He has a 10-year old son, Edmund. The other fiefdoms are in disarray and will be for some time to come so it is probable that Edmund will be the next High King of England.
The Anglo-Saxon people may have been Vikings and pagans in the past but they converted to Christianity over 150 years ago. Due to their beliefs they are distrustful of demi-humans and will hunt down and kill non-humans.
Kent is populated by the Jutes, another people descended from the Vikings that converted to Christianity in 596 A.D. Even though they are separate from England they rely on the Anglo-Saxons to bolster their military and in return pay fealty to the High King. All cultural rule changes for Anglo-Saxon characters are the same for any character from Kent. One important note about Kent: Canterbury is their capital city but more importantly it is the seat of Christendom in the British Isles. The current Archbishop of Canterbury is Ceolnoth, he ascended the Chair of St. Augustine on 27 July 833 A.D.

Native Races
Due to the heavy Christian influence the Anglo-Saxons have driven out all demi-humans with the rare Half-elf being the only exception. Tribes of Hobgoblins, Goblins, and Bugbears still raid from the depths of the largest forests (such as Sherwood) or out of the hills separating Wales from England.

Language
The native tongue of the Anglo-Saxon people is Old English. Native speakers can understand and talk to speakers of Old Norse and Old German if they have an INT of 10+. Bonus language selections can be taken from the following: Welsh (Gaelic), Scottish (Gaelic), Irish (Gaelic), Old Norse, Norman French, and Frankish. Due to the constant contact between Canterbury and Aix-la-Chapelle the Jutes of Kent also gain Frankish (known as Gauloise in Frankish) as a bonus language selection.

Religion
Christianity is the dominant faith. It supplanted the previous Norse religion that the Anglo-Saxon people worshipped in 596 A.D. The deities alignment is considered to be LG. God’s favoured weapon is the mace (any size or cultural choice applies). See Cosmology Gazetteer for details on the effects on Pagan priests within Christian lands.

Cultural Class Alterations
Barbarian – Not Native
Bard – Unchanged
Cleric – Christian Priest
May only be LG, NG, and LN in alignment. Domain choices are Law, Good, and Healing. Christian Priests may never use edged or pointed weapons. Bonus language choices of Latin and Angelic.

Christian Monk

Same alignment restrictions as the Priest. Also has access to the Knowledge Domain. May only use club and quarterstaff and is limited to light armour. Wisdom modifier is doubled for Will saves and all Wisdom-based skill checks. Knowledge (Arcane) is a class skill. Bonus language choices of Latin, Angelic and Draconic.
Druid – Not Native.
Favoured Soul – Use the rules from Complete Divine pg. 6. Must be Christian. Bonus language choice is Angelic. May only be LG, NG, or CG in alignment. Fighter – No change
English Noble –  This is an alternative to the standard Fighter. The player is a knight-errant (landless knight) to begin his career as an adventurer. With time his notoriety will increase and he hopes to increase his standing in the Royal Court. Nobles are always of Lawful alignment. The Noble begins with Weapon Focus in one of the following; Seax, Sparte, or Estoc. Bonus equipment to start: his focussed weapon, a wooden medium shield, a suit of chain mail, and a light riding horse. Bonus language choice of Latin. The Noble must swear fealty to a local Earl or Thane and must always do as he is ordered by his Lord.
Monk – Not Native
Paladin – Knight
Uses the Variant Paladin rules on pg.13 of the Complete Warrior. Bonus language choices of Latin and Draconic.
Ranger – English Longbowman
The Anglo-Saxons were renowned for their bowmanship as well as the quality of their ash wood long bows. The English Longbowman uses the Variant Ranger rules from pg.13 of the Complete Warrior and does not have access to Two-weapon Combat Style but instead his Favoured Enemy bonus is +3 instead of +2 when using a Bow and he also doubles his WIS bonus on all Tracking checks. Free starting equipment: Ash Longbow (counts as masterwork Long Bow for skill purposes but confers +1 to Attack AND Damage rolls, minimum STR of 14 required to wield).
Rogue – Merry Man
This is an alternative to the Rogue, which remains unchanged and is also available to Anglo-Saxon characters. A Merry Man cannot use the hand crossbow or rapier but are proficient in the Longbow and Longsword. Open Locks and Disable Device are Cross-class skills now but Tracking, Riding (Horse), and Handle Animal are Class skills.
Sorcerer – Not Native
Wizard – Magic in all its forms is persecuted and looked down upon at all levels of English society, because of this there are only 3 forms of wizardry practiced in England.
Hedge Wizard
A wizard of White Magic with little formal training and rarely more than a few spells to his name. Hedge Wizards live as hermits or on the outskirts of peasant villages. They are looked upon as a necessary evil amongst the serfs because he so useful at both curing ills through potion making and more importantly, they are fantastic at stump removal!
Hedge Wizards are only of Good alignment. They have no access to spells above 7th level. They also have no access to Necromancy or Conjuration schools but gain +1 spell  per level per day in Divination. Hedge Wizards also double their Stat bonus to all skill checks in Craft (Potion) and Knowledge (Potions).
Witch
A wizard of Black Magic that has gained her power through pacts with Satan’s forces. Her soul is damned and for that she has gained great power. Witches have access to all levels of spells but are denied access to the school of Evocation. They gain +1 spell per level per day in Conjuration. A Witch may use her CHA in place of INT for all skill checks. Witches are only of Evil alignment.
Warlock
Use the rules shown in Complete Arcane. Warlocks in England are only Evil and are considered to be practitioners of Black Magic. The offspring of Witches they were born damned and thus are irredeemable (thus no alignment shifts away from Evil!).

NOTE: White Magic wielders gain a +1 to all saving throws against Black Magic, and all Evil creatures have -1 to all saving throws against White Magic effects.
The reverse applies to Black Magic wielders.
Where White/Black Magic is not specified then that class wields Gray Magic. Gray Magic follows the standard rules.

Prestige Classes Available
Prestige Classes are only available to natives of a particular culture (for example, only English Longbowmen may take the Order of the Bow Initiate PrC). This applies to all Prestige Classes in all cultures unless specifically noted.
Blackguard (DMG 3.5) Only available to English Nobles, fallen Knights, and Fighter/Warlocks.
Duelist (DMG 3.5)
Hierophant (DMG 3.5) The prospective Hierophant must spend 3 months of study at Canterbury before 1st level in the PrC.
Thaumaturgist (DMG 3.5) Only available to Witches.
Guild Thief (FRC pg.45) Found only in London. Only open to standard Rogues, not Merry Men. The Rogue must spend at least 3 months in London prior to taking his 1st level in Guild Thief.
Bloodhound (CA pg.28) A sub-group within the English Longbowman fraternity.
Streetfighter (CA pg.79) The Rogue or Warrior must spend at least 3 months in London prior to taking his 1st level in the PrC.
Thief-Acrobat (CA pg.83) The Rogue must spend at least 3 months in London prior to taking his 1st level in the PrC.
Virtuoso (CA pg.89) The Bard must spend 3 months in either London or Canterbury prior to taking his 1st level in the PrC.
Church Inquisitor (CD pg. 26) Open to both Christian Priests and Christian Monks as well as Knights.
Consecrated Harrier (CD pg.28) Must be Christian (sorry).
Contemplative (CD pg.30) Open to Christian Monks only.
Evangelist (CD pg.39) Open to Christian Priests only.
Hospitaler (CD pg.48) The prospective Hospitaler must make a pilgrimage to Canterbury from somewhere outside Kent before becoming eligible to take his 1st level.
Pious Templar (CD pg.50) The PC must spend 3 months in Canterbury before becoming eligible to take his 1st level.
Sacred Exorcist (CD pg.56) The prospective Exorcist must spend 3 months in Canterbury prior to his 1st level in the PrC.
Acolyte of the Skin (CArc pg.19) Available only to Witches and Warlocks.
Cavalier (CW pg.19) Only available to Knights, English Nobles, and Fighters. Must swear an Oath of Fealty to a Lord or Earl or directly to a King or the High King himself. This Oath is for life on pain of death!
Justiciar (CW pg. 47) Available to English Longbowmen only.
Knight Protector (CW pg.55) Only available to Knights and English Noblemen. The prospective Knight Protector must have sworn Fealty to a Lord that has been conquered, assassinated, or had his House dissolved by the High King.
Order of the Bow Initiate (CW pg. 68) Only available to English Longbowmen and the prospective Initiate must be sponsored by a member to be eligible for 1st level.
Avenging Executioner (CS pg. 24) Must suffer a horrible personal tragedy at the hands of another to qualify for the PrC.
Gray Guard (CS pg. 40) The character must go on a pilgrimage to Canterbury from somewhere outside Kent before taking 1st level in this PrC.
Mountebank (CS pg. 57) Must spend at least 3 months in London and become a member in good standing in the Thieves’ Guild to qualify for this PrC.
Anointed Knight (BED pg. 49) Must spend 3 months studying at Canterbury to be eligible for this PrC and have inherited an ancestral weapon.
Celestial Mystic (BED pg. 55) The character must spend 3 months absolutely without human contact in the wilderness and then make a pilgrimage to Canterbury to be eligible for this PrC.
Risen Martyr (BED pg. 68) Incredibly RARE!
Sword of Righteousness (BED pg. 77)
Demonologist (BVD pg. 54) Warlock and Witch only.
Diabolist (BVD pg. 54) Warlock and Witch only.
Disciple of Asmodeus, Baalzebul, Dispater, Mammon, & Mephistopheles (BVD pg. 57 – 62) Warlock and Witch only.
Thrall of Demogorgon, Graz’zt, Juiblex, & Orcus (BVD pg. 67 – 71) Warlock and Witch only.

Cultural Weapon Substitution
The following weapons are not found in England:
Crossbow (Any), Kukri ,Spiked Armour, Scimitar, Trident, Falchion, Glaive, Guisarme, Ranseur, Kama, Nunchaku, Sai, Siangham, Orc Double Axe, Dwarven Waraxe, Spiked Chain, Gnome Hooked Hammer, Two-bladed Sword, Dwarven Urgrosh, Bolas, Shuriken

The following cultural substitutes must be specified whenever a native takes Weapon Focus or Weapon Specialization. If he uses any other form of that weapon he does not gain the bonuses from his feats.
Sparte = Battleaxe
Seax = Short Sword
Holy Water Sprinkler = Morningstar
Estoc = Rapier
Boar Spear = Longspear

The Magic Earth Campaign Part 2 – Cosmology

DISCLAIMER : I know that my interpretation of the major world religions may offend some people. To those people I apologize for any offense given but just remember this: IT’S ONLY A GAME. I don’t claim to be a Theologian or Biblical Scholar so there is bound to be some unintended inaccuracies, But there is also some inaccuracies in place for game play purposes, after all the older pagan religions need to be on an equal footing or just like in the real world the Abrahamaic religions would win out. So without further adieu… The Cosmology of Magic Earth!

The Magic Earth Campaign Gazetteer: Cosmology

Abrahamaic Religions

Cosmology
The mystic realms of the three Abrahamaic religions, Christianity, Islam, and Judaism, consist of 5 regions.
Heaven – Home of God/Allah/Yahweh and the Angels. Final resting place of Good souls from all 3 religions.
7 Circles of Hell – Home of Satan and the Devils (also known as Fallen Angels). Hell is the final reward for all Evil souls that die within the borders of an Abrahamaic nation.
The Abyss – Home of the ancient race of Demons. Demons are Evil entities that pre-date the creation of Earth, they are the original denizens of the Void.
Purgatory – This realm acts as a holding area for souls before it is determined which final rest they deserve. Good souls that are not ready to move on to Heaven can also be found here. This is also the final resting place of Neutral souls.
Limbo – The final resting place of the Unbaptized (in belief systems where baptism is required to cleanse a mortal of Original Sin). This is also where Good pagans go when they die within the borders of an Abrahamaic nation.

The Three Aspects
Yahweh – The oldest aspect worshiped by Man. This is the mystical and philosophical aspect. Enlightenment must be pursued individually. Rabbis teach the Word of Yahweh hoping to bring Enlightenment to those that wish it. To go forth and be fruitful works well also. Favoured Weapon: Quarterstaff
God – The aspect who’s avatar was Jesu Christos. This is the aspect of the community. To bring Enlightenment one must be evangelical and bring as many into the fold as possible. Thus the ability to Convert Nations. Favoured Weapon: Mace (any)
Allah – The aspect who’s avatar was Mohammed. One must go forth to spread the Word of Allah. If that means a land must be conquered to show it’s people the Truth, then so be it. Favoured Weapon: Scimitar

The Aftermath of National Conversion
Whenever a Bishop or higher rank Christian Priest baptizes a national leader (King, High King, or Emperor) it instantly expels all previous deities from the land. From that point forward the only divine magic that can be gained within that territory is through the Christian religion. Of course the drawback to this is that Satanism may also take root.
The newly christened lands are inimical to pagan priests from then on. For every 2 days spent within Christian borders a pagan priest loses 1 Caster Level. For example, on the 3rd morning in England Drabbliu the Druid, a 15th level Druid, would have his spell memorization and maximum spell level reduced to 14th level for all spells above 3rd level. On the 5th morning it would 13th level, on the 7th morn it would be 12th level, etc. This never affects the number of 1st-3rd level spells he has because the power for those are derived from his faith in his gods, rather than granted directly by his gods. The moment the pagan priest returns to his lands his spell casting abilities are back instantly. This rule applies in Muslim-controlled countries as well.
This sort of behaviour (mass conversions) draws the ire of the pagan deities in return. Christian and Muslim priests suffer the same effect whenever they are outside their lands.
NOTE: The exception in both cases is when a Priest or Druid (Pagan or Abrahamaic) carries an (Un)Holy Relic of his deity or pantheon with him. This will allow the bearer of the Relic to function normally. If he should lose the Relic at any time the accumulated time spent within foreign lands will apply immediately to the Caster. Examples of Relics would be such things as a Torc of the Gods, a small pebble from the Stonehenge site, or a shard of bone from the body of a Saint.
NOTE the 2nd: Judaism is another exception to this rule. Rabbis may travel in any lands without suffering reduced spell casting effectiveness. This is because the Yahweh aspect does not mass convert populations and excommunicate whole pantheons.
NOTE the 3rd: This rule DOES apply to all other Divine spell caster. But since Paladins and Rangers only gain access to 4th level spells maximum, it only has a minor effect on them.
NOTE the 4th: Fallen Rome is an exception to this rule as well. A bit of history: Emperor Nero I ascended the throne on Oct.13 54 A.D. From that point forward Rome suffered under a vile and tyrannical ruler. He persecuted Christians and demi-humans in equal measure. When the people had had enough an assassination plot was put in motion. Nero was no fool and when he saw that his end was near he formed an alliance with a witch, and proceeded to make a pact with Satan on the 9th of June, 68 A.D. Satan was introduced to the Roman gods and become their God of Evil. As a reward Nero was granted immortality at the expense of never leaving Italy. He has ruled the Roman Empire ever since.
Due to the presence of both Satan and the Roman pantheon here, both Pagan and Abrahamaic priests function normally.
NOTE the Final: Undefiled places of pagan worship that remain from before the Conversion also allow a priest or druid to cast at normal level. An example of this would be Stonehenge and the 300 square kilometres surrounding it. Stonehenge is still strongly connected to both Faerie and the Celtic Gods.

Reversion
There are only 2 ways to cause a reversion of Faith; one, conquer the land and have the conquering King blessed by the leader of his religion, or two, defile the holiest site in the land in the name of the usurper faith.
The 2nd method does have its drawbacks though. First, it will take at least 2d6 months for the old faith to completely return. During this time the nation will be in chaos and turmoil, and it is quite possible that Christianity or even another religion will take hold during that time. And secondly, if it has been longer than 99 years plus a day since the Conversion took place then the old pantheon will have turned their backs on the land, never to return.

So what of Stonehenge you may ask? Isn’t it the holiest site in all of the British Isles for the Celtic people? Why hasn’t it been defiled by the Anglo-Saxons?
The answer goes back to the earliest settlements of Humans on the British Isles. For as far back as anyone can remember (even Merlin) the High Kings of England and Cymru, and the many nations that came before them, have always been crowned there. To defile it would be to attack the very basic traditions of every Human in the British Isles. Not even the Pope believes his religion should supplant such an ancient tradition. And in fact the coronations continue at the site, but it usually requires a large raiding party when the High King of Cymru is to be crowned.

Celtic Mythos
This material expands and clarifies the work found in Legends & Lore (pg. 33 – 39) and Celtic Campaign Sourcebook (pg. 78 – 80).

Cosmology
The Celts were believers in reincarnation so there was no true afterlife but there was a land of punishment for those so vile that they were not permitted to reincarnate. It was one of only 3 mystic realms in Celtic Mythology.
Annwyn – Land of the un-reincarnated. Home of the Daouine Sidhe and the Evil Celtic Gods. According to legend it can be reached by sailing far over the northern horizon.
Avalon – Home of the Faeries and birthplace of the Sidhe. Every inhabited fairy-mound is connected to Avalon. Legend has it that King Arthur’s final resting place is here, and that through faerie magick he will return at the time of Cymru’s greatest need.
Tir Nan Og – Land of the Tuatha De Danaan, Gods of the Celts. According to legend it can be reached by sailing far over the western horizon.
The Abyss – This is not one of the realms of Celtic myth but it exists from before the Earth was created. Home of the ancient race of Demons.

Gods of the Celts
Lugh – The god of excellence, specifically in horsemanship, crafts and the Arts. His most ardent worshipers are craftsmen, mounted warriors, Sidhe and Bards.
Goibhniu, Luchta & Creidhne – This triumvirate of deities represented the smith, the wright, and the worker of metal. They were worshipped as a single power. Most of their worshippers were smiths and craftsmen, though occasionally Dwarves have been known to convert and some warriors also worship them.
Daghda – The god of community, weather, and crops.
Manannan mac Lir – God of the oceans and all that live within it. His druids must stay within a league of the sea and will only venture inland on missions that are directly related to protection of the ocean and its inhabitants.
Arawn – God of Death. The Druids of Arawn have only one duty: burial ceremonies.
The Morrigan – The Goddess of War and Blood-lust. Her druids must always travel with warriors and battle groups looking for a fight. She never gives healing spells to her druids because she wants those that fall in combat to die.
Diancecht – The God of Healing. His Druids are always looking for situations where their assistance is required. Such as pitched battles and plagued towns.
Math Mathonwy – God of Sorcery. The pursuit of mystical power is all that matters.
Belenus – God of the Sun and of Fire.
Teutates – Britannian God of the Clan and Agriculture.
Camulos – God of War and Warriors.
Epona – Goddess of Horses, Fertility and Rural Life.
Belisama – Goddess of Metalworking, Patron of Craftswomen.
Taranis – Britannian God of Storms and War. There are tales of Taranis and Thor carousing together and entering battle against the Jotun side by side.

Norse Mythos

Cosmology
Asgard – Home plane of the Norse Gods. It can be reached from Midgard by finding and ascending Bifrost, the Rainbow Bridge. Heimdall is on eternal watch on the Bifrost to turn away those that are not worthy.
Valhalla – Hall of the Heroic Dead. An almost infinitely huge longhouse that can be found in Asgard. Norsemen that died in battle have this place as their final reward. It is also the home of Odin All-Father.
Muspelheim – Realm of the Fire Giants and their Lord, Surtur. The Fire Giants wait for the day when they will be freed from their Realm to storm Asgard on that great day, Ragnarok. Reachable from Midgard only through the depths of volcanoes or in the far reaches of the hottest deserts of Africa.
Jotunheim – Realm of the Jotuns and Frost Giants. An ice cold land that is ruled over by Thrym, the Jotun King. To reach Jotunheim all one must do is sail far into the frigid North, beyond the North Wind.
Nifleheim – Land of the un-heroic dead. Ruled over by Hel, Goddess of Death. Loki has been known to consort with Hel on the occasions he has been thrown out of Asgard. Portals to this realm can be found deep beneath the earth, even deeper than the Dwarves delve.
Alfheim – Birthplace of the Alfar and Drow. Ruled by the sibling deities, Frey and Freya. Alfar live in alf-halls beneath barrows and hills similar to the Faerie-kind. Portals connect all alf-halls to Alfheim.
The Abyss – This is not one of the realms of Norse myth but it exists from before the Earth was created. Home of the ancient race of Demons.

The Magic Earth – My AD&D 3.5 Campaign setting

So it’s been along while since I posted anything and I hate to leave a void like this so I figured I would start posting the D&D campaign I created to play with my kids and their friends. The basic conceit is that magic, gods and monsters are all real. All the civilizations that every existed have survived and since the Roman Empire never completely fell there were no Dark Ages. This means that even though its 850 A.D. the technology more resembles the period just before the High Middle Ages. This is only one region of Europe if there is any interest I shall post the rest of Northern Europe over the next couple weeks.

The Magic Earth Campaign Gazetteer: The British Isles – Dal Riata & Fortriu

The British Isles have a deep history and a rich cultural mosaic. Even though it is far smaller than Europe across the Channel, it has given rise to both powerful nations and some of the most powerful heroes and villains in the Known World.

Scotland & the Land of the Picts – 850 A.D.
Dal Riata is a nation of the Celtic people, the Scottish Gaels. It comprises the west coast of Scotland, Lothian, and the Isle of Man. It is further sub-divided into a large number of autonomous Clanholds. The 3 main Clanholds are Dalriada, Cumbria, and Galloway. Loyalty to Clan and Kin is paramount above all other consideration. Because of this there are numerous blood feuds between the Clans due to how easy it is to give offence to other Clans. There is a nominal High King, Aed mac Boanta, that all Clans owe fealty to but his power is usually only heeded during times of war with external threats, such as the Picts. Lothian is a relatively new addition to Dal Riata, it was captured from the Anglo-Saxons a mere 10 years ago and there is still some unrest in the region. The unrest is allegedly perpetrated by a few Knights Protectors left over from the old English Court.
Fortriu is the highland and mists inhabited by the barbarous and mysterious Picts. They are ruled over by King Cinaed mac Ailpin from the capital, Moray Keep. The Picts are a far far older people than the Celts, they pre-date the arrival of the Celts on the British Isles by at least 500 years. Fortriu comprises the eastern portion of what is now modern Scotland.
Each Dwarven citadel is a Clan unto itself. The only time the Clans unite is during times of great crisis. Each Clan is ruled by a Thane that is elected for a 20-year term by a Council of Elders.
The Sidhe are ruled over by the Faerie Queene in far off Avalon but here in the land of Man each Fairy Mound is ruled over by a Duke or Duchess.
The Grugach roam the remote forests and highlands in small tribes ruled over by the most powerful Druid, Ranger, or Sorcerer among them. Oddly, the wreath is passed from Ranger to Ranger, or Druid to Druid, or Sorcerer to Sorcerer. The profession will vary from tribe to tribe but never within a tribe. He is chosen through a ritual of challenge and combat.

Native Races
The highlands are still populated by many demi-humans as well as the human societies. Wild Elves can be found in the remote parts of Fortriu (see Forgotten Realms : Races of Faerun, pg.43). Dwarves have a few underground citadels sprinkled across both nations. The two human races as stated before are Scottish Gaels and Picts. The Picts and Wild Elves differ greatly on religion and thus shoot on sight whenever they encounter each other, plus the Picts are envious of the Elves even wilder ways. They get along great with the Dwarves and have a brisk trade relationship with the citadels. The Scots respect but stay out of the Elves way since they are distrustful and wary of anything to do with the Land of Faerie. They don’t have as warm a relationship with the Dwarven Clans as the Picts do because of the Picts dealings with the Dwarves. Small clan skirmishes have broken out between the Scots and the Dwarves on occasion. But everyone can agree on one thing, they all HATE the English. As in all Celtic lands the mysterious Sidhe can be found in remote vales and forests, their relatives the evil Daouine Sidhe can also be found in the far northern reaches of Dal Riata.
Sidhe – These are the immortal progenitors of the Grugach. They are the lords of the Faerie lands and all of its sentient creatures. Sidhe are one with Nature and also highly innately magical. They only weakness is iron, its touch is agony and to be wounded by an iron weapon is deadly to them. This does not apply to steel weapons (mind you the only steel weapons found in the British Isles are to be found in the hands of the English). A Sidhe takes an extra die of damage from any iron weapon (e.g. a battleaxe would do 2d8 and a rapier would do 2d6). Iron bindings reduce a Sidhe’s CON by 1 point for every day he is chained, once his CON reaches 0 he dies.
+3 DEX, -3 STR, +3 CHA, -2 CON
All standard abilities of Elves.
Favoured Class: Ranger and Sorcerer.

Language
The Scots speak Scottish Gaelic, all Scots with INT 10+ can understand and speak to Irish Gaels and Welsh Gaels. The Picts speak Pictish, an ancient language with no clear origin. The Wild Elves speak both Scottish Gaelic and Faerie. The Dwarves speak the human tongue of the nation they reside in as well as Khazadic, the native tongue of all Dwarves. Sidhe speak Faerie, Scottish Gaelic, and Draconic. Each race’s language is available to the other races for bonus language choice purposes. The Wild Elves and the Scots also have Irish Gaelic, Welsh Gaelic, and Druidic available to them. The Dwarves and Picts have Old Norse and Old English available. The Sidhe also have Alfar, Irish Gaelic, Welsh Gaelic, and Demonic as bonus language selections.

Religion
The Scots worship the Tuatha De Danaan, the Celtic faith, as do the Wild Elves and Sidhe. The Dwarves worship the Norse pantheon to which they have converted the Picts.

The Norse Gods (see Deities & Demigods pg.163)

Gods of the Celts (Legends & Lore 2nd Edition for reference)
Lugh
Goibhniu, Luchta, & Creidhne
Daghdha
Manannan mac Lir (Irish & Welsh only)
Arawn (Welsh only)
Morrigan (Irish only)
Diancecht
Math Mathonwy (Welsh only)
Belenus
Teutates (Brittany only)
Oghma (FRC pg. 247)
Silvanus (FRC pg. 251)
Camulos
Epona
Belisama
Taranis (Brittany only)

Cultural Class Alterations
Barbarian – Grugach only.
Wodeman – Variant Barbarian replacement for Picts. Wodemen do not get the Trap Sense of normal barbarians but instead get Tracking as a bonus feat at 3rd level, Endurance as a bonus feat at 6th level, Woodland Stride as a Ranger at 9th level, and Camouflage as a Ranger at 15th level.
Bard – Available (except Dwarves and Picts, see below)
Skald – Variant Bard replacement for Dwarves and Picts. Skalds do not gain access to spells but can use Bardic Music twice per day per level. Skalds are proficient in the Claymore instead of the Rapier. Survival (Highlands) and Riding (Horse) are class skills, Decipher Script and Spellcraft are cross-class skills. They also use D8 for hit dice.
Cleric – Available only to Norse worshipers; Picts and Dwarves.
Druid – Available to Scots, Sidhe, and Grugach. The Druids of Daghdha are either NG or CN.
Fighter – Available to Dwarves, Sidhe, and Grugach.
Highlander – Replaces Fighter for Picts and Scots. Begins with a bonus feat – Weapon Focus (Claymore). Bonus Feat at 2nd level is replaced with Tracking feat. Bonus feat at 8th level is Rage 3/day as a Barbarian of equal level.
Monk – Not Native
Paladin – Available to Dwarves only.
Warrior of Danaan – Available to Scots only. Warriors of Danaan use the same rules as Paladin but are extremely Neutral Good in alignment. They live to perform good deeds where ever they are able. Ethical considerations such as law and justice are secondary to perform good acts. Warriors of Danaan replace Paladins for Scots. They receive the Ranger spell list instead of the Paladin spell list. Warriors are unable to Turn Undead but receive Weapon Focus (Claymore) at 1st level and Tracking feat at 3rd level.
Ranger – Available.
Rogue – Available except Picts.
Scout – Picts are exceptional Scouts (CA pg. 10)
Sorcerer – Available to all except Picts.
Warmage – Picts are a violent people, even their Mages. Warmages replace Sorcerers amongst them. (Complete Arcane pg.10). Dwarves may also choose to take this class.
Wizard – The Scottish Highlands have far different traditions of Magic than the standard studious Mage.
Truenamer – Celtic magic is centered on the concept of the True Name. The greatest Celtic wizards wield incredible power through their knowledge of True Names. This class replaces Wizards for Scots, Sidhe and Grugach. See Tome of Magic, pg. 198 for class details.

Runecaster – Norse magic is derived from the control of the ancient Runic alphabet. The Runecaster learns the various combinations of letters to create all the standard spell effects but since it is an oral tradition he must remember all that he learns. Runecasters are limited to Spells Known as a Sorcerer. There is only one spell component to all Runecaster spells, his Runes. These are usually etched onto small clay or stone tablets and kept in a leather pouch. Runecasters start with the bonus feat, Combat Casting. Survival (Highlands) is also a class skill for them. Runecaster replace Wizards for Picts and Dwarves. Runecaster may not specialize in a school of magic.

Prestige Classes Available
Prestige Classes are only available to natives of a particular culture (for example, only Christian Paladins may take the Templar PrC). This applies to all Prestige Classes in all cultures unless specifically noted.
Arcane Archer (DMG 3.5) Available to Grugach and Sidhe.
Arcane Trickster (DMG 3.5) Available to Grugach and Sidhe.
Archmage (DMG 3.5) Available to Sidhe only.
Duelist (DMG 3.5) Available to Scots only.
Dwarven Defender (DMG 3.5) Available to Dwarves only.
Eldritch Knight (DMG 3.5) Sidhe only.
Hierophant (DMG 3.5) Druids must spend 1 month within a Standing Stone Circle meditating to gain this PrC. A Dwarf must be approved to train as a Hierophant by the Council of Elders of his citadel. Pictish Priests simply aren’t civilized enough to train as Hierophants.
Mystic Theurge (DMG 3.5) Sidhe only.
Bladesinger (CW pg. 17) Sidhe only.
Frenzied Berserker (CW pg. 34) Picts only.
Invisible Blade (CW pg. 44) Grugach only.
Master Thrower (CW pg. 58) Grugach and Picts only.
Nature’s Warrior (CW pg. 63) Grugach only. Must defend a Standing Stone Circle or Faerie Mound for one month before embarking on this PrC.
Rage Mage (CW pg. 72) Picts only.
Stonelord (CW pg. 81) Dwarves only.
War Chanter (CW pg. 87) Picts and Dwarves only.
Animal Lord (CA pg. 23) Bird, Horse, and Wolf Lord are the only available forms. Available to Grugach, Sidhe, and Scots only. To attain this PrC the character must follow and bond with a flock, herd, or pack for 3 months.
Battlerager (FR:RoF pg. 178) Dwarves only.
Beastmaster (CA pg. 26) Available to Grugach and Picts only.
Daggerspell Mage (CA pg. 31) Grugach only.
Daggerspell Shaper (CA pg. 36) Grugach only.
Fochlucan Lyrist (CA pg. 48) Scots only. The character must spend 3 months studying at the Fochlucan College before attaining 1st level as a Lyrist.
Highland Stalker (CA pg. 54) Available to all.
Master of Many Forms (CA pg. 58) Available to Grugach and Sidhe only.
Ollam (CA pg. 66) Dwarves only
Tempest (CA pg. 81) Picts only. The Picts practice a specific form of this discipline: dual Tuagh-Gatha.
Acolyte of the Ego (ToM pg. 204) Available to all Truenamers.
Bereft (ToM pg. 208) Available to Scots and Daouine Sidhe only.
Seeker of the Song (CArc pg. 56) Scots and Sidhe only.
Sublime Chord (CArc pg. 60) Scots only. The character must spend 3 months studying at the Fochlucan College before attaining 1st level as a Chord.
Wild Mage (CArc pg. 68) Picts only.
Lyric Thaumaturge (CM pg. 67) Sidhe only.
Nightmare Spinner (CM pg. 74) Scots, Grugach and Sidhe only.
Wild Soul (CM pg. 84) Scots only.
Geomancer (CD pg. 41) Scots, Dwarves and Sidhe only.
Warpriest (CD pg. 74) Dwarves and Picts only.
Avenging Executioner (CS pg. 24) The character can take this PrC if his Clan is in a blood-feud with another Clan. A deep personal tragedy will also allow access to this PrC.
Fortune’s Friend (CS pg. 38) Sidhe only.
Gray Guard (CS pg. 40) The inner circle of the Warriors of Danaan. To become a Gray Guardsman the character must be chosen by one of the Gray Guard themselves. A character may also petition for this honour, but in the rare cases where the petition was accepted the hero was always severely tested both mentally and physically.
Beloved of Valarian (BED pg. 53) Available to Scots and Grugach only.
Champion of Gwynharwye (BED pg. 56) Available to Picts only.
Skylord (BED pg. 71) Grugach only.
Swanmay (BED pg. 76) Available to Scots, Grugach, and Sidhe.
Troubadour of Stars (BED pg. 78) Scots and Sidhe only.

Cultural Weapon Substitution & Restrictions
The following weapons are not found in Scotland:
Crossbow (Any), Kukri ,Spiked Armour, Rapier, Scimitar, Trident, Falchion, Glaive, Guisarme, Ranseur, Kama, Nunchaku, Sai, Siangham, Orc Double Axe, Spiked Chain, Gnome Hooked Hammer, Two-bladed Sword, Bolas, Shuriken

The following cultural substitutes must be specified whenever a native takes Weapon Focus or Weapon Specialization. If he uses any other form of that weapon he does not gain the bonuses from his feats.
Dirk = Dagger (Dwarves only)
Mattucashlass = Dagger (Picts only)
Sgain Dubh = Dagger (Scots, Grugach, and Sidhe)
Krokspjot = Short Spear (Dwarves and Picts)
Hoggspjot = Longspear (Dwarves and Picts)
Pike = Longspear (Scots, Grugach and Sidhe)
Atgeir = Glaive (Dwarves and Picts)
Lochaber Axe = Halberd (Scots, Grugach, and Sidhe)
Skeggox = Battleaxe (Dwarves and Picts)
Tuagh-Gatha = Battleaxe (Scots, Grugach, and Sidhe)
Seax = Shortsword (Dwarves and Picts)
Claymore = Bastard Sword
Claidheamh Da Laimh (Claid for short) = Greatsword
Mallet = Maul
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