The Magic Earth Campaign Part 7 – Normandy & Brittany

The Magic Earth Campaign Gazetteer: Europe – Normandy & Brittany

Upheavals in Gaul – 850 A.D.
Gaul is ruled over jointly by the 3 sons of King Louis the Pious; Lothair I, Louis the German and Charles the Bald. This partition of the Holy Roman Empire came about due to the Treaty of Verdun in 843 A.D, wherein the Grand Emperor Nero the Undying finalized his conquest of Gaul. These 3 kings are vassals unto Nero henceforth.
Upon the signing of the treaty, Normandy broke away from the rest of Gaul and returned to the rule of the Norman Vikings that settled there centuries ago. They have an almost hopeless task ahead of them, yet they have so far resisted the armies of Rome and Gaul for 7 long years. Richard the Fearless became King of Normandy the year before in 842 and true to his title has fought off the advances of the Frankish armies decisively and violently.
Brittany was settled centuries ago by the Veneti, a Celtic people. They never submitted to Carolingian rule and have yet to submit to Roman rule either. Erispoe has just this year inherited the crown from his father Nominoe. He is just as savvy a military and political leader as his father was, he has allied himself with a local Viking thane, Hastein, against the Franks and their Roman rulers.

Native Races
The Normans are the Human inhabitants of Normandy and are a Viking people. As such, they have also brought along the Alfar as fellow settlers of Normandy. A couple Dwarven trading posts also exist near Le Havre and Rouen.
Occasionally an Alfar and Viking will marry, the offspring are known as Alfblood and use the standard Half-Elf rules.
Also found amongst the Normans 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.
As mentioned previously, the Veneti are the Human inhabitants of Brittany. They are actually comprised of 2 waves of human settlers, the original Veneti as well as Cymry that fled when England initially converted to Christendom a couple centuries ago.
Elves also inhabit small tree town in the larger forests of Brittany. 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.

The Normans speak Norman French, all Normans with INT 10+ can understand and speak to Vikings. The Normans get bonus selections from the following; Anglo-Saxon, Frankish, Old High German, Eastern Latin (due to the influence of Christianity), and Breton. Trollborn and Alfblood also have the same language selections.
Alfar speak Draconic, Norman French, and Alfar. Alfar with an INT 10+ can understand and speak Svartalf. They may select extra languages from Khazadic, Old High German, Old Norse, Faerie, Breton, Demonic, and Trollish.
Dwarves speak Khazadic, Norman French, and Trollish. All Dwarves with INT 10+ can understand and speak Urdunni and Duergar. Dwarves may select extra languages from Old High German, Old Norse, Jotun, Frankish, Breton and Draconic.
The Veneti speak Breton, a Celtic tongue. All Veneti with INT 10+ can understand and speak to Cymry. The Veneti get bonus selections from the following; Irish Gaelic, Scots Gaelic, Anglo-Saxon, Frankish, and Faerie.
The Elves speak Breton, Faerie, and Druidic. They get bonus selections from Welsh Gaelic, Frankish, Gnomish, and Draconic. The Sidhe speak Breton, Faerie, and Draconic. Forest Gnomes speak Breton, Gnomish, and Faerie. The Sidhe also have Frankish, Welsh Gaelic, Druidic and Demonic as bonus language selections. Forest Gnomes can speak Gnomish, Faerie, and Breton. They have bonus selections in Draconic, Demonic, and Druidic.

The Normans worship the Norse deities, as do all the other races native to the Viking lands.
The Norse Gods (see Deities & Demigods pg. 163)
The Veneti of Brittany worship the Celtic deities, as do all the other races native to Celtic lands.
The Celtic Gods (see Gazetteer : Dal Riata & Fortriu)





Cultural Class Alterations
Player-Characters from Normandy use the rules in The Vikings Gazetteer with one exception; Norman Noble, which uses the same rules as the English Noble.
Player-Characters from Brittany use the rules in the Eriu Gazetteer for the Celts and the Celtic demi-human races.

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.
Player-Characters from Normandy use the same PrCs available in the Viking Gazetteer. Those from Brittany use the PrCs available to Celtic heroes in the Eriu Gazetteer.

Cultural Weapon Substitution & Restrictions
The following weapons are not found in Cymru:
Crossbow (Any), Longbow (Any), Kukri, Scimitar, 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.

Norman Weapons
Krokspjot = Short Spear
Hoggspjot = Longspear
Scramasax = Dagger
Pill = Lance
Atgeir = Glaive
Francisca = Handaxe
Skeggox = Battleaxe
Troll Double-Skeggox = Orc Double Axe
Verdun = Rapier
Zweihander = Greatsword
Brythonic Weapons
Martel De Fer = Battleaxe
Estoc = Rapier
Tuck = Longsword
Flamberge = Greatsword
Mallet = Maul
Boar Spear = Longspear
Poignard = Dagger
Common Weapons
Braquemar = Shortsword
Craquemarte = Falchion
Bec-de-corbin = Light Hammer
Goupillon = Morningstar
Massuelle = Light Mace
Quadrelle = Heavy Mace
Bardiche = Halberd


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