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Welcome to Europa: 513 AD

13:23, 28th March 2024 (GMT+0)

Europa: 513 AD

EUROPA 512 AD  Campaign  General Information

This is the summary.  There is a lot of more detailed information available to characters!

Some information is available here:

http://europa512adgame.pbworks.com/FrontPage


I.  Introduction


The World, as it is generally known, has very close parallels to the world we know (The Real World), especially geographically.  For the most part, land forms and features are in the same place, as are many towns and cities.  Weather and vegetation tends to be the same.  Some parts of History as We Know It are parallel:  in the World, it is the year 512, by the Roman calendar.  The Western Roman Empire has fallen, leaving scattered petty kingdoms behind.

There are differences, as most of the usual fantasy elements exist here.  Elves, Dwarves, and other creatures exist.  The scourges of Europa, the Huns and Goths, are mainly Orcs, not Humans.  Of course, magic exists.  Boosted by magic, technology is in many ways more advanced than that of the Real World in 512 AD.  But in some ways, not.


II.  Characters.

Characters are created by means of a series of quizzes that establish his or her life story.

Some standard character classes do not exist here, and a few are modified to make them fit..   Outliers are acceptable, but the player should be aware that in these circumstances, his character may be a very rare type, possibly even stigmatized or persecuted.  An “outlier” is a character who breaks the rules of society, such as Dwarven Druid.

Barbarians-  Barbarians are rare and always outliers  They are immigrants or freed slaves from remote Germanic or Slavic tribes.  They are proficient with light armor only, not medium, as they find this “Roman” stuff strangely confining.  Coming from very primitive backgrounds they don’t have the knowledge advantages other characters do.

Bards-  Human Bards are almost always Celtic.

Clerics- All except Elven Clerics follow the Germanic or Roman pantheons  (see section on Pantheons).  A starting cleric may choose not to have a patron diety, (he/she pays homage to the whole pantheon together) and is not restricted in choice of  Domains.  Such a cleric has a 5% penalty to experience points until a patron is chosen.  Elven clerics follow the Celtic gods.  Humans (and others, generally) cannot- the Celtic Gods insist that their representatives be Druids.

Druids- All Druids follow the Celtic pantheon (see section on Pantheons).  They follow the whole pantheon, but do not have the “no patron” penalty of Clerics if they do.  Or, they may choose a Celtic deity as a patron.  In this case, they gain one domain as if they were a cleric, but delay all special Druid level benefits by one level.

Fighters- There’s a lot of warfare in this world, fighters are by far the most common class.  It’s also a fairly crude world.  Any fighter may at first level, choose skills and skill points as if he were a Barbarian instead of a fighter.

Monks-   do not exist here.  If they exist at all, its on the other side of The World.  Ascetics exist.  Ascetics have the non-combat abilities of a monk, poor combat abilities, and a few other gifts resulting from their inward focus and self-enforced deprivation.

Paladins- have not yet been invented.  The creation of the first Paladins might be a suitable campaign theme.

Rangers- no changes

Rogues- no changes

Sorcerers-  There are no Human, Elf, Dwarf, Halfling, Half Elf, Half Orc, or Gnome sorcerers.  All these races must come by magic the hard way.

Wizards-  Wizards are rare, but have no changes.

Psionics- No such thing.  If you see something with strange powers of the mind, it’s some sort of magic.  Really.

Alignment- Alignment exists and has a role, but the bonds of home, family, tribe, and society here run stronger than alignment.  Characters (except outliers) are generally not strangers- a background will be provided for them.

III   Cultures
In addition to the description here, there are benefits each culture can give its members.


1. The Kingdoms of Men:

A. The Angelns and Saxons
Two closely related groups of Germanic tribes.  The Saxons do not have kings, they have chieftains, more accurately, they have a number of kings, as a “king” to them is any lord with many men, and the idea of a nation-state hasn’t hit them yet.  Language is Germanic, Pantheon is Germanic in mainland Europe, mostly Roman in Britain.

The Angelns have a similar social structure, but fewer holdings in mainland Europa, having lost much land to the Geats.    In turn, they have been leading the Angeln-Saxon flight to Britain for a century now, and in the wake of the collapse of Roman power there, they have set up a number of small kingdoms.  The Angeln King Cynric, for example, rules Wessex.

The Angelns and Saxons have a number of small holdings along the coast between Denmark in the east and Armorica (the peninsula of Brittany) in the west, frequently mixing with, sometimes serving, and sometimes lording over, the Frisians, Halflings, Belgicans, Gallo-Romans, and others who live their.  Sometimes they are seen as marauders, conquerors, and plunderers, and sometimes, they are welcomed.  Sometimes, they are welcomed grudgingly, as in Coriallum (Cherbourg*), where on the one hand the arriving Saxon king has displaced the local Gallo-Roman ruling aristocracy, but on the other brought the warrior strength the region has needed.

The Saxons have some lands in northern Germania, where many still live in small towns and villages, but many of their traditional lands have fallen to the Geats from the north and the Huns from the East.  A few Saxon lords have struck deals with Hunnish overlords, allowing them some sovereignty in exchange for obedience and tribute to the Huns.

*Real World name of the place

B.     The Belgicans


The Belgicans are a Romanized Celtic group, living in the lands north of the Ardennes and southeast of the Nethershires.  Although they have Elves as neighbors on both sides (the Ardennes Elves to the south and the Veluwe Elves to the north) they have not been on the best of terms with Elves in the past, viewing them as competition for forest resources.   The Belgicans, especially those in the eastern area of their domain, are not as agrarian as the Gallo-Romans, and many of them still make their living hunting in the forests.   Towards the east they have adapted the farming ways of the Halflings.  In fact there is no defined border between Halfling and Belgican territory where the two meet, and there has always been a friendly peace between them.
To the east they face the Hunnic Orcs, who have repeatedly assaulted the Belgican cities of Mos-Trajectum (Maastrict*)  and the Belgicans have thus far held them at bay.  To the west, they hold the towns of Bruxzella (Brussels*),   Anteverpia (Antwerp), Ganda (Ghent)* and Cortoriacum (Kortjik*) although some parts of the shore are occupied by Angelns, and some enterprising Halflings.  Life for the Belgicans has become defined by the “front line” struggle with the Huns.  They envy the ways of the Halflings, who seem to live untroubled lives of plenty, and when conditions allow, try to copy their farming and craft styles.

Belgicans speak Latin and most follow the Roman Pantheon, but there are many who hold to the pre-Roman, Celtic Pantheon.  A sect has devoted itself to the patron of the Halflings, Rosemerta.



C.    The Bretons

This region, modern day Brittany, known in 512 AD as Armorica, is different than most in that the population is divided amongst several races, all of which manage to get along peacefully.  Amorica is mostly human, but about 5% of the population is Dwarf, and another 5% divided between Halfling and Gnome.   The Celtic folk have lived here for centuries, part of the Roman Empire but resisting “Romanization” except for Brivates, (Brest*) the region’s major port, Condate (Rennes*) the main entry point to the region for overland travel.

Armorica is rich with Fey history and power, and the hilly central spine of the peninsula is little traveled by Men.   Partly because of this, the region never had a large human population.  After the fall of Rome, many Bretons settled here, absorbing quickly, completely, and peacefully the indigenous Human population, which was closely related, and by many accounts actually invited the Bretons in as warrior manpower was needed. Now, the Bretons run the place, having established several small kingdoms and one “High King”.  They speak Celtic, although many speak Latin as well, and follow the Celtic Pantheon.  At least, most do.  The Bretons have no need to religious strife, and the High King has declared that those that wish to honor the Roman Gods may do so.  The Roman clerics are at complete peace with the Celtic Druids, a rare thing in this world.  The Roman clerics and followers tend to be “city folk”, and Dwarves.

The Halflings here live in small farming villages, and the Gnomes in smaller villages still.  The Gnomes live deeper into the wilderness than most Humans feel comfortable, and are the traditional sort of “Sylvan Gnome” people picture living under trees and talking to animals.  Deep in the wilderness there are fey of several sorts, who have some contact with the Gnomes, a little with the Halflings (if rumors of Brownies being a Pixie-Halfling crossbreed are true, it probably happened here) and very little with most Humans.     For their part, the Bretons have a deep respect for the Fey.   Perhaps drawn by the nature of this place, the northern coast of Armorica has a population of Selkies, who have completely intertwined themselves with the Humans here through interbreeding.  Some Humans here have Selkie blood, and a few are aware that they have blood relatives who are seals.


D. The Brythonians

These are the indigenous, non-Romanized people of Britain.  They have a few small kingdoms that have sprung up as successor-states to the fallen Roman Provincial government.  These include Brynaich, Deira, Mercia, and the Welsh kingdoms.  Much of the southeast of Britain is now ruled by Angelns and Saxons.

Their language is Celtic, although they have absorbed Latin and Germanic in varying amounts.  They accept both the Roman and Celtic Pantheons (which are in conflict, “accept” in this case covers a broad range of individual attitudes).  Where the Angelns and Saxons have intruded, the newcomers have brought their language, but generally not their Pantheon- the arriving Angelns and Saxons have been taking up the Roman Pantheon.

The Brythonians have lost a lot of ground to Angelns and Saxons, but some guy named Artorius, aided by a very powerful Druid-Wizard and known for holding meetings with his leading warriors at a very large round table, has rallied the Brythonians in the west and has stopped the Angeln-Saxon advance.




E.   The Burgundians

A Germanic group that was somewhat late to the game of invading Gaul, having been previously known as allies of the Roman Empire.  As allies of Rome they had an impressive military history helping to hold off previous Hun and Goth invasions.  The Franks considered them Roman wanna-be’s, and the two never got along.  Pushed back by the Franks to the west, Burgundians ended up in the precarious position of being wedged between the two great Orcish powers, the Goths in the South and the Huns in the North. Since then they have played a very delicate political balancing game:  both Orcish powers apparently believe that crushing the Burgundians by either one of them would be a very expensive affair, leaving the other Orcish power intact, in a dominant position.  Traditional warriors, the Burgundians have been quick learners of diplomacy.

The Burgundians now hold a strategically important territory including the cities of Vesontio (Besancon*) Divio (Dijon*) Dolla (Dole*), Cabillonum (Chalon Sur Saone*) and Matisco (Macon*) This is the main overland artery between Germania to the east and Gaul to the west.  They have been here for only a few generations, but the region is already being referred to as Burgundy.

King Gundobad is an old fashioned warrior-king, battle scarred, gray haired, and surrounded by his retainers, all noteworthy fighters and bards.  Bards have an important position to the Burgundians.  Every leader is expected to have a Bard or two as an advisor.

 Like the Franks their Germanic language is rapidly taking on aspects of Latin, but the Burgundians still hold to the Germanic pantheon.  Because of this, there is a lot of tension between the Burgundians and the Gallo-Roman people in the lands the Burgundians control.  But, they need each other- the Burgundians need the help of the strong Roman church and the Gallo-Romans in Burgundy recognize the need for the protection of the Burgundian warriors.  Both Pantheons therefore co-exist in Burgundy, the Burgundian leadership and warrior class following the Germanic Pantheon and the Gallo-Roman commoners the Roman.  As the Roman clerics are more numerous and on average more powerful than their Germanic counterparts (more of them, and a greater proportion opt not to multi-class) many think the Burgundians might one day follow the example of the Franks.
F. The Danes

The Danes are a Germanic people in Language and Pantheon who have developed more of a sense of identity and nation-hood than the other Germanics of this time.  They live on the islands of Denmark, and on the southeast coast of Sweden.  There are Danes on mainland Denmark as well, but these lands are occupied by the Geats, an Orcish group related to the Goths.  The Humans there- of Angeln and Danish origin- live as miserable thralls.  The Danes and Geats are at war.  The Danes are not urbanized.  They live in small towns and villages, with a handful of significant trading center towns.  Their construction is wood and earthworks, and the technology fairly simple- no magnificent stone and brick structures.  The Danes are well known as warriors, and have fought the Geats and Huns, as well as other cultures of Humans, such as the Franks and Saxons.  Physical prowess and courage means a lot to them- this is the time and culture of Beowulf.  Elves are not unknown to the Dane lands, but no Dwarves have colonized here- the lack of rocky ground annoys them.  One of the Danish islands, Lolanda (Lolland*) is entirely given over to the Great Druid-Priestess of the goddess Eostre.  The towns here are at her service, and support her order of priestesses, and the only Elven tribe native to the region is based here.


G.      The Frisians

The people of the goddess Friia (Freyja), the Frisians are a people of the sea and shore, occupying the coast from western Denmark to the north of the Netherlands.  Their language is Germanic, and so is their Pantheon.  After centuries of contact with the Romans, it is common for Frisian leaders, merchants, and wise folk to learn Latin as well.   They have suffered much in the past, and their population is small.  They have real cities.  Their most important city is Fabiranum, (Bremen).  A Frisian Prince holds the city  but pays a tribute to Geats for the privilege of doing so.  The population of Fabiranum, though, is less than half Frisian.
With the exception of friction around Fabiranum they see the Angelns and Saxons as something like cousins and generally cooperate with them, and have supplied much of the sea transport for their moves to Britain and the North Sea coast..  Many Frisians have blended in to Angeln-Saxon society, especially in Britain, where the Frisian communities have entirely blurred into the other Germanic kingdoms.

H. The Gallo-Romans

The majority of the people of Gaul are of mixed stock, a medley of the original Celts, centuries of Roman immigrants, and others wandering in from all corners of the Roman Empire.  In fact there is no real line of distinction between Gallic and Roman- one can be very Gallic, very Roman, or somewhere in the middle.  In general, though, the more urbanized a particular region, the more Romanized.  Also, people and society becomes more Roman in style towards the south and east.  Some people still have a connection to the traditional Celtic tribes, most, especially town and city dwellers, do not.
Most Gallo-Romans are now ruled by someone else; either Franks or other Germanics, or Gothic and Hunnic Orcs.  Generally, the invaders, Human and Orcish, have learned that the Gallo-Romans have a knack for administration and making things work, and in many cases the old Aristocracy still exists.  They aren’t calling the shots anymore, but by acting as managers and administrators, they keep the new overlords from getting bogged down in micromanagement.  Sadly, what really made things “work” in the Roman Empire was the continent spanning system of trade and law, neither of which currently exist in the West, so the best the Gallo-Romans can currently achieve is only a fraction of the productivity of their ancestors.

To a typical Gallo Roman, war is something left to a specialized professional.  They are a civilized folk who learn other functions in society.  The average Gallo Roman potter is a better potter than an average Saxon potter, but the average Saxon potter can use an axe and shield.  This has left the Gallo Romans easy prey for conquering warlords.   True, their society had plenty of talented wizards, but their enemies learned over the years: kill the wizards.  Now there are few left.

The Gallo-Romans also run the powerful Roman religious organizations.  While the Roman clerics rule some small areas directly (Rome, Arras, for example) they have, for various reasons, chosen not to compete with either Franks or Orcs for worldly power.

The language is Latin, and the Pantheon is Roman, although there are some exceptions, especially in remote rural areas.  Unlike most others, the average urban Gallo Roman is literate.

(To reflect their civilized heritage, a significant number of Gallo-Roman NPC’s, especially city dwellers, should be classified as “commoners”, “experts”, and “aristocrats”.  By contrast, a Saxon or Dane population, other than those with PC type classes, would feature far more “warriors”.)

I. The Franks

The Franks were the first Germanic people to take and hold a large area of post-Roman Gaul, along with Belgica and parts of Germania.  Now, in their turn, they have suffered severe setbacks at the hands of a resurgence in Hun and Goth power.  The Franks are skilled in the arts of war, but one thing the Franks didn’t understand was how to set up a dynasty, and when their great king Clovis died in 511, the Kingdom was divided amongst his four sons.  This was a mistake, and the last year has seen much Frankish land fall to the Huns.  The Franks are now scattered, with the great cities like Lutetia Parisiorum (Paris*) and Turonum (Tours*) taken by Huns, and are trying to regroup and create some kind of resistance.

Maybe if they hadn’t been so arrogant towards the locals when they moved in, the Franks would have an easier time at this.  On the one hand, the Franks are dismayed at the lack of will in the native Gallo-Romans in taking up arms in their own defense.  On the other hand, they know that with the Gallo-Romans providing the labor, more Franks are freed up to be full time warriors.  Although they have adopted many of the ways of the Gallo-Romans, they remain a warrior people, with a tradition of horsemanship.

Their language is Germanic, although more and more are learning Latin, and a Germanized Latin-pidgin is becoming the language of choice.  Impressed by the dignity and splendor of the Roman gods, the Franks converted en masse some time ago, and have left behind the Germanic gods.

J. The Helveticans

Not a numerous people, the Helveticans are a Germanic-Celtic blend who have stayed out of everyone’s way up in Helvetica (present day Switzerland) which is divided between their lands, and those of the Savoy Elves, the Gnomes of Turicum (Zurich*) and the Rhaetian Dwarves.  The Helveticans were largely Romanized, they speak Latin and follow the Roman Pantheon, although they are somewhat more rustic in lifestyle.  The Helveticans lack a hereditary aristocracy.  They greatly admire individual effort, and select local leaders based on assemblies of clan and household representatives.  (This generally means male heads of households vote, but the occasional independent female head of a household is allowed a vote as well.)  They have no ruler, having tried the whole rule-by-local-warlord thing after the Fall of Rome, paying dearly for it, and deciding it wasn’t for them.  Now anyone who declares himself overlord of the Helveticans is ignored.

Many Helveticans have settled in Basilea, where they now give allegiance to a Dragon lord.

K. The Thuringians
One of the more “old fashioned” Germanic tribes, the Thuringians live in the southern area of Germania.  Their tribes were devastated by conflict with the Huns, who still plunder their way through Thuringia for time to time, for tribute, slaves, and fun.  Some of the Thuringians live a more advanced lifestyle in small towns and villages, with habits adopted from centuries of living on the Roman frontier.  Others live as nomadic wilderness hunter/gatherer tribes, from whence the occasional Barbarian appears.
Some Thuringians have settled in or near Basieal, the city of the Dragon.

L. The Santons
A sub-set of the Gallo-Romans, the Santons live along the Atlantic Coast of Gaul, between the Gironde estuary in the south and the wetlands of the Vendee in the north.  Most of them now cling to the northern side of this region, having been driven away from the lands near Burdigala (Bordeaux) by the depraved Aquilonian Visigoths.  The Gallo-Roman culture spans a continuum from “Gaul-Celtic” to “Roman” and the Santons, by virtue of living in a wet, coastal place the Romans had little direct interest in, are on the Celtic end, being the people closest in style to the original, pre-Roman Humans of Gaul.  Their homeland is one of swamps and forest- the land of this time has not had the drainage improvements seen in the modern world, and wetlands are far more extensive than they appear on modern maps.

It is said, also, that the Santons interbred with Atlantic Elves and carry much Elven blood.  It is strong enough to frequently produce “Half Elves” in families that have gone several generations without an Elf ancestor.  A few of the Elves still live in the wilds, allied with the Druids who lead the Santons, and acting as advisors.

They are a peaceful folk, but the Santons have not avoided conflict in the decades since the fall of Rome.  The Visigothic Orcs were brutal, and briefly occupied the cities of Santonum (Saintes*) and Iculisma (Angouleme*). Frankish warriors drove the Visigoths from Iculisma, and now they demand fealty from this city.  Santonum was evacuated by the Visigoths after repeated counter-attacks by the Santons.  Novioritum (Niort*), another town of significance, has seen its share of attacks but was never taken.

The Santon speak Latin, but have kept the Celtic Pantheon.

The Santon are led by a Druid-priestess, who is the Blue Lady, the High Priestess of Arduinna.   Like those who have held the post before, she stays on close terms with Elves, (those few remaining here) and Sylvan beings of all sorts.  Since the fall of Rome the Blue Ladies have stepped only reluctantly into the role of political leadership.  The dream is to build a peaceful society in harmony with nature and preserve the artistic, intellectual and esthetic heritage of the Elves, but the reality of conflict takes precedence.



M. The Slavs

The Slavs are a people of the great forests of the east.  They are primitive, and little is known of them.  They have their own language, and generally follow the Germanic Pantheon, although often substituting their own names.  Slavic contact with the west has frequently been in the form of captured Slavs being used as servants or slaves.  Traders who sail the Mare Balticum have contact with the more advanced Slavic tribes and clans, some of which have built trading towns along the eastern Baltic.
Slavic characters other than wizards cannot be literate in their native tongue.  In fact, no one can be literate in Slavic.  They have no written language.

N. The Scandians
The Scandians are Germanic tribes living in Scandinavia.  They are devoted to the Germanic Pantheon and speak only the Germanic language.  Many are quite primitive, and are sources of Barbarians. They vary in power and outlook- some are peaceful tribes, others are raiders and pirates.  Some cross into Europa to trade- they might trade one day, raid the next, depending on circumstances.  They have also been sold as slaves in the more civilized areas of Europe- frequently being captured and sold by rival tribes.

O. The Sweanni
A Germanic people, located in central Sweden, the Sweanni (there are numerous alternate spellings) are the most advanced of the Scandians.  They are also somewhat more settled in outlook than the other Scandians.  They have a city and temple complex at Uppsala.  (Not today’s Uppsala, which in this age is nearby and called Ostra Aros)  The Sweanni are even more religious than the Romans were- they frequently name their towns in honor of their gods, for example, Tors Hallar, (Torshalla*) meaning a place for sacrificing to Thor.  Their contact with other Europeans is typically as merchants, bringing exotic northern commodities (furs, ivory, alchemical ingredients).  They follow the Germanic Pantheon, and speak Germanic.  Some veteran traders speak Latin.


P. The Vascons

Destined to be known, one day, as the Basques.  This is an ancient and peculiarly stubborn culture, centered in what is now the north-central area of Spain.  The Vascons were defeated by the Romans in centuries past, but cut deals to maintain some independence, in return for allegiance, taxes, and soldiers.  In the time of the 512 AD campaign,  the Vascons have responded to the Roman collapse by aggressively securing their borders and fighting off several Visigothic Orc attempts to overwhelm them.  Several Orcish hordes, the Sueves and Vandals, tried, failed, and in the end bypassed the Vascons.  Their northern frontier is now the old Roman fortress and harbor at Lapurdum (Bayonne, France*).  Predictably, the Vascons are socially conservative, clannish, and suspicious towards outsiders.  The Vascons manage to hold on their own language, although many educated Vascons speak Latin as well.  Their Pantheon is a subject of some confusion- they have a Goddess-in-Chief called Mari, who is a nature Goddess in the Eostre/Artemis/Diana tradition, and may be the same as one or all of them, and a male Dragon-God  named Maju, who may be the same as Bahamut.

The Vascons have difficulty with their own political organization- several Vascon leaders title themselves “Duke of the Vascon” but they each have very little power, and the common folk generally ignore them.  Vascon leaders have problems raising taxes or forming armies- the people seem to be on the chaotic side.  Despite the internal rivalries the Vascon pull together rapidly and solidly in the face of external challenge.




2. The Kingdoms of the Elves

A. The Savoy Elves

More commonly referred to as the High Elves, except by other Elves, who find it arrogant that a group of Elves would identify themselves as “high” compared to the others.  But it is clear that these Elves, living in a mountain kingdom from Genuva (Geneva*) south to Gratianopolis (Grenoble), and even further south with small settlements in the Haute Alps, as far south as Gapencais (Gap*), which is a “trade town” open to settlement by humans and others- a rare thing for the Elves to manage.  The Savoy Elves try to live life to the Elven ideals of refined culture and esthetic contemplation.  They like exotic gardens, herbal tea, soft lighting, and Enya music.  They clearly consider themselves superior to any others, even other Elves.  Although they don’t hate Humans or Dwarves, they react to the idea of either walking unescorted through their cities sort of like someone with a tidy house full of spotless carpets and heirloom furniture would react to a large and wet dog walking into the living room.  Barbarian is a relative term to the Savoy- it encompasses just about everyone else.   They have a very long term view of things- to their leader, the Dauphin of the Savoy, the Roman Empire rose, prospered, expanded across a continent from Britain to Mesopotamia, and collapsed- all within his life time.  This leads them to extreme concern over the speed with which the other races, especially Humans and Orcs, do things.

B. The Ardennes Elves

The Ardennes Forest is the special preserve of the goddess Arduinna, who is an important deity for the Elves.  The Elves here consider themselves her “chosen” people.  The Ardennes Elves defend their homeland with vigor and violence, using the rough terrain and dense forests to their advantage.  They are the classic “Wild” or “Sylvan” Elves, preferring the primitive lifestyle.  They have fewer cities and major towns, and many live in small tree villages or temporary camps.  They have been known to be aggressive even towards friendly visitors, and many believe that by maintaining this aura of wildness and unpredictable, dangerous behavior they help keep their forest free of outsiders and their influences.  They do not want the civilization of Humans and others, and the formalities, vices, and material goods that goes with it.  Despite their relatively small numbers they have held their own against all who would invade the Ardennes.  Recently they have become tolerant of Human living along the fringes of their lands, refugees from the Huns, as long as its understood that the Humans will eventually leave.

C. The Veluwe Elves
The Veluwe Elves are an offshoot of the Ardennes, whom they consider relatives.  They have settled the forests on the eastern side of the Nethershires,  all the way into Germania.  They have a number of grand tree-top villages using trees grown to enormous size for this purpose.   As the ground below often soft and hazardous in this area, the Veluwe towns are difficult targets for conventional sieges.  Their position along the Rhenus (Rhine*) river brought them into conflict with the Romans, and later the Huns, who see the Veluwe as blocking the route from the Rhenus valley to the sea.  Over the years, the Veluwe made some accommodations with the Humans, allowing some traffic along the Rhenus through their domain, but the Orcs are another story.  Having previously lived a tribal lifestyle, they adopted the Roman idea of town living, and Rome helped build their river trade center of Noviomagus (Nijmegan*) for them.  Other Veluwe towns  include Vetera (Xanten),  Arenacum (Arnhem*), Appoldro (Apeldoorn), and Blariacum (Venlo).  As Elves go they are less reclusive than others, and more apt to absorb “outsider” influences.


D. The Atlantic Elves

This Elven tribe is a small one, consisting of a couple of islands off the west coast of Gaul, where a few hundred Elves live in a sort of miniature Elven kingdom, and a handful of tribes, clans, or even individuals living along the Atlantic Coast.  When Mankind was young, it is said, the Atlantic Elves lived in forest kingdoms from Armorica south the Pyrennes, but over the centuries, their realms have dwindled to almost nothing.  Of all the Elves, they are closest to the semi-mythical Sea Elves, who are rarely seen and said to be related to the Atlantic Elves.  Supposedly, before the rise of Rome, some Elves saw what the future held for humanity and didn’t like it.  They fled west, some departing in ships across the Atlantic, some becoming the Sea Elves, and those that decided at the last minute not to go becoming the Atlantic Elves.  Some intermixed with Humans, and largely vanished, although they contributed their Elven blood to the folk of the Santonum.

The Atlantic Elves have been quiet and reclusive for a long time.  They are skilled boatbuilders.  They are on good terms with the Selkies, and have a few other allies- the priestesses of Arduinna- but for the most part have avoided involvement in politics.

E. The Tarn Elves

These Elven clans broke from the Atlantic Elves centuries ago as the great republic of the Atlantic Elves dissolved.  They live in the southwest area of central Gaul, in scattered tribes in the wilderness with few permanent towns.  Living as hunter-gatherers with limited agriculture, they are close to the ideal of the “wood Elf” being clannish, parochial, and suspicious of outsiders, but their lack of power makes them less likely to behave aggressively than the Ardennes Elves.

F. The Boreal Elves

This is a little seen group of Elves adapted to the cold forests of the far north, where they have as series of small, isolated kingdoms.  One of these kingdoms, it is said, is the original homeland of all Elves, Alfheim.  They are the most pale skinned of all Elves, with hair that ranges from pale blond to white.   Alone among the Elves they have attached themselves to the Germanic Pantheon, as they consider themselves the special people of the god Frey, and do not think it is right to “move” Frey to another Pantheon merely to gain the favor of the Celtic Pantheon.

G. The Schwarzwald Elves

This is a group of Elves that live in the deepest forests of Germania.  Like the Tarn Elves, they scattered in small groups with few permanent towns or villages.  They are even more scattered now than they were in centuries past, because of the disruptions caused by Huns, Goths, and various Germanics.  They are fairly open to cooperating with other races, and have become allies of Basilea, and some Germanic tribes.  They see this as vital to preserving a future.

3. The Kingdoms of the Dwarves

A. The Massif Dwarves

The Dwarfs living in the highlands of south-central Gaul are the Massif Dwarves, the strongest and most important of the Dwarven kingdoms.  Their cities include their capital Avernis(Clairmont*) Vipiacus (Vichy*) Ricomagus (Riom*), Tigernum (Thiers) Icciodorensis (Issoire) and  Mons Lucia(Montlucon*).  Vipiacus has become home to many Humans who accept Dwarven rule and protection, while the more “central” cities here tend to be strictly Dwarf.  The Massif Dwarves were willing and cheerful participants in the Roman Empire.  The Romans were into strict organization and held engineering and construction in high regard- how could Dwarves not love them?  The Massif dwarves still hold to the Roman ways of doing things, for example, in the organization of their military.  They speak Latin, and follow the Roman

B. The Rhaetian Dwarves

Like the Massif Dwarves, the Rhaetian Dwarves adapted rather well to the Empire, and they consider the Massif Dwarves brothers.  Due to the changing times, their isn’t nearly as much contact as their used to be.  The Rhaetians have held their lands as a fortified frontier against Germanic and Orcish invaders for centuries and are tough, stubborn fighters.
Their territory is mountainous, to the east of Turicum and Helvetica, and includes the cities of Constantia (Konstanz*) and Veldidena (Innsbruck).  The region has a lot of mountain roads, bridges and tunnels built by the Dwarves under contract to the Empire.  These are marvels of Dwarven engineering.  The Rhaetians are true “mountain” dwarves, working a  landscape far more mountainous than the Massif Dwarves.  Their structures often deep into the mountains themselves.  It is rumored that the Rhaetian dwarves explore deep beneath the earth, into cavernous reaches never shared with their Roman allies.  They speak Latin, but with a strong Old Dwarven accent and idiom, with many names and words that sound Germanic.  Their pantheon is Roman.




C. The Mimigernaford Dwarves
This is a relatively small population of Dwarves, just one settlement.  These Dwarves are believed to be related to the Northern Dwarves, not the Massif Dwarves.  Arriving several centuries ago, they allied with Rome and became  sort of “lost garrison” of Dwarves.  Mimigernaford (Muenster*) was first a “forward outpost” for Rome, well beyond the Rhenus (Rhine) held by a force of Dwarves.  Later unwilling to leave their stronghold, the Dwarves allied with the Franks when the Franks were in the area, and stayed behind when the Franks moved west.  Now they are isolated, cut off from just about everyone, although they have occasional contact with the Firsians and Saxons to their north.  Mimigernaford has less than five hundred dwarves, but they are well fortified, resolute fighters and refuse to abandon their post.  They are known for stubbornness.  Unlike the Massif and Rhaetian Dwarves they follow the Germanic Pantheon.

D. The Northern and Dwarves
Little is known of the Dwarves of Scandia, who in general do not establish themselves on the surface of the Earth.  They are thought to have a handful of mountain fortresses captained by mighty Dwarf-Lords, on remote peaks which some explorers of the northlands claim to have visited.  Wherever these are, sometimes these dwarves have appeared in the West, arriving as travelers, explorers, adventurers, or on errands of importance to their communities.  These Dwarves all speak Germanic and follow the Germanic pantheon- in fact, they believe that in the past their people have interacted with the Germanic pantheon on a personal level.  (They are always fond of the story of Brisingamen- and many Dwarves claim descent from the jewelers who created this masterpiece!)  They look upon their southern cousins as something in between Dwarves and Men, having left true Dwarf-ness behind when they chose to be surface dwellers and follow the ways and gods of the Romans.

E.   The Alpine Dwarves
Once considered the western branch of the Rhaetian Dwarves, the Alpine Dwarves built great mountain cities south and east of the mighty Materhorn.  Now, they have left behind empty cities like Brigantium (Briancon) and Praetoria (Aosta) but they are gone.  Some small clans, families, and even isolated individuals claim to be left over from the Alpine Dwarves but have shared no knowledge of the fate of their kin.

4. Other Peoples of Europa

A. The Gnomes of Turicum

The Gnomish State is centered on the city of Turicum(Zurich*), in the Alps.  The Romans called the place Turicum, but it is becoming better known by the Gnomish name, Zurich.  Technically, they are the most advanced culture in the West.   Gnomish craftsman create such things as Cuckoo Clocks, and the remarkable Gnomish Army Knife, a dagger with a number of useful tools which fold out of the hilt (treated as a Thieve’s kit).  Financially they are adept as well.  They were recruited by the Roman Empire to run the money system, overseeing the minting of coins, and ensuring that no matter where one went in the Empire, coinage was the same.  With the Romans gone, the successors, even the Orcs, recognize the need for this, and the Gnomes of Zurich maintain their position as the lords of all things financial.  This is where most coins actually come from. They also arrange loans.  Unless a person is very rich, working directly with the Gnome financiers is impossible- they prefer to deal with kingdoms, or great houses.  The Gnomes believe (and they are probably right) that without this centralized control, whatever remains of the post-Roman economic system will come crashing down and everyone will revert to a barter system as each locality finds itself unable to trust the coinage of any other.  The Gnomish concern for a stable economy is so strong that they will readily hire assassins to deal with counterfeiters, scammer, or cheaters who would devalue currency.  Gnomish wizards dedicate their magic to rooting out such tricks.  More than a few times, a wizard who thought to craft some fake gold pieces with a simple illusion or two has discovered a poison dagger inserted between his ribs.   Don’t mess with the Gnomes of Zurich.

The Gnomes follow the Roman Pantheon, with Mercury as a particularly important patron.  They speak the original Gnomish language which is a dialect of Germanic, but almost all Gnomes speak Latin as well, and most speak at least one more language.

B. The Theocracy of Arras

The Clerics of Rome maintain several substantial holdings over which they are sovereign.  Portions of Rome itself and the surrounding countryside make up the largest, but in the north, Arras is the most significant.  This small region is dominated by Nemeton, the City of Temples, most of which were built at the height of Roman power.  The clerics here are the government and rule directly.  The people are of Gallo-Roman heritage, with a number of others mixed in- converts, pilgrims who decided to stay, etc, but almost exclusively Human.   Naturally all follow the Roman Pantheon, and Latin is the language.

C. The Halfling Nethershires

It’s not entirely coincidental that the Halflings have built their civilization here, on the western shores of the Netherlands* and north west Belguim*.  The ground is very soft in many areas, and the foes of the Halflings- generally larger and heavier- tend to bog down, especially when repeated activity or passage has turned the ground to muck.  With their smaller bodies and wide, hairy bare feet, the Halflings can move easily across the soft ground and run rings around opponents.

Halflings have a society dedicated to that which is truly important:  living well, with abundant food and comfortable homes.  They are able craftsmen and the finest farmers in the West.  Or the East, probably.
They have genuine democratic institutions, although voting is limited to householders, or family heads.  A layered system of local and regional elected governments takes care of public needs.

Over the past century, a number of Humans, mostly Angeln but some Frisian, have settled in the major cities of the Nethershires.  Halflings are suspicious of the big folk, but enjoy the addition of the big folk to their defenses.  Also, the Humans tend to be sea-farers, a trade in which the Halflings don’t compete.  With Humans providing the shipping, markets for Halfling crafts and produce has increased.


D. Basilea, City State of Dragons
Humans, Elves, Gnomes, and even a few Dwarves all live in Basilea and the surrounding countryside of this city-state, but the most notable residents are Dragons.  Most of the humans belong to one of several Germanic tribes, the Allemani being the most important.   The city was under Roman rule until the middle of the last century.  Under the Romans, it was a major transit point along the Rhenus (Rhine*) River.  With the Romans depleted by the wars against the Hunnish Orcs, the Allemani, a Germanic tribe, took over.  There was a terrible battle in the city, but it was settled by a Dragon, who lived in the highlands south of Basilea.  The Dragon had been friend and ally to the folk of the town for centuries.  The Dragon was a great lover of knowledge, and enjoyed the come and go of people in the town, with opportunities to question them, listen to their tales, and above all, collect books, for the Dragon was a great lover of books, and its treasure trove included hundreds of them.  Concerned that the fight between Romans and Germans would wear down both to the point where neither could stop the rising Hun and Goth powers, and its beloved Basilea would be lost, the Dragon took over, and without real opposition declared itself in charge.   The Dragon also brought in friends and family, and now some two dozen Dragons live in and rule the city-state.

Basilea is a city-state of mixed Germanic and Roman language and Pantheon.

E. The Centaurs
Although tribes of Centaurs can be found in the wilderness from the Atlantic to the far shores of the Black Sea, one area in particular was given over to them by the Romans, in return for their assistance to the Empire in its years of peril.  For their part, the Centaurs had no great allegiance to Rome but many offered their service for money, or later, because they saw that a Roman Empire was at least better than what might replace it.

This refuge of the Centaurs still exists, on west coast of Gaul, south of the  Liger (Loire) river and north of the Vendee, from the Atlantic coast to near the city of Limonum (Poiters*).
Due to their free spirits and obvious physical considerations, Centaurs generally do not fit well into a settled lifestyle.  Now and then they have lived in an around rural Human, Elven, or other settlements, trading labor for the fruits of civilization, and in the past they fielded some impressive troops for the Roman army.  Wherever they blend with humans, Centaurs have hated the comparison with horses.  They have become extremely sensitive to this- suggesting that a Centaur pull a plow or wagon, or act as a mount, will put one on really bad terms with that Centaur.  Suggesting that a Centaur might find a Horse physically attractive (“from the back, I mean”) will earn a swift and angry response.  Centaur soldiers insist they are not Cavalry, they do not ride mounts, so they are more accurately described as very fast heavy infantry.  Despite all this effort to distance themselves from Horses, they hold the goddess Epona in high regard.  Like people everywhere, Centaurs are sometimes inconsistent.

Centaurs are all multi-lingual, having a natural talent for languages.  Among themselves their speech frequently wanders between different tongues.  They speak Latin, and the Sylvan tongue, and surprisingly, Greek, even though only a handful of the Centaurs in Gaul have ever been anywhere in the Greek speaking world.

F. Lucimburuc
This secluded and unusual principality is peopled largely be Were-folk of all sorts, it is a haven for them.  Although Lore speaks mostly of the Werewolves, Bears, Boars and Rats, those in the know are aware that there are many more:  Were-Swans, Were-Foxes, Were-Hedgehogs, Badgers, Cats, and others.  Despite great differences in temperament they have much in common with each other and manage to get along well enough here.  Sort of.  The Were-folk say that the Bears, strongest of their kind, keep the less good inclined members in line.
Humans live here as well, mostly Celtic folk who have been only slightly Romanized.  The Humans here are immune to the bite of Weres.  (It’s well known, though, that only a few, the strongest Weres can pass along Lycanthropy)
Lucimburuc’s civilization is not well defined or developed- the Animal nature keeps getting in the way.  They have Castrum Lucimburuc, a fortress, and some other towns, all built by Humans, and some scattered villages of primitive appearance.  Roads here are very poor.  The Language here is Latin, but the Pantheon is Celtic, with Artio, Cerrunos, and Arduinna being the most favored.


G. The Selkies
Somewhere between Human and Seal, with a good helping of Fey, the Selkie are shapechangers but not Lycanthropes.  Selkies consider Humans and Seals both to be parts of their heritage- and they may mate with either, leading to interesting relationships in coastal communities where a Human with Selkie blood might be related by blood to some local seals.  The Selkie live in very mobile, every changing semi-nomadic tribes that frequently exchange members.  The Selkie tribe that frequents the southwest coast of Hibernia, for example, will usually be found scattered across that area, but individuals of that tribe may wind up living with the Selkies that are found along the north coast of Armorica, or the Skaggerak tribe, or another tribe.  The Selkie are not great in number, and are generally on good terms with coast dwelling humans as long as those Humans are responsible, respectful stewards of the marine environment.  They are therefore generally well disposed towards Druids who lean towards the water environment.  Naturally, Selkies are not friendly towards Humans who engage in sealing, if that sealing affects “their” seals.  (Selkie do not feel an attachment to all seals, just as humans do not get emotional over hunting of any primate.  They have specific, chosen seal herds.)  Selkie have no organized political groups.  They speak the Celtic tongue and their priests, always Druids, follow the Celtic Pantheon, although typically only the Sea god is of interest to them.

E.   The Aquans
These folk number only a few hundred and have no sovereign territories of their own, living in small communities in the Rhone valley, currently under the domination of the Ostrogoths.  They are all the descendants of fey water-spirits, possibly nereids, and some trace their origins to nymphs captured by a Roman general some five centuries ago and forced into service as a harem for his officers.  They are human in appearance, known for smooth features and attachment to water.  They have some other traits that mark them as touched by bloodlines of the Fey, as well as the Elemental Plane of Water.

F.   Half Orcs
Orcs and Humans can produce hybrid offspring, but neither Human nor Orc find mates of the other species appealing.  Half Orcs are therefore unusual.  Half Orcs have no society of their own, and tend to be regarded poorly by both Humans and Orcs.  On the other hand, to a Human, they are not quite as bad as an Orc, and to an Orc, not quite as bad as a Human, and so a few Half Orcs become go betweens, becoming merchants or taking up other careers where the ability to move through both societies is an asset.

G.   Mongrelfolk
The wretched Mongrelfolk are likely a “mutt” species, part Orc, part Dwarf, part Human, and with who knows what else thrown into the mix.  There aren’t many, and wherever they go they are poorly treated.  As a result, they are a suspicious and insular folk and no one knows much about them.  They tend to be opportunists, moving equally well in Human and Orc cultures, due to the fact that they are equally disliked.

H. The Qullan
These little known tribes seen in the area of north eastern Germania are descended from Slavs, but they have become chaos-touched.  They are no longer entirely human, and encounters with them are usually violent.

I. Others
There are many minor peoples, often few in number, such as the Treants, the Merfolk, and others.

5. Orcs


A. The Huns

The Hunnic Orcs came out of the centuries ago, but for many years made little headway against the Romans.  Their great leader Attila unified them and brought them to the brink of overthrowing the Empire.  Attila is gone, but his grandson Zeodreeg now rules a coalition of warlords.  Between 493 and 511 AD, by sheer weight of numbers and warlike ferocity they have taken almost the whole of the Rhineland, and broke through into northern Gaul, defeating the Franks, taking Lutetia Parisiorum and pressing almost to the Mare Atlanticum.

There are genuine differences in culture among the various groups of Orcs.  The Huns are the more warlike, quicker to attack, fielding well organized very mobile armies.  They find some of the Gothic habits disturbing- Huns rarely become necromancers, and while a Goth High Priest might surround himself with an Undead bodyguard, the Huns would consider such a thing horrific.

But don’t consider this a saving grace- the Huns have their own brands of evil.  They delight in public displays of savagery.  Hun warriors impress cheering crowds of their followers by beating captives to death for sport (simple beheadings would be over far too quickly).

Like the other Orc groups, Hunnish success is based on their learning to exploit, and not merely to conquer.  Orcs are particularly bad farmers, as threats and violence are not good ways to increase the yield of a chicken coop or an acre of grain.  But, threats and violence can be used to keep Human farmers in line.  By accepting the value of their subjects, controlling and exploiting them rather than simply killing or driving them out, the Huns prosper.

B. The Geats

Of the major nations of Orcs, the Geats are the weakest.  On the other hand, they are the only ones not have invaded former Roman territory, so their challenges are somewhat less.  Currently they occupy mainland Denmark, and influence areas in mainland Germany.  Geat mastery over monsters is fearsome and legendary.  Their numbers include a great many Gnoll tribes.

C. The Ostrogoths

The most powerful of the Orcish nations, and the one that directly overthrew the Roman Empire.  Other Orcs think the Ostrogoths are “going soft” and getting too used to the wealth and easy living in the ashes  of the Roman Empire.  They command a region incorporating all of Italia.  Many of the Ostrogoth lords have grown fond of “Human” ways, enjoying the fruits of Human civilization.  The wisest of the Ostrogoths have even realized that it is better to rule a wealthy kingdom than merely destroy and loot.  They have Human advisors, and have often come to some arrangements with the social and power structures they found.  Other Orcs despise them for this.  The Ostrogoths, for example, have found it expedient to tolerate the existence of the Assassin’s guilds as long as they don’t step out of bounds and act with reasonable loyalty.  They allow merchants to come and go- at least those merchants who have purchased the pricey “writs of passage”.  They allow Humans to maintain order in their quarters in towns and cities, etc etc.
On the other hand, they are still Orcs.  They callous, uncaring, cruel, and jealous rulers concerned only with their own power.  If they tolerate you, it is only because they consider you helpful to their plans.


D.  The Visigoths
The Visigoths actually arrived in the West before the Ostrogoths.  The on-and-off battles with Roman Empire drained them as it did the Romans, and their dreams of conquering Gaul were ended by the Franks, who pushed them south.  The Visigoths hold Aquitaine, which is the region around Burdigala (Bordeaux*), the southern area of Gaul, and the Rhone river valet,  and much of Hispaniola.  The Aquitaine kingdom is ruled by the Visigoth necromancer-wizard Iazyag and is known for wickedness and horror extreme even by Orcish scales.  Most Orcs are not comfortable around the undead. They regard this as depraved.
In Hispaniola, the Visigothic kingdom is ruled from Toletum (Toledo*) but it has devolved into a group of feuding sub-kingdoms, paying only minimal attention and loyalty to their overlord.  Most of Hispaniola is now lawless land, under the control of no one.  The Orcs here are as opportunistic as any Humans in similar circumstances would be.

IV.  Pantheons

There are three major Pantheons, which are groups of deities.  There is a lot of confusion surrounding the relationship of these pantheons to each other.  How is their power related to the numbers of followers in the World?  What do they think of each other, on a peer to peer level?  How is it that some deities seem to belong to more than one Pantheon?  The Deities are not telling, and appear to be leaving it up to their clerics to sort out all the details.

12 important deities are listed for each pantheon below.  There are others, but these descriptions sum up the most important ones.

1. The Roman Pantheon:

Masters of power and organization, and the self-described inspirations of “high civilization”, the Roman Pantheon believes in large, well established clerical organizations- but they are, still, a passionate bunch of deities.  With their civilization in sharp decline, the Roman Pantheon is at a cross-roads: one the one hand, their power is much diminished, but on the other, the political chaos, and the arrival of so many newcomers, means new opportunities for expansion.   The Romans believe in the domination of Man over Nature- they have no Druids.

A. Jupiter, the Father of the Gods.  The very name comes from the Latinized Greek Zeus-Pater:  Zeus, the Father.  Jupiter’s Clerics seek political and social dominance.  They feel that as representatives of the chief of the gods, it is their role to be the dominant sect, even if as individuals they may be less powerful than a cleric sworn to another deity.  Jupiter’s clerics are less concerned with helping the poor and more concerned with advising and supporting (and when possible, directing) political leaders.  A cleric of Jupiter wants his temple in the heart of the city, as big and glorious as possible, and he will endeavor to be the cleric of choice for the local leadership.  Jupiter’s Domains are Strength, Air, Law, and Domination*,.  His weapon is the javelin (thrown spear).

*Domains not found in the core documents.

B. Juno, Queen of Heaven.  Divine patron of women, and particularly effective in responding to requests for vengeance against unfaithful husbands.  She is the goddess of marriage and hence it is considered good luck to marry in the month named in her honor.  Also deals with fertility and home security issues.  Juno’s Domains are Healing, Law, Pride* and Family*   Her weapon is the bow.

C. Apollo, God of the Sun.   Some of the Celts accept him as a Celtic Deity, under the name Belenus.  Apollo is considered an all around nice god and friend to mankind.  He is patron of Bards and said to be the inventor of the Lyre.  His Domains are Protection, Good, Sun, and Fire.   His weapon is the bow.


D. Mercury, the Winged God.  A mere messenger in his Greek days, as a Roman deity Mercury has grown to be the God of Commerce, patron of travelers, merchants, and thieves.  Mercury’s Domains are Travel, Luck, Trickery, and Celerity*.  His weapon is the dagger and the rapier.

E. Minerva, the Goddess of Wisdom.  Called Athena by the Greeks.  Minerva’s Domains are Knowledge, Mind*, Mysticism*, and Planning* .  Her weapon is the sword.

F. Mars, the Red God, God of War.   Your typical type_A personality aggressive war god.  The Domains of Mars are Destruction, Strength, War, and Courage*  His weapon is the sword.

G. Venus, Goddess of Love.  This goddess is not considered one of the “stronger” deities but is very popular.  She rules over all matters of the heart and this is very, very important to people.  Venus tends toward small, dispersed temples where her priestesses act as advisors, counselors, and matchmakers for people seeking romance.  Far from being a completely benign goddess, Venus rules over the extremes of passion as well, as her influence can lead to bliss, or to jealousy and betrayal.   Her Domains are Luck, Charm, Lust, and Envy. Her weapon is… well, the weapon she would use in battle is the staff, but Venus has generally managed to evade physical confrontation, and expects her clerics to do so as well.  On the other hand, she has a son, Cupid, who’s arrows are legendary.

H. Ceres, The Goddess of Agriculture.  While most of the “adventurer” sorts rarely have use for a goddess of agriculture, the common folk of the world consider her, like Venus, to be very important.  This is because most of the people of the world are concerned with questions like “Where can I find true love?” and “What’s to eat?” instead of “How many experience points can I get?”.  Ceres is so popular that all grain is called “Cereal” in her honor.  Ceres has a special contingent of Nature Spirits in her service- the Grain Nymphs, the only nature spirits attached to farmed, rather than “natural” landscapes.  The Grain Nymphs, kind of sort of, are to fields of wheat, rye, and barley what a Dryad is to an oak tree.  Shrines to Ceres tend to be small, but they are common.   Her weapon is any agricultural tool in use as a weapon- the Scythe is common.  Her Domains are Plant, Community*

I. Pluto, Master of the Underworld.  Seems to be the god of death by default, as a result of a bad real estate deal that gave brothers Jupiter and Neptune the sky and sea.  Pluto got the underworld, and is therefore lord of the dead as well as wealth, for silver, gold, and gems are considered to originate from the underworld.  Clerics of Pluto don’t necessarily seek to cause death, just to bring the proper respect and ritual to death and the dead.  His Domains are Earth, Death, Undeath*, and Wealth*  His Weapon is the Axe.

J. Neptune is the Roman god of the sea.  He has grown mightily in power at the expense of the Celtic sea god.  In fact, even among Celts, the image of the sea god is coming to be a white haired, bearded king with a golden trident.  All those who follow the Roman pantheon and travel the sea pay him homage, as do many others.  Neptune’s weapon is the trident, and his Domains are Water, Luck, Storm*, and Ocean*.

K. Diana   Moon Goddess, goddess of the hunt, of the forest, her cult is old and very strong, and run by priestesses who do not admit men into their order.  Diana has different names and different forms in different pantheons, and her followers across the different pantheons, although they might vary greatly in style and outlook, are generally cooperative.  In her Roman Aspect her Domains are Animal, Plant, Travel, and Moon*.   Her Weapon is the bow.

L.    Vulcan, The Lame God, The Smith God.  Vulcan is known among the Germanics, where he is Volsund, and in some Celtic areas, where he is Weyland.  To the Greeks, he is Hephaestus.  Dwarves especially revere him, and many believe he created the original Dwarves as his helpers.  He is generally depicted as short, ugly, strong, and working in an underground forge- the archetypical Dwarf.  Human, Gnome, and Halfling smiths also hold Vulcan in high regard, although away from Dwarven society he rarely has enough of a devoted following to warrant more than a small temple or statue or two.  Towns near to volcanoes might honor him to prevent being destroyed in one of Vulcan’s bad moods.  Vulcan forges the weapons and armor of the gods. He is also an Earth god, with powers over volcanoes.   Vulcan’s Domains are Fire, Earth, Metal, and Craft/Artifice.


2.  The Celtic Pantheon

These deities tend to more “rough” and nature oriented than the civilized gods of the Romans.  Grand temples and marble columns do not impress them as much as the raw quality of their worshippers.  Their places of worship are often natural features, or rings of standing stones.  Their portfolios tend to be less organized as well, and many tend to more abstract, mystical concepts than other deities.  Generally, they have druids, and not clerics, as their representatives, although there are Celtic Clerics among the Elves and a few others.  The Celtic Pantheon has not faired well against the Roman Pantheon over the centuries, and its area of influence has contracted.  The Celtic Deities have fewer blood ties between them than the other Pantheons.  There are many minor deities, and a number of them are connected to specific natural features.  A river will frequently have an associated river-deity, for example.  The power of these minor nature deities is very limited and they rarely have their own Druids or Clerics, although someone who decides to live out his or her life in one place may elect to serve one of these nature deities.


A.      Epona, Goddess of Horses, The Bringer of Dreams.  She has “crossed over” into the Roman Pantheon in a limited way, as Roman cavalrymen, impressed by the fact that the Celts even had a Horse Goddess, adopted her as one of their own.  She is, to some Gallo-Romans, a patron of cavalry (they ignore her more mystic sides).  By all Romans without a direct interest in Horses, she is rejected as a “foreign” goddess.  To Celts, she is the Goddess of Horses, and also a mystic goddess of the subconscious.  Her Domains are Horse (a custom Domain for this campaign) Travel, Dreams* and Mysticism*.  Roman clerics of Epona, generally, have access only to the first two Domains.  Her Weapon is the Lance.

B.      Lugh, The Light, God of the Sun and Sky.    One hot deity, widely worshipped, but recently getting shafted, in a divine kind of way.  It is said that he was once worshipped by Germanics as well, and from him they take their word for sky, but he has been forgotten by him.  He is also the patron of Lugdumum (Lyon*) but has been cast aside their as well.  Is it any wonder he’s a bit cranky for a sun god?  The Druids of Armorica and elsewhere, at least, still honor him.   Lugh’s domains are Sun (figures) Air, Travel, and Glory*.  His weapon is the sword.

C.      Ogmios, The Old One, God of Knowledge and Magic  Patron of scholars, bards, and wizards, master of eloquence and poetry, inventor of writing, keeper of lore, etcetera etcetera.   His weapons are the bow and the staff.   Appears as a bald old man dressed in a lion skin.   His Domains are Knowledge, Magic, Mentalism*, and Planning*.

D.      Tuetates, The Bloody God, God of War.  To the Celts, the God of War represents its nasty side.  Tuetates is all about the blood, violence, and destruction.  He is an evil god, but his representatives are not necessarily evil- even a lawful good cleric might feel it necessary to appease and honor the awful god of war, for the greater good, of course.  His Domains are Chaos, War, Destruction, and Evil.  His weapon is the flail.

E.      Borvo, AKA Belenus, The God of Springs and Healing.   The protector and patron of Hot Springs, where he is worshipped.  His Domains are Healing, Good, Fire, and Water.  Many believe Belenus to be the same deity as the Romans' Apollo.

F.      Artio- The Bear Goddess, Goddess of Beasts   Revered by many “natural” lycanthropes.  Artio is patroness of all those who spend considerable time in animal form.  (Of course, this includes animals)  Her Domains are Animal, Strength, Courage* and Celerity*

G.     Rosemerta, the Good Provider, Goddess of Prosperity and Abundance Rosemerta is patroness of the Halflings, and others who seek a life of peace, hard work in agriculture, and prosperity.  Her Domains are Protection, Good, Community* and Family*

H.      Sucellus, the Hammer God, the Good Striker, God of Good Fortune    His Weapon is the War Hammer.  His Domains are Good, Luck, Law, and Wealth*.

I.         Nishallania, the God of the Oceans.  Patron of sea travelers- not that the Celts have many.  He has coastal temples in  several areas, and he is also the deity of the Selkies.

J.       Cerrunos, the Horned God, God of Vitality.  He is the male nature divinity, the embodiment of the raw energy, passion, and virility of nature.  Cerrunos has no use for clerics, his representatives are Druids only.  His Domains are Animal, Earth,  Strength, and Lust*.  His weapon is any natural weapon.

K.      Esus- The God of Commerce and Wealth.  Esus has a very limited following, mostly due to the fact that in most major centers of commerce, the Celtic Gods have long lost out to the Romans.   His Domains are Luck, Community*, Trade* and Wealth*

L.       Arduinna- the Goddess of the Hunt.  Without a doubt this is Diana, the same Goddess as in the Roman Pantheon.  (And the Greek Artemis)  Even many Germanics pay her respect.  Despite an overall suspicion, even hostility, between the representatives of the two Pantheons, there is no conflict at all between the Clerics of the Roman Dianna, and the Druids of the Celtic Arduinna (in both cases, almost always priestesses).  In fact, the two openly cooperate.  But there is no record of which Pantheon had her first.  Some say that there is far more to this, and that Arduinna is a primal, female nature goddess who was around from the beginning of both Pantheons, and that her cult of priestesses is something beyond and apart from the followers of the other deities. As Diana, she is worshipped in impressive urban temples in the Roman style, while Arduinna’s most powerful priestesses set themselves apart, maintaining wilderness strongholds and answering to no authority save their own order.   Her Domains are Plant, Animal, Travel, and Courage*.

3  The Germanic Pantheon

The Germanic deities expect their clerics to be people of action.  Their places of worship are often rough and simple, although more advanced than the Celtic style, but they don’t usually expect the clerics to hang around and deal with daily rituals.  They expect leadership by example, spreading wisdom from the front.  As a result, all Germanic Clerics (but not Druids) can multi-class with no penalties provided their keep their Knowledge scores at least equal to their level.   Some of the names of the deities vary by location, with the people of Scandinavia using the variant usually more familiar to Americans.


A.      Woden (Odin), The All-Father.  Know him, love him, the old bearded one guy who hung on the World Ash for nine days yada yada yada.  Woden is by far the most popular god for the Germanics, who named Wednesday for him.  Woden’s Domains are   His weapon is the spear.  Any cleric of Woden gains Weapon Focus with the Thrown Spear as a bonus feat.

B.      Donner (Thor), the Thunder God.  Called Thor in the north, this is the blond haired, hammer wielding, monster slaying Thunder god all the Germanics know and love.  Thor’s clerics are second most numerous after Odin.  Thor requires bravery of his clerics- they must take at least one level in fighter for every three levels they gain in Cleric.  With his first level of fighter, a cleric of Thor gains the Feat Weapon Finesse with the throwing hammer.   Thor’s weapon is the hammer, naturally, whether swung or thrown, and his Domains are Air, Storm, Strength, and Courage.


C.      Loki, the Trickster God     Loki seems hostile to the other Germanic deities, and can never be trusted- but his skills have aided the others just often enough for his presence to be tolerated, even though it is foretold that he will one day side with the enemies of Asgard.  Loki is said to respond to those neglected by the other deities, and so his followers are people driven to desperation.  As Loki is not trusted, he has no overt cult.  His temples are hidden away, his clerics often working in secret.  Loki’s Domains are Trickery, Evil, Fire, and Luck.  His weapon is the Flail.

D.   Tiw, God of Law and Courage.  Called Tyr in the North, the god who gave us Tiwsday upholds courage, honor,  responsibility and all those lawful yet macho ideals of Germanic manhood.  His weapon is the battle axe.  Tiw is more strict about honor than most Germanic gods, and his clerics must be Lawful Good or Lawful Neutral, and stay true.  As long as they are, they get a +1 divine bonus to saves vs. Fear.    Tyr’s Domains are Law, Protection, Good, and War.

E.      Frey, the God of Sunshine and the Elves.  Creator of the first home of the Elves (Alfheim, which, according to the Elves, still exists in the far north) and beloved by them- in this role he is accepted into the Celtic Pantheon in addition to the Germanic.  His clerics are Elves, and also Germanics some of whom are impressed with Elves, and some of whom revere Frey for his other elements.  He is the God of Fair Weather- he brings the sunshine while Thor brings the storms.  Frey’s Domains are Sun, Travel, Air, and Elf*  Also goes by the name of Ingui, and in this Aspect he is patron of the Angeln people.  His weapon is the Sword.

F.    Phol (Balder)  the Glorious and Bright, the God of Tears, God of Peace and Joy.  By some accounts dead, but still revered by many, and still able to exercise the powers of a god and still said to dwell in his house Bredablik (said to have a silver roof, upheld by golden pillars) with his wife Nanna.  Phol is the son of Woden and Frigg, and requires his clerics to be Good.  A pacifist god, his weapon is the staff.  His Domains are Good, Protection, Renewal* and Glory*.

G. Wuldor/(Ullr)   Son of Donner and his wife Sif, The Hunter God.  Ruler of Asgard while Odin was in exile.  Supposedly invented skiing. Very widely worshipped, especially in the North.   His weapon is the bow, and his Domains are Cold, Travel, Magic, Law.

H. Freyja, the Fair One, the Goddess of Beauty.  A passionate being who is at the same time a goddess of love and war, (and a sorceress too, what a package!) Freyja is queen of the Valkyries and commands half of the warriors of Asgard- perhaps the Germanic way of acknowledging that half of their warrior bravado is really just to impress the ladies.   She is patroness of the Frisians, who call her Friia, and are named in her honor.   Her Domains are Magic, War, Courage* and Lust* , and her weapon is the broadsword.


I. Forseti, The Presiding One, God of Justice.  Son of Phol and Nanna, who settles all disputes from his throne in the silver and gold palace of Glitnir.  His Weapon is the Mace, and his Domains are Law, Community*, Good, and Knowledge.  He is well known to the Danes and even more so to the Frisians, who consider the Island of Helgoland his holy place.

J. Njord, the Sea God.  A master of raw elemental power, his Domains are Air, Earth, Fire, and Water, and he seems to be associated not only with the oceans but with nature in general in its active, destructive, and powerful aspects. His Weapon is the spear.


K. Frigga, Woden’s Wife, Queen of Asgard.  Domains are Protection, Creation*, Community*, Nobility*.  Patron of households and women, but not nearly as vengeful or vindictive as her Roman counterpart Hera, possibly because Odin doesn’t cheat as much and possibly because the position of women in general among the Germanics is higher than it was among the Romans.  Her clerics try to bring about peace and cooperation between clans and tribes.  Her Weapon is the Halberd.

M.      Eostre, the Goddess of Spring.  Also called Ostara, this is an old, old goddess- some say she is a force of primal creation from before the time of the Germanic deities.  This may be true- she was called Ashtart by Egyptians and Phoenicians, and Ishtar by the Babylonians.  Eostre is the only Germanic deity the Angelns seem to have brought with them to Britain, where her Spring Festival is an important event.  Here, she has become another “crossover” deity, welcomed into the Celtic Pantheon.  Her Domains are Plant, Heal, Sun* and Renewal*.   Despite Eostre being associated with the Sun and the others the Moon, many have noticed similarities between Eostre, and  Diana and Arduinna, also goddesses who seem to pre-date the rest of their Pantheons, and it is suggested by some that Eostre is yet another aspect of the same being.   This would account for the apparent harmony between the cult of Eostre and those of Artemis and Diana.  Eostre supports either Druids, in the Celtic fashion, or Clerics, in the Roman fashion, but not both in the same area.  Eostre’s supreme representative is an old Druid priestess in Denmark, who commands an order of Druid priestesses often seen to be in cooperation with those of Arduinna and Diana.  The Angeln representatives of Eostre, on the other hand, are Clerics.


One important point is that within a Pantheon, each has a place and a role, and alignment differences are not enough to warrant an internal battle.  Take the case of the Romans- there is no doubt that Pluto is an evil god with purposes frequently in conflict with the others, yet his role is important and Pluto is not “cast out”.  Pluto has a role *within* and not *against* the people of the Roman Pantheon- he is God of Death, but he is their God of Death, and the idea of Pluto conspiring is destroy a Roman Pantheon people is therefore absurd.  As a result, the gods are not so picky about the alignment of their clerics, as long as those clerics can carry out their functions.  A Cleric of Pluto may be an evil necromancer, carried away with the power over undead servants, or may be a gentle and kind funeral director seeking to give the dead their due respect and ease the pain of survivors.  On the other hand, it may be hard to see how a Chaotic Evil cleric could serve the ends of Rosemerta, the Good Provider, Celtic and Halfling Goddess of Abundance and Prosperity.

The Orcs, and their allies, have a sort of fourth Pantheon, which is called by various names, The Infernal Powers, the Powers of Darkness, the Fallen, etc.  This refers to the huge range of powerful entities of the Lower Planes, demons and devils and what have you.  Generally, they fall short of the power of true deities, but they have numbers, and wickedness on their side.  They are not a true Pantheon, as many of them have no real relationship to the others beyond being absolutely Evil. Yet, they answer the calls of the clerics of the Huns, Goths, and Geats.

There are also a handful of “outlier” deities, great beings who don’t seem to belong to a particular Pantheon.  The Dragon deities, Bahamut and Tiamat are examples, as is Surtur the Giant deity, although some would put Surtur in the Germanic Pantheon (the Germanic deities probably wouldn’t!).




House Rules:
  The House D20 Lite System.    The purpose here isn’t to recreate every six second interval of combat in amazing detail with all the moves, countermoves, etc.  Go find an on line video game for that!  With D20 Lite, your actions are much more simple, and guided by the skills you choose to employ, and a bit of GM arbitration.

1)  There are no encounters, there are Events.  We don’t track rounds, seconds, turns, or whatever.  Things take as long as they are supposed to take, spells last as long as they are supposed to last.  Events are not necessarily combative.  Almost anything involving a risk, a reward, and effort can be classified as an Event.  A character usually won’t experience more than one Event in a day, but it could happen.

2)  Expect the relative powers of characters to be toned down a bit from D20 D&D.  The characters are superior to the common rabble, but they are not superheroes.  A mob of villagers with torches and pitchforks is a danger to anyone.  On the other hand, while not superheroes, they are heroes.  Characters can- and are expected to- solve problems that other people, even powerful ones, cannot.

3)  Magic is somewhat toned down, to balance a few of the advantages that the Lite system allows.  Clerics do not get access to “all” the spells available.  They get access to some, selected by their deity.  All spells have an associated skill or ability, and a D20 roll (spellcraft if nothing else).  Half of your spell slots do not have to be filled by spells memorized in advance- you can use them for whatever spells you know, if you have whatever components are required.  Magicians and clerics are assumed to spend some time with study, but its not as rigid- you can skip studying and use the "free slots" only if you must.

4)  Healing is less automatic, and any battle can put you out of commission for a while even if you do survive.  Use care when picking a fight.

5)  The Gods/Arcane Powers/Whatever despise the frivolous use of magic for mundane purposes.  They punish those who use magic excessively.   Magic is used for events, and special purposes.  You don’t cast “create food” when you have a pocket full of coins and there is a Dwarven sausage cart nearby.  If nothing else, we don’t want to put hard working farmers out of work.  You use spells when they are needed.

6)  Goals, morals, and above all else, loyalties count for more than alignment here.

7)  In general, as far as weapons and damage resistance goes, magic is magic, and your +3 sword doesn’t care if it is Adamantium Cold Iron with Dura-Chrome Plastic finish.  It works.

8)  If you have a Cleric, your character is expected to live up to the ideals of that Cleric’s sect.  A Cleric of Mars should consider war to be of utmost importance- even if that means merely preparing for it.  A cleric of Tiw should have a problem with lawbreakers.  All clerics should be concerned with helping the faithful and supporting their sect.  If a cleric does nothing to advance that deity’s interests, the deity might start to question why it is giving the cleric access to divine powers.




Encounters will not get you experience points.  Achieving certain goals, and overcoming obstacles will, and those obstacles will be of the sort you choose your character to face- usually.  Your character may be a reclusive guru mentor type, in which case you would face obstacles mostly by training young heroes to face them.  Or your character may be a diplomat, and the obstacles mostly mental.  We’re not limited to the How-may-XP-is-a-troll-worth style.