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Avalanche Press - Celtic Age - Roleplaying the Myths, Heroes and Monsters of the Celts by Azamor

Avalanche Press - Celtic Age - Roleplaying the Myths, Heroes and Monsters of the Celts by Azamor


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Published by Jonathan Azamor

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Published by: Jonathan Azamor on Apr 15, 2012
Copyright:Attribution Non-commercial


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The frog has many magical powers, especially
in healing. A sore throat can be cured by
capturing a live frog, wrapping it in flannel, and
binding it against the victim’s throat. This will
remove the “frog in the throat.” Toothache can
also be cured if the sufferer captures a live frog,
forces its mouth open, spits into the frog’s
mouth and asks the frog to take his or her

pain. The frog must then be released.

Charms made of frog bones will help ward off
evil, but only if the wearer did not kill the frog.
The best way to obtain such bones is from a
frog killed by ants, but the amulet is far less
effective if the one who made it heard the
frog’s death scream. Celts believe that frogs
utter a terrible scream when they expire, and so
they do not like to kill them.

Celts living in crannogs are of course surrounded
by frogs and use short spears to gig them.
Frogs are considered fairly nasty food and are
eaten mostly by peasants and slaves.


Fishing is not usually a noteworthy event; while
commoners are not allowed to hunt noble game,
they are not prevented from taking fish. But the
salmon is a special fish, thought to embody
ancient wisdom.

Weak and small as I am,
On the foaming beach of the ocean,
In the day of trouble, I shall be
Of more service to thee than 300 salmon.

—The Consolation of Taliesin



Size: Large Animal
Hit Dice: 3d8+3 (16 Hit Points)
Initiative: +2 (Dex)
Speed: 60 feet
AC: 14 (-1 Size, +2 Dex,
+3 Natural)
Attacks: Gore +4 melee (1d8+2),
2 Hooves -1 melee (1d4+1)
Face/Reach: 5 feet by 10 feet / 5 feet
Special Attacks: None
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1

Abilities: Str 14, Dex 15, Con 13,
Int 2, Wis 11, Cha 10
Skills: Listen +7, Spot +5
Feats: None
Climate/Terrain: Any Temperate
Organization: Solitary, Pair, or
Herd (3-10)
Challenge Rating: 1
Treasure: None.
Alignment: Always Neutral
Advancement: 4-5 HD (Large)

Gora McGahey (order #19251)

The salmon is a fairy creature, existing
simultaneously in both the magical and physical
realms. This is why its flesh is red, like a land
animal. It also changes shape during its
spawning season, proof of its magical abilities.
And like other fish, the salmon has no sex
organs – Celts claim that this means fish must
be very cerebral, since they waste none of their
time with thoughts of sexual desire. Eating fish
is therefore good for the brain, and no fish is
smarter than the salmon.

To catch and eat a salmon is a great feat. They
are so single-minded in their determination to
reach their spawning grounds, they ignore
hooks. The swift-flowing streams they prefer
make it difficult to net them. Instead, one who
would catch a salmon must use either spear or
bare hands.

Salmon were the first creatures to inhabit the
earth, and thus have great wisdom. One may
gain their wisdom by eating them, if the

knowledge-seeker can catch the right fish.
Not all salmon have this power, which they
gain from eating hazel nuts. A very few
salmon are even capable of speech, and of
performing acts of magic. It is best not to
anger these fish, though they will occasionally
aid humans if persuaded that this is in the
best interests of creation.

Fionn mac Cumhaill cooked the Salmon of
Knowledge as a lad and burned his thumb while
roasting the fish. He stuck the thumb in his
mouth and gained knowledge. Ever after, he
could gain insight by sucking his thumb. Fish
of such power, capable of bestowing knowledge
years later, are extremely rare.


Celtic lore takes a very positive view of the wolf
as a relative of the beloved dog. Wolves are
considered dangerous since they will attack lone
humans when food is scarce. Packs of them
roam the deep forests of Celtic Europe. But


Size: Diminutive Animal
Hit Dice: 1/4 d8 (1 Hit Point)
Initiative: +0
Speed: 10 feet
AC: 13 (+3 Size)
Attacks: None
Face/Reach: 1 foot by 1 foot / 0 feet
Special Attacks: None
Special Qualities: Curative Powers,
Proof against Evil
Saves: Fort +0, Ref +2, Will -3

Abilities: Str 4, Dex 10, Con 11,
Int 1, Wis 5, Cha 3
Skills:Jump +10
Feats: None
Climate/Terrain: Temperate, Marsh,
and Forest
Organization: Solitary
Challenge Rating:1/4
Treasure: None.
Alignment: Always Neutral
Advancement: —

Curative Powers (Su):Frogs can heal some ailments. Binding a live frog to the throat
cures a sore throat. Spitting into the frog’s mouth and asking it to take one’s pain cures
Proof against Evil (Su):A totem made from the bones of a dead frog (that the user
did not kill) will provide Protection against Evil in a 5-foot radius.


Gora McGahey (order #19251)

Celts do not normally hunt for wolves. They do
so only when a pack has tasted human flesh.
These must be exterminated before they
develop a preference for it.

Celts have also picked up from their German
neighbors the legend of the werewolf, a man
who can change form into a wolf. These are not
considered inherently evil or dangerous, and in
Ireland some tribes proudly claim descent from
werewolves. A werewolf does not bear hatred for
people, though like normal wolves they will kill

humans in hard times and are to be avoided.

Wolves are highly intelligent, and roam in
packs. Packs are usually made up of relatives:
littermates for the most part, sometimes from
one or more litters and more rarely including
cousins (litters of littermates). A typical wolf
can be white, gray, brown, or black, and weighs
about 150 pounds for a full-grown male, about
100 for an adult female. They mate for life and
will conduct their own blood feuds against
those who kill their mates or pups. The



Size: Small Fey
Hit Dice: 2d6+2 (9 Hit Points)
Initiative: +6 (+2 Dex,
+4 Improved Initiative)
Speed: 50 feet (swimming)
AC: 17 (+1 Size, +2 Dex,
+4 Natural)
Attacks: None
Face/Reach: 5 feet by 5 feet / 5 feet
Special Attacks: None
Special Qualities: Wisdom of
the Universe
Saves: Fort +1, Ref +5, Will +7

Abilities: Str 7, Dex 15, Con 13,
Int 12, Wis 19, Cha 4
Skills: Knowledge (Nature) +10,
Knowledge (Universe) +16,
Swim +12
Feats: Dodge, Improved Initiative
Challenge Rating: 1/2
Alignment: Usually Neutral
Advancement: 3-6 HD (Small)

Wisdom of the Universe (Su):Salmon are wise in the ways of the universe and can
sometimes transfer this knowledge if they are eaten. A character who eats a salmon
makes a Will Save at DC 20. If it is successful, he or she can choose to benefit from
one of the following effects:
•Gain Knowledge of One Specific Thing: The character knows a fact that he or she
did not before, that was in question, or that answers a difficult question. The
player chooses the fact, and the GM gives him or her the information.
•Gain the Salmon’s Knowledge (Nature) Skill Points:The character gets a number
of Skill Points in Knowledge Nature equal to the amount by which he or she
exceeded the DC of the Save. The minimum number gained is 1, and the maximum
is the Salmon’s total Ranks in this Skill.
•Gain the Salmon’s Knowledge (Universe) Skill Points:This ability works exactly
the same as the one for Knowledge (Nature), except that it is the Salmon’s
Knowledge (Universe) skill that is affected.

Salmon are also intelligent and can be convinced to consult on a problem.

Gora McGahey (order #19251)

they will go after deer and other larger game as
a pack. They avoid dangerous animals like
humans, aurochs, and bears unless faced with
starvation; given the choice, they’d rather attack
the very young or very old and avoid risk.

terrifying howl of the wolf is used to keep the
pack together when its members are out of
sight of one another.

Wolves have powerful jaws, which are their main
weapon. While they have claws, like dogs they
do not use them in combat, although they will
try to grab with their paws and hold an enemy
still to bite it. They are fast and often count on
the first rush to knock down an enemy and
stun it.

While Celts accord wolves much of their
fondness for the dog, wolves do not like dogs
and will kill them if they get the chance. Dogs
return this hatred whole-heartedly and will
encourage their humans to hunt down and
exterminate wolf packs.

While they are predators, wolves are
successful because they will eat
almost anything vaguely organic,
including carrion. They hunt
small animals and prefer
prey they can kill alone,
but, when they are hungry,


Size: Medium Animal
Hit Dice: 2d8+4 (13 Hit Points)
Initiative: +2 (Dex)
Speed: 50 feet
AC: 14 (+2 Dex, +2 Natural)
Attacks: Bite +3 melee (1d6+1)
Face/Reach: 5 feet by 5 feet / 5 feet
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15,
Int 2, Wis 12, Cha 6

Skills: Hide +3, Listen +6,
Move Silently +4, Spot +4,
Wilderness +1*
Feats: Weapon Finesse (Bite)
Climate/Terrain: Any Forest, Hills,
Plains, and Mountains
Organization: Solitary, Pair, or
Pack (7-16)
Challenge Rating:1
Treasure: None.
Alignment: Always Neutral
Advancement: 3 HD (Medium),
4-5 HD (Large)

Trip (Ex):A wolf that hits with its Bite Attack may attempt to Trip its opponent as
a Free Action without provoking an Attack of Opportunity. If the Trip attempt fails,
the target may not try to Trip the wolf.


Gora McGahey (order #19251)


Gora McGahey (order #19251)

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