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Risus - Woad Warriors
Risus - Woad Warriors
It’s AD 51 and there are Romans everywhere! They’ve overrun most of the country, many of
the tribal of the land are already dressing up in togas and speaking bad Latin. The greatest
of the resistance fighters was just hauled off in chains to march behind a general’s chariot in
that dreadfully sunny, dry Rome, with its stuffy old gods, weird marble buildings, and the
horrible gurgling of its plumbing.
Now’s the time for a new set of heroes! The tribes are demoralized; some of them submit
passively to the yoke of Rome, while others distract themselves by pursuing old feuds and
other rivalries. If the Roman menace is to be driven from the Island of the Mighty, it should
be now, before more roads and cities are built, and the landscape vanishes forever underneath
the heels of the Legions. It is the time for feats of honor, for the clash of steel and the
smoke of burning Romans! It is time for…
the
WOAD WARRIORS
Guy Hoyle(c) 2004
Revised 7/25/2004
This campaign is set in ancient Britain (Prydain to the Celtic inhabitants, Britannia to the
Romans) immediately after the Romans invaded and conquered the land. Some of the tribes
have accepted the presence of the Legions in their lands, while others chafe under the yoke
of Roman rule, aching to join their free kinsmen in the West who have thus far evaded
conquest by the Boys from Italy. The Conquest wasn’t easy, though, for the tribes like
nothing more than a good fight. The most successful resistance leader thus far, though,
Caractacus, was betrayed into the hands of the Romans by Queen Cartimandua of the
Brigantes, who obviously needs a good come-uppance. Worn out after years of struggle, many
of the Celtic tribes of the land have given up the fight and thrown in with the Romans, or
submitted to them grudgingly. Some free tribes exist in the west of Prydain, where Roman
boots have never trod upon the land. Though some of these brave souls dream also of driving
Caesar’s Wheezers from Prydain’s shores, many of them want to hunker down and simply keep
the Italian Scallions from tracking mud into their kingdoms.
Can the tribes be united? Can the Romans be driven out? Can the cattle be saved? As a wise
rabbit once said, “Mmm.. could be!”
Acknowledgements
This game utilizes the free and elegant Risus rules designed and copyrighted 1993-2003 by S. John
Ross, available at http://www222.pair.com/sjohn/risus.htm . I have also used the snazzy Risus
Companion (see the Risus homepage for information on obtaining this chewy chunk of RPG goodness).
I have also borrowed liberally and shamefully from S. John’s Uresius page(an adaptation of his
Uresia: Grave of Heaven RPG setting to the Risus system) at http://www.io.com/~sjohn/uresius.htm.
Instead of doing any real research into Celtic life, I relied mainly on two RPG supplements:
● GURPS Celtic Myth by Ken & Jo Walton, Steve Jackson Games © 1995
● Pagan Shore by John Carnahan, Chaosium © 1994
Character Creation
This setting pretty much follows the normal Risus character generation conventions, with some
additions and modifications.
Risus Rescaled
Succumbing yet again to the urge to meddle in S. John’s domain, I have readjusted the
standard Target Numbers (TN) to reflect the wild, over-the –top action in this campaign,
which is comparable to an episode of Xena or a wild martial arts movie. Is there no end to
my audacity?
The tone of the setting is intended to be humorous and tongue-in-cheek, treated about as seriously
as “Hogan’s Heroes” or the British comedy “’Allo, ‘Allo” (which were also about turning the tables on
your homeland’s invaders). It owes the most direct inspiration to the comic strip “Asterix the Gaul”,
which I know more by reputation than experience.
It’s not intended to be a very accurate portrayal of either the Celtic lifestyle or the Roman
conquest, either. I tried to avoid any confusing Celtic terms whenever possible. I don’t intend to
get bogged down in weighty explications of Celtic jurisprudence; I want some butt to kick and some
names to take, so there!
Celtic Names
Hold on there! Stock clichés are just the beginning. Not only are many mundane tasks like farmer,
fisherman, potter, and the like left off, but there are many possible variations on the clichés above.
There are several ways to jazz ‘em up and develop your character even further. Here are some of
them right now!
Professions
The “occupations” above are just very basic ones. They can be varied and expanded in many
ways:
● Bards, storytellers, harpers, poets, jurists, and satirists all spend years learning tribal
history and law and how to perform well in front of an audience. They can be itinerant or
have a patron chieftain or king. Magically-gifted ones also tend to pick up a smattering of
tree lore, though they’re not as adept as the Druids.
● “Craftsmen” can be a whole range of occupations, but shoemakers, shieldmakers,
leatherworkers, and jewelers are well-respected and tend to travel around a lot.
● Warriors, spearmen, charioteers, berserkers, and other types can find gainful employment in
a variety of ways. Stealing your neighbor’s cattle is a popular sport amongst all the tribes.
Since the coming of the Romans, many warriors have left their tribes to seek employment as
mercenaries, or take to the wild as bandits or resistance fighters. Some have even gone so
far as to join the Romans as native scouts or auxiliaries.
Look at the list below, and make a note of the one(s) you like on on your character sheet. Since
they’re not really worth a full-fledged cliché, just make sure one of your clichés mentions “Sídhe -
blooded” or whatever else is appropriate, and that will be the cliché you use this ability with. You’re
not restricted to these; with the gamemaster’s approval you can come up with something on your
own. Note that explaining how you got these abilities can help flesh out your Tale (see Hooks and
Tales)
Personal History
Sometimes adding a variation on “former” can add a level of depth to an otherwise ho-hum cliché.
Degree of Dedication
The numbers don’t tell the whole story. Is your character committed to his chosen cliché, or does
his enthusiasm lag sometimes? Is his talent natural-born, or does it come with great difficulty?
● Part-time King (when he’s not too busy being a Struggling Bard)
● Struggling Bard (when he’s not a Part-Time King)
● Assistant Pig-keeper (who wants to be a mighty Warrior)
● Fanatical Frothing-Mouthed Berserker (is there any other kind?)
● Clan Champion
Gender
The Celtic world might seem overwhelmingly masculine from the perspective of the Stock Cliches,
but it doesn’t exclude women, either
● Warrior Queen
● Inscrutable Druidess
● Female Harper Disguised as a Man
● Blacksmith Babe
Demeanor
Attitude is often everything.
Ham-Handed Reference
Even in Roman Britain, you might still run into some very familiar character types:
● William Shatner
● Rhyming Lawyer
● Gomer Pyle
● Martha Stewart
● Red-Shirt Grunt Squad
● Used Chariot Salesman
Goals
Your character’s personal goals determine how his skills develop, and distinguish them from
characters with similar Cliches
Self-Image
How does your character see himself? Do others see him the same way?
● Handsome Young Swordsman Working His Way Through The Local Girls
● Nervous Bard On The Run From The King of the Trinovantes
● King Cunobelinus’ Favorite Charioteer
Problems
Some see them as problems; others see them as opportunities. This can often give your character an
unexpected twist or an advantage in odd situations.
ADVANCED OPTIONS
Your New Charioteer (2) who is also Your Younger Sister Dressed As A Boy So You Won’t
Recognize Her (1)
●
A band of well-meaning bards and harpists that follow you around celebrating your exploits (3)
These also appear in the Risus Companion (p. 50). Like Sidekicks and Shieldmates, you sacrifice a
dice during character creation and get some dice in return.
Lucky Shots
In Woad Warriors, you can use Lucky Shots to represent a character who is beloved of the gods,
crafty and resourceful, or just plain lucky. This is entirely appropriate for most Celtic heroes.
Questing Dice
Questing dice have several uses in Woad Warriors. If your personal Quest is to drive the Romans
out of Britain, then you can only use them in situations when Romans are involved (as judged by your
gamemaster). Many heroes have been obsessed with getting revenge, or getting a certain girl (which
often turns out tragically in Irish tales), so that kind of use of Questing Dice is appropriate, too.
One application of Questing Dice represents the favor your hero’s patron deity bestows upon you.
Buy Questing Dice normally, but your Quest is actually any situation that your patron deity would
have an interest in, and any kind of geas that the deity might impose upon you. See the “Prydannic
Gods” section for more information about the various spheres of interest for the Celtic Gods.
Tales are highly encouraged, too. The background of a character can give valuable information about
relationships, origins, strengths and weaknesses, etc., that the character sheet does not. Plus, you
can earn an extra die to apply towards character creation! Write at least a paragraph to get the
extra die.
Geasa
A geas is a kind of taboo, set on an individual by supernatural forces or powerful individuals. Almost
every hero had them, and many had more than one. Geasa (the plural of geas) often tell you what
you must never do or always do, what you can or cannot eat, or how you will die. Some of them seem
prohibitive, and some seem trivial, but you break a geas at your peril; doom awaits those who break
them knowingly or unknowingly.
This type of geas can be used as a character’s hook, earning one extra die for character creation
purposes. The following are some sample Geasa that a character might possess. These are
suggestions only; the player may come up with others
Actions
Clothing
Strangers
Food
Foreknowledge of Death
Blacksmiths
Charioteer
Druid
● Must not cast the same spell twice in the same day
● Cannot refuse a request for magical assistance
● May only use birch spells
Healer
These are the things that bards sing about and makes the young, pretty maidens come a’runnin’. Not
all of these are from Celtic sources, but they have a similar “feel” to them. Any players, especially
those of a warlike profession, are encouraged to attempt to perform these feats (using the
appropriate clichés) and even make up your own.
Druidic Lore
The supernatural permeated the lives of the Celts. In particular, the Druids studied the lore of the
trees. Their wisdom was passed on through words both spoken and sung, never written.
Tree Magic
Much Celtic magic was based on knowledge of the properties of the 18 sacred “trees” (not all of
which were actually trees). Those who were steeped in tribal lore, poetry, and music such as poets,
jurists, bards, and druids, could often work this kind of magic, though a druid was expected to
master it. Rather than presenting an exhaustive list of spells and their descriptions, here is a brief
description of the types of spells each tree was associated with.
● Birch (love spells, illusions, simple creation, driving away evil spirits)
● Rowan (magical protection, protection from lightning, divining and divination, protection from
ghosts and demons)
● Alder (proof against water, controls the wind, free earth from water, color-dying, oracles and
resurrection)
● Willow (the feminine aspect, cold, death, the moon, female spellcasters)
● Ash (control over water, flight)
● Hawthorn (curses, bad luck, cleansing)
● Oak (earth, air, moving between worlds, augury)
● Holly (blessings, good luck, weather prediction, nimbomancy (clouds) )
● Hazel (truth, water, invisibility, wisdom, knowledge, information, the Otherworld)
● Vine/Bramble (intoxication, joy, control, madness, beasts, illusions, forgetfulness, sleep)
● Ivy (eloquence, language, divination)
● Reeds (mending, arrows, binding, reinforcement, food)
● Elder (healing, control over illness, healing teas and wines, healing plants, peaceful sleep)
PRYDANNIC GODS
Arecurius
Arnemetia Water Never refuse to share
Streams a drink
Rivers
Seas
Belatucadros, War Stag antlers or horns Mars Sacrifice a horned
Belatucadnos animal to Belatucadros
"Bright Beautiful One" every Lugnasad
NOTES
God/Goddess: The name of the deity, plus any titles he might be known by. There are lots
of deities of war, healing, and water. There are also some deities I know nothing about.
Specialty: Some of the deity’s areas of interest. If you are dedicated to one of the
deities on this chart, you may ask for divine assistance when you are attempting to
perform an action associated with the deity or in a situation associated with the deity.
See “Questing Dice” under the Character generation rules.
Symbols, Manifestations and Totems: The ways the deity is portrayed by worshippers,
or manifestations of the deity in the world. If an animal is given, that is considered to be
a totem. This means that you can call upon the totem to shapechange into that totem
(expending a Questing Dice), but you cannot kill this creature unless it’s a sacrifice to the
deity.
Roman Equivalent: Many of these deities were seen as local versions of Roman gods by
the Romans. Celts from tribes which are friendly to the Romans might be able to fulfill
religious occupations to their tribal deities at an equivalent Roman temple.Some of these
equivalencies are guesses on my part, based on the following assumptions:
Any British god can be equated with one or more Roman gods;
any female war goddess could be equated with Minerva and Bellona, and any male one with Mars;
any male god of healing could be equated with Apollo and Asclepius;
any “kingly” god could be eqated with Jupiter;
any male god of the sea or horses could be equated with Neptune;
any male god of the Underworld could be equated with Dis Pater
I have also assigned a few Romans deities such as Bona Dea, Juno, Proserpina, Ceres,
Vesta, and some others wherever they seemed appropriate. In several cases I made up
some tribal deities because I wanted to have a patron deity for every tribe.
Geas: these geases must be taken by anyone who wants to have this deity as a patron.
This does not count as a hook as the geasa ; you do not receive an additional dice when
creating the character.