Initiate
Bard, Ranger-Bard, Ranger, Brehon, Ranger-Brehon, Bard-Brehon, Seanchai, Manteis, Blade-Singer (Sidhe Elf
Warrior-Bard), Bard-Mage/Bard-Sorcerer, Ranger-Mage/Ranger-Sorcerer
Ollave, File
Druid
Myrddhin (highest druid)
Druids were administrators, scientists, political advisors, religious counsellors, philosophers (natural and
moral), judges, educators/teachers, historians, genealogists, poets, musicians, counsellors, envoys, negotiators,
seers, prophets, diviners, augurers, physicians, astronomers, astrologers, and magicians.
Some abilities attributed to them: sreod divination by sneeze, divine by voices of birds and men,
change/control weather, create illusions, levitate, interpret dreams, cure illness, curse, give shrewd military
advice, change their shape or others to other people or animals.
Bard historian, genealogist, musician, low brehon
Sencha/Seanchas/Seancha, Hanesydd historian, analyst, genealogist, military heraldry, tactics/strategy
advisor, military envoy, war-related divination
Brehon/Brithem, Cyfraith rhoddwr judge, lawyer, ambassador
Caint, Dychanwr satirist and magician, master of chants, invocations, blessings & curses, execrations &
banishments
Cruitire/Cruitre, Cerrddorion harpist
Liaig / Fithliaig / Fidhliaig healer using herbs, surgery, magic, astrologer, augur
Fith/ Fidh, Dewin diviner, augur, magician
Fith, Aberthwr sacrificer, diviner, augur
Fili/fil, Derwydd/Awenwydd sacred bard/poet, diviner
Deoghbaire, fthli, Llysieuol iachawr cupbearer herbalist, brewer of intoxicants and hallucinogens
Scelige keeper of myths & epics
Fenneidh / Fenniocht / Fianna warrior-poet. Elite warriors, poets, heroes, adept at bardic talents, and often
became seers or bards.
Gutuater/Gutuatr/Gutuatros/Gutuiter speakers to the gods / Voices of the Gods/Spirits
Ovate/Ouateis/Vate prophet/seer
Manteis seer (Greek)
Gwelfili public recorders (less than bards, like the modern recorders office deaths, births, marriages,
divorces, etc).
Lnsu sage, scientist
Corrguinech sorceror
Samodhi (pl samodhii) the highest of the diviners, reading patterns in the sky, by weather and by the stars.
Priest of the Stag, chief priest, Shapechanger. He wears an antler headdress, marking him as the rarest druii, the
most awesome member of that priesthood whose talents were passed on through the blood, or occasionally,
bestowed as a sign of exceptional favor from the spirits themselves. Young druii with the potential often may
speak to animals or even enter their minds, and sometimes have an animal healing gift.
Semnotheoi, Dryadia, Dru-wid, Derwyddon, sacerdote, antistite
The Keltoi had a high affinity for magic and the Otherworlds, and often found themselves crossing times and world-lines unintentionally. This led to an unusually high
concentration of Kelts from throughout the historical eras they inhabited coming together in the Otherworld. While the Sidhe were able to cross deliberately, Men had
far less control. Non-Sidhe Elves and other species, from yet other world-lines fell in the middle. The Sidhe were familiar with the Kelts, but the other Elves were not.
In the years since the Keltoi began arriving, they not only have learned, but have often inter-married or otherwise joined the Keltic cultures in Prydain. Thus, it is
possible for a Druidic character to be a Man, High Elf, Low Elf, Sidhe, Halfling or Dwarf.
Gaesatae elite spearmen, similarities to samurai
Fianna soldier
Red Branch (Craobh Ruadh)/Royal Branch (Craobh Righ) elite Ulster warriors
Gamhanrhide Connachts military elite
Degad Cu Roi and Naisc Niadh Munsters military elite
Wind Maiden Celtic Valkyrior?
Druidic knights (Fianna?)
Only neutral traveling fighters may become druidic knights. They must have adopted the philosophy of the druids prior to reaching knighthood and must swear fealty to
a prince, king, or emperor faithful to the ways of the druids. In addition to all obligations and advantages common to knights, a druidic knight also has the following
abilities: A knight can detect danger (as per the druidic spell) once per hour, simply by concentrating (range of 5 per spell-casting level). The knight cannot use that
ability and attack on the same round. If the knights Wisdom score is 13 or more, the character can cast spells (from the druidic spell list only) as if he were a druid of
one-third his actual experience level (rounded down). If a fighter becomes a druidic knight right at 9th level, hell immediately gain the druidic spells of a 3 rd-level
druid. With a lesser Wisdom score, the fighter can still be a druidic knight but will have no spell-casting ability. The druidic knight learns how to meditate and cast
spells as druids would. He can do so at someones behest, but at a price set at the DMs discretion that must involve a service to nature or to woodland beings. Druidic
knights cannot turn undead. Druidic hirelings may include demi-humans (especially halflings or elves) and woodland beings. A druidic knight cannot have more Hit-
Dice worth of hirelings than his druidic spell-casting level. In other words, if a druidic knight can cast spells as a 3rd-level druid, he may not have more than 3 HD
worth of hirelings accompany him. The druidic knight must assist any woodland being asking for help with two exceptions: He does not have to help creatures opposed
to the druidic philosophy and goals; and if the knight is on a mission for a higher authority (such as on a quest, serving a duke, etc.), he may offer only a small amount
of help. Assistance never involves the donation of money or items, only the offering of personal services for a short time. A druid of the Ninth Circle or higher may
summon a knight to escort him to gatherings at the Hallowed Forest of Carnuilh. The knight must remain with the druid until the end of the celebration. This call
supersedes that of a liege.
Corells Faithful
Druids of Corell
Druids of Corell are priests of Corell, the Lord of the Celtic people. They have very similar abilities to the standard druid, but hold a place of high esteem among the
southern human folk. They adjudicate disputes and perform the ceremonies of the southern human culture. They dont protect groves, but do have an affinity for the
several holy places in the south fields.
Manteis
Manteis, or Seers, are the specialty priests of the faith. They have been granted the sight by Corell to lead the priesthood and the people in the ways of Corell. They
are able to see into the future and learn the outcome of any action.
Bards
The celtic bard is the keeper of the history of his people and assists the druids of Corell in adjudication and all ceremonial duties. They have very limited priest abilities
and the charms and song of the standard bard.
Rogue Classes
Bard
The Paranese bard is the jack of all trades. Bards can do a little of everything, from sleight of hand, to real magic, to deciphering ancient languages, and reciting
forgotten lore. They use their learned skills to survive, but they rely on their charm and sometimes magical songs to earn a good living as a patroned performer or as a
traveling musician.
Skald
The skald is the viking bard. He sings the stories of his people and acts as a scout and troubadour for the norse folk. They are able to learn the runes of power in a
limited form and have the same charm and song abilities of the Paranese bard.
Warrior Classes
Rangers
The ranger is a master of the outdoors. Rangers can use any weapon, but tend to prefer lighter armor. Rangers have skill at stealth, tracking, and outdoor survival in
various terrains. Rangers can also be specialty warriors called Slayers(good) and Stalkers(evil). Slayers are separated into the Lessons of Marn: Giant-slayers, Dragon-
slayers, Mage-slayers, Holy-slayers, Undead-slayers, Nemesis-slayers, Assassin-slayers, Deep-slayers, Wild-slayers, and Sky-slayers. Slayers must have good
alignments. The Stalker Faiths are each led by a different Lord and have a unique purpose. They include: Seer-Stalkers, Bard-Stalkers, War-Stalkers, Faith-Stalkers,
Mage-Stalkers, Dead-Stalkers, and Guild-Stalkers. All Stalkers are evil.
Knights
The Knights of the lands are the most holy of warriors. They must act in a lawful good manner, and have other severe restrictions on what they can own and do. They
can use any weapon or armor, and have some magical abilities. They are members of one of several Knighthoods loyal to the higher powers of good, including the Maul
of Marcora (human), the Elderwood Knights (elven), and the Knights of the Kor (dwarven).
Berserkers
Berserkers are the most dedicated of all professions. Primarily the berserkers come from the people of the north, though celtic berserkers are not unheard of and barbaric
races have been known to have them as well. They are warriors capable of going into a deep trance and focusing only on defeating the enemy. This focus allows them to
ignore pain, damage, fatigue and in some cases death, to fulfill their goals.
RuneCasters
The runecaster is a powerful warrior who has knowledge of the Runes of Power. Considered the mage-class of the north, runecasters are able to tap into the mystic
energies to add to their own strength and generate special powers. The runes can be learned by several classes of norse adventurers, but none can compete with the
mastery of the runecaster. He is able to not only learn the runes but to bend them to create new runes or modify their results. Only norse characters are capable of taking
this profession.