The Islands


In some ways, the island of Ansalon is a standard fantasy setting, there are no large nations as city-states predominate. The dominate culture is Celtic, followed by Vikings.

Physical Data

Planet Name: Adarian
Continent Name: Old World
Planetary Diameter: unknown (approx. 8250 miles)
Density: Earth normal)
Gravity: 1.00
Axial Tilt: 20 degrees
Seasonal variation: normal
Atmosphere: standard
Surface Water: 25% (Island of Ansalon only)
Humidity: 35%
Climate: Temperate
Dominate Land Type: plains, forests (Island of Ansalon only)
Moons: one
Length of day: 24 hours
Length of year: 365 days

The Land and Weather

Most of Ansalon is temperate. The Dyre Islands and Kebrian Isle are semi-tropical and the northern regions are sub-artic. Some areas are special:

The Bleeding Plains (Mag Cruach): Site of the largest battle with the Vikings, 122 years ago. Undead are frequently encountered in the region.

The Deep Forest (Coill Domhain): Heavily infested by humanoids.

The Grand Hills (Cnoc Mor): Home to many dwarves.

Spiritwood (Coill Geist): Main elvish kingdom

Kebrian Isles: Only active volcano is located here; inhabited by several fire giants.

The Darklands (Tir Dorcha): A barren, blasted area destroyed long ago by some magical catastrophe, before humans came to the continent.

Lost Hope Bay: The weather is very calm here, but 1 in 20 ships seem to disappear fo no reason.

The Black Mountains (Sleibhte Dubh): These low, rough lands are home to many evil creatures, including dragons.

North Hills (Cnoc Thuaidh): This area is inhabited High Barbarians.

The Highlands (Tir Ard): Home to nomadic barbarians.

Fens of the Dead (Riasc na Mairbh): Treacherous swamp with the ruins of an ancient city of unknown origin.

The Desolate Plains (Mag Treighte): Aside from some horse nomads, this region is very sparsely inhabited.

Dragon Mountains (Sleibhte Peist): The north slopes are home to many low barbarians, while the southern slope is infested with humanoids (mainly orcs and goblins). Several dragons live in the upper peaks.

The Animals

In general, any creature from Greek, Celtic, Scandinavian or Medieval legend can found in Ansalon. Other creatures may be found in isolated areas and small numbers.

The Peoples
Race   % of total population
Humans   40 (includes vikings, celts, picts, greeks, etc.)
Orcs   20
Goblins   11
Elves   6
Dwarves   5
Kobold   3
Half-races   3 (half-elves, half-orcs, etc)
Giants   2
Hobgoblins   2
Lizardmen   1
Halfmen   1 (brutish, apelike, barely sentient)
Ogres   1
Faeries   1
Others   2


Random Race Selection
Roll       Race
3       Other Race
4-5       Dwarves
6-11       Human (3-10: Celtic, 11-15: Nordic, 16-18: Old Empire)
12       Orcs
13       Goblins
14       Elves
15-17 Roll Again      
  3-7     Kobold
  8-9     Mixed Race
  10     Giants
  11     Hobgoblins
  12-18 Roll Again    
    3-8   Lizard Man
    9-10   Half-Man
    11-12   Ogre
    13-18   Faerie
18       Other race




200 Ansalon was first surveyed by Empire explorers on a an island hopping trip taking some six years.

225-450 Several colonies were established, many people from the empire seeing a fresh start settle this island wilderness with apparently few native populatation.

475 An all-out war breaks out between the various Ansalon city states, the Adarian Imperial Legions garisoned on the island march back and forth, but as the city states are not rebelling, only fighting one another apparently over local trade issues, the Legion Commanders remain netrual.

473 The Adarian Emperor Adare the XXXIII and the crown prince are assassinated. The younger prince is blamed, but manages to flee and goes into hiding. Civil war breaks out.

475 Imperial garrision troops are recalled, and many Ansalon City-states and Tribes send warriors to join the confused fighting.

500 An fleet of Undead from the lands of Settra lands at the coasts of Ansalon and invades the lands. The land suffers long from the attacks of Undead.

590 Great incursion of Greenskins from the interior. The Goblin Warlords demand tribute from the Imperial Ansalon city-states but the human prefer to fight for their freedom. The expected support from the Empire never comes. Around this time, bands of celtic warriors appear, at first they are welcomed and hired to fight the orcs.

591-524 As the city states lose more and more of their warriors against the goblins, and as the city states run out of monry they start paying the celts with land. The celts invite their kinsmen still on the mainland to join them and they start bring their whole tribes.

appear, the warfare takes a strange turn, celts fighting orc, city states fighting one another for the limited resourses, city-states hiring Orc tribes to fight their celtic allies, celts and orcs banding together to sack and plunder a city state, only to turn on one another for the plunder.

625 Nearly all of the city-states are abandoned or destroyed by the humanoids or picts after defenses were weakened to provide troops back home. The former city state natives (that are not enslaved outright) are forced to serve either viking or celtic chieftain. While many "go native" and lose their idenity, many keep their former culture alive in songs, and verse, but they have been cut off from the empire so long, they would be considered foreigners by modern Adarians.

630 The Viking clans start crossing the Sea of Claws to raid the coasts of Ansalon.

640 The Vikings, whose expansion efforts had been impeded by the Empire's military, sought to expand across the ocean and several successful voyages are made.

650 Wizards in the remains of the Empire unleashed magical attacks that devestated not only their lands, but those of the celts and vikings. With this added urgency, the two races began settling Ansalon with greater haste, the celts taking the south-eastern part of the island, the vikings the north-eastern. Unfortunately, the vikings had chosen poorly, and found their western expansion checked by heavy mountains, native pick tribesmen and an icy sea.

750 - The Vikings turned south and attempted to take lands from the celts. The celts were prepared, however, and only a few hundred vikings got through, settling on the coat of the Inner Sea. These were ignored (and couldn't have offered much resistance, anyway) and the bulk of the invasion was stopped, the vikings kept north of Abhainn Nar. The celts turned their attention to the vikings that had broken through. Though they could have destroyed them, the celts were weary from battle and chose to negotiate; in return for vows not to unite and make war against the celts, the vikings would be permitted to remain where they were, independant of celtic rule (in truth, the vikings ended up settling land that the celts had already rejected). In time, these vikings became celtized, and by the present day have as much in common with the celts as their vikings kin.

For the next 400 years the Celts and Vikings fight against the Orcs and the primative native pict triblesmen, expanding their holdings at the expense of the orcs and the picts. It was long, bloody, often brutal campaign on all sides.

1110 Devastating Outbreak of the Black Plague in the Empire. During the next five years the Plague spreads throughout the Old World and Bretonnia is not spared.

1142 Another invasion of Orcs is defeated under the command of King Guillaume (Battle of Amandur). King Guillaume drives the Orcs from Bretonnia.

1143 A new wave of orc invasions begin with massive landings on the southern coasts. These orcs, still smarting from their defeats in Bretonnia (Battle of Amandur 1142, King Guillaume driving the orcs from Bretonnia). A large number of orcs capture Bretonnian watercraft and cross over from the mainland, uniting with their island kin and start raiding through the Celtic lands. The celts and later the vikings go on the defensive.

1240 The Corsairs of Arabia start their raids in the Southern Old World. The Tilean Island Sartosa becomes base for the Arabian raiders. A few venture as far north as the southern coasts of Ansalon, but seeing a land of (to Arbyian eyes) barbarians under seige from an orcish horde, they raided a few celtic villages and towns, and sailed south in discust with only a few slaves for their trouble.

1250 After having their frontiers pushed back and loosing much territory to the orcish hordes, the vikings seeing their celtic neigbors in a similar weaken condition, tried again to launch a campaign of conquest against the Celts. They pushed well past Abhainn Nar and a great battle was fough in the plains of central eastern Ansalon. In the end, the viking army was destroyed and the celts were badly weakened. The orcs standing upon the point of victory against their human foes, fell to bickering and fighting amoungst themselves.

For 200 years afterwards, the vikings had to make do with piracy and coastal raiding of the mainland (as they wished peace with the celts, so their holdings would not be attacked while they were away raiding) as the orcs and native humans (picts) kept them busy.

1450 The vikings and celts allowed time to recover from the orcish infighting, slowly begin the reconquest, keeping presure on the orcs and pushing the their respective frontiers deeper into orcish territory.

Which brings us to the Present....

The Nations

Ansalon is dotted by several city-states and fortified towns, most either patterned on the cities of the Old Empire or hill-forts built to massive scales. Most city-states control a great deal of the land within 30 miles (ie, the distance an armed cavalry patrol can travel in one day). Others, such as Dunir, control smaller but strategically important areas.

In general, nothing stronger than treaties exist between the various city-states, and even these are either for non-aggression or trade purposes (this excludes 'colonies' of city-states, which are rigidly controlled, and several small, semi-independant towns which pay generous sums for protection from the nearest city-state). Most city-states are controlled by one clan, with several lesser but related clans present (the exact numbers depending on the size of the city state). Military numbers are (active)/(reserves).

Dunir (fortress port): This city is built across the only pass that runs though Sleibhte Ir. It also controls the Abhainn Nar Thios outlet into Cuan Ir. This makes Dunir crucial to merchants. This is one of the few cities where slavery is illegal. However, forced labor in the city's iron and copper mines is a common punishment for criminals. The king of Dunir is the nominal Ard Ri of the celts, though most of the time this power is merely ceremonial.

Fersaor (fortified port): Once a major port, the rise of Suildia pirate activity has reduced it to a caravan stop but prosperity has dropped only slightly. There is a 1 gp toll on slaves brought into Fersaor, and they may remain for only two days.
  • Population: 10,000 (90%)

  • Imports: metals
    Exports: foodstuffs
    Government: monarchy
    Military: 500/1000
    Navy: 15 drakkar, 25 galleys, 5 small merchants, 5 large mercants
    Tolls: as Dunir
Baile Orba (fortified port): This port handles 25% of the trade from southern continent. Its fleet often skirmishes with ships from Suildia and Baile Triur Ban. Baile Orba controls several farm communities in the region (generally west of Mag Orba).
  • Population: 22,000 (70%)

  • Imports: lumber, metals
    Exports: foodstuffs
    Government: republic (in theory), militocracy (in practice)
    Military: 1200/2000
    Navy: 10 drakkar, 4 penteconters, 10 galleys, 15 small merchants
    Tolls: as Dunir
Cupladearg (fortified port): Currently, this port city handles most of the trade with the southern lands and has a significant number (15%) of foreigners. There are open hostilities (but not out-right war) with Baile Triur Ban.
  • Population: 15,750 (90%)

  • Imports: metals
    Exports: foodstuffs
    Government: aristocracy
    Military: 500/750
    Navy: 7 drakkar, 3 penteconters, 10 galleys, 10 small merchants
    Tolls: double of Dunir

Baile Triur Ban (fortified port): This port recieves what's left of shipping from the southern continent. Baile Triur Ban is a female dominated society; male slavery is common and few men reach positions of authority. All men in Baile Triur Ban (native or not) have a -3 to reaction rolls from native women.

  • Population: 14,000 (70%)

  • Imports: none
    Exports: foodsuffs
    Government: aristocracy (gynarchy)
    Military: 300/2000
    Navy: 5 drakkars, 6 penteconters, 4 small merchants
Coillfliuch (fortified town): Located where Abhainn Nar divides into its East and West branches. It does a great deal of river trade with Dunir. Coillfliuch controls some villages to the north. Due to the rather marshy terrain, those structures not built on high, solid ground are constructed on barge-like platforms anchored in place. Thus, a large part of the town actually floats.
  • Population: 20,000 (80%)

  • Imports: metals
    Exports: lumber
    Government: republic
    Military: 600/400
    Navy: none
    Tolls: ferry service (costs as Dunir); entrance: 1 sp per person/mount
Cosanceart (walled town): A peaceful farming and fishing community, it controls several mines in the Sleibhte Piest. Cosanceart sees little activity from the savages and humanoids to the north.
  • Population: 18,000 (65%)

  • Imports: none
    Exports: copper, iron, nickle, foodstuffs
    Government: bureaucracy
    Military: 500/500
    Navy: 10 galleys, 1 drakkar
    Tolls: none
Baile Nar (fortress city): An old city, its power has dropped with the rise of Cosanceart and Baile Coill Mor. It is also a favorite target of northern raiders.
  • Population: 21,000 (85%)

  • Imports: none
    Exports: none
    Government: militocracy
    Military: 1000/3000
    Navy: 3 drakkars, 5 penteconters
    Tolls: as Dunir
Baile Coill Mor (fortified town): This important city is a crossroads for many caravans. The forest surrounding it is quite thick and was once home to many elves.
  • Population: 15,000 (80%)

  • Imports: metals
    Exports: lumber
    Government: govenor with 11 man council
    Military: 500/500
    Navy: 8 small barges, 4 large barges
    Tolls: ferry service (as Dunir, x1d3)
Teachlui (walled town): This small but prosperous port city handles 70% of the trade from western Ansalon. Many small agricultural and mining towns (iron/copper) exist within its claimed territory. Slavery is completely legal.
  • Population: 20,000 (60%)

  • Imports: precious metals
    Exports: industrial metals
    Government: aristocracy
    Military: 600/500
    Navy: 10 drakkars, 2 penteconters, 8 galleys, 12 small merchants, 4 large merchants
    Tolls: none
    Settlements: Cheadtriod, Ferrum Arx, Athbeag
Trasedga (walled town): This port city handles 20% of the trade with western Ansalon, dealing mainly with Rath Suilfada, Rathtine and Baile Coill Mor. It is the primary export point of barbarian slaves sent west.
  • Population: 12,000 (75%)

  • Imports: metals
    Exports: none (trade)
    Government: aristocracy
    Military: 300/800
    Navy: 8 drakkar, 4 galleys, 9 small merchants
Rathtine (fortress city): This fortress city is fairly well supplied and defended. Outside of one settlement, most of the population lives within Rathtine. The area is fairly safe during fall and winter but barbarian raids are common in spring and summer.
  • Population: 18,000 (90%)

  • Imports: none
    Exports: none
    Government: govenor with voting council
    Military: 1100/900
    Navy: none
Rathdubh (fortress city)
  • Population: 11,500 (90%)

  • Imports: none
    Exports: none
    Government: hereditary baron
    Military: 500/1200
    Navy: none
Rath Suilfada (fortress port): This fortress city is accessable only by water or a narrow and easily-defended pass. Aside from protecting nothern mines, frequent trade is conducted with the (native) desert nomads. Half of the population outside the fortress are dwarves.
  • Population: 20,000 (70%)

  • Imports: none
    Exports: semi-precious metals
    Government: militocracy
    Military: 1000/1500
    Navy: 6 drakkar, 11 penteconters, 5 galleys, 1 trireme
Clochban (walled port): The closest port city of Western Continent to the Eastern, it has risen in trade volume since the rise of the Suildia pirates to the south.
  • Population: 12,000 (60%)

  • Imports: trade goods
    Exports: trade goods
    Navy: 12 drakkars, 4 peneconters, 6 galleys
Rath Tra (fortress city): Rath Tra serves as a bastion against the raids of the plains nomads and fey beasts of Sliebhte Dubh. However, no real incursions have occured for decades. Complacency has lead to the deterioration of manpower, morale and repairs.
  • Population: 3,000 (90%)

  • Imports: various
    Exports: none
    Government: coalition of Sardth, Clochban, Cnoc Mor, Srub Brain and Mantray
    Military: 2,000
    Navy: none
Mantray (walled port): The secondary port in the West, it has seen a great loss of trade due to piracy. However, it recieves a large amount of metals and gems from Teachlui in the East.
  • Population: 9,500 (65%)

  • Imports: trade goods (metals/gems)
    Exports: trade goods
Sardth (walled town): Sitting astride where the Spirit River splits into its northern and southern branches, it serves as a trade stop for goods coming and going from the ports of Clochban and Mantray.
  • Population: 6,500 (70%)

  • Imports: none
    Exports: none
    Military: 200/350
    Navy: none
Teachbas (open town):
  • Population: 4,000 (60%)

  • Imports:
    Military: 250/500
Srub Brain (open town)
  • Population:

  • Imports:
Cloch Illait (walled town)
  • Population:

  • Imports:
Baile Badb (open town): A very isolated mining community, it faces no real threat from pirates or humanoids. However, the hills around it are abundant in natural (and semi-natural) animals.
  • Population: 2,500 (20%)

  • Imports: none
    Exports: metals, minerals
    Government: Socialist
    Military: 50/300
Dunspeir (walled town): This is the western-most city on the continent. It is home to the Winged Folk.
  • Population: 1,500 +1,275 winged folk (50% + 10%)

  • Imports: none
    Exports: none
    Military: 200/400
    Navy: 2 drakkar, 5 galleys
Suildia (walled town): This is a haven for pirates and outcasts, changing leaders as many as 3-4 times a year.
  • Population: 15,000 ? (35% ?)

  • Imports: none (piracy)
    Exports: none
    Government: dictatorship
    Military: 300/2000
    Navy: unkown, but large and varied
Kebre (walled town)
  • Population:

  • Imports:
Foscadhfuacht (independant open town): A moderately important town on the roads linkin Teachlui, Baile Coill Mor and Baile Nar.
  • Population: 1300

  • Government: council of elders
    Military: 50/300
    Navy: none
Uisce Olc (independant open town): A fishing/farming community of little importance, other than lying along the Baile Nar/Coillfliuch trade route.
  • Population: 750

  • Government: commune
    Military: 50/150
    Navy: 1 penteconter, 4 galleys
Cheteau (independant open town): An unremarkable small fishing village would be.
  • Population: 650

  • Exports: none
    Imports: none
    Government: aristocracy
    Military: 40/90
    Navy: 1 drakkar, 1 penteconter
Karsten (independant walled town): Karsten is unusual in that it is an equally mixed community of dwarves and humans.
  • Population: 1500

  • Exports: precious metals
    Imports: grains and vegetables
    Government: council of five (two dwarves, two humans, and one of another race)
    Military: 200/600
    Navy: 3 drakkars, 2 galleys
Geatafarraige (independant walled town): Formerly a settlement of Trasedga, Geatafarraige broke away during Trasedgan troubles with Suildia pirates over two decades ago. Though nominally protected by stone walls, most have fallen into disrepair since the fight for independence and are only marginally effective.
  • Population: 950

  • Exports: none
    Imports: none
    Government: aristocracy
    Military: 100/200
    Navy: 3 penteconters
Tir Ard (walled city) This is the primary concentration of vikings in Ansalon, although numerous villages dot the northern and eastern coastlines (populations of 400-800 each). Known to the vikings as Hochland.
  • Population: 30,000 ? (30%)

  • Imports: timber
    Exports: warhorses, slaves
    Government: clans (6 major, 16-22 minor)
    Military: 3500/10000
    Navy: none

Technology on Ansalon is late TL2; the ships and weapons of the vikings are TL3, as well as some theoretical sciences from the Old Empire. The picts are TL1, with some higher tech items scavenged from the celts and vikings.


As normal rules, but aspected mana areas are common, as are spots of high mana (not always stationary; 1d6 miles wide, 1 in 6 chance of moving 1d6x5 miles during an equinox or eclipse, reroll size). Stationary high mana areas are either inaccessable, or 'leakage' from sidhes (and thus avoided by sane people).

Vikings normally use rune magic, Celts magic based on ogham (basically the same as rune magic), Greeks traditional magic and Picts ritual magic.


Celts: Druids - Mainly worship their ancestors, plus some appeasement to the nature gods (some of whom live in the hills).

Old Imperials: Clerics - following the old rites of the Old Empire.

Vikings: Shamans

Elves/Dwarves: Nature

Savages/Natives (Picts): Totemism

Orcs, goblins, etc: varies


Not surprisingly, the people of Ansalon are fine sailors and build sturdy sailing ships. There are several different types. The warships and merchants, while used by the celts, are of Old Empire design.

Warship: These are roughly the same as the Greek penteconters (p.GR107), carrying 60 men and 20 tons of cargo at up to 16 mph. A handful of the much larger trireme exist, but few city-states have the manpower to properly use them.

Galley: Smaller galleys are in use, similar to the Homeric galley (p.GR108), carrying 23 men and 18 tons of cargo at 13 mph. When used as naval vessels, they are used to patrol coastal waters looking for pirates, smugglers and invading forces (usually Vikings). In naval actions, they are used to screen the flanks of larger ships and to harass and scout the enemy.

Longship: Treat these as standard Viking drakkars. Size and capacity varies widely. They are only manufactured by the Vikings; any drakkar in Celtic hands were captured in battle or by stealth.

Merchant: These are roughly the same as the Greek large and small merchants (p.GR109-111). The large merchant requires at least 7 crewmen and carries some 150 tons of cargo at 10 mph. The small merchant requires at least 4 crewmen and carries some 48 tons of cargo at 12 mph.


Gaelic, Female

Aidan (Edana), Aisleen, Alana (Alain, Alina), Amena (Amina), Arlene (Arleen, Arlen), Bevin, Brenna, Bridget (Brigette, Brieta), Bryna (Briana), Cara (Carina), Caera, Colleen (Cailin), Deirdre (Diedre), Doreen (Dorie), Fiona, Flanna, Isolde (Iseult), Kerry (Kerri), Kyna, Malise, Malvina (Malva, Malvie), Morag (Moira), Muriel (Muire), Myrna (Mirna, Moina), Nairne, Orna, Selma, Sheena (Siobhan, Shelia, Sheelah), Sorcha, Tullia, Ula, Wynne (Win)

Gaelic, Male

Adair, Ahern (Aherin, Hearne), Aidan (Adan), Alain (Ailin, Ailean), Alroy, Aneurin (Nye), Artair (Artur, Artus), Baird, Balfour, Banniing, Beagan, Blair, Boyd, Brien (Briom, Bryon), Caddock, Cadell, Caley, Carlin (Carling), Carvey, Cathmor, Conal (Connall, Conn, Kynan), Cormac, Coile, Craddock, Curran, Demsey, Devin, Dolan, Donal (Donnall, Donn), Dugan (Doogan), Egan, Ennis, Ewan (Ewen, Owen), Finlay, Flann, Garnock, Gavin, Hagen (Haggan), Howell, Ian, Inness (Innis), Kane, Keegan, Keller, Kern, Kevan, Kieran, Kinnard, Lachlan, Lawler, Lunn, Muir, Nairn, Neal (Niall, Neall, Neel, Niels), Oran (Oren, Orrin), Quillan, Rafferty, Regan, Riordan, Rorke, Rogan, Scanlon, Scully, Sholto, Sloan, Strathan, Tierman, Tormey, Tristan, Tynam

Viking, Female

Ada (Aida), Adaline (Adela), Adolpha (Adolphina), Alvina, Amelia, Armina (Erminia), Bathilda (Batilde), Brunhilda (Brunhild), Caroline (Carline, Caro), Clotilda (Clothilde), Dahlia (Dale), Faith (Fay), Fread (Frida), Galiena (Galiana), Halfrida (Hallie), Ida (Idalia, Idella), Jarvia, Luana (Luane), Mathilda, Millicent (Melisenda), Minta (Mina, Minetta), Nissa, Odelia (Odella, Otha), Ordelia, Quenby, Ramona (Mona, Rama), Romilda (Romilda), Serilda (Serilde)Ula, Ulrica (Rica), Ulva, Vala, Welma (Velma)

Viking, Male

Abelard, Adler, Adolph (Adolphus, Dolph), Alaric (Ulric, Ricy), Aldo, Algar, Amory, Anselm (Anse, Ansel), Armand, Baldemar, Berthoud, Conrad (Cort), Davin, Dedrick, Derk, Edel, Ehren, Emmerich, Ferrand, Frederic (Fritz), Fremont, Garner, Garvin, Gerald (Gearalt, Jerold, Jer), Goddart, Gustaf, Harlon, Haydon, Harbert (Hoireabard), Herwin, Hubert (Hobart, Aodh), Lewes (Luthais, Ludo), Lothar, Mandel, Medwin, Norbert, Odolf, Olav, Ormen, Osgood, Radbert, Raymon, Raynor, Reinhard, Ricard, Rodric, Rosco, Ruskin, Searle, Sigmond, Sigurd, Skerry, Skip, Storr, Sutherland, Terrill (Tyrrell, Tirell), Thybalt, Thorald, Thornert, Trigg, Turpin, Waldron, Waine, Wray

Old Empire, Male/Female

See GURPS Greece.

Creating a Character

Characters start off with 125 points with -40 points in disadvantages. Literacy costs 10 points.


For simplicity, the Vikings use modern German, the Celts modern Irish and the Old Empire classic Latin. In the game, these are referred to as Nordic, Celtic and the Old Tongue. There is no written form of the Pict language.

Viking Characters
All must take either Code of Honor (Viking) or Reputation -4 (Among Vikings). Either is worth -10 points. Celtized vikings must take a -5 point Social Stigma; normal vikings have a -10 point Social Stigma. None of these count against the -40 point limit.

Celtic Characters
All must take either Code of Honor (Celtic) or Reputation -4 (Among Celts). Either is worth -10 points.

Old Empire Characters
All must take a -2 Reputation, for -10 points, which does not count againt the -40 point limit.

Pict Characters
Picts have Primitive (-1 TL) and Social Stigma (Barbarian), for a total of -20 points, which does not count against the -40 point limit.

Patyrsun's Main GURPS Page
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The Adarian Campaign
The Index Page for my personal RPG Campaign that has been run for over 25 years....

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