We are now several sessions into our Mythic Britain campaign, and I thought you might be interested to hear our experiences. Overall, I (as GM) have found the setting highly enjoyable and the feedback from the players is positive too. As a group we have played a lot of RQ6, so there will be less to do with rules and so forth in this thread.
An alternate title for this campaign was "All Over Mendip" (for all you Wurzels fans), although "Wurple Diddle Di Do" might be more appropriate given my players...
First, some introductions...
Our intrepid adventurers are all residents of Ynys Gwedmawr [the Isle of Wedmore] in Gwlas an Hav ["the Summerlands", i.e. the Somerset Levels], about five miles northwest of Ynys Wydryn. Gwedmawr belongs to Cwlhedric, whose father Irven is chieftain over a small tribe with its hillfort at Caer Penrhyn [Worlebury Hill near Weston-super-Mare]. Irven is the sworn man of Custennin Fychan, brother to Uther. Irven runs the tribe with the help of his younger brother Teyrnon and his brother-in-law Owain. Although Cwlhedric is Irven's eldest son, he is untried in battle, and the tribe currently favour Teyrnon to eventually replace the aging Irven.
Cast of Player Characters
Cwlhedric ap Irven: son of the local chieftain. He needs to get the support of the tribe on his side, else they will elect his uncle Teyrnon as the next chief rather than him. Cwlhedric is young and idealistic, but untried in battle.
Drem ap Ferris: a druid haunted by the traumas of his past. He is the stepson of Owain, who is Cwlhedric's mother's brother. His left arm is withered, marking him for the spirits at birth. When he was young he was lost at sea with a friend; he hasn't spoken of what happened, but only he returned. He has searched ever since for his friend's remains to give them rest.
Newlyn ap Innis: a physician trained by Cerwen. He and Cwlhedric are childhood friends; Newlyn was born further east but his whole family were slaughtered by Saxons save for him and his siblings, who were scattered and Newlyn searches for them still. He is married to Cwlhedric's sister.
Brian mac Driscoll: Irish hunter and guide. He and his sister Dierdre came to live with Lord Irven as part of a fosterage with the Irish settlers in Deheubarth [Siluria], but did not return home when the peace between the kingdoms failed. He, Newlyn, and Cwlhedric became friends, with Cwlhedric later marrying Dierdre.
Abandinus ("Ban"): A Cornovian sailor and warrior. Named (aptly) after the god of slaughter, he is a wolf-hearted wanderer who has been befriended by Drem. The two have sailed Sabrinna's Sea [Severn Estuary] in Drem's endless quest.
Owain ap Rand: Lord Irven's brother-in-law and former leader of the warband. Owain has seen much action in battle, but since losing his right hand in a fight has been relegated to the role of steward.
Nolan: an old hand in Irven's warband. Insists on wearing a leather hood which stinks whenever it gets wet. A keen gambler.
Boyd: an untested youngster in Lord Irven's warband; his inexperience does not prevent him boasting of his prowess. His nickname of "Goatshagger" is due to an almost-certainly untrue anecdote told following a night of heavy drinking.
Morgan ap Morfyn: Morgan "The Black" was Owain's equivalent in Teyrnon's warband before he and Teyrnon had a falling out and he went rogue.
- Events of a variable duration lasting 1–x turns/rounds are rolled on a 1dx at the beginning of the affected character's turn, if a 1 is rolled then the event ends after the character's turn. Otherwise, the size of the die is reduced by 1 and rerolled on the character's next turn
- Personal Luck Points refresh at the beginning of each session (once the current scene, if any, is concluded). Group Luck Points refresh at the beginning of a story.
- Druids may recruit a spirit as an ally or companion by spending 5 Experience Rolls. An ally needs to be summoned before use, a companion doesn't. Companions require a geas to govern the pact. Each geas can cover 1d3 points of Intensity: one geas might be sufficient for a few weak spirits; but powerful spirits may need more than one.
- Spirit Combat uses the Tenacity option (RQ:213). Tenacity will also be used to model mental resilience against fear.
(This will probably expand over time)
- Roman buildings and structures are usually devoid of spirits and magic in general. The Romans liked to contain and control, and their religious practices confined their gods to official shrines. They conducted ceremonies to the manes and lares every year which rounded up stray spirits and cast them out. Roman architecture is hostile to spirits. As a result, Christianity's biggest successes have been in the towns left behind by the Romans, rather than in the traditional hillforts.