Celts I

200 - 600 CE

The Celts who remained free by the third century inhabited lands Rome hadn't fully conquered - Ireland, northern Britain, isolated pockets in Gaul's interior forests. These weren't the peoples who'd once dominated from Iberia to Galatia. Those Celts had been Romanized, Christianized, absorbed into empire. What survived were communities that had retreated into marginal lands - dense forests, western islands, mountain valleys - where Roman rule never fully penetrated. Society organized around hill forts and sacred groves rather than towns. Druids maintained old traditions, performing rituals in forest clearings that continued practices Roman conquest had interrupted elsewhere. Warriors still earned status through cattle raids and single combat, though increasingly they fought defensive actions against expanding neighbors. Most people farmed and herded, living in scattered settlements connected by kinship rather than centralized authority. The forest provided not just timber and game but spiritual identity - sacred oaks, ritual pools, boundary groves that defined territory and belief simultaneously.

Pressure mounted from every direction through these centuries. In Britain, Angles and Saxons seized eastern lowlands, pushing Romano-British and Celtic populations westward into Wales and Cornwall. In Gaul, Frankish expansion gradually absorbed or destroyed independent Celtic communities. Christianity arrived through Roman missionaries and Irish monks, offering baptism or destruction - often both. Some Celtic peoples converted wholesale, maintaining identity through new faith. Others resisted until military force made resistance futile. Ireland remained pagan longest, its isolation providing temporary refuge. But even there, Patrick and other missionaries eventually established monasteries that became centers of both learning and Christian power. The old druidic traditions faced systematic suppression - sacred groves cut down, stone circles abandoned, oral traditions interrupted as literacy came through Latin and Christianity rather than ogham and ancient memory.

Celtic strength lay in intimate knowledge of forest warfare and religious traditions that inspired fierce courage. In wooded terrain, Celtic warriors could ambush, harass, and disappear - tactics that frustrated organized armies accustomed to open battle. The belief system maintained by druids convinced warriors that death in battle led to rebirth, removing fear that made other peoples hesitate. This produced soldiers who charged enemy formations with terrifying abandon, howling war cries, seemingly indifferent to wounds. After victories, celebration with mead and ritual feasting reinforced community bonds and warrior status. The forest itself protected them - dense woods and hidden paths that only locals knew, making invasion costly and occupation nearly impossible. Yet the same elements that provided strength guaranteed ultimate defeat. Political organization never progressed beyond tribal chieftains whose authority ended at their war band. Neighboring tribes fought each other as readily as external enemies. Druidic traditions, though spiritually powerful, offered no administrative structures to compete with Roman bureaucracy or Christian church hierarchy. The courage that made Celtic warriors fearsome in battle couldn't overcome the reality that organized kingdoms with literate administrators, trained armies, and centralized resources would eventually overwhelm scattered tribes, however brave.

Ethnogenesis

Abilities

Celts I

None
Your army has +1 strength bonus in the forest
permanent available till Age III
During a battle, after bag preparation, you may discard any number of faith cubes to draw the same number of cubes from the bag. Replace each drawn cube with cube of your color and return them to the bag
permanent available till Age III
During a battle, your army in the forest ignores 1 damage dealt by an enemy army with None
permanent available till Age II
After winning a battle gain 1 mead
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