Warrior Society: +1 public order for every war against a neighbouring faction
Gallic Horsemanship: +1 experience rank for Gallic cavalry recruits


The Arverni are not just a tribe of barbarian hotheads. They are the most powerful of the Gallic peoples, with a complicated society and culture centred around their capital stronghold at Gergovia. They have a rigid social hierarchy under their kings and tribal chieftains, and a man’s prestige and position may begin with his lineage but they are secured by his battlefield prowess. There are also the druids, a powerful group of priests, advisors, wise men and judges. Religion and the druids bind together all the Celts.

In war, the Arverni make little use of cavalry. They rely instead on their skills with the javelin, and tactics of a headlong, deadly charge at the foe. Those who do not break under a shower of spears break at the clash of shields! Battle is also the place the champions prove their worth.

Gallic tribes sacked Rome in 390 BC and terrorised lands on the Aegean coast in 279 BC. Now, perhaps, the path lies in another direction, perhaps to Britannia to unite all the Celtic tribes, or perhaps once again to the gates of Rome, and beyond…

Other Chiefs

By age and experience the elders in the council are the wisest men, and therefore the most qualified to rule and provide counsel when necessary.

Elder Chiefs

King Luernios rules over the most powerful of Gallic tribes from his stronghold in Gergovia. His word is law from the River Rhine to the Atlantic coast. Under him, the Arverni are reputed to play hard and fight hard.
  • Internal Power Struggles: Public order penalty (maximum of -4) from presence of Celtic culture
  • Tribal Hegemonists: Moderate diplomatic bonus with all barbarian tribes (cultural affinity)
  • Gallic Craftmanship: +10% wealth from all industrial buildings
Starting Region(s)
Specialist Units