Tuesday, November 5, 2013

The 'Codex Nordica' is at hand!

This is the next-to-final draft for the cover of my next Codex. The name is officially 'Codex Nordica' and not as shown on the title on this draft however. As soon as I get the info on the Kickstarter, etc for the book I will post it here, with links and more.

Saturday, October 5, 2013

The Codex Nordica Looms Near...Be Prepared for the Kickstarter Very Soon.

TLG 81311
Codex Nordica
Rule Book, Mythology
Codex Nordica
150 pages (estimated), Hardcover
$24.99 (estimated)
ISBN 978-1-936822-63-8

With iron grips they held their ships at sea. Face to the wind, back to the mist, they cut the water in their dragon prow ships, bringing the song of death and plunder upon the backs of gods that rose from the maelstrom of eternity. With axe and sword, shield and spear, they rose as if from the ether and opened the world to a storm of primeval lust.

The Codex Nordica plunges into their world, exploring the myths and cultures of the Vikings, from Odin's Ravens to the Jotun fortress of Gymirsheim. Brian Young explores the Nine Worlds of the northmen, the legends and myths, the magical creatures, gods, heroes, giants and monsters that peopled them.

All this is presented as a back drop to the game you are already playing. Expanding upon the core of C&C material Codex Nordica brings a host of new wizardry and enchantments, gods for the characters, warriors and battle craft. Added on to all this, are new materials for the Castle Keeper, all designed to enhance rather than hinder play.

Codex Nordica brings the Viking myths to life at the table!

The First Official Halloween Adventure Module Is On the Way...

Castles & Crusades Night of the Spirits
Product Type/Format & Price: 8.5 x 11 Saddle Stitched, 24 pages; $6.99
Ordering Info: TLG 8327, ISBN 978-1-936822-60-7

At the end of each year comes the month and holiday of Samonios, Samhain or Nos Galan Gaeaf, or Halloween. This is the time when the worlds are drawn together and monsters, gods and the spirits of ancestors wander between them. It is a dangerous and dark time in which the most holy and sacred of ideas mean more than they ever have before in the previous year. It is a time for the Dead and to honor them.

Events in the last year were steeped in bloody battles, the death of kings and encroaching evil from the Otherworld. The seers and madmen foretell that the omens are in place to bring a wrathful invasion from the Land of Magic. Most nobles and lords scoff at these superstitious words and ridicule them, but the common-folk know that there is truth in those portents and omens.

Families stay close, hold their festivities in honor of their ancestors and the gods, but stay wary of the dangers that might find their way into their darkened homes and lives. But for the young or unwary...

Little Addolgar ap Maelon Gof has wandered into the thick foliage of the Coed Celyddon, lured by the many colored playful lights that he saw dancing and laughing. Now the young dark haired child of ten winters is deep in the mist-shrouded forest soaked in Otherworld energies. A storm is brewing in the dark woods, stirring the trees and causing the limbs and boughs to crack and knock against each other. Owls hoot in their haunting voice and somewhere distant, wolves howl. Addolgar climbs over fallen trees and makes his way in bramble patches trying to get closer to the mysterious lights in the boughs of the trees.

Night of Spirits plunges you into the heart of Nos Galan Gaeaf, bringing your characters face to face with the Otherworld and the true horrors of the holiday!

Night of Spirits is an adventure for 3-5 characters of around 4th-6th level.

Sunday, September 1, 2013

My Next Novella's Cover Has Also Been Completed...

This novella is set to be released in December and is another in the series of my quirky Mountain Man Monster Hunter Jed Isaacs, this was the first story I composed, first as a film script in around the year 2000 and then a novella in the fall of 2008. 

A LOT of Writing Has Been Going On

It has been over a month, or two, since I last posted here but in this case it is a good thing. I have been busy writing like a madman, and not just gaming materials but novels and related literature. As you know my newest adventure module 'To Kill a King' is now out and has had five star reviews instantly as a PDF before it was ever printed and sold at GenCon last month! The adventure was inspired by my favorite, albeit short-lived 'Castle' Rock band 'Rainbow', and I do have another inspired one from a song due out in a few months as well. Next and related, my next adventure module, 'Goblin Night' is in the early stages of being put together and focuses on the early original Celtic Halloween, thus its name taken from the Welsh 'Coblynos'. The story occurs near the villages of Hadrian's Wall beside the ghost-haunted woods of Coed Celyddon and involves, the Wild Hunt, druidic ceremonies, a mystery and terrible things to come if everything is not figured out before the third and final night of Halloween (the early original Celtic celebrations would last for three nights, 'Trinox Samonios' in Gaulish and 'Tair Nos Coblynos' in Welsh). In the history of gaming, this is the first time an adventure module has been written for, and about the holiday! I suspect it will get high ratings as well considering...

The Codex Nordicarum, which is the second codex in the series focuses on the Nordic myths and peoples is in early production and editing right now and should be ready for a mega-Kickstarter in October. It takes the ideas, layout and innovative things I did in the Celtic book to new places and now places those many myths and associated elements into gaming contexts for all alike to add to their games. It will kick gamer butt and prepare everyone for the next and related Codex Germanorum that should be ready by the end of the year. Following that will be the Codex Slavorum, Codex Classicarum and many more that places beloved myths, and the most obscure goodies from them into the hands of players and CKs. At the present the Slavic codex is halfway completed, and will be ready by October to be moved into place for the set of the Codices. I am also writing on the tenth adventure module, The Torc of Serpents, a very unique challenging story that takes place in Celtic London, when the Celts took over after Rome left. It will give many new opportunities to explore and to slay dragons...yes monstrous ones taken straight from Celtic myth.

In addition to all of this, I am about to complete book four in my Silent War Steampunk Horror series soon called Atlantica and finish the first part of it all, but before I do so I am writing a new Celtic adventure series based on my adventure modules, putting them into literature. The first book, The Sullen Queen, it taken from my prequel module A Sylvan Gambit, and is quickly growing into an amazing piece of literature. These books follow the main character, Rhun ap Maelgwn, on his early adventures straight up to his appearance in real history in succession of his famous (and real) kingly father Maelgwn of Gwynedd, one of the few actually documented 'Pendragons' in Celtic history. I cannot even begin to describe how incredible this story is becoming as I write it, as I have found another niche of mine that I am well-suited to writing (since it is my expertise!).

I am also outlining, halfway done, my next Weird West novel about Cage O'Brien called Cold Blooded, and will be a story far removed from the first, Bring Me the Head of the Preacher Man. It again honors Lovecraft and Howard, even more so than the first and takes place almost eight years later in 1901. It will not only be a gripping story of action, horror and adventure but a commentary on one subject I detest - politics. This will be a mind-twist of a tale and cause plenty of paranoia along the way, so be prepared. Soon I will start on it, likely around the holidays. Being released this month from my publisher Damnation Books are two of my works, The Axis of Shadows and Black Coach, High Midnight at the same time, one a novel and the other a novella. The first is the third installment in my Steampunk series and the other another tale in the life of my Mountain Man Monster Hunter Jed Isaacs. 

As I have more updates I will post them here for you, be sure to leave comments and your feelings on things for me as I take them all seriously! 

Thursday, July 4, 2013

A Review on my FreeRPG Day Module! A Positive One as well!

Tabletop Review: A Pot of Broken Bones (& Halfling Broth) (Castles & Crusades)
by Alex Lucard on June 17, 2013

Broken Bones (& Halfling Broth) (Castles & Crusades)
Publisher: Troll Lord Games
Cost: FREE
Page Count: 16
Release Date: 06/15/2013

Saturday June 13th was Free RPG Day 2013, in which participating retailers were able to give away copies of various RPG samples. A few companies did quick start rules, other adventures, and some even did a tandem hybrid. A Pot of Broken Bones (& Halfling Broth) was Troll Lord Games’ offering for this year, and it was the product I was most interested in, as I like the system a lot. There are no quick start rules for the adventure, so you need someone who knows the C&C system to run it for you; preferably someone who knows the system well and can explain it to newcomers. As well, this particular adventure is for characters between levels 3 and 8, and there are four Level 4 pre-generated characters included. Between this and the lack of quick start rules, it does mean that everyone involved needs to have some prior understanding of how the C&C system works… which isn’t THAT hard, considering its an OGL system, but it does mean A Pot of Broken Bones isn’t the best thing to throw at a group of people completely new to Castles & Crusades. With only a cursory explanation of what dice to roll when, you should be able to have a really fun time with this adventure though.

The adventure itself if a lot of fun and very well written. It’s short, but with random encounters and a potential (and very unexpected) third act, it can really lengthen the adventure to two or more gaming sessions depending on how players handle it. I really liked the twist that players can run into if they play their cards right (wrong?) and it completely changes both the dynamics and expectations of the entire affair.

The plot of A Pot of Broken Bones is a short and simple one, which makes it perfect as a quick freebie to entice veteran gamers to try a new system or to reward long time fans of the system. A Halfling village has been ransacked by a pair of trolls, and the three that haven’t been captured, killed, or eaten hire the player characters to take out the trolls and free what remaining brethren they might have. Players have a variety of options on what to do about the trolls. They can use brute force to slay them, Stealth to sneak past, or guile and charisma to perhaps befriend or barter with the trolls into letting the Halflings go. I really enjoyed that, even as a simpler adventure, A Pot of Broken Bones didn’t play out as a simple hack and slash dungeon crawl. I loved that the text offered nonviolent solutions to the problem, although the adventure does admit most players will take the more direct route of sticking sharp things through soft things that scream and bleed.

The adventure also takes place under freezing winter conditions, meaning players with have to deal with the chill and snow in addition to two powerful antagonists. Of course, the troll’s lair has potential dangers besides the gruesome twosome, so players will have to be prepared for that as well. Of course, players won’t see the huge twist coming if they encounter it (it’s possible to run the entire adventure without triggering it) and as I said earlier, I was blown away by it. This alone turns a simple adventure for new gamers until a highly memorable affair.
One odd note about this adventure. I found the cover ink came off on my hands and fingers very easily – a problem I haven’t had with any of the other products I picked up on Free RPG Day. I’ve never had that problem with a physical C&C release before either, so I’m not sure if I just got an odd cover or if this is an issue with all the C&C Free RPG releases this year, so just a head’s up in that regard.

Out of the sixteen pages in the adventure, ten are actual content, one is a map of two locations, one is the OGL license and title page, two are product ads and two are the four pregenerated characters. There are two small drawings, each of a troll in the text, but otherwise the piece is mostly art free. Not surprising, as this is a free giveaway. I really like the cover art though.

All in all, I loved this adventure. A Pot of Broken Bones (& Halfling Broth) is something worth paying for, so to get this adventure for free is an amazing deal. It is well worth playing through as veterans of RPGS and/or C&C will love this thing, and the twist will throw them off their guard and then some. For younger or newer gamers, this adventure may well turn them into big time Castles & Crusades fans, leading them to purchase the core handbooks and many an adventure. I know it would have piqued my interest enough to invest in the system had I not already owned much of what’s out for it. Whether you’re new to Castles & Crusades or have only ever heard about it from reading my reviews, try and track down a copy of A Pot of Broken Bones (& Halfling Broth). You won’t regret it. I normally don’t pick up physical releases for RPGS these days, but this adventure was well worth driving to a participating game store and then some.

Sunday, May 26, 2013

I Will Begin the 'Codex Slavicorum' Next...So Be Ready!

My 'Awen' (Inspiration) is propelling me to continue on writing the next Codex in the series even though I want to finish my fourth Steampunk Horror novel, it is weird how creative energies work though. Since I am on a roll and these are becoming a deeper interest of mine than they already were, I will start on the fourth Codex, the 'Codex Slavicorum' - putting the many myths and tales of the Pre-Christian Slavic world into gaming terms for all. If you have this ancestry it will be a chance to place it into a game now and then some!

I have it set up and laid out ready to go now, slowly I am revving up to begin on this next Codex and it will be fun!

Saturday, May 25, 2013

Codex Germanorum is Now Absolutely Finished!

I know for months we have been saying that the German and Viking codices were 'finished', they were in a manner of saying. After many months I spent time fine tuning them, specifically the German Codex because it was the unfinished book by former TSR Game Designer Robert Kuntz going back to 2002. In the wake of the publication of my own old project that became the 'Codex Celtarum', now every book that follows in the series must be as good or better since it is a hard success to top if the books were to be sub-standard - and these are not! They are amazing!

I do not know when production starts on the next Codex but be ready for the news, it will be shake the many worlds when it is time and it can stand beside the Codex Celtarum in the gaming shelf proudly. There is so much useful stuff packed into these codices that gamers will have to take time figuring out what to do first! Keep in mind that this German Codex is purely my own creation and composition and not derived from Kuntz's own early drafts, I do not think they still exist after all of these years really. Steve couldn't find them in his archives. In this you can emulate Beowulf, Siegfried and other classic Germanic heroes and tales at the table.

Next it will either be the Classical (Greek/Etruscan/Roman) Codex or the Slavic, I am not sure yet, but whichever it will be mythic and epic and ready to be added to your collection and gaming soon...

Monday, May 20, 2013

Black Coach, High Midnight is Nigh....

This is the official cover for my new upcoming novella 'Black Coach, High Midnight' due out soon! This cover is made by Dawne Dominique, who has done all of my covers with Damnation Books/Eternal Press since I first signed on as an author!

Sunday, May 19, 2013

The Teutonic Furor is Coming Soon! (Codex Nordicarum et Germanorum)

The final 10,000 words on the Codex Germanorum is taking place this week, and gamers won't be disappointed! If my Celtic book has made an impression, I think this will be complement it and the Nordic Codex as well. Once this Codex is finalized and done and sent off to the Head Troll Lord to be readied, I will begin on the next in the series.

What culture I am not sure yet, either Slavic or Classical (Greek and Roman), but this will put the initial part of this series through a large part of ancient Europe and prepare everyone for some truly unique, and never written or published in gaming history, cultures (Native American, Mesopotamian/Egyptian, Meso-American, etc).

Each Codex has more monsters, character classes, magic and items exclusively taken from those cultures and translated into gaming terms using a minimalist system for rules. I am extremely proud and honored to be the author in these works and hope that the response by gamers everywhere is as positive as it is for my Celtic book as they come out. Don't worry, I will use the same system of writing, research and design as I had in my initial 20+ year project to keep the consistency and approach identical!

Thursday, May 9, 2013

Get a Print Copy of the Codex Celtarum!

The Codex Celtarum is now available in print! We have shipped out all of the Kickstarter copies (should be arriving in the mail in a few days most) and it is now being made available to the general public. If you didn't get in on the Kickstarter for the Codex Celtarum, now is your chance to own this highly anticipated book. Over 170 pages of new spells, new gods and monsters, and much much more. Click here for more information.

Wednesday, May 8, 2013

Module # 8 Is Completed!

Adventure module #8, 'The Idle Wizard' is now written and it takes things to an even more epic level than before...yes, it is possible! This adventure involves a war against the dreaded 'Host of Annwn' and its feared King Arawn. Unlike the previous adventures, this one incorporates the mass combat system 'Fields of Battle' in it, or can be plugged into another such system of the GM's choosing. I also include a quick chart to determine the results of the epic battle at the end as well for those GMs who want to keep it quick, rules-light, and simple.

The next module, "A Dark Burden: The Tale of the Doom Child" is being laid out so that I can get to work on it soon! These adventures are complementary with my Codex Celtarum, using the same setting, rules, etc found inside the 178 page book! Things are only getting better and my Awen, or inspiration is stronger than before!

Game on!

Tuesday, May 7, 2013

Adventure Modules!

For those of you who are gamers and also collect, here is my list of adventure modules produced so far (in italics) and projected titles for future adventures in my Celtic fantasy series:

1. Goblins of Mount Shadow
2. The Crimson Pact
3. The Giant's Wrath
4. A Sylvan Gambit
5. To Kill a King
6. Goblin Night
7. A Shattered Night
8. The Idle Wizard
9. Dark Burden: Tale of the Doom Child
10. The Torc of Serpents
11. Revenge of Arawn
12. Witches of the Phantom Queen
13. The Accursed Kingdom

(These are additional modules for separate sources)
A Pot of Broken Bones & Halflng Broth
Dwarven Glory II: The Reaping

I also have a mega 40 adventure (two campaign book set) idea of an Arthurian series that is proposed. It introduces everything in the Codex Celtarum even more than the module series listed above. Book one culminates in the Battle of Badon Hill, and the second finishes with the Battle of Camlan. There would be no other set of adventures out there that would even come close to this if published. There is more gaming here than most are used to....

Monday, May 6, 2013

FreeRPGDay and my adventure module for it! Here it is!

This will be available on June 15th 2013 from all game-shops that are participating in this fun event around the country. This adventure is based from the very first one that I devised (with some obvious improvements and extras) on my own when I first GMed in 1984 with MERP. I took that basic story and kept faithful to it yet made more depth and a back-story where I never had before. I wrote it to be a fun, slightly scary adventure that can be ran for tournaments at conventions, etc.

I also have an adventure for the recent ReapCon last month called 'Dwarven Glory II: The Reaping' that I will soon show here with cover and info on how to obtain. It is the sequel to the infamous 'Dwarven Glory I' and takes place in the world of Airhde with a return to the deep levels under Aufstrag where Unklar the Unclean once dwelt.

For more information on FreeRPGDay click here:

Saturday, May 4, 2013

To Kill A King

Product Type/Format: 8.5 x 11 Saddle Stitched, 24 pages
Price: $6.99
Ordering Info: TLG 8324, ISBN 978-1-936822-59-1

Beyond the comforts of home lie worlds of epic adventure.

Queen Adyna is unhappy. Her King is not her lover and her lover is not the King and such accidents of fate often need a guiding hand. The goodly King Gwgon ap Gwron has ruled the realm for many years but he has not ruled his wife and it is her design to bring him low and the character’s task to do it.

In this complex adventure of court espionage and skullduggery, the adventurers must slay a king. To do so is no mean feat, for they must track him, watch him, weaver their way through the forest of court intrigue to unseat him and even then it is best to be wary. For hired assassins are often loose ends that themselves need tied. To Kill a King is an adventure of betrayal and backstabbing; a story steeped in intrigue and regicide!

Those noble born and good of heart may shy from the task at hand for a certain, there will be blood tonight!

Set in a semi-historical mythical Post-Roman Britain, in the North of Wales in the little kingdom of Penllyn (‘Pen-thlin’) and has the strong element of the faery-folk and druidic magic about it. This module can be easily placed in the Airhde world setting or any other with a change of names and places and taken out of its historical and geographical settings and refitted for one of pure fantasy.

To Kill a King is an adventure for 2-5 characters of around 4th level.

Thursday, May 2, 2013

The First Reviews are in for the Codex Celtarum!

When someone starts a project the worry logically creeps in that someday people may not view it in the same way, or see the 'plan'. I had this worry many, many times over the last two decades of fine-tuning, modifying and creating the many elements that compose this setting. For the size of the book, 174 pages, I could easily add more and round it out at 200 pages, plus trim some places and streamline it even better (now that I see it in its final state), but who knows, that may happen with a 2nd edition someday?

With as many play-testers this game setting has had there was never anyone who disliked it, in fact they embraced the new angles and possibilities given within. Since no RPG has produced anything comparable in its history (although there were many 'Celtic' themed supplements, etc), this introduces all new ground and gaming possibilities that I knew would find eager gamers. Our groups loved them, why not others?

Contrary to the first reviewer on Diehard Gamefan', the majority of the faery races can be played as characters, or they can be adapted to by the GM. These races were not meant to be stuck only as NPCs because there are too many options with the abilities provided for the purpose of playing by players. So make characters, use the abilities and spells, and more when you make them, have fun!

The first review is here!   Once you have read it, please move onto the next. When more come in I will post links, etc about them, good or bad. The response by others is important since this project was intended for others, and it will prepare everyone for the upcoming Codices in the series, and there are about ten planned. What are they you ask? Steve has been working on the large Codex Airhde which is over 250+ pages in length so far, and I have the Viking and Early German books finished. After which I will work on the Slavic, Classical (Greek & Roman), Japanese, Native American, Mesopotamian & Egyptian, and Central and South American codices, all will follow the identical format you see in the Celtic codex. This means you will be able to plunder these cultures and make your world and campaign filled with the multitude of mythical beings, monsters, new classes, etc at your heart's content!

Quoting some of the comments made by reviewers:

"The Codex Celtarum contains a little bit of everything you could want for a Celtic-influenced campaign. I should point out that the Celtarum is not a source book for 100% accurate real world Celtic mythology, folklore and culture. It’s an adaptatiom of Celtic culture for the Castles & Crusades setting. There had to be some give and take which the author, who has a Masters in Arthurian Studies realized full well. The end result is one that should please fans of Celtic myth and role players used to generic high fantasy settings alike. The Codex Celtarum is something that every Castles & Crusades fan should be able to enjoy and appreciate, even if they don’t actually use it in their game."

"Aside from a few minor quibbles, the Codex Celtarum is simply an amazing book. It’s not just one of the bestCastles & Crusades sourcebooks ever, but it’s something that ANY fantasy game setting can pick up and use/adapt, especially if they are looking for a Celtic flair for their homebrew world and stories. There is so little in the way of mechanics, that you won’t ever have to do that much converting, especially if you already use an OSR system. As usual, the new Celtic content line for Castles & Crusades continues to impress."

"So, how does this book measure up? Well, the only other gaming book that I have that comes to mind is from TSR's excellent historical reference series. The Celts Campaign Sourcebook was certainly well put together but there is certainly something 'more' to this new offering. I'll be perfectly honest, the Celts were never a big thing for me -- I was always more interested in the ancient lands of Egypt, Greece, and the Roman Empire though I do have a soft spot for Vikings. Unlike the Celts, the Codex Celtarum leaves me with the desire to at least use *some* of the material and adapt it for my own campaign -- particularly when it comes to the Fey. The Codex Celtarum certainly has some substance to it there's enough to pillage for your own game even if you are inclined to run a Celtic themed game."

If you have a question about any aspect of the Codex Celtarum please let me know and I will reply!

Good Gaming!
Brian N. Young

Saturday, April 27, 2013

The Codex Celtarum is Now in Print and Going Out This Week!

After spending two decades playtesting and designing what became the Codex Celtarum, with scores of players and rule reinventions and updates, the project is over...for now! The 1st edition of this massive 174 page book is now printed and the PDF is being sent out to those who purchased it on the Kickstarter! So far the comments have been all superb and everyone is amazed by it on so many levels. Hopefully I will receive some full reviews soon, once I have them I will post them on here.

I do have, already, the changes for the 2nd edition in mind that will propel this book into farther places of being a gaming classic, but until then it is time to see the book in all of its wild Celtic glory, with its tribes, strange faery races and abilities, traditions, and more in it. I have defined the intangible, Faery or the Celtic Otherworld, in this project where no one else had before. I delved deep into the myths and lore obsessively trying to translate them into not only gaming terms, but comprehensible ones in general as well. 

My hope is that I can also supply an additional book for it on the underworld of Annwn with a more detailed atlas for players. This would allow players and GMs a more comprehensive setting that can be referred to rather than the condensed one I gave in the second chapter due to space restrictions. One particular thing I want to detail are the 33 cities of post-Roman Britain where the Britons still dwell in the path of the westward Saxon invasion.

The 150 Faery abilities also function as a spell list as well, giving the player more to use, and this realm of magic is counted as a part of the druidic, giving druids their legendary powers once attributed in early Celtic myths (who were seen as almost god-like). This won't put the game out of balance however since the GM is responsible for handling those issues in his or her game in general, it is meant to add an ever-changing range of wondrous options that give color and depth to the setting, and can be simply used only by the GM for the NPCs if needed - the possibilities are quite huge.

I didn't manage to place a pronunciation guide in the codex unfortunately, it was just one more small detail that had to be overlooked in the frantic completion of this, once never quite finished, project last year. Celtic languages are difficult for people with a single language background, or mainly an English speaking one and being able to differentiate Welsh from Cornish or Breton, or Irish Gaelic from Scottish or Manx will be impossible for most, especially since I have them in use all over Faery without any logic (but that is Faery and how it works). 

If you have any questions about this Codex, send them my way, either on my author page or by Facebook and I can reply to them as they come, dim problem! Now get out there and game in the Otherworld! 

Sunday, April 21, 2013

Lots of News of Things to Come!

This last week I completed two more publishing contracts, for my next two novellas in my Mountain Man Monster Hunter series ('Wolves on the Border' and 'Black Coach, High Midnight') with Damnation Books. I do not yet have the release dates of these two books, or the third in my Steampunk Horror series ('The Axis of Shadows'), but it will likely fall in the late summer or early Fall. Needless to say, I will need to write more in the Monster Hunter series as once planned in 2008 and see that quirky horror series through as once hoped.

This upcoming week my much anticipated 'Codex Celtarum' will be printed and the shipping to its eager buyers, first those on Kickstarter, will then commence. With this is the accompanying adventure module 'A Sylvan Gambit' as well, plus that extra 25,000 words I included in the codex since we reached 380% of our projected Kickstarter goal. In addition to this, my next module, 'To Kill a King' will be released very soon too!

I will be finishing up module #8, 'The Idle Wizard' soon too, and then beginning on the 9th, 'Doom Child' for my Mythical Celtic fantasy adventures, so lots more are coming your way, including the next Codex, 'Codex Nordicarum'!

Over the summer months I will be completing the fourth Steampunk novel, 'Atlantica' rounding out the first part of the series. This set of books will either be eight or twelve books when it all said and done. A lot I know, but it will be a ride from Steampunk through Dieselpunk and so many places, and times in between that it will feel as though you were there for all of it!

Also on the planning table is still the publication of my long worked on Celtic adventure trilogy, book one, 'The Girl with the Rainbow Eyes', and my other thinly related books. As a writer and author, one must keep busy to acquire a history and repertoire and I think I have been doing just that!

Sunday, April 14, 2013

Early Draft of My Module that Comes with the Codex Celtarum! Look for it soon (April 24th).

Jed Issacs, Monster Hunter Mountain Man - The Series.

My Dark West novella 'Wolves on the Border' is going to be published by Damnation Books soon! This story is another in the series I am working on based around the travels and odd stories of Mountain Man Monster Hunter Jed Isaacs. The first published being 'The Witch of Round Mountain', taking place in Oklahoma/Indian Territory during the historic Battle of Round Mountain.

My third novella, 'Black Coach, High Moon' has also been accepted now! Now I will have to write the others in the series very soon and tell more about Jed the Monster Hunter in the Great West/Frontier, starting with his origin story 'The Valley of the Reptile God'.

To Kill A King Ad Copy!

Castles & Crusades
To Kill a King
Product Type/Format & Price: 8.5 x 11 Saddle Stitched, 24 pages; $6.99
Ordering Info: TLG 8324, ISBN 978-1-936822-59-1

Beyond the comforts of home lie worlds of epic adventure.

Queen Adyna is unhappy. Her King is not her lover and her lover is not the King and such accidents of fate often need a guiding hand. The goodly King Gwgon ap Gwron has ruled the realm for many years but he has not ruled his wife and it is her design to bring him low and the character’s task to do it.

In this complex adventure of court espionage and skullduggery, the adventurers must slay a king. To do so is no mean feat, for they must track him, watch him, weaver their way through the forest of court intrigue to unseat him and even then it is best to be wary. For hired assassins are often loose ends that themselves need tied. To Kill a King is an adventure of betrayal and backstabbing; a story steeped in intrigue and regicide!

Those noble born and good of heart may shy from the task at hand for a certain, there will be blood tonight!

Set in a semi-historical mythical Post-Roman Britain, in the North of Wales in the little kingdom of Penllyn (‘Pen-thlin’) and has the strong element of the faery-folk and druidic magic about it. This module can be easily placed in the Airhde world setting or any other with a change of names and places and taken out of its historical and geographical settings and refitted for one of pure fantasy.

To Kill a King is an adventure for 2-5 characters of around 4th level.

Wednesday, March 27, 2013

Pinterest is now on my list...so follow me if you would like!

Slowly I am adding myself to most of the social networking sites, and here is one more! Follow me and I will return the favor!

Thursday, March 21, 2013

Update! Update! Update!

I haven't posted in a while I know, it has been a combination of taking a break from my many writing projects to being busy, but great things are coming your way in a matter of weeks!

1.) 'Bring Me the Head of the Preacher Man', my Weird West novel is nearing the end of its edits and will be in print soon.

2.) 'The Girl with the Rainbow Eyes', my Dark-Age Celtic adventure novel is in the hands of two agents, and I am waiting on a reply back from either about it...
3.) 'The Axis of Shadows', part three of my Silent War series will be released by summer, its cover is already done!

4.) 'Codex Celtarum' and 'A Sylvan Gambit' are at the near end of the edits, art and layout work after months of intense work and should be in print before April comes.

5.) I have several novels in the works, 'Black Horn', 'The Way of the Leaf Treader' and 'Atlantica', and one by one they will all be completed by summer or so.
6.) The next adventure module, 'To Kill a King' is next in line for production soon, and the 'Codex Nordicarum' too...

So many things are happening, and that is brilliant. Once the flow starts, the trick is to never let it stop!