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!