Wednesday, October 23, 2013
Saturday, October 5, 2013
Rule Book, Mythology
150 pages (estimated), Hardcover
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!
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.