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TLG 8130 Codex Druidum
Product Type/Format & Price: 8.5 x 11 Perfect Bound, 144 pages; $24.99 (est) Ordering Info: TLG 8130, ISBN 978-1-936822-55-3
Beyond the comforts of home lie worlds of epic adventure.
Druids have surmised that before the present Universe there was a Disharmonious Void that once existed. Torn by destructive chaos and strife, it was devoid of any creative powers and life completely. Nothing could exist in this Disharmonious Void. It was death for the dead in essence and completely uninspired. A spark of Inspiration or Awen, called the Great Spark, blazing red and shaped like a thunder-bolt, tore its way through the blackness with fury. The Fire of Creation split the shapeless Void into the (as yet empty) Three Circles (Trí Fáine) that were anchored around one magnificent, growing oak tree. This tree was the first in the Universe, and under its immense leafy crown hung golden acorns, swollen with potency.
A Celtic Cromlech
The druids dwelt in a world wholly apart from our own, a world that comes down to us in the stones of the cromlech, the wild burnings of the wicker man, the priests who called on ancient trees and fey to bless or defend them and a language of such haunting beauty that its echoes stir memories within us of a people we once were.
The Codex Druidum delves into the myths of the Celtic peoples, the powers of the world around them, the monsters that hunted them, and the gods that watched over them. Its author, Brian Young, a scholar by trade, introduces the Celtic mythos like never before, exploring the depths of that world to recast it for the fantasy RPG Castles & Crusades. Within the Codex Druidum lies a wealth of information; gaming material that blows new life into the world of the fey, the druid, the ranger and all characters whose travels carry them through the wooded hills, broken crags and dark forests of our primeval imagings.
More than Myths and Gods
The Codex Druidum contains a veritable host of gaming material. New spells for your druid, new powers for your characters, combat, and more, within the Codex Druidum you’ll find:
190 new druidic spells
90 gods and monsters from the Celtic mythos
150 powers for the fey monsters
Expand your character! With fey blood in your veins you too can possess the powers of the fey. Or even adopt new races for your game. The elder gods possessed powers of surpassing wonder and left a world with all manner of strange incarnations, those are yours to bring to life.
Codex Druidum comes complete in seven glorious, fun filled, fact packed chapters. Chapter 1 covers a complete history of the Celtic world view. Chapter 2 delves into the world of fey. Chapter 3 presents races and monsters. Chapter 4 covers mountains of new spells and magical abilities. Chapter 5 tackles the lords of war. Chapter 6 looks at the gods themselves. Chapter 7 yields new material for the Castle Keeper.
Cover Design
The life tree, an oak, make it central, spreading branches into a greater darkness (the void) above, so that the top of the book is darker. From the tree are golden acorns. On the ground are many golden acorns too. In the dark depths above the tree there is a lingering light from Arwen (lightening bolt). Round it are the circles, made in celtic designs, from one of the circles the Horned One is coming. He would be smaller contextually. the acorns are sproting into varius creatures and the like, into water, other trees. In the tangled roots of the tree lies a cave from which Gwynfyd the Blue hag is emerging. Riding onto the scene are two elf like creatures, the noble first. Here and there are monsters from myth in the tree and under it. The Horned One is blowing a horn. Throughout the design and spiraling onto the back cover are celtic circles.
Product Type/Format & Price: 8.5 x 11 Perfect Bound, 144 pages; $24.99 (est) Ordering Info: TLG 8130, ISBN 978-1-936822-55-3
Beyond the comforts of home lie worlds of epic adventure.
Druids have surmised that before the present Universe there was a Disharmonious Void that once existed. Torn by destructive chaos and strife, it was devoid of any creative powers and life completely. Nothing could exist in this Disharmonious Void. It was death for the dead in essence and completely uninspired. A spark of Inspiration or Awen, called the Great Spark, blazing red and shaped like a thunder-bolt, tore its way through the blackness with fury. The Fire of Creation split the shapeless Void into the (as yet empty) Three Circles (Trí Fáine) that were anchored around one magnificent, growing oak tree. This tree was the first in the Universe, and under its immense leafy crown hung golden acorns, swollen with potency.
A Celtic Cromlech
The druids dwelt in a world wholly apart from our own, a world that comes down to us in the stones of the cromlech, the wild burnings of the wicker man, the priests who called on ancient trees and fey to bless or defend them and a language of such haunting beauty that its echoes stir memories within us of a people we once were.
The Codex Druidum delves into the myths of the Celtic peoples, the powers of the world around them, the monsters that hunted them, and the gods that watched over them. Its author, Brian Young, a scholar by trade, introduces the Celtic mythos like never before, exploring the depths of that world to recast it for the fantasy RPG Castles & Crusades. Within the Codex Druidum lies a wealth of information; gaming material that blows new life into the world of the fey, the druid, the ranger and all characters whose travels carry them through the wooded hills, broken crags and dark forests of our primeval imagings.
More than Myths and Gods
The Codex Druidum contains a veritable host of gaming material. New spells for your druid, new powers for your characters, combat, and more, within the Codex Druidum you’ll find:
190 new druidic spells
90 gods and monsters from the Celtic mythos
150 powers for the fey monsters
Expand your character! With fey blood in your veins you too can possess the powers of the fey. Or even adopt new races for your game. The elder gods possessed powers of surpassing wonder and left a world with all manner of strange incarnations, those are yours to bring to life.
Codex Druidum comes complete in seven glorious, fun filled, fact packed chapters. Chapter 1 covers a complete history of the Celtic world view. Chapter 2 delves into the world of fey. Chapter 3 presents races and monsters. Chapter 4 covers mountains of new spells and magical abilities. Chapter 5 tackles the lords of war. Chapter 6 looks at the gods themselves. Chapter 7 yields new material for the Castle Keeper.
Cover Design
The life tree, an oak, make it central, spreading branches into a greater darkness (the void) above, so that the top of the book is darker. From the tree are golden acorns. On the ground are many golden acorns too. In the dark depths above the tree there is a lingering light from Arwen (lightening bolt). Round it are the circles, made in celtic designs, from one of the circles the Horned One is coming. He would be smaller contextually. the acorns are sproting into varius creatures and the like, into water, other trees. In the tangled roots of the tree lies a cave from which Gwynfyd the Blue hag is emerging. Riding onto the scene are two elf like creatures, the noble first. Here and there are monsters from myth in the tree and under it. The Horned One is blowing a horn. Throughout the design and spiraling onto the back cover are celtic circles.