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Celtic Age

This soft bound source book brings the fascinating world of the Celts to d20 life. Gods, warriors, magic, dress, weapons and more. Anyone whose blood runs hot at the sound of a pibroch will have to have this book.
 

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Celtic Age adds all sorts of things Celtic to the d20 world. It starts with lots of good background on the Celtic World before Christ. Then there are things that make Celts into Celts - the way they drink, the way they fight, the way they ####. Yes, it has a whole section on love and sex.

There are three new core classes: Celtic Druid, Fili, and Celtic Wrestler. These are all much better than the regular game's druid, bard and monk. A lot more balanced and a lot more believable. And Celts can give XP to their weapons, and give them names. This is cool.

There's a whole section on Celtic monsters, with their stats, and a chapter on the animals the Celts kept or hunted. The wild boar is a nasty SOB.

This is a great addition to d20. So much of the old D&D was taken from Celtic myths, it's really great to see the game brought back to its roots.
 

Crothian

First Post
How are their classes better? Are they balanced? Are there fey in this book? Are there info on tribes of celtic magic? What about sacrifices?
 

Simon Collins

Explorer
This is not a playtest review.

Celtic Age is a sourcebook on Celtic culture for d20 from Avalanche Press.

Celtic Age is a mono softcover product costing $29.95. Though it is 192 pages, the size of the book is about 3/4 the size of A4, maybe a bit bigger - a rough guess would be about 150 pages equivalent. On the whole margins, fonts, and space usage is fairly good, though seven pages are lost to credits, contents and such like. The generous use of sidebars with wide margins may also concern some, though this aspect is better than some previous Avalanche releases. The cover avoids the usual near-nudity of Avalanche covers, giving a stylistic stained-glass window effect of Celtic knots and intertwined figures. The interior art has a mixture of Victorian-style prints, doctored photographs, along with some decent sketches, which to my mind should have outweighed the other 'art'. Writing style is average whilst editing is good.

The introduction outlines the period the book covers, which is the Celtic World from 60 BC to 60 AD, and discusses the mix of fantasy and history that the book has sought to create.

Chapter 1: Celts In History
This chapter takes a look at the history of the Celts from the first archaeological evidence in the Hallstatt region of what is now Austria, through their colonisation and invasion of much of Western Europe, and up to the defeat of Boudicca in Britain by the Romans in 60 AD.

Chapter 2: The Celtic World
This chapter looks at the geography of the Celtic lands during the timeframe 60 BC to 60 AD and covers the Cisalpine Celts (in roughly what is now northern Italy), Celtiberia (what is now Spain), Galatia (modern Turkey), The Province (now Provence in Southern France), Gaul (modern France and Belgium), Noricum (in the area of modern-day Austria), Albion (modern day Britain), and Eiren (modern day Ireland). The chapter includes information on the society of these slightly differing cultures, their language, politics, and the threats to each nation, as well as a bit more detailed history of each region. There is also a rough map of Albion showing the different tribal names in each of the regions of England and Wales.

Chapter 3: Celtic Society
This chapter breaks Celtic society into four classes - peasants, craftsmen, warriors, and priests. Within these sections, slavery, trade, and nobility are discussed. The priestly class is broken down still further into druids (not standard D&D druids, but roughly historically accurate ones), vates (seers or diviners), and banafaith (female priest/bards who divine through music).

There is a sidebar covering Status - a game rule-related effect. Characters can build up status points by performing heroic deeds which are recounted in songs and tales, or just by gaining levels. These points can be spent on gaining status levels - for each status level, the character gains one use per day of cause fear (with an area effect and no listed duration), inspire (giving +2 saves and +1 attacks to all on his side, again with no listed duration), and smite (gaining +2 to attack), and can also add his Status Level to his Charisma bonus for all Charisma-related checks. Which is nice. None of these are defined in terms of special ability type.

There is more detail on nobility, with discussion on chieftains and how they gain authority through Status in order to rule the tribe, and the responsibilities to the tribe that come with that authority. This includes a fairly lengthy discussion of Celtic feasts, with Status gained from holding feasts, the type of guests one invites, and the level of generosity shown. The chapter continues with a discussion of trade and travel, economics, currency, precious metals (destroying a few myths about precious metal availability along the way) and the Celts' love of gold. Precious items can also add to Status Points.

Chapter 4: Celtic Life
This chapter looks at the fortified homes of Celtic society, including crannogs (island fortresses), duns (fortified homesteads) and brochs (round stone towers) as well as the larger hill-forts. The grooming of the Celtic people is discussed in further detail - hair loss, clothing, and obesity can all have effects on Status. There is further information on food and, more importantly, drink - inebriation being an important part of Celtic culture (though not by whisky, which we learn was not produced until mediaeval times). The chapter ends with some examples of Celtic games, and their importance in gaining further Status Points.

Chapter 5: Celts At War
After a look at the influence of alcohol on fighting, the importance of cattle raids, and their battle rituals including the single combat of champions before all-out battle, the sharing of insults, as well as battle tactics and the taking of enemy's heads as trophies. There is also a short section on beliefs about the afterlife and Celts in mercenary service for other nations.

The next section deals with Celtic weapons and armour. A sidebar has a system for channeling XP into one's weapon to buy special features for the weapon. However, the amount of XP required is not clearly defined. Special features include a feee critical hit and the ability to ignore an attack of opportunity once per game session. There is information on caring for weapons, and the prestige of a good scabbard. There is some discussion of chariots and cavalry, with rules related to charioteering later in the book.

The remainder of the chapter looks at warrior societies, focusing on the Fianna (a legendary group of Irish warriors recorded in historical writings), Gaestatae (disciplined warriors that fight naked), and wild women (female warrior defenders of the druids and their groves).

Chapter 6: Celtic Women
This chapter looks at the relatively liberal role of women in Celtic society compared to other cultures of the period. It discusses sex and sexuality quite frankly. The section goes on to look at the role of women warriors and women in the priesthood. The chapter ends with a discussion of marital law, the importance of children, and the role of fosterage in Celtic society, where teenagers go to live with another family, to increase or cement a union or friendship between the two families.

Chapter 7: Celtic Learning
This chapter looks at literacy and gives a guide to the Ogham alphabet, based on slashes across the edge of an object (usually a standing stone) and used mainly for inscriptions. The importance of music and storytelling is emphasised and we are introduced to the Celtic bard (again, somewhat different to the standard D&D bard) and the fili (a cross between the bard and druid from this book, with some divining abilities). The chapter ends with some further information on the Celtic understanding of honour, the law in relation to this understanding, and finally the concept of geasa (a personal taboo with repercussions for breaking them).

Chapter 8: The Ascended
After a general discussion regarding the cycle of life, the belief in resurrection and the cycle of the seasons and nature, we are introduced to the concept of the Feast Of Ages. The Feast Of Ages is a divine feast held by the Celtic gods which grants a years immortality to all those who partake of the feast. Partaking of the feast over many years causes immortality to become imbued in the soul of the being, leading to godhood. Thus, gods dine there, as do semi-immortal heroes, and also some mortals who have gained the gods' favour. There is also some brief discussion of the Otherworld (the home of the Gods), and holy wells (whose water grants game effects such as healing, removing disease, visions of the future, and speaking with the dead).

The chapter then moves on to the gods themselves, who are presented as classed characters (albeit epic level ones). They all conform to a creature template, known as The Ascended, which defines the level of godhood the being has reached - demigod/hero, lesser god, or greater god. Hit Dice are based on this level of godhood plus their class hit dice, they gain additional skill ranks, limited immortality, ability and AC bonuses, but no increase to saves, speed, feats, attacks, or damage. Eleven gods are presented - mainly a mixture of Irish and Welsh legendary gods including Dana, the Mother of the Gods, who is presented as a 20th-level druid, Hit Dice = 15d10 (ascended) + 20d8 (druid) + 175 (Con bonus from 19 Con), and with 248 hit points.

Chapter 9: Celtic Characters
The core classes of Barbarian, Bard, Druid, Monk, Paladin, and Wizard have no place in this setting. Instead, three new 20-level character classes are available:
* Celtic druid - retains the D&D druid's BAB, has a sorcerer's save progression, and gains 'protection against evil' and 'magic circle against evil' type benefits with level increases. The class also uses a points system for casting spells, where a pool of spell points can be spent in powering spells of any level to the total sum of points available. The Celtic Druid only progresses in spellcasting ability every fourth level and has a limited number of spells to choose from compared to a standard druid. No mention of minimum ability scores is mentioned, nor of higher ability scores giving access to higher level spells or bonus spells. The class seems very weak in terms of game mechanics compared to the standard druid, and therefore in comparison to the other core classes which can be used, such as sorcerer and cleric.
* Coraiocht - unarmed combat specialist who also uses a shillelagh (fire-strengthened stick) for attack. As a fighter for BAB and saves, gains bonus feats more slowly, has some special moves using wrestling and shillelagh-based attacks, and does progressively greater unarmed damage than usual - up to d12 at higher levels. The table for this class also shows an unarmed attack bonus progression separate to the standard attack progression, which implies that it be added to the standard attack progression, though this is not stated explicitly.
* Fili - poet-singers who gain a number of bardic music-like powers based on satire - poems or songs that attack the victims reputation, insults him, or even shames him unto death. The fili gains no spellcasting abilities, has the BAB of a D&D bard, and the save progression of a cleric. In order for the satire to be successful, the fili must make a successful Perform check and the victim also gets a saving throw, modified by the drunkenness of both parties.

Three prestige classes are also offered:
* Fianna Eirinn - members of the Fianna warrior society with a fighter HD, BAB and skill point progression, strong Fort and Ref saves, a high Dex prerequisite, and an interesting mix of class features that seem to be a mix of druid, bard, and barbarian-type abilities such as woodland stride, song of courage, and selfless fury.
* Gaestatae - spear-masters whose prerequisites allow for entry at 3rd level and gain bonus feats and class abilities to help them fight in a spear wall.
* Wild Women - female bodyguards of druids with possible entry at 3rd level, and some barbarian-style class features as well as limited druidic spellcasting.

Chapter 10: New Rules For Celts
Ten new feats (including Fighting Drunk and Formation Fighting) and two new skills (Charioteering, which works similarly to the Ride skill, and Composition, which adds bonuses to the Perform skill). There is a section on the effects of alcohol and alcohol poisoning (including rules for getting sick). The various effects of breaking geasa are also covered as well as rules for who can bestow progressively more serious geasa. The remainder of the chapter is take up with a discussion of Power Points, which start at 10 and can be increased by cutting off the head of an opponent during an honourable battle. These power points can then be spent on game effects such as gaining temporary access to a feat, an additional spell, a re-roll of a die, etc. A severed head can also be used as protection against evil spirits and can boost a host's Charisma and social influence when brought out at a feast.

Chapter 11: Celts And Animals
This chapter focuses on normal animals and discusses the relation of each animal with Celtic society as well as providing stats for each animal (it is notable that the stats for some animals do not correspond exactly to stats in the Monster Manual - e.g. Dogs are given a Charisma score of 11, rather than the 6 in the MM).

Chapter 12: Celtic Monsters
Nineteen new monsters for the setting, the majority of which are beasts and magical beasts from Celtic legend such as the half-woman half-goat vampiric Glaistig, and the amphibious bull-like Tarbh Uisge. There are also stats for a Roman legionnaire (1 HD fighters with a CR of 2). There is no listing by type, CR, or terrain/climate.

There is no index.

Conclusion:
I have to say up front that the Celts are my area of greatest interest and I am currently running a Celtic-influenced campaign using my own D&D-style setting and rules for integrating Celtic influences with the d20 system. I have read widely on the subject and am probably being somewhat harsher on the book than most would be. My main concerns are the constant abuse of the d20 rules, the weakness in integrating with the rest of the d20 system, and lack of clarity in the definitions of the new rules throughout the book. I also felt that the writing was very dogmatic at times, in contrast with the more popular toolkit style of the best d20 products currently being released. Though there is plenty to pick up for those new to the intricacies and excitement of Celtic culture, the book mainly failed to convert these aspects into viable game rules.

The first half of the book gives a fairly decent overview of Celtic lands, culture, and society, if a little dry at times. It is the weak character classes, odd prerequisites for prestige classes, incorrect CRs, and non-standard stats, which left me frustrated. The depiction of gods as templated classed characters is not my cup of tea either, and I found the Status rules, level-gaining weapons, and Power Points for severed heads overly powerful, especially when combined. Celtic Age often manages to capture the flavour of the Celts, without backing them up properly with balanced game rules (considering these are being used in conjunction with standard D&D classes and their abilities and spells). Which leaves it to be a reasonably decent resource on Celtic culture, but on the same level as many a standard history book on the Celts. Certainly compared to a sourcebook such as Mongoose's 'Slaine', which brings Celtic flavour together with innovative game rules, Celtic Age pales in comparison. There is some use as a secondary sourcebook for academic information and resource for ideas on developing a Celtic culture in an existing campaign setting, especially for those new to this time of heroes and legends, but I cannot wholeheartedly recommend it.
 



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