Role-playing The Myths,
Heroes & Monsters of the Celts
most ambitious role-playing supplement, Celtic Age
won the 2002 Origins Award for Best Roleplaying Supplement.
It’s intended to give the game master everything
needed to build a Celtic campaign world, or to add Celtic
trappings to an existing one. Gamers love their Celts,
and this book has been our best seller despite appearing
at the tail end of the d20 revolution.
A collaboration of Origins Award-winning game designer
John R. Phythyon Jr. and award-winning historian Mike
Bennighof, Celtic Age’s 12 chapters are
stuffed with Celtic lore, new creatures, new classes and
more. This is the book that will give your campaign world
that special aura that has kept Celtic culture alive two
millennia after the Roman conquest.
Here’s the outline:
Chapter One. Celts in History.
Background on the origins of the Celts, and particularly
their bloody wars with the Romans.
Chapter Two. The Celtic World.
The various lands where Celts live in the era
from about 50 BC to 50 AD, from Eiren (Ireland) to Galatia
Chapter Three. Celtic Society.
The sharp social divisions among the Celts, and
how this affects game play. Economics gets covered, trade
patterns, and the Celtic notions of prestige — to
rise to the top, chop off some heads!
Chapter Four. Celtic Life.
What Celts eat, how they dress, their homes and
their fortresses. How they brush their teeth with stale
urine and kill themselves rather than get fat. We’ve
also got game rules for hair loss: surely a first for
Chapter Five. Celts at War.
How the Celts fight, their weapons, their methods.
And their warrior societies like the Fianna Eirinn or
the fierce Wild Women, the female guardians of the Druids
and sacred groves.
Chapter Six. Celtic Women.
One of the reasons gamers love Celts is the comparatively
important spot women occupy in society: they are equal
before the law and do at times go to war. Female characters
thus can take on a full role in game play while remaining
true to a historical setting. Here we look at women and
the law, women and children, and women at war.
Chapter Seven. Celtic Learning.
Celts are known for their music and poetry, and
the wandering bards who spread them. The most honored
bards of all, the fili, can even kill with a well-placed
insult. We look at geasa, the obligations placed on Celts
with such power that a Celt would sooner die than break
Chapter Eight. The Ascended.
The gods of the Celts: a description of each,
how they interact with mere mortals, and game rules for
Chapter Nine. Celtic Characters.
To play a Celt, you’ve got to have rules.
There are three new classes here. The Celtic Druid is
true to the actual Druid, unlike the so-called “Druid”
of fantasy. There’s also a Coraiocht, a sort of
Celtic wrestler, and the Fili, that bard of great spoken
powers. And there are three new prestige classes corresponding
to the three great warrior societies of the Celts: Fianna,
Gaestatae and Wild Women.
Chapter Ten. New Rules for Celts.
The crunchy bits all players love. Ten new feats,
including our favorite, “Fighting Drunk.”
Rules for consuming alcohol and for severing heads (thus
gaining an enemy’s power!).
Chapter Eleven. Celts and Animals.
All the animals the Celts loved and hated. Cattle,
the object of raids. Bees, makers of honey. Dogs, loved
by all Celts. Geese, the enemies of naked warriors. Salmon,
fey creatures with arcane knowledge. Horses, loved and
worshipped by Celts. The boar, bear and aurochs, all objects
of the hunt. Where else are you going to get RPG stats
for a chicken?
Chapter Twelve. Celtic Monsters.
The Celtic world was loaded with vile creatures,
and we’ve got them as well: pookas, black dogs,
glaistigs, Fomorians and more.
Celtic fairies deserved their own book, and we addressed
them the way the Celts saw them in the Celtic Age
Age is d20 System compatible. Requires the use of
the Dungeons & Dragons Player's Handbook,
Third Edition, published by Wizards of the Coast.
Components: 192 pages, soft bound.
Status: Currently Available
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