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Changeling: The Celtic Cycle - An Overview

A formal introduction to the alternative to Changeling: The Dreaming presented by Deena McKinney and Wayne Peacock by ELN's own Changeling Editor, Gavin Bennett.

by Gavin Bennett (Changeling: The Dreaming | Resources)

Ex Libris Nocturnis is proud to host Changeling: The Celtic Cycle, an alternate view of the basic White Wolf Changeling game, setting and system. Changeling: The Celtic Cycle offers us a view of the Changeling based rather more firmly in such works as the Mabinogion, and the ancient story cycles of Ireland and Scotland.

Written by veteran Changeling authors and players, Deena McKinney, Buck Marchinton, and Wayne Peacock, this offer us, as reader and players, a taste of what could have been, with Changeling: The Dreaming, and offers us a glimpse of possible futures. Changeling being as cool as Mage? If these talented people have their way, through this work, then yes, it could very well be so.

Changeling: The Celtic Cycle ploughs a separate course from Changeling: The Dreaming, but it certainly does not cause conflicts with any pre-existing storylines that exist. The Changeling Metaplot, involving the Eye of Balor, the conspiracies of Duke Meilge and the kidnapping of High King David remain as true in this iteration as it does in the more familiar one.

It is hard to say just where to start in any evaluation of CtCC. This is a work of surprising depth and magnitude, which adds an incredible sense of depth to the world of the changelings. This is not merely due to the use of "truer" Celtic mythology, but rather by focussing on certain core concepts of Changeling, and completely ignoring others.

Changeling: The Celtic Cycle offers a new, completely overhauled magic system. It eschews the rather confusing systems of glamour and Banality, in favour of an approach, which has more in common with such games as Vampire: The Masquerade and Werewolf: The Apocalypse. Moreover, the magic system offers a series of paths that pay homage to the old gods and stories of the Celts. When one considers that nothing of the Druid�s thoughts on anything, never mind magic or philosophy are really known, this game makes some beautiful and well-educated guesses, and is as authentic as anything out there. And there are no bunks. Be pleased.

Another big step forward is the new definitions of the Fae themselves, offering us something a lot less confusing than the explanation found in Changeling: The Dreaming. Moreover, as the title suggests, the Kiths portrayed here are culturally specific. They do not go the previous route of cultural and mythological generalisations, but instead, take Kiths from previous Changeling supplements, and make these kiths their own.

But don�t just take my word for it. Instead, look at the "Short and Sweet" definition in Chapter One.

"Changelings come from Faerie, not the Dreaming.

They are creatures of Faerie and our world. They belong to both, but are never really at home in either.

There are no forces akin to Banality or Dream.

Their Fae Mien is real.

They do not need bunks and Enchantments to cast their magics.

The fae are tied to their culture�s traditions."

What more needs to be said, save that it is free, and the book is available online, in Changeling: The Celtic Cycle.

What you will read there is only the beginning; a Second Edition is planned for this fall, as well as a similar discussion of Norse culture.

Oh, and it�s free. Did I mention that?

So, what are you waiting for??

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Copyright White Wolf Publishing, Inc.
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