Legends of Awen: Rise of the Fianna – Time Travel and Moral Dilemmas in a Celtic RPG

PREVIEW – A medieval fantasy RPG that challenges your morals through the power of time travel. While the game is still far from completion, what I’ve seen so far is promising. We’ve tried an early version of Legends of Awen: Rise of the Fianna just before its Kickstarter campaign kicks off.

 

Legends of Awen: Rise of the Fianna is a single-player, story-driven CRPG set in a richly detailed Celtic world, currently under development by Hawkswell Studios. The version we tested was explicitly described as a “very early press build,” something the studio emphasized repeatedly. With their Kickstarter campaign launching soon to fund further development, this preview offers just a small glimpse into the game’s potential. Let’s dive into what this narrative-driven RPG experience has to offer, as there are a few intriguing ideas worth keeping an eye on.

 

A Medieval Fantasy CRPG Deeply Rooted in Celtic Mythology

 

Legends of Awen: Rise of the Fianna is being developed with Unreal Engine 5 for PC, though the developers mentioned the possibility of future console releases, depending on “funding and player interest.” The game uniquely draws inspiration from Celtic mythology, an area less explored in the RPG genre, something the creators proudly highlight.

Of course, we’re not getting a history lesson here. Instead, the game offers an alternative, fantasy narrative that uses Celtic myths as a jumping-off point. Hawkswell Studios stresses their commitment to authentically representing elements of Celtic culture. Personally, I’m not overly passionate about this particular setting, but it is refreshing not to encounter yet another title filled with Viking warriors and Norse gods, a theme that’s frankly starting to wear thin.

The story follows Finn and a group of warriors known as the Fianna, who serve under the High Queen. In the demo I played, the group arrives at a village where the local king is gravely ill with a mysterious illness, and there’s no hope for his recovery. Complicating matters further, his two heirs—a brother and sister—are already clashing violently over the future of their kingdom.

Near the village lies a mine where a magical yet cursed metal is extracted. The king’s daughter wishes to continue mining to enrich their people, while her brother wants to halt operations entirely. Your goal is to mediate this conflict, but you soon discover that mining the metal enrages supernatural beings from Celtic legend, making the situation even more complicated. To top it off, Finn is harboring a secret that could change everything.

The protagonist wields a legendary sword containing the soul of an ancient warrior, allowing him to experience visions of the past firsthand. These visions transport you up to 1,000 years into the past, enabling direct participation in historical events. Decisions made during these flashbacks dramatically affect the present storyline. It looks like the game will cleverly play across multiple timelines, an element that already stands out.

 

 

Persuasion or Violence: How Will You Handle Your Enemies?

 

I’ve focused heavily on the narrative and dialogue aspects because, after all, we’re talking about a classic CRPG where these elements are crucial. Players will engage in extensive dialogue sequences, and depending on your choices and character traits—which you can customize extensively at the beginning—events can unfold very differently.

Combat also offers considerable freedom, as there are no fixed character classes. Instead, you can mix and match skills from three archetypes (Bard, Druid, and Warrior), upgrading and adapting them freely to suit various challenges. This flexible system is appealing because it prevents you from being stuck in a single, potentially boring role.

 

 

Time Travel Intrigues, but Gameplay Still Needs Polishing

 

That said, the early version’s rough edges cannot be overlooked. For starters, the turn-based combat feels punishingly difficult in its current state, clearly requiring significant balance adjustments from the developers. Likewise, the persuasion mechanic used during dialogues feels overly simplistic and crude: essentially, you’re launching “mental attacks” to chip away at your opponent’s “resistance points,” which currently feels more tedious than engaging.

The morale-based attacks were also ineffective, making victories through persuasion feel unsatisfying. I’m glad it’s not too easy—challenge is important—but this system clearly needs refinement to truly shine. Hopefully, the developers will spend considerable time polishing this aspect before release.

The CRPG genre is currently enjoying a renaissance—just look at the massive success of Baldur’s Gate 3—so Legends of Awen definitely faces stiff competition. Still, it’s worth keeping an eye on, as the Celtic setting and unique mechanics might just turn it into an unexpected gem.

– Gergely Herpai “BadSector” –

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BadSector is a seasoned journalist for more than twenty years. He communicates in English, Hungarian and French. He worked for several gaming magazines - including the Hungarian GameStar, where he worked 8 years as editor. (For our office address, email and phone number check out our impressum)

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