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		<id>https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=62424</id>
		<title>Ourworld:Teleri</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=62424"/>
		<updated>2007-10-02T05:19:39Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Teleri are traders and travelers, slowly falling into decadence.&lt;br /&gt;
&lt;br /&gt;
NB almost all of the names here are essentially place holders, if people have better names for the Teleri, The Answer in The Machine, Guilders etc, feel free to change them or tell me. Also, being the resident non-Art degree guy, some editing may or may not be in order.&lt;br /&gt;
&lt;br /&gt;
== The Ancient Past ==&lt;br /&gt;
A common sight in the ports and seaside towns the globe over, few but the Ailokim remember that the Teleri are more than merely skilled merchants and dock rats. The Strangers, ancesters of the modern Teleri were Marooned in this place many milenia ago, their vehicle stuck in the solid ice of the edge of the world, with no hope of leaving and no expectation of rescue, they scavenged what they had to build the predecessors to their modern wind ships.&lt;br /&gt;
&lt;br /&gt;
Over time as the memories of the old lands grew dim and their supplies ran low, the Teleri began to trade and converse with the natives of the world, teaching several the basics of arcane magic and alchemy, while learning the lessons needed to live in this harsh new world. Never ones to stand back while unnecessay facts could be found, many spent a great deal of time with the many societies that were around at the time, flyting here and there, eating this and that, smoking those and other thing and either through their own devices, or unintentionally, they became as these people, untill they were fully of this world, and remembered little else.&lt;br /&gt;
&lt;br /&gt;
== Recent Times ==&lt;br /&gt;
Today almost all of the Teleri are descendants of unions between those Strangers and the other peoples of Erland, many have relations in the humans nations which are a popular stopping point, with their beginings of true &amp;quot;civilization&amp;quot; budding, however they were also the catalyst for the largest split in the Teleri society to date, as many disagreed with the decision of several prominent merchants to sell Techno-Magic to the Keltoi in their war against the Urbanus(or Laideann), feeling that while the Urbanus may not been the most enlightened people, selling them out for monetary gain was neither justified, nor, in the long run, beneficial.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Teleri have always quested for knowledge, whether it be true understanding, arcane insight, political secrets or mere sensation, it&#039;s a part of their soul, however their only true religion seems to preach the opposite, and the search for mere sensation becomes more common with every passing generation.&lt;br /&gt;
&lt;br /&gt;
The Answer in The Machine teaches that the Strangers came here to escape from a Godlike existence to experience the wonders of mortal life, that the Answer to lifes problems is to experience every new day with childlike innocence and that The Machine in The Floating City was made by the Strangers to supply the Teleri with the necessities in life, leaving them to devote their time and effort to the pleasures of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Floating City ==&lt;br /&gt;
A marvel of a lost age, the towers of The Floating City rise out of the mists that constantly surround it like the translucent daggers of some long dead colossi, while the streets glint with a thousand sparkles from the slowly fracturing glass of neglected wonders. Known to most Teleri simply as &amp;quot;The City&amp;quot;, it is capable of sustained movement contains both the closest thing to a Teleri Government and the sorcerous machines required to create the wind ships and a host of other magics unique to the Teleri.&lt;br /&gt;
&lt;br /&gt;
Made by The Strangers, the state of repair in The City has long been a volatile point among local Alchemists and loremasters, fueled by the fact that no one really understands it&#039;s construction, and numerous repair attempts have been made, most of which were inefective at best. As belief in The Answer in The Machine grows, it is becoming more and more common to assume that The Strangers planned for everything, and that to even think that there might be a problem, let alone fix it is becoming a marginal view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technomancy ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical description ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teleri People ==&lt;br /&gt;
The bulk of the Teleri fall in to three main cultures, the most common and the ones most often seen seen in the ports of the world are the Kelpies, although they have a reputation as drifters, hippies, and lowlifes, enough of them have Teleri crafted, if not always Powered ships that their presence is tolerated in most ports, if not liked. Kelpies are ultimately a diverse lot, scattered over ethe globe as they are, while many will swindle what they can and be gone in the morning, just as many are harmless followers of The Machine, opponents of the Guilders trying to start up their own routes. There&#039;s even a small group who are attempting to follow in the footsteps of The Strangers by bringing as many societies to true civilization as possible. The typical Keplie however(as much as they exist), is inquisitive, sociable and generous(sometimes with other peoples property as much as their own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second group, the Traders Guild, has access to the fastest ships in the world, as they constantly attest, and this makes them premier traders. They also have access to steady supply of magic items from The City, and this makes them wanted over much ofthe world, but the real source of the Guilders power is their contacts and knowledge. &lt;br /&gt;
&lt;br /&gt;
For the Guilders, the Teleri quest for knowledge isn&#039;t about enlightenment or pleasure, it&#039;s not about knowing fifteen types of knots or the proper way to strain tea so it tastes just right. It&#039;s about Power. It&#039;s about the knowing the Duchess&#039;s secret lover. It&#039;s about having the exact right artifact the Prince wants, before even he knew he wanted it. It&#039;s about knowing that one magic trick that even a Dragon&#039;s never seen before. It&#039;s about knowing what the competition doesn&#039;t and using it against them.&lt;br /&gt;
&lt;br /&gt;
And some have had long lives to search.&lt;br /&gt;
&lt;br /&gt;
Of course, not all use this knowledge for merely for personal gain, many feel comfortable enough in their own superiority (real or not) to only use it when the status of the Guild itself is threatened, and most put a great deal of care into benevolently cultivating as many people, and societies as possible. (Excepting of course those who work against The Guild, but what civilized man could possibly want that?)&lt;br /&gt;
 &lt;br /&gt;
The smallest group of Teleri are the City dwellers, being descended almost entirely from the original Strangers the City dwellers are some of the few with to take the time to master the magics of the City and it&#039;s products. Most are either mechanical minded or quite studied and few have much contact with the rest of the world.&lt;br /&gt;
&lt;br /&gt;
== How the Teleri see the other races ==&lt;br /&gt;
&#039;&#039;&#039;Keltoi&#039;&#039;&#039;&lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized empires on Erland, trading knowledge, magic, Teleri crafts anything which happens to be around. While some have reservations about their &amp;quot;explorations&amp;quot;, most (who care) believe they&#039;ve left behind their warlike ways and see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim&#039;&#039;&#039;&lt;br /&gt;
Although it has been a long time since there was anything resembling conflict with the Grey Nation, on a personal level many Teleri still mistrust the Ailokim, to the Keplie they are lifeless and dry, to followers of the Machine, their fall from grace hints at deeper moral shadows, to the Guilders, while their money is as good(or at least close) as any other people&#039;s, their disrespect does not sit well.&lt;br /&gt;
&lt;br /&gt;
The main problem is any Teleri devoted enough to care, or remember, can tell you that in the long run, the Grey Nation&#039;s goals benefit only the Grey Nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths&#039;&#039;&#039;&lt;br /&gt;
To the Kelpie, the Goliaths are good natured and rambunctious, if somewhat unintentionally dangerous, a good source of strange trinkets, hilarious stories about Goliath &amp;quot;honour&amp;quot; and peyote.&lt;br /&gt;
&lt;br /&gt;
To the more ethical Guilders, Goliaths are a stubborn race who refuse to move forward and create industry, to a few unethical Guilders, they&#039;re a good source of slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
The Teleri, like everyone else, trade with the Dwarves for their wonderful crafts, although, like everyone else, they have little to no understanding of Dwarven society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039; &lt;br /&gt;
To the Teleri, the Umberkim are merely a race which will never know true civilization, which they consider a shame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
Every Teleri (except the boring ones) likes the Summer Islanders. They enjoy seeing the familiar faces, and always enjoy a good party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
Although the Teleri do trade with the City states, they&#039;re far less welcome here than in the Keltoi lands, partly due to certain unscrupulous Guilders, who played certain prominent Nobles off against one another. Although the Teleri are less than worried, the trade is good, but there&#039;s little alcohol, and the no coffee.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Weak Blood Teleri Racial Traits&lt;br /&gt;
*  Medium: As Medium creatures, Teleri have no special bonuses or penalties due to their size.&lt;br /&gt;
* Teleri base land speed is 30 feet.&lt;br /&gt;
* Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.&lt;br /&gt;
* Low-Light Vision: A half-Teleri can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.&lt;br /&gt;
* +1 racial bonus on Listen, Search, and Spot checks. (Thinking of changing this to +2 just because +1 on a skill is lame)&lt;br /&gt;
* +2 racial bonus on Diplomacy and Gather Information checks.&lt;br /&gt;
* Mixed Blood Heritage: For all effects related to race, a Weak Blood Teleri is considered both a Teleri and one other, as chosen at character creation.&lt;br /&gt;
* Human Heritage : 4 extra skill points at 1st level and 1 extra skill point at each additional level.&lt;br /&gt;
* Dwarven Heritage : +1 racial bonus on all saves.&lt;br /&gt;
* Weak Blood Teleri add speak language to their list of class skills for any class they adopt&lt;br /&gt;
* Automatic Languages: Teleri and any one other. Bonus Languages: Any (other than secret languages, such as Druidic).&lt;br /&gt;
* Favored Class: Any. When determining whether a multiclass Weak Blood Teleri takes an experience point penalty, her highest-level class does not count.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=61784</id>
		<title>Template:Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=61784"/>
		<updated>2007-09-26T01:25:21Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;[[Ourworld]]&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Societies&#039;&#039;&#039;&lt;br /&gt;
| [[Ourworld:Keltoi|Keltoi]], [[Ourworld:Laideann|Laideann]], [[Ourworld:Ailokim|Ailokim]], [[Ourworld:Teleri|Teleri]], [[Ourworld:Goliaths|Goliaths]], [[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]], [[Ourworld:Dwarves|Dwarves]], [[Ourworld:Orcs|Orcs]], [[Ourworld:Ashlands|Ashlands]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=61783</id>
		<title>Template:Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=61783"/>
		<updated>2007-09-26T01:24:51Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;[[Ourworld]]&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Societies&#039;&#039;&#039;&lt;br /&gt;
| [[Ourworld:Keltoi|Keltoi]], [[Ourworld:Laideann|Laideann]], [[Ourworld:Ailokim|Ailokim]], [[Ourworld:Teleri|Teleri]], [[Ourworld:Goliaths|Goliaths]], [[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]], [[Ourworld:Dwarves|Dwarves]], [[Ourworld:Orcs|Orcs],[[Ourworld:Ashlands|Ashlands]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=60556</id>
		<title>Ourworld:Teleri</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=60556"/>
		<updated>2007-09-09T10:50:41Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Teleri are traders and travelers, slowly falling into decadence.&lt;br /&gt;
&lt;br /&gt;
NB almost all of the names here are essentially place holders, if people have better names for the Teleri, The Answer in The Machine, Guilders etc, feel free to change them or tell me. Also, being the resident non-Art degree guy, some editing may or may not be in order.&lt;br /&gt;
&lt;br /&gt;
== The Ancient Past ==&lt;br /&gt;
A common sight in the ports and seaside towns the globe over, few but the Ailokim remember that the Teleri are more than merely skilled merchants and dock rats. The Strangers, ancesters of the modern Teleri were Marooned in this place many milenia ago, their vehicle stuck in the solid ice of the edge of the world, with no hope of leaving and no expectation of rescue, they scavenged what they had to build the predecessors to their modern wind ships.&lt;br /&gt;
&lt;br /&gt;
Over time as the memories of the old lands grew dim and their supplies ran low, the Teleri began to trade and converse with the natives of the world, teaching several the basics of arcane magic and alchemy, while learning the lessons needed to live in this harsh new world. Never ones to stand back while unnecessay facts could be found, many spent a great deal of time with the many societies that were around at the time, flyting here and there, eating this and that, smoking those and other thing and either through their own devices, or unintentionally, they became as these people, untill they were fully of this world, and remembered little else.&lt;br /&gt;
&lt;br /&gt;
== Recent Times ==&lt;br /&gt;
Today almost all of the Teleri are descendants of unions between those Strangers and the other peoples of Erland, many have relations in the humans nations which are a popular stopping point, with their beginings of true &amp;quot;civilization&amp;quot; budding, however they were also the catalyst for the largest split in the Teleri society to date, as many disagreed with the decision of several prominent merchants to sell Techno-Magic to the Keltoi in their war against the Urbanus(or Laideann), feeling that while the Urbanus may not been the most enlightened people, selling them out for monetary gain was neither justified, nor, in the long run, beneficial.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Teleri have always quested for knowledge, whether it be true understanding, arcane insight, political secrets or mere sensation, it&#039;s a part of their soul, however their only true religion seems to preach the opposite, and the search for mere sensation becomes more common with every passing generation.&lt;br /&gt;
&lt;br /&gt;
The Answer in The Machine teaches that the Strangers came here to escape from a Godlike existence to experience the wonders of mortal life, that the Answer to lifes problems is to experience every new day with childlike innocence and that The Machine in The Floating City was made by the Strangers to supply the Teleri with the necessities in life, leaving them to devote their time and effort to the pleasures of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Floating City ==&lt;br /&gt;
A marvel of a lost age, the towers of The Floating City rise out of the mists that constantly surround it like the translucent daggers of some long dead colossi, while the streets glint with a thousand sparkles from the slowly fracturing glass of neglected wonders. Known to most Teleri simply as &amp;quot;The City&amp;quot;, it is capable of sustained movement contains both the closest thing to a Teleri Government and the sorcerous machines required to create the wind ships and a host of other magics unique to the Teleri.&lt;br /&gt;
&lt;br /&gt;
Made by The Strangers, the state of repair in The City has long been a volatile point among local Alchemists and loremasters, fueled by the fact that no one really understands it&#039;s construction, and numerous repair attempts have been made, most of which were inefective at best. As belief in The Answer in The Machine grows, it is becoming more and more common to assume that The Strangers planned for everything, and that to even think that there might be a problem, let alone fix it is becoming a marginal view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technomancy ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical description ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teleri People ==&lt;br /&gt;
The bulk of the Teleri fall in to three main cultures, the most common and the ones most often seen seen in the ports of the world are the Kelpies, although they have a reputation as drifters, hippies, and lowlifes, enough of them have Teleri crafted, if not always Powered ships that their presence is tolerated in most ports, if not liked. Kelpies are ultimately a diverse lot, scattered over ethe globe as they are, while many will swindle what they can and be gone in the morning, just as many are harmless followers of The Machine, opponents of the Guilders trying to start up their own routes. There&#039;s even a small group who are attempting to follow in the footsteps of The Strangers by bringing as many societies to true civilization as possible. The typical Keplie however(as much as they exist), is inquisitive, sociable and generous(sometimes with other peoples property as much as their own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second group, the Traders Guild, has access to the fastest ships in the world, as they constantly attest, and this makes them premier traders. They also have access to steady supply of magic items from The City, and this makes them wanted over much ofthe world, but the real source of the Guilders power is their contacts and knowledge. &lt;br /&gt;
&lt;br /&gt;
For the Guilders, the Teleri quest for knowledge isn&#039;t about enlightenment or pleasure, it&#039;s not about knowing fifteen types of knots or the proper way to strain tea so it tastes just right. It&#039;s about Power. It&#039;s about the knowing the Duchess&#039;s secret lover. It&#039;s about having the exact right artifact the Prince wants, before even he knew he wanted it. It&#039;s about knowing that one magic trick that even a Dragon&#039;s never seen before. It&#039;s about knowing what the competition doesn&#039;t and using it against them.&lt;br /&gt;
&lt;br /&gt;
And some have had long lives to search.&lt;br /&gt;
&lt;br /&gt;
Of course, not all use this knowledge for merely for personal gain, many feel comfortable enough in their own superiority (real or not) to only use it when the status of the Guild itself is threatened, and most put a great deal of care into benevolently cultivating as many people, and societies as possible. (Excepting of course those who work against The Guild, but what civilized man could possibly want that?)&lt;br /&gt;
 &lt;br /&gt;
The smallest group of Teleri are the City dwellers, being descended almost entirely from the original Strangers the City dwellers are some of the few with to take the time to master the magics of the City and it&#039;s products. Most are either mechanical minded or quite studied and few have much contact with the rest of the world.&lt;br /&gt;
&lt;br /&gt;
== How the Teleri see the other races ==&lt;br /&gt;
&#039;&#039;&#039;Keltoi&#039;&#039;&#039;&lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized empires on Erland, trading knowledge, magic, Teleri crafts anything which happens to be around. While some have reservations about their &amp;quot;explorations&amp;quot;, most (who care) believe they&#039;ve left behind their warlike ways and see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim&#039;&#039;&#039;&lt;br /&gt;
Although it has been a long time since there was anything resembling conflict with the Grey Nation, on a personal level many Teleri still mistrust the Ailokim, to the Keplie they are lifeless and dry, to followers of the Machine, their fall from grace hints at deeper moral shadows, to the Guilders, while their money is as good(or at least close) as any other people&#039;s, their disrespect does not sit well.&lt;br /&gt;
&lt;br /&gt;
The main problem is any Teleri devoted enough to care, or remember, can tell you that in the long run, the Grey Nation&#039;s goals benefit only the Grey Nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths&#039;&#039;&#039;&lt;br /&gt;
To the Kelpie, the Goliaths are good natured and rambunctious, if somewhat unintentionally dangerous, a good source of strange trinkets, hilarious stories about Goliath &amp;quot;honour&amp;quot; and peyote.&lt;br /&gt;
&lt;br /&gt;
To the more ethical Guilders, Goliaths are a stubborn race who refuse to move forward and create industry, to a few unethical Guilders, they&#039;re a good source of slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
The Teleri, like everyone else, trade with the Dwarves for their wonderful crafts, although, like everyone else, they have little to no understanding of Dwarven society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039; &lt;br /&gt;
To the Teleri, the Umberkim are merely a race which will never know true civilization, which they consider a shame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
Every Teleri (except the boring ones) likes the Summer Islanders. They enjoy seeing the familiar faces, and always enjoy a good party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
Although the Teleri do trade with the City states, they&#039;re far less welcome here than in the Keltoi lands, partly due to certain unscrupulous Guilders, who played certain prominent Nobles off against one another. Although the Teleri are less than worried, the trade is good, but there&#039;s little alcohol, and the no coffee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTHING IMPORTANT!!!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=60221</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=60221"/>
		<updated>2007-09-05T12:21:59Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
[[Ourworld:Keltoi|Keltoi]]&lt;br /&gt;
[[Ourworld:Laideann|Laideann]]&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
[[Ourworld:Ailokim|Ailokim]]&lt;br /&gt;
&lt;br /&gt;
This section is Nat&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Goliaths|Goliaths]]&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
&lt;br /&gt;
If people (Craig and Mal) would like to add a new page, but don&#039;t know how, please just add the content here, and i will make an appropriate page.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=60122</id>
		<title>Ourworld:Laideann</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=60122"/>
		<updated>2007-09-03T13:04:03Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Laideann People ==&lt;br /&gt;
&lt;br /&gt;
The Original human inhabitants of the the continent, the Aristocratic Laideann are the last remnants of the once great Urbanus Empire. They enjoy a refined sense of the aesthetic and are pride themselves on their excess. Mastery of art, music and philosophy are praised, and while many outsiders considers their tastes decadent and depraved, the Laideann consider their cold capacity for both callousness and mercy to be hallmarks of their controll over humanity&#039;s lessor nature. Physically, the typical Laidean tends towards slender and almost noble features, high brow and cheekbones, fine features and sharp profiles. They tend towards dark black hair,usually curly and dark eyes. They have a great love for wine and narcotics and the pleasures of life. The dominant religion is that of Talus, although reginal differences in traditions and ardor exist.&lt;br /&gt;
&lt;br /&gt;
== Laideann Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The majority of Urbanus live in the Northern City States, a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around banks of the White River, so named for its dramatically swift currents at the eastern estuaries. The states manoeuvre. Fractured and contrary, many states spend a great deal of time bickering and fighting amongst themselves constantly, constantly vieing for the upperhand in trade, religion and reginal policy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[Image:GeneralMaximus.jpg|thumb|General Maximus minutes before the battle at Deer Creek turned against him.]]&lt;br /&gt;
The current Laidean States are mostly populated by the remnants of the Urbanus as the they fled north from the invading Keltoi, where they settled on the banks of the White River and built a series of villages that over time developed into the small cities surrounded by farmlands, wilderness and the occasional monstrous settlement that exists today. While sharing cultural roots, and the river as the main tradin thoroughfare through the region, the city states enjoy complete autonomy and each posses their own law, traditions and idiosyncrasies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann Names&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.babynamenetwork.com/baby_names/origin.cfm?origin=Latin&amp;amp;gender=Male&lt;br /&gt;
&lt;br /&gt;
Yes, I&#039;m lazy.&lt;br /&gt;
&lt;br /&gt;
== Laideann Religion ==&lt;br /&gt;
&lt;br /&gt;
Laideanns follow a monotheistic and enigmatic god named Talus. He (though actually the god is seen as possessing both male and female traits) is a distant and non-interventionist deity who speaks solely through those with enough faith, or those who are high enough in the Church structure. His dicta and laws are not overly strict, though they have been construed as such, most notably by the Knights of the Gallows. Their holy writ, a code called &#039;&#039;The Dictates&#039;&#039; is a weighty tome barely understood by anyone outside the Laideann lands, and not all within as it is written in Old Laideann and has never been translated. This of course is where the vast majority of misunderstandings and misapplications stem from. Still, most Laideanns follow the rituals and pay them the required lip service, even if only for tradition&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
== Principal States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Talic Theocracy is a small nation state that includes the city of &#039;&#039;&#039;Talus&#039;&#039;&#039;, &#039;&#039;&#039;Port Ceseric&#039;&#039;&#039; and &#039;&#039;&#039;Tripontium&#039;&#039;&#039;. It is the largest and most powerful political entity in the city states. Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. The Knights of the Gallows are the military arm of the church and where their influence is strong, you can find their outposts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talus, the City of Ten Thousand Domes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Ten Thousand Domes is the nickname given to Talus due to the shape of their temples and while it doesn&#039;t exactly possess that many, there are entire districts devoted to their beloved deity. The layout of these temples is on an odd concentric circular pattern and when viewed from above, one can see a surprisingly complex network of circles within circles made entirely of the roofs of domed temples.&lt;br /&gt;
It is a conservative and sombre city, but there are still plenty of places to enjoy yourself, though the entertainments tend to be more refined and upscale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Port Ceseric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A stinking pit of cutthroats, villains and thieves, Port Ceseric is famous for its slavery, wine and drinking holes. The Steep Streets District is an infamous dive for people who wish to peruse illegal and unwholesome fare. The town is officially in the control of the Talic Theocracy, however the law is so loose here, it might as well be controlled by the various pirates and thieves groups. The Gallows knights do have a presence here, but even they seem to be somewhat looser and more relaxed than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tripontium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tripontium is the breadbasket of the Theocracy. Disparagingly referred to by the more urban cities in the region as Tripontium Village, it is nonetheless a peaceful and rather laidback rural city. It is a place of farmers and laborers with little of the decadent delights Talus or Ceseric offers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Figures in the Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius&#039;&#039;&#039; is the High Theocrat is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Pontifices elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Father Talis&#039;&#039;&#039; is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdom of Menoa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although ostensibly the largest of the States, in practice it functions as many smaller states who disregard their ineffective royal family. While comprised almost entirely of the descendants of Urbanus Nobles and proud of their heritage, rank within the class is as often directly tied to a Noble&#039;s personal martial or magical prowess, as it is to control over military forces, wealth, or genealogy. Due to this a great deal of effort is invested in raising capable Noble children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Royal City of Mene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Capital of &#039;&#039;&#039;Menoa&#039;&#039;&#039; and a pit of degeneracy and bacchanalian excess, Mene contains none of Talus&#039;s elegance, nor Colus&#039;s vibrancy, Mene is half dead city, much of it dilapidated and empty with little left but the extensive Royal Palace and surrounds which somehow manage to keep themselves in continual revelry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City of Colus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of many &#039;&#039;&#039;Menoan&#039;&#039;&#039; Cities and a natural fortress, Colus is surrounded by mountains on three sides and the open water of Sagum Bay on the fourth. Home to a famous gladiatorial arena, where many a dueling Noble has met his end in front of the Crowds, and many an unfortunate traveler has met their&#039;s on the end of a blade or spell so that some young hotshot can prove a point. More cosmopolitan than much of Menoa, it is also home to many a Noble&#039;s second house, a large Guilder enclave and the headquarters of a major Talus sect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rosarius City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally a mining town in the western city states, the City of Roses has turned into a haven for those still touched by the Doomsday weapons used in the original war with the Keltoi. Shunned as often as not by their countrymen and used to the need to band together with fellow humans and monsters to eke out a living in their harsh land, the citizens of Rosarius are an egalitarian, if violent lot, and will give most people a chance to prove themselves, if not a second.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Laideann have often been called unprincipled or amoral. However, they are a varied people and don&#039;t really dominate one alignment, though they tend ever so slightly towards neutrality.&lt;br /&gt;
&lt;br /&gt;
== How the Laideann see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
Odd little creatures that are useful for trade of knowledge and obscure unguents and spices. The Laideann feel the Ailokim are freaks and find them aesthetically displeasing but don&#039;t actively persecute them unless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
Purely a financial agreement, the Laideann don&#039;t have strong opinions about the Dwarves; they find them dull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039; &lt;br /&gt;
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; &lt;br /&gt;
Horrid beasts that are only good for extermination, though some of their glands make excellently aromatic perfumes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039; &lt;br /&gt;
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn&#039;t be more different culturally, though they at least treat them like second class citizens instead of &#039;&#039;persona no grata&#039;&#039;. There is lively trade of exotic luxuries between the cultures, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don&#039;t really take them seriously and refer to them disparagingly as &#039;Sea Elves&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have almost no contact with the Umberkim and since they don&#039;t fight the Ailokim, have no general opinion of them.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=59444</id>
		<title>Template:Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=59444"/>
		<updated>2007-08-28T01:11:44Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;[[Ourworld]]&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Societies&#039;&#039;&#039;&lt;br /&gt;
| [[Ourworld:Keltoi|Keltoi]], [[Ourworld:Laideann|Laideann]], [[Ourworld:Ailokim|Ailokim]], [[Ourworld:Teleri|Teleri]], [[Ourworld:Goliaths|Goliaths]], [[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]], [[Ourworld:Dwarves|Dwarves]], [[Ourworld:Orcs|Orcs]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=59443</id>
		<title>Ourworld:Laideann</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=59443"/>
		<updated>2007-08-28T01:10:59Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Laideann Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The remnants of the Laideanns who were displaced by the Keltoi almost a thousand year ago fled north and settled on the banks of the White River where they built a series of villages that over time developed into small cities surrounded by farmlands. They each lie between 50 and 100 miles from each other and between them lies relatively untamed wilderness that is largely uninhabited and often quite dangerous. The river is primarily used for trade and travel between cities since they all lie next to the great river. While culturally similar (a culture which was essentially wiped out in the Keltoi invasion and only now begins to flourish again), the city states enjoy total autonomy and possess different laws and traditions, though their roots are the same.&lt;br /&gt;
&lt;br /&gt;
== The Laideann People ==&lt;br /&gt;
[[Image:GeneralMaximus.jpg|thumb|General Maximus minutes before the battle at deer creek turned against him.]]&lt;br /&gt;
&lt;br /&gt;
An older and according to themselves, more noble and worthy people, the Laideann are the remnants of the once great Laideann Empire which was destroyed. They enjoy a refined sense of the aesthetic and are great hedonists. They promote art and music and philosophy but there is always a faint sense of the decadent surrounding everything they do. They have been called cruel and immoral but the Laideann see this merely as the hallmarks of a more advanced civilisation. Physically, they tend towards slender and almost noble features. They tend towards curly black hair and dark eyes with slender fingers and lithe frames. They have a great love for wine and narcotics and for the pleasures of life. The dominant religion is that of Talus, but outside the theocracy, few follow it with much ardour.&lt;br /&gt;
&lt;br /&gt;
== Principal Cities ==&lt;br /&gt;
&lt;br /&gt;
Talic Theocracy&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
Alignment Laideann are a varied people and don&#039;t really dominate one alignment, though they tend ever so slightly towards neutrality.&lt;br /&gt;
&lt;br /&gt;
== How the Laideann see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
Odd little creatures that are useful for trade of knowledge and obscure unguents and spices. The Laideann feel the Ailokim are freaks and find them aesthetically displeasing but don&#039;t actively persecute them unless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
Purely a financial agreement, the Laideann don&#039;t have strong opinions about the Dwarves; they find them dull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039; &lt;br /&gt;
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; &lt;br /&gt;
Horrid beasts that are only good for extermination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039; &lt;br /&gt;
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn&#039;t be more different culturally, though they at least treat them like second class citizens instead of persona no grata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don&#039;t really take them seriously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have almost no contact with the Umberkim and since they don&#039;t fight the Ailokim, have no general opinion of them.\&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Orcs&amp;diff=59442</id>
		<title>Ourworld:Orcs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Orcs&amp;diff=59442"/>
		<updated>2007-08-28T01:10:51Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;The Orcs are not a PC race!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Orcish Tribes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living on the southern area of the great western continent, the Orcs live a harsh and brutal life. Beset on all sides by enemies, they live in crude walled forts and are constantly at war. They fight the Goblins who live deep in the mountains, who harass them, they fight the hill giants who blunder in and cause havoc, they fight the voracious trolls and they fight each other. They fight the raiders and settlers from other races and occasionally, they form great warbands to take the fight to others. Theirs is a totally conflict driven society; every endeavour is geared somehow towards battle, thus they are expert smiths (though their tools are barbaric) and engineers of war machines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Orcs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Brutal looking humanoids, Orcs average about 6’0-6’6 and are very muscular and bulky. Their skin tends towards varieties of light green to dark green and they have fangs that grow up to 6’ long from their mouths. Their eyes are deep set and often red or orange. They ritually scar and tattoo themselves, and this indicates their rank. Social standing is in direct relation to one’s skill at arms and viciousness. They don’t have peaceful contact with any nations, treating other races as either foes or prey. If they fight a truly superior foe, they will fight to the death. There is no word for theft or rape in Orcish as the concept of ownership is simple- you can have it if you can take it. They have no formal laws and disputes are resolved through fights. Still, the clans instinctively band together for survival and intraclan violence is surprisingly rare. This also explains how such a violent race can construct fortifications and live together for mutual defence.&lt;br /&gt;
At war, they prefer the use of savage, two handed melee weapons and are especially fond of greataxes, though any big weapon that causes great gouts of blood to splash out is popular. Their armies are composed of beserkers, warriors, scouts and war priests. While they have contingents of ranged bowmen, they consider this form of war undignified and bowmen have a low social standing.  An exception to this is the Orcish siege engineers. Their war machines are terrifyingly effective and every Orc thrills at the sight of a Flesh Harvester in full swing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Orc, medium humanoid&#039;&#039;&lt;br /&gt;
+4 Str, -2 Int -2 Cha &lt;br /&gt;
All Orcs are proficient with either greataxe or handaxe. &lt;br /&gt;
+2 racial bonus to Intimidate and Survival. Racial training vs goblinoids and giants. &lt;br /&gt;
Beserk: +2 Str, +2 Con, -2 AC. 1/day an Orc may fly into a frenzy (similar to rage). Stacks with rage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcish Blood Sacrifices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Orcish religion equals sacrificing sentient beings to the Blood God. Huge mounds of charred bones litter the lands where entire villages have been sacrificed, their blood consumed and their flesh eaten.&lt;br /&gt;
&lt;br /&gt;
How the Orcs see the:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The pinkskins are clever little things, but they bleed red enough. Weak and puny, the Ailokim invite only disgust from the Orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Orcs know little of the Dwarves, but would love to try their excellent siege weapons against the Dwarves’ defences. In war they are tough foes, and if the Orcs can be said to respect another race, it would be the Dwarves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Very few Orcs know of the Goliaths, those that do fear their strength and size but on the whole, despise their inherent weakness: pacifism. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039;&lt;br /&gt;
The Orcs hate the Keltoi, pure and simple. They hide behind their firesticks and their magic and would relish the opportunity to reduce their settlements to smoking ruins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
Some of the Orcs have been known to trade with Laideann, but generally think they are Keltoi anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
Very few Orcs have seen the Lizardmen, and would likely have much to share culturally: savagery and violence, mostly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039;&lt;br /&gt;
They make excellent slaves due to the fact that their settlements are easily raided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Orcs also hate the Teleri; they’d dearly love to sacrifice them all to the Blood God and burn their infernal ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
They fight well, but are ultimately slaves to the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Orcs&amp;diff=59441</id>
		<title>Ourworld:Orcs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Orcs&amp;diff=59441"/>
		<updated>2007-08-28T01:10:29Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;The Orcs are not a PC race!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Orcish Tribes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living on the southern area of the great western continent, the Orcs live a harsh and brutal life. Beset on all sides by enemies, they live in crude walled forts and are constantly at war. They fight the Goblins who live deep in the mountains, who harass them, they fight the hill giants who blunder in and cause havoc, they fight the voracious trolls and they fight each other. They fight the raiders and settlers from other races and occasionally, they form great warbands to take the fight to others. Theirs is a totally conflict driven society; every endeavour is geared somehow towards battle, thus they are expert smiths (though their tools are barbaric) and engineers of war machines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Orcs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Brutal looking humanoids, Orcs average about 6’0-6’6 and are very muscular and bulky. Their skin tends towards varieties of light green to dark green and they have fangs that grow up to 6’ long from their mouths. Their eyes are deep set and often red or orange. They ritually scar and tattoo themselves, and this indicates their rank. Social standing is in direct relation to one’s skill at arms and viciousness. They don’t have peaceful contact with any nations, treating other races as either foes or prey. If they fight a truly superior foe, they will fight to the death. There is no word for theft or rape in Orcish as the concept of ownership is simple- you can have it if you can take it. They have no formal laws and disputes are resolved through fights. Still, the clans instinctively band together for survival and intraclan violence is surprisingly rare. This also explains how such a violent race can construct fortifications and live together for mutual defence.&lt;br /&gt;
At war, they prefer the use of savage, two handed melee weapons and are especially fond of greataxes, though any big weapon that causes great gouts of blood to splash out is popular. Their armies are composed of beserkers, warriors, scouts and war priests. While they have contingents of ranged bowmen, they consider this form of war undignified and bowmen have a low social standing.  An exception to this is the Orcish siege engineers. Their war machines are terrifyingly effective and every Orc thrills at the sight of a Flesh Harvester in full swing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Orc, medium humanoid&#039;&#039;&lt;br /&gt;
+4 Str, -2 Int -2 Cha &lt;br /&gt;
All Orcs are proficient with either greataxe or handaxe. &lt;br /&gt;
+2 racial bonus to Intimidate and Survival. Racial training vs goblinoids and giants. &lt;br /&gt;
Beserk: +2 Str, +2 Con, -2 AC. 1/day an Orc may fly into a frenzy (similar to rage). Stacks with rage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcish Blood Sacrifices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Orcish religion equals sacrificing sentient beings to the Blood God. Huge mounds of charred bones litter the lands where entire villages have been sacrificed, their blood consumed and their flesh eaten.&lt;br /&gt;
&lt;br /&gt;
How the Orcs see the:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The pinkskins are clever little things, but they bleed red enough. Weak and puny, the Ailokim invite only disgust from the Orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Orcs know little of the Dwarves, but would love to try their excellent siege weapons against the Dwarves’ defences. In war they are tough foes, and if the Orcs can be said to respect another race, it would be the Dwarves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Very few Orcs know of the Goliaths, those that do fear their strength and size but on the whole, despise their inherent weakness: pacifism. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039;&lt;br /&gt;
The Orcs hate the Keltoi, pure and simple. They hide behind their firesticks and their magic and would relish the opportunity to reduce their settlements to smoking ruins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
Some of the Orcs have been known to trade with Laideann, but generally think they are Keltoi anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
Very few Orcs have seen the Lizardmen, and would likely have much to share culturally: savagery and violence, mostly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039;&lt;br /&gt;
They make excellent slaves due to the fact that their settlements are easily raided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Orcs also hate the Teleri; they’d dearly love to sacrifice them all to the Blood God and burn their infernal ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
They fight well, but are ultimately slaves to the Ailokim.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=59415</id>
		<title>Ourworld:Laideann</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=59415"/>
		<updated>2007-08-27T10:39:38Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: /* The Laideann People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Laideann were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
&lt;br /&gt;
== Laideann Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The remnants of the Laideanns who were displaced by the Keltoi almost a thousand year ago fled north and settled on the banks of the White River where they built a series of villages that over time developed into small cities surrounded by farmlands. They each lie between 50 and 100 miles from each other and between them lies relatively untamed wilderness that is largely uninhabited and often quite dangerous. The river is primarily used for trade and travel between cities since they all lie next to the great river. While culturally similar (a culture which was essentially wiped out in the Keltoi invasion and only now begins to flourish again), the city states enjoy total autonomy and possess different laws and traditions, though their roots are the same.&lt;br /&gt;
&lt;br /&gt;
== The Laideann People ==&lt;br /&gt;
[[Image:GeneralMaximus.jpg|thumb|General Maximus minutes before the battle at deer creek turned against him.]]&lt;br /&gt;
&lt;br /&gt;
An older and according to themselves, more noble and worthy people, the Laideann are the remnants of the once great Laideann Empire which was destroyed. They enjoy a refined sense of the aesthetic and are great hedonists. They promote art and music and philosophy but there is always a faint sense of the decadent surrounding everything they do. They have been called cruel and immoral but the Laideann see this merely as the hallmarks of a more advanced civilisation. Physically, they tend towards slender and almost noble features. They tend towards curly black hair and dark eyes with slender fingers and lithe frames. They have a great love for wine and narcotics and for the pleasures of life. The dominant religion is that of Talus, but outside the theocracy, few follow it with much ardour.&lt;br /&gt;
&lt;br /&gt;
== Principal Cities ==&lt;br /&gt;
&lt;br /&gt;
Talic Theocracy&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
Alignment Laideann are a varied people and don&#039;t really dominate one alignment, though they tend ever so slightly towards neutrality.&lt;br /&gt;
&lt;br /&gt;
== How the Laideann see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
Odd little creatures that are useful for trade of knowledge and obscure unguents and spices. The Laideann feel the Ailokim are freaks and find them aesthetically displeasing but don&#039;t actively persecute them unless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
Purely a financial agreement, the Laideann don&#039;t have strong opinions about the Dwarves; they find them dull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039; &lt;br /&gt;
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; &lt;br /&gt;
Horrid beasts that are only good for extermination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039; &lt;br /&gt;
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn&#039;t be more different culturally, though they at least treat them like second class citizens instead of persona no grata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don&#039;t really take them seriously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have almost no contact with the Umberkim and since they don&#039;t fight the Ailokim, have no general opinion of them.\&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:GeneralMaximus.jpg&amp;diff=59414</id>
		<title>File:GeneralMaximus.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:GeneralMaximus.jpg&amp;diff=59414"/>
		<updated>2007-08-27T10:35:59Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=58943</id>
		<title>Ourworld:Laideann</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=58943"/>
		<updated>2007-08-23T05:39:29Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Laideann were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
&lt;br /&gt;
== Laideann Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The remnants of the Laideanns who were displaced by the Keltoi almost a thousand year ago fled north and settled on the banks of the White River where they built a series of villages that over time developed into small cities surrounded by farmlands. They each lie between 50 and 100 miles from each other and between them lies relatively untamed wilderness that is largely uninhabited and often quite dangerous. The river is primarily used for trade and travel between cities since they all lie next to the great river. While culturally similar (a culture which was essentially wiped out in the Keltoi invasion and only now begins to flourish again), the city states enjoy total autonomy and possess different laws and traditions, though their roots are the same.&lt;br /&gt;
&lt;br /&gt;
== The Laideann People ==&lt;br /&gt;
&lt;br /&gt;
An older and according to themselves, more noble and worthy people, the Laideann are the remnants of the once great Laideann Empire which was destroyed. They enjoy a refined sense of the aesthetic and are great hedonists. They promote art and music and philosophy but there is always a faint sense of the decadent surrounding everything they do. They have been called cruel and immoral but the Laideann see this merely as the hallmarks of a more advanced civilisation. Physically, they tend towards slender and almost noble features. They tend towards curly black hair and dark eyes with slender fingers and lithe frames. They have a great love for wine and narcotics and for the pleasures of life. The dominant religion is that of Talus, but outside the theocracy, few follow it with much ardour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Princial Cities ==&lt;br /&gt;
&lt;br /&gt;
Talic Theocracy&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
Alignment Laideann are a varied people and don&#039;t really dominate one alignment, though they tend ever so slightly towards neutrality.&lt;br /&gt;
&lt;br /&gt;
== How the Laideann see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
Odd little creatures that are useful for trade of knowledge and obscure unguents and spices. The Laideann feel the Ailokim are freaks and find them aesthetically displeasing but don&#039;t actively persecute them unless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
Purely a financial agreement, the Laideann don&#039;t have strong opinions about the Dwarves; they find them dull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039; &lt;br /&gt;
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; &lt;br /&gt;
Horrid beasts that are only good for extermination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039; &lt;br /&gt;
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn&#039;t be more different culturally, though they at least treat them like second class citizens instead of persona no grata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don&#039;t really take them seriously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have almost no contact with the Umberkim and since they don&#039;t fight the Ailokim, have no general opinion of them.\&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=58877</id>
		<title>Template:Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=58877"/>
		<updated>2007-08-22T04:36:14Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;[[Ourworld]]&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Societies&#039;&#039;&#039;&lt;br /&gt;
| [[Ourworld:Keltoi|Keltoi]], [[Ourworld:Laideann|Laideann]], [[Ourworld:Ailokim|Ailokim]], [[Ourworld:Teleri|Teleri]], [[Ourworld:Goliaths|Goliaths]], [[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]], [[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=58876</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=58876"/>
		<updated>2007-08-22T04:35:26Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
[[Ourworld:Keltoi|Keltoi]]&lt;br /&gt;
[[Ourworld:Laideann|Laideann]]&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
[[Ourworld:Ailokim|Ailokim]]&lt;br /&gt;
&lt;br /&gt;
This section is Nat&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Goliaths|Goliaths]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=58875</id>
		<title>Ourworld:Laideann</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=58875"/>
		<updated>2007-08-22T04:32:33Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Laideann were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
&lt;br /&gt;
== Laideann Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The remnants of the Laideanns who were displaced by the Keltoi almost a thousand year ago fled north and settled on the banks of the White River where they built a series of villages that over time developed into small cities surrounded by farmlands. They each lie between 50 and 100 miles from each other and between them lies relatively untamed wilderness that is largely uninhabited and often quite dangerous. The river is primarily used for trade and travel between cities since they all lie next to the great river. While culturally similar (a culture which was essentially wiped out in the Keltoi invasion and only now begins to flourish again), the city states enjoy total autonomy and possess different laws and traditions, though their roots are the same.&lt;br /&gt;
&lt;br /&gt;
== The Laideann People ==&lt;br /&gt;
&lt;br /&gt;
An older and according to themselves, more noble and worthy people, the Laideann are the remnants of the once great Laideann Empire which was destroyed. They enjoy a refined sense of the aesthetic and are great hedonists. They promote art and music and philosophy but there is always a faint sense of the decadent surrounding everything they do. They have been called cruel and immoral but the Laideann see this merely as the hallmarks of a more advanced civilisation. Physically, they tend towards slender and almost noble features. They tend towards curly black hair and dark eyes with slender fingers and lithe frames. They have a great love for wine and narcotics and for the pleasures of life. The dominant religion is that of Talus, but outside the theocracy, few follow it with much ardour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Princial Cities ==&lt;br /&gt;
&lt;br /&gt;
Talic Theocracy&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
Alignment Laideann are a varied people and don&#039;t really dominate one alignment, though they tend ever so slightly towards neutrality.&lt;br /&gt;
&lt;br /&gt;
== How the Laideann see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
Odd little creatures that are useful for trade of knowledge and obscure unguents and spices. The Laideann feel the Ailokim are freaks and find them aesthetically displeasing but don&#039;t actively persecute them unless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
Purely a financial agreement, the Laideann don&#039;t have strong opinions about the Dwarves; they find them dull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039; &lt;br /&gt;
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; &lt;br /&gt;
Horrid beasts that are only good for extermination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039; &lt;br /&gt;
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn&#039;t be more different culturally, though they at least treat them like second class citizens instead of persona no grata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don&#039;t really take them seriously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
The Laideann have almost no contact with the Umberkim and since they don&#039;t fight the Ailokim, have no general opinion of them.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=58874</id>
		<title>Ourworld:Laideann</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Laideann&amp;diff=58874"/>
		<updated>2007-08-22T04:22:18Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Laideann were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
&lt;br /&gt;
== Laideann Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The remnants of the Laideanns who were displaced by the Keltoi almost a thousand year ago fled north and settled on the banks of the White River where they built a series of villages that over time developed into small cities surrounded by farmlands. They each lie between 50 and 100 miles from each other and between them lies relatively untamed wilderness that is largely uninhabited and often quite dangerous. The river is primarily used for trade and travel between cities since they all lie next to the great river. While culturally similar (a culture which was essentially wiped out in the Keltoi invasion and only now begins to flourish again), the city states enjoy total autonomy and possess different laws and traditions, though their roots are the same.&lt;br /&gt;
&lt;br /&gt;
== The Laideann People ==&lt;br /&gt;
&lt;br /&gt;
An older and according to themselves, more noble and worthy people, the Laideann are the remnants of the once great Laideann Empire which was destroyed. They enjoy a refined sense of the aesthetic and are great hedonists. They promote art and music and philosophy but there is always a faint sense of the decadent surrounding everything they do. They have been called cruel and immoral but the Laideann see this merely as the hallmarks of a more advanced civilisation. Physically, they tend towards slender and almost noble features. They tend towards curly black hair and dark eyes with slender fingers and lithe frames. They have a great love for wine and narcotics and for the pleasures of life. The dominant religion is that of Talus, but outside the theocracy, few follow it with much ardour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== princial cities ==&lt;br /&gt;
&lt;br /&gt;
Talic Theocracy&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
Alignment Laideann are a varied people and don&#039;t really dominate one alignment, though they tend ever so slightly towards neutrality.&lt;br /&gt;
&lt;br /&gt;
== How the Laideann see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
Odd little creatures that are useful for trade of knowledge and obscure unguents and spices. The Laideann feel the Ailokim are freaks and find them aesthetically displeasing but don&#039;t actively persecute them unless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
 Purely a financial agreement, the Laideann don&#039;t have strong opinions about the Dwarves; they find them dull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039; &lt;br /&gt;
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; &lt;br /&gt;
Horrid beasts that are only good for extermination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders:&#039;&#039;&#039; &lt;br /&gt;
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn&#039;t be more different culturally, though they at least treat them like second class citizens instead of persona no grata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039;&lt;br /&gt;
 The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don&#039;t really take them seriously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim:&#039;&#039;&#039;&lt;br /&gt;
 The Laideann have almost no contact with the Umberkim and since they don&#039;t fight the Ailokim, have no general opinion of them.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=55003</id>
		<title>Ourworld:Teleri</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=55003"/>
		<updated>2007-07-11T14:04:02Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: /* How the Teleri see the other races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Teleri are traders and travelers, slowly falling into decadence.&lt;br /&gt;
&lt;br /&gt;
NB almost all of the names here are essentially place holders, if people have better names for the Teleri, The Answer in The Machine, Guilders etc, feel free to change them or tell me. Also, being the resident non-Art degree guy, some editing may or may not be in order.&lt;br /&gt;
&lt;br /&gt;
== The Ancient Past ==&lt;br /&gt;
A common sight in the ports and seaside towns the globe over, few but the Ailokim remember that the Teleri are more than merely skilled merchants and dock rats. The Strangers, ancesters of the modern Teleri were Marooned in this place many milenia ago, their vehicle stuck in the solid ice of the edge of the world, with no hope of leaving and no expectation of rescue, they scavenged what they had to build the predecessors to their modern wind galleons.&lt;br /&gt;
&lt;br /&gt;
Over time as the memories of the old lands grew dim and their supplies ran low, the Teleri began to trade and converse with the natives of the world, teaching several the basics of arcane magic and alchemy, while learning the lessons needed to live in this harsh new world. Never ones to stand back while unnecessay facts could be found, many spent a great deal of time with the many societies that were around at the time, flyting here and there, eating this and that, smoking those and other thing and either through their own devices, or unintentionally, they became as these people, untill they were fully of this world, and remembered little else.&lt;br /&gt;
&lt;br /&gt;
== Recent Times ==&lt;br /&gt;
Today almost all of the Teleri are descendants of unions between those Strangers and the other peoples of Erland, many have relations in the humans nations which are a popular stopping point, with their beginings of true &amp;quot;civilization&amp;quot; budding, however they were also the catalyst for the largest split in the Teleri society to date, as many disagreed with the decision of several prominent merchants to sell Techno-Magic to the Keltoi in their war against the Urbanus(or Laideann), feeling that while the Urbanus may not been the most enlightened people, selling them out for monetary gain was neither justified, nor, in the long run, beneficial.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Teleri have always quested for knowledge, whether it be true understanding, arcane insight, political secrets or mere sensation, it&#039;s a part of their soul, however their only true religion seems to preach the opposite, and the search for mere sensation becomes more common with every passing generation.&lt;br /&gt;
&lt;br /&gt;
The Answer in The Machine teaches that the Strangers came here to escape from a Godlike existence to experience the wonders of mortal life, that the Answer to lifes problems is to experience every new day with childlike innocence and that The Machine in The Floating City was made by the Strangers to supply the Teleri with the necessities in life, leaving them to devote their time and effort to the pleasures of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Floating City ==&lt;br /&gt;
A marvel of a lost age, the towers of The Floating City rise out of the mists that constantly surround it like the translucent daggers of some long dead colossi, while the streets glint with a thousand sparkles from the slowly fracturing glass of neglected wonders. Known to most Teleri simply as &amp;quot;The City&amp;quot;, it is capable of sustained movement contains both the closest thing to a Teleri Government and the sorcerous machines required to create the wind galleons and a host of other magics unique to the Teleri.&lt;br /&gt;
&lt;br /&gt;
Made by The Strangers, the state of repair in The City has long been a volatile point among local Alchemists and loremasters, fueled by the fact that no one really understands it&#039;s construction, and numerous repair attempts have been made, most of which were inefective at best. As belief in The Answer in The Machine grows, it is becoming more and more common to assume that The Strangers planned for everything, and that to even think that there might be a problem, let alone fix it is becoming a marginal view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technomancy ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical description ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teleri People ==&lt;br /&gt;
The bulk of the Teleri fall in to three main cultures, the most common and the ones most often seen seen in the ports of the world are the Kelpies, although they have a reputation as drifters, hippies, and lowlifes, enough of them have Teleri crafted, if not always Powered ships that their presence is tolerated in most ports, if not liked. Kelpies are ultimately a diverse lot, scattered over ethe globe as they are, while many will swindle what they can and be gone in the morning, just as many are harmless followers of The Machine, opponents of the Guilders trying to start up their own routes. There&#039;s even a small group who are attempting to follow in the footsteps of The Strangers by bringing as many societies to true civilization as possible. The typical Keplie however(as much as they exist), is inquisitive, sociable and generous(sometimes with other peoples property as much as their own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second group, the Traders Guild, has access to the fastest ships in the world, as they constantly attest, and this makes them premier traders. They also have access to steady supply of magic items from The City, and this makes them wanted over much ofthe world, but the real source of the Guilders power is their contacts and knowledge. &lt;br /&gt;
&lt;br /&gt;
For the Guilders, the Teleri quest for knowledge isn&#039;t about enlightenment or pleasure, it&#039;s not about knowing fifteen types of knots or the proper way to strain tea so it tastes just right. It&#039;s about Power. It&#039;s about the knowing the Duchess&#039;s secret lover. It&#039;s about having the exact right artifact the Prince wants, before even he knew he wanted it. It&#039;s about knowing that one magic trick that even a Dragon&#039;s never seen before. It&#039;s about knowing what the competition doesn&#039;t and using it against them.&lt;br /&gt;
&lt;br /&gt;
And some have had long lives to search.&lt;br /&gt;
&lt;br /&gt;
Of course, not all use this knowledge for merely for personal gain, many feel comfortable enough in their own superiority (real or not) to only use it when the status of the Guild itself is threatened, and most put a great deal of care into benevolently cultivating as many people, and societies as possible. (Excepting of course those who work against The Guild, but what civilized man could possibly want that?)&lt;br /&gt;
 &lt;br /&gt;
The smallest group of Teleri are the City dwellers, being descended almost entirely from the original Strangers the City dwellers are some of the few with to take the time to master the magics of the City and it&#039;s products. Most are either mechanical minded or quite studied and few have much contact with the rest of the world.&lt;br /&gt;
&lt;br /&gt;
== How the Teleri see the other races ==&lt;br /&gt;
&#039;&#039;&#039;Keltoi&#039;&#039;&#039;&lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized empires on Erland, trading knowledge, magic, Teleri crafts anything which happens to be around. While some have reservations about their &amp;quot;explorations&amp;quot;, most (who care) believe they&#039;ve left behind their warlike ways and see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim&#039;&#039;&#039;&lt;br /&gt;
Although it has been a long time since there was anything resembling conflict with the Grey Nation, on a personal level many Teleri still mistrust the Ailokim, to the Keplie they are lifeless and dry, to followers of the Machine, their fall from grace hints at deeper moral shadows, to the Guilders, while their money is as good(or at least close) as any other people&#039;s, their disrespect does not sit well.&lt;br /&gt;
&lt;br /&gt;
The main problem is any Teleri devoted enough to care, or remember, can tell you that in the long run, the Grey Nation&#039;s goals benefit only the Grey Nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths&#039;&#039;&#039;&lt;br /&gt;
To the Kelpie, the Goliaths are good natured and rambunctious, if somewhat unintentionally dangerous, a good source of strange trinkets, hilarious stories about Goliath &amp;quot;honour&amp;quot; and peyote.&lt;br /&gt;
&lt;br /&gt;
To the more ethical Guilders, Goliaths are a stubborn race who refuse to move forward and create industry, to a few unethical Guilders, they&#039;re a good source of slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
The Teleri, like everyone else, trade with the Dwarves for their wonderful crafts, although, like everyone else, they have little to no understanding of Dwarven society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039; &lt;br /&gt;
To the Teleri, the Umberkim are merely a race which will never know true civilization, which they consider a shame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
Every Teleri (except the boring ones) likes the Summer Islanders. They enjoy seeing the familiar faces, and always enjoy a good party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
Although the Teleri do trade with the City states, they&#039;re far less welcome here than in the Keltoi lands, partly due to certain unscrupulous Guilders, who played certain prominent Nobles off against one another. Although the Teleri are less than worried, the trade is good, but there&#039;s little alcohol, and the no coffee.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=55000</id>
		<title>Ourworld:Teleri</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=55000"/>
		<updated>2007-07-11T12:50:46Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Teleri are traders and travelers, slowly falling into decadence.&lt;br /&gt;
&lt;br /&gt;
NB almost all of the names here are essentially place holders, if people have better names for the Teleri, The Answer in The Machine, Guilders etc, feel free to change them or tell me. Also, being the resident non-Art degree guy, some editing may or may not be in order.&lt;br /&gt;
&lt;br /&gt;
== The Ancient Past ==&lt;br /&gt;
A common sight in the ports and seaside towns the globe over, few but the Ailokim remember that the Teleri are more than merely skilled merchants and dock rats. The Strangers, ancesters of the modern Teleri were Marooned in this place many milenia ago, their vehicle stuck in the solid ice of the edge of the world, with no hope of leaving and no expectation of rescue, they scavenged what they had to build the predecessors to their modern wind galleons.&lt;br /&gt;
&lt;br /&gt;
Over time as the memories of the old lands grew dim and their supplies ran low, the Teleri began to trade and converse with the natives of the world, teaching several the basics of arcane magic and alchemy, while learning the lessons needed to live in this harsh new world. Never ones to stand back while unnecessay facts could be found, many spent a great deal of time with the many societies that were around at the time, flyting here and there, eating this and that, smoking those and other thing and either through their own devices, or unintentionally, they became as these people, untill they were fully of this world, and remembered little else.&lt;br /&gt;
&lt;br /&gt;
== Recent Times ==&lt;br /&gt;
Today almost all of the Teleri are descendants of unions between those Strangers and the other peoples of Erland, many have relations in the humans nations which are a popular stopping point, with their beginings of true &amp;quot;civilization&amp;quot; budding, however they were also the catalyst for the largest split in the Teleri society to date, as many disagreed with the decision of several prominent merchants to sell Techno-Magic to the Keltoi in their war against the Urbanus(or Laideann), feeling that while the Urbanus may not been the most enlightened people, selling them out for monetary gain was neither justified, nor, in the long run, beneficial.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Teleri have always quested for knowledge, whether it be true understanding, arcane insight, political secrets or mere sensation, it&#039;s a part of their soul, however their only true religion seems to preach the opposite, and the search for mere sensation becomes more common with every passing generation.&lt;br /&gt;
&lt;br /&gt;
The Answer in The Machine teaches that the Strangers came here to escape from a Godlike existence to experience the wonders of mortal life, that the Answer to lifes problems is to experience every new day with childlike innocence and that The Machine in The Floating City was made by the Strangers to supply the Teleri with the necessities in life, leaving them to devote their time and effort to the pleasures of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Floating City ==&lt;br /&gt;
A marvel of a lost age, the towers of The Floating City rise out of the mists that constantly surround it like the translucent daggers of some long dead colossi, while the streets glint with a thousand sparkles from the slowly fracturing glass of neglected wonders. Known to most Teleri simply as &amp;quot;The City&amp;quot;, it is capable of sustained movement contains both the closest thing to a Teleri Government and the sorcerous machines required to create the wind galleons and a host of other magics unique to the Teleri.&lt;br /&gt;
&lt;br /&gt;
Made by The Strangers, the state of repair in The City has long been a volatile point among local Alchemists and loremasters, fueled by the fact that no one really understands it&#039;s construction, and numerous repair attempts have been made, most of which were inefective at best. As belief in The Answer in The Machine grows, it is becoming more and more common to assume that The Strangers planned for everything, and that to even think that there might be a problem, let alone fix it is becoming a marginal view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technomancy ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical description ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teleri People ==&lt;br /&gt;
The bulk of the Teleri fall in to three main cultures, the most common and the ones most often seen seen in the ports of the world are the Kelpies, although they have a reputation as drifters, hippies, and lowlifes, enough of them have Teleri crafted, if not always Powered ships that their presence is tolerated in most ports, if not liked. Kelpies are ultimately a diverse lot, scattered over ethe globe as they are, while many will swindle what they can and be gone in the morning, just as many are harmless followers of The Machine, opponents of the Guilders trying to start up their own routes. There&#039;s even a small group who are attempting to follow in the footsteps of The Strangers by bringing as many societies to true civilization as possible. The typical Keplie however(as much as they exist), is inquisitive, sociable and generous(sometimes with other peoples property as much as their own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second group, the Traders Guild, has access to the fastest ships in the world, as they constantly attest, and this makes them premier traders. They also have access to steady supply of magic items from The City, and this makes them wanted over much ofthe world, but the real source of the Guilders power is their contacts and knowledge. &lt;br /&gt;
&lt;br /&gt;
For the Guilders, the Teleri quest for knowledge isn&#039;t about enlightenment or pleasure, it&#039;s not about knowing fifteen types of knots or the proper way to strain tea so it tastes just right. It&#039;s about Power. It&#039;s about the knowing the Duchess&#039;s secret lover. It&#039;s about having the exact right artifact the Prince wants, before even he knew he wanted it. It&#039;s about knowing that one magic trick that even a Dragon&#039;s never seen before. It&#039;s about knowing what the competition doesn&#039;t and using it against them.&lt;br /&gt;
&lt;br /&gt;
And some have had long lives to search.&lt;br /&gt;
&lt;br /&gt;
Of course, not all use this knowledge for merely for personal gain, many feel comfortable enough in their own superiority (real or not) to only use it when the status of the Guild itself is threatened, and most put a great deal of care into benevolently cultivating as many people, and societies as possible. (Excepting of course those who work against The Guild, but what civilized man could possibly want that?)&lt;br /&gt;
 &lt;br /&gt;
The smallest group of Teleri are the City dwellers, being descended almost entirely from the original Strangers the City dwellers are some of the few with to take the time to master the magics of the City and it&#039;s products. Most are either mechanical minded or quite studied and few have much contact with the rest of the world.&lt;br /&gt;
&lt;br /&gt;
== How the Teleri see the other races ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54871</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54871"/>
		<updated>2007-07-10T06:49:14Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: /* Personality &amp;amp; Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +2 INT.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54870</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54870"/>
		<updated>2007-07-10T06:48:26Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: /* The Keltoi People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
[[Image:CináedmacAilpín.JPG|thumb|Cináed in his Prime]]&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54864</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54864"/>
		<updated>2007-07-10T06:38:17Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Keltoi|Keltoi]]&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
[[Ourworld:Ailokim|Ailokim]]&lt;br /&gt;
&lt;br /&gt;
This section is Nat&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Goliaths|Goliaths]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54760</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54760"/>
		<updated>2007-07-09T13:56:40Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: /* The Keltoi People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
[[Image:CináedmacAilpín.JPG|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Cin%C3%A1edmacAilp%C3%ADn.JPG&amp;diff=54759</id>
		<title>File:CináedmacAilpín.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Cin%C3%A1edmacAilp%C3%ADn.JPG&amp;diff=54759"/>
		<updated>2007-07-09T13:54:37Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;picture of a celt&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Cin%C3%A1edmacAilp%C3%ADn.JPG&amp;diff=54758</id>
		<title>File:CináedmacAilpín.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Cin%C3%A1edmacAilp%C3%ADn.JPG&amp;diff=54758"/>
		<updated>2007-07-09T13:54:12Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: picture of a celt (famous?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;picture of a celt (famous?)&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Dwarves&amp;diff=54593</id>
		<title>Ourworld:Dwarves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Dwarves&amp;diff=54593"/>
		<updated>2007-07-06T13:40:38Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Dwarves of the World Spine Mountains, and the Lonely Mountain. ==&lt;br /&gt;
 &lt;br /&gt;
The first, last and most important fact about the Dwarves: they  have no soul.&lt;br /&gt;
All other things flow from this fact. A Dwarf is an animated Dwarven body, to speak otherwise is to lie. What then animates a dwarven body? His name. An unnamed Dwarf is a corpse, and that is really all there is to say on the matter.&lt;br /&gt;
&lt;br /&gt;
This has some rather serious ramifications for the mountain folk. Most notably they canot be ressurected , for this involves finding a soul which has fled its earthly home and entreating it to take up residence once more, and since there is no resident to appeal to, no resurrection may be had. Indeed, any magic that requires a Dwarves’ consciousness to function independently from his body (such as astral projection for instance) will, quite simply, fail.&lt;br /&gt;
There are also more subtle ramifications of the Dwarves&#039; unity of mind and body, not least of which is a Dwarves&#039; extreme difficulty dealing with, or indeed even understanding , abstraction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Goblinoids_and_surrounds&amp;diff=54591</id>
		<title>Ourworld:Goblinoids and surrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Goblinoids_and_surrounds&amp;diff=54591"/>
		<updated>2007-07-06T13:40:22Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Goblin Lands and the Serpent Archipelago ==&lt;br /&gt;
&lt;br /&gt;
The archipelago is what remains of the once mighty continent of “Bhendia” which sank into the sea over a thousand years ago. The culture was Indian/south east asian with a religion much like Hindu/Buddhism. They had rigid caste system which was as follows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brahman :Priests&lt;br /&gt;
Kshatriya: ruler, warrior, landowner&lt;br /&gt;
Shudra: artisans, agriculturalists&lt;br /&gt;
Vaishya: merchants&lt;br /&gt;
Harijan :&amp;quot;outside&amp;quot; the caste system&lt;br /&gt;
&lt;br /&gt;
The Harijan was almost entirely made up of Goblinoid slaves of the Naga and Yuan’ti who formed the bulk of the society. When the continent sank into the sea, the Goblinoids were lead to freedom by a figure who became their first Emperor, and once free of the oppression of the snake peoples, promptly set about recreating the culture with the Hobgoblins as the Brahmin and Kshatriya , the bugbears as the agriculturalists and the goblins as the artisans, Vaishya and Harijan…&lt;br /&gt;
It just sucks to be a Goblin. &lt;br /&gt;
&lt;br /&gt;
The Goblinoids still come into frequent contact with the degenerate remnants of the snake peoples, however, slithering amongst the stone ruins of their once mighty temple cities.&lt;br /&gt;
The most salient aspect of the Goblinoids is the Kshatriya caste’s approach to war, indeed to conflict of any kind. They spend huge amounts of time mastering the use of the composite shortbow which they use from the back of war chariots, and the various polearms that they use when the melee has begun.Instead of the +4 on hide and move checks, hobgoblins gain +1 to hit with any polearm with which they are proficient&lt;br /&gt;
Goblin weapons&lt;br /&gt;
Composite short bow&lt;br /&gt;
Sword gauntlet&lt;br /&gt;
Katar &lt;br /&gt;
Glaive&lt;br /&gt;
Trident&lt;br /&gt;
Ranseur&lt;br /&gt;
Trident &lt;br /&gt;
Nagamaki&lt;br /&gt;
Naginata&lt;br /&gt;
Vajra  (1d6, x2, 1lbs, piercing)&lt;br /&gt;
Goblin armours&lt;br /&gt;
Footman’s (+3,+5,-1, 15%,light,20lbs)&lt;br /&gt;
Leather Scale &lt;br /&gt;
Lamelar vest (+5 , +3, -4, 30%,medium,35lbs)&lt;br /&gt;
Lamelar and laced scale (+7,+2, -6, 40%,heavy, 45lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goblins have very little in the way of decent metal in their lands, and have established rudimentary trade with the Dwarves to obtain high quality metal armours. &lt;br /&gt;
&lt;br /&gt;
== How the Goblins see other races ==&lt;br /&gt;
&lt;br /&gt;
Goliaths : The Goblins pay the Goliaths little official heed, proclaiming boldly that any culture that has not mastered the use of the wheel deserves no notice. That being said they are very polite when crossing goliath lands to trade with the dwarves of the lonely mountain…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;:  The goblinoids would dearly like to look down their collective noses at the stunted folk, but the dwarve’s craftmenship of weapons and mastery of metallurgy forces a certain dour respect from the islanders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen&#039;&#039;&#039; : The lizardmen have very little to do with the Goblins, but they remind the goblens just a little too much of their ancient enemies for the goblins to ever reguard them any more warmly than with  paranoic hostility &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Teleri&#039;&#039;&#039; : The Goblins histories say that when cursed Bvendia sank beneath the waves of the turquoise sea, it was the Teleri that ferried the Goblin folk to their new home in arcourdance with a pact made between the teleri and the first emperor , Jimmu. Weather this was actually the case or not, the Goblinoids regard  the Teleri with a slightly simpering awe.&lt;br /&gt;
&lt;br /&gt;
Other than these folk, the Goblinoids have vertualy no contact with any other peoples, being somewhat isolationist in outlook.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Goliaths&amp;diff=54590</id>
		<title>Ourworld:Goliaths</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Goliaths&amp;diff=54590"/>
		<updated>2007-07-06T13:40:05Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this stuff was made by Nat. And he should put up a quick description up here&lt;br /&gt;
== History ==&lt;br /&gt;
The history of the goliaths is something of a mystery, since few other races paid them much heed, and since they do not mark time on a calendar as such, meaning that their oral histories do not say “in 1328 Akmenhe defeated the Red hand tribes” instead recording it as “it was a harsh winter the year Akmenhe, son of Uhnamen the squirrel  brother, defeated the red hand tribes”. What can be safely surmised is that they have been inhabiting the great northern plains for more than a thousand years , because many of there stories refer to the time “before the corruption fell from the skies”, referring to , of course, the fall of the meteorites that marked the coming of the abominations over 11 hundred years ago.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The goliaths do not worship gods per se, instead paying homage to a series of “totems” with each tribe and individual, having a totem, which acts as heir intermediary to the world of the spirits. While most people feel at some level in touch with the whispers from their own totem, through dreams and omens, the opinions of tribal shamans, who act as healer/councilor/advisor are often sought, especially when the omens are hard to interpret&lt;br /&gt;
&lt;br /&gt;
== The Moots ==&lt;br /&gt;
Once every 18 months, on alternating winter and summer solstices the shamans of the various tribes travel to the shores of the inland sea, to hold meeting to discuss goings on.&lt;br /&gt;
 &lt;br /&gt;
== Goliath technology ==&lt;br /&gt;
The goliaths can best be described as Neolithic, using stone tools for the vast majority of their endeavors. The live for the most part in conical tents made from titanotherium or other hides, wear treated animal hides for clothing and use weapons made from wood or stone. Although they will trade with other races for jewelry, especially prizing teleri filigree , few make appropriately sized tools for the goliaths, so the goliaths have little interest in them.&lt;br /&gt;
&lt;br /&gt;
== The Goliath People ==&lt;br /&gt;
The Goliath are a dark-skinned race, ranging from a slate grey , through brown to an almost red, with distinct bands of differing pigmentation around the face and chest. They tower over the other races with heights averaging 6’10-7’6 being the norm. In addition to their great stature they are powerfully built, with massive shoulders and muscular arms and legs. Their hair colour is invariably a bluish black and very thick and straight... In many ways the most striking feature of the goliaths is their eyes, whose irises range in colour from gold, green, hazel, blue, red and violet. What makes their eyes particularly striking, however, is that both the iris and “whites” of their eyes vary in colour drastically depending on the goliath in question’s mood. This means that anyone familiar with goliaths gains a +4 on any sense motive checks involving the giants.&lt;br /&gt;
&lt;br /&gt;
They are quiet people who are proud of their traditions, many of which seem odd to other races. One of the most important traditions that they uphold is the principal of “non-violence” (it should be noted here that their conception of such isn’t quite what other races might mean by the term, they are also a somewhat “rough and tumble” race). The Goliaths inhabit a harsh land, filled with many potential dangers (aberrations for instance) the summers are lean, and the winters are vicious. As a result of these many dangers, goliaths are all too aware how dangerous life can be, and go to great lengths not to perform any action that would place another in greater danger. One example of how this manifests is in their approach to tribal warfare (they are peaceful people, not living saints). When two tribes come into conflict, say, over a hunting ground both feel they are entitled to hunt upon, then a “war” often ensues. These wars , however, are fought with non lethal weapons; bare fists, crops and nets. Those rendered unconscious, caught in nets or even tripped by the crops consider themselves to have been “defeated” and withdraw from the conflict. Such a withdrawal brings with it a great sense of shame, however, which leads to another tradition of the goliaths.&lt;br /&gt;
&lt;br /&gt;
Goliaths are very touchy about their “honour” (which for them means something along the lines of “being a productive member of society”) anything that detracts from their honour  causes them great anxiety , which the will go to great lengths to assuage. The strongest action a goliath can take in this realm is to publicly announce that they will work of an obligation they have amassed, either setting a length of time, or some discreet task (such as digging a well or some such) . The causes of this might be a man who had a broken leg, who was cared for by others, or a warrior defeated in battle. In this last case, the debt is usually (read: always)  paid to the victor or the victor’s tribe. This results in what might appear to outsiders to be slavery, but is in fact voluntary on the part of the “slave” , and if one was to call it slavery to a goliath, they would fist be confused, and then offended and outraged at the affront.&lt;br /&gt;
&lt;br /&gt;
Another area that probably deserves some mention is the fact that the goliath’s plains have the highest incidence of abominations in the world. This is due for the most part to the fact that the greatest number of meteorites from the meteor shower 11 hundred years ago that brought the abominations fell on or around the goliath lands. The goliaths are a people who regard themselves as caretakers of the natural world, and , as such,  hunt down mercilessly all the abominations that exist within their lands.&lt;br /&gt;
&lt;br /&gt;
Traditionally the Goliaths utilize weapons appropriate to their hunter/gatherer lifestyles, bows with flint tipped arrows (or obsidian where they can get it) spears, stone knives and axes. These last require some description, as they are, for all that they are made from stone, finely crafted tools. Surprisingly sharp, and balanced for throwing, they are an excellent multi purpose tool. In addition , however, many of them feature a small bowel on the reverse of the blade, and a hollow haft, allowing them to double as pipes for the communal or ritual smoking of tobacco. Another implement that requires some discussion is the totem pole. The shamans carve two sorts of totem poles. The first is the pole that serves as a religious focus of a whole village or tribe, the other is the pole that serves as a focus for the shaman’s “personal” totem his bond with the spirit world. These poles are often intricately carved, and are of works of art in their own right, and serve as something of a badge of office for the shamans. It should be noted , however, that shamans are not above using these spiritual icons as tools of destruction should the need arise... Indeed, as one foolish Keltoi explorer was heard to say while recovering onboard a ship en rout back to XXXX “He hit me… with a tree!”&lt;br /&gt;
&lt;br /&gt;
As far as protective devices go, Goliaths will wear leather, re-enforced leather, hide, bone and wooden armours. There are a few family heirloom suits of stone-plate that exist, but they are rare to say the least. In war they will utilize leather tower shields for protection. &lt;br /&gt;
&lt;br /&gt;
== How the Goliaths see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039; the Goliaths know little to nothing of the Ailokim, save a few stories learned through the dwarves and from the Keltoi Druids, and these stories, containing as they do tales of slavery of an entire race, and the slaughter of children for crimes not yet committed, appalls them more than they can express. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; The Goliaths are politely standoffish to the dwarves, assuming that if the “stunted folk of the mountains” wished closer relations, then they would come out of their caverns and say so. Since they have not the goliaths assume they wish to be left alone, and respect their wishes. The exception to this is the Dwarves of the lonely Mountain, who are united with the tribes around them in their ongoing struggles against abominations, and this shared foe has led to closer relations, extending to limited interaction and a certain amount of barter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039; Few Goliaths  know anything accurate about the Keltoi. Due to their fact that the Keltoi have made little effort to visit the northern continent. The druids have some contact with them at the Moots, but that is almost the entire extent of their interaction. It should be noted that the councils of the wise have requested their brother druids to not advertise the existence of the goliaths to the Keltoi, for they are a peoples that prefer to live today as they did last yesterday, and one thing that is obvious about the “little folk not as small as the mountain folk” is that they are agents of change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039; The Laideann are unknown to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; The Goliaths have little contact with the Lizardmen, but what contact they have is surprisingly peaceful. This is in no small part due to the fact that the two cultures religions have much overlap, and due to the fact that all shamans must venture into the rain wilds in order to find the tree that will serve as their first totem pole. This necessity means that the council of the wise has gone to great lengths to develop peaceful relations with the lizard men&lt;br /&gt;
Teleri: The Goliaths do not have much contact with the Sea Gypsies, not having any ports where they would come to trade. That being said, the Sea elves do land on the rough shores of he great plains to make repairs or re stock water casks. When this occurs local tribes will eagerly trade for teleri goods, prizing especially he jewelry that the Goliaths marvel at, for its delicacy almost as much as its beauty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;  The mere mention of these pitiable folk will reduce a goliath to quiet tears, for the conception that any sentient , anywhere , could enslave an entire race, is so mind bendingly wrong that the goliaths experience it as personal shame&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54589</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54589"/>
		<updated>2007-07-06T13:39:45Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54588</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54588"/>
		<updated>2007-07-06T13:39:24Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54587</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54587"/>
		<updated>2007-07-06T13:38:28Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Keltoi|Keltoi]]&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
[[Ourworld:Ailokim|Ailokim]]&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sundering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Nat&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Goliaths|Goliaths]]&lt;br /&gt;
== The Goliaths ==&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
History&#039;&#039;&#039;&lt;br /&gt;
The history of the goliaths is something of a mystery, since few other races paid them much heed, and since they do not mark time on a calendar as such, meaning that their oral histories do not say “in 1328 Akmenhe defeated the Red hand tribes” instead recording it as “it was a harsh winter the year Akmenhe, son of Uhnamen the squirrel  brother, defeated the red hand tribes”. What can be safely surmised is that they have been inhabiting the great northern plains for more than a thousand years , because many of there stories refer to the time “before the corruption fell from the skies”, referring to , of course, the fall of the meteorites that marked the coming of the abominations over 11 hundred years ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
The goliaths do not worship gods per se, instead paying homage to a series of “totems” with each tribe and individual, having a totem, which acts as heir intermediary to the world of the spirits. While most people feel at some level in touch with the whispers from their own totem, through dreams and omens, the opinions of tribal shamans, who act as healer/councilor/advisor are often sought, especially when the omens are hard to interpret&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Moots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once every 18 months, on alternating winter and summer solstices the shamans of the various tribes travel to the shores of the inland sea, to hold meeting to discuss goings on.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Goliath technology&#039;&#039;&#039;&lt;br /&gt;
The goliaths can best be described as Neolithic, using stone tools for the vast majority of their endeavors. The live for the most part in conical tents made from titanotherium or other hides, wear treated animal hides for clothing and use weapons made from wood or stone. Although they will trade with other races for jewelry, especially prizing teleri filigree , few make appropriately sized tools for the goliaths, so the goliaths have little interest in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Goliath People&#039;&#039;&#039; &lt;br /&gt;
The Goliath are a dark-skinned race, ranging from a slate grey , through brown to an almost red, with distinct bands of differing pigmentation around the face and chest. They tower over the other races with heights averaging 6’10-7’6 being the norm. In addition to their great stature they are powerfully built, with massive shoulders and muscular arms and legs. Their hair colour is invariably a bluish black and very thick and straight... In many ways the most striking feature of the goliaths is their eyes, whose irises range in colour from gold, green, hazel, blue, red and violet. What makes their eyes particularly striking, however, is that both the iris and “whites” of their eyes vary in colour drastically depending on the goliath in question’s mood. This means that anyone familiar with goliaths gains a +4 on any sense motive checks involving the giants.&lt;br /&gt;
&lt;br /&gt;
They are quiet people who are proud of their traditions, many of which seem odd to other races. One of the most important traditions that they uphold is the principal of “non-violence” (it should be noted here that their conception of such isn’t quite what other races might mean by the term, they are also a somewhat “rough and tumble” race). The Goliaths inhabit a harsh land, filled with many potential dangers (aberrations for instance) the summers are lean, and the winters are vicious. As a result of these many dangers, goliaths are all too aware how dangerous life can be, and go to great lengths not to perform any action that would place another in greater danger. One example of how this manifests is in their approach to tribal warfare (they are peaceful people, not living saints). When two tribes come into conflict, say, over a hunting ground both feel they are entitled to hunt upon, then a “war” often ensues. These wars , however, are fought with non lethal weapons; bare fists, crops and nets. Those rendered unconscious, caught in nets or even tripped by the crops consider themselves to have been “defeated” and withdraw from the conflict. Such a withdrawal brings with it a great sense of shame, however, which leads to another tradition of the goliaths.&lt;br /&gt;
&lt;br /&gt;
Goliaths are very touchy about their “honour” (which for them means something along the lines of “being a productive member of society”) anything that detracts from their honour  causes them great anxiety , which the will go to great lengths to assuage. The strongest action a goliath can take in this realm is to publicly announce that they will work of an obligation they have amassed, either setting a length of time, or some discreet task (such as digging a well or some such) . The causes of this might be a man who had a broken leg, who was cared for by others, or a warrior defeated in battle. In this last case, the debt is usually (read: always)  paid to the victor or the victor’s tribe. This results in what might appear to outsiders to be slavery, but is in fact voluntary on the part of the “slave” , and if one was to call it slavery to a goliath, they would fist be confused, and then offended and outraged at the affront.&lt;br /&gt;
&lt;br /&gt;
Another area that probably deserves some mention is the fact that the goliath’s plains have the highest incidence of abominations in the world. This is due for the most part to the fact that the greatest number of meteorites from the meteor shower 11 hundred years ago that brought the abominations fell on or around the goliath lands. The goliaths are a people who regard themselves as caretakers of the natural world, and , as such,  hunt down mercilessly all the abominations that exist within their lands.&lt;br /&gt;
&lt;br /&gt;
Traditionally the Goliaths utilize weapons appropriate to their hunter/gatherer lifestyles, bows with flint tipped arrows (or obsidian where they can get it) spears, stone knives and axes. These last require some description, as they are, for all that they are made from stone, finely crafted tools. Surprisingly sharp, and balanced for throwing, they are an excellent multi purpose tool. In addition , however, many of them feature a small bowel on the reverse of the blade, and a hollow haft, allowing them to double as pipes for the communal or ritual smoking of tobacco. Another implement that requires some discussion is the totem pole. The shamans carve two sorts of totem poles. The first is the pole that serves as a religious focus of a whole village or tribe, the other is the pole that serves as a focus for the shaman’s “personal” totem his bond with the spirit world. These poles are often intricately carved, and are of works of art in their own right, and serve as something of a badge of office for the shamans. It should be noted , however, that shamans are not above using these spiritual icons as tools of destruction should the need arise... Indeed, as one foolish Keltoi explorer was heard to say while recovering onboard a ship en rout back to XXXX “He hit me… with a tree!”&lt;br /&gt;
&lt;br /&gt;
As far as protective devices go, Goliaths will wear leather, re-enforced leather, hide, bone and wooden armours. There are a few family heirloom suits of stone-plate that exist, but they are rare to say the least. In war they will utilize leather tower shields for protection. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Goliaths see the other races:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039; the Goliaths know little to nothing of the Ailokim, save a few stories learned through the dwarves and from the Keltoi Druids, and these stories, containing as they do tales of slavery of an entire race, and the slaughter of children for crimes not yet committed, appalls them more than they can express. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; The Goliaths are politely standoffish to the dwarves, assuming that if the “stunted folk of the mountains” wished closer relations, then they would come out of their caverns and say so. Since they have not the goliaths assume they wish to be left alone, and respect their wishes. The exception to this is the Dwarves of the lonely Mountain, who are united with the tribes around them in their ongoing struggles against abominations, and this shared foe has led to closer relations, extending to limited interaction and a certain amount of barter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039; Few Goliaths  know anything accurate about the Keltoi. Due to their fact that the Keltoi have made little effort to visit the northern continent. The druids have some contact with them at the Moots, but that is almost the entire extent of their interaction. It should be noted that the councils of the wise have requested their brother druids to not advertise the existence of the goliaths to the Keltoi, for they are a peoples that prefer to live today as they did last yesterday, and one thing that is obvious about the “little folk not as small as the mountain folk” is that they are agents of change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039; The Laideann are unknown to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; The Goliaths have little contact with the Lizardmen, but what contact they have is surprisingly peaceful. This is in no small part due to the fact that the two cultures religions have much overlap, and due to the fact that all shamans must venture into the rain wilds in order to find the tree that will serve as their first totem pole. This necessity means that the council of the wise has gone to great lengths to develop peaceful relations with the lizard men&lt;br /&gt;
Teleri: The Goliaths do not have much contact with the Sea Gypsies, not having any ports where they would come to trade. That being said, the Sea elves do land on the rough shores of he great plains to make repairs or re stock water casks. When this occurs local tribes will eagerly trade for teleri goods, prizing especially he jewelry that the Goliaths marvel at, for its delicacy almost as much as its beauty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;  The mere mention of these pitiable folk will reduce a goliath to quiet tears, for the conception that any sentient , anywhere , could enslave an entire race, is so mind bendingly wrong that the goliaths experience it as personal shame&lt;br /&gt;
&lt;br /&gt;
How Other Races see the goliaths: &lt;br /&gt;
Feel free to fill this out guys&lt;br /&gt;
[[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]]&lt;br /&gt;
== The Goblin Lands and the Serpent Archipelago ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The archipelago is what remains of the once mighty continent of “Bhendia” which sank into the sea over a thousand years ago. The culture was Indian/south east asian with a religion much like Hindu/Buddhism. They had rigid caste system which was as follows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brahman :Priests&lt;br /&gt;
Kshatriya: ruler, warrior, landowner&lt;br /&gt;
Shudra: artisans, agriculturalists&lt;br /&gt;
Vaishya: merchants&lt;br /&gt;
Harijan :&amp;quot;outside&amp;quot; the caste system&lt;br /&gt;
&lt;br /&gt;
The Harijan was almost entirely made up of Goblinoid slaves of the Naga and Yuan’ti who formed the bulk of the society. When the continent sank into the sea, the Goblinoids were lead to freedom by a figure who became their first Emperor, and once free of the oppression of the snake peoples, promptly set about recreating the culture with the Hobgoblins as the Brahmin and Kshatriya , the bugbears as the agriculturalists and the goblins as the artisans, Vaishya and Harijan…&lt;br /&gt;
It just sucks to be a Goblin. &lt;br /&gt;
&lt;br /&gt;
The Goblinoids still come into frequent contact with the degenerate remnants of the snake peoples, however, slithering amongst the stone ruins of their once mighty temple cities.&lt;br /&gt;
The most salient aspect of the Goblinoids is the Kshatriya caste’s approach to war, indeed to conflict of any kind. They spend huge amounts of time mastering the use of the composite shortbow which they use from the back of war chariots, and the various polearms that they use when the melee has begun.Instead of the +4 on hide and move checks, hobgoblins gain +1 to hit with any polearm with which they are proficient&lt;br /&gt;
Goblin weapons&lt;br /&gt;
Composite short bow&lt;br /&gt;
Sword gauntlet&lt;br /&gt;
Katar &lt;br /&gt;
Glaive&lt;br /&gt;
Trident&lt;br /&gt;
Ranseur&lt;br /&gt;
Trident &lt;br /&gt;
Nagamaki&lt;br /&gt;
Naginata&lt;br /&gt;
Vajra  (1d6, x2, 1lbs, piercing)&lt;br /&gt;
Goblin armours&lt;br /&gt;
Footman’s (+3,+5,-1, 15%,light,20lbs)&lt;br /&gt;
Leather Scale &lt;br /&gt;
Lamelar vest (+5 , +3, -4, 30%,medium,35lbs)&lt;br /&gt;
Lamelar and laced scale (+7,+2, -6, 40%,heavy, 45lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goblins have very little in the way of decent metal in their lands, and have established rudimentary trade with the Dwarves to obtain high quality metal armours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the Goblins see other races&lt;br /&gt;
&lt;br /&gt;
Goliaths : The Goblins pay the Goliaths little official heed, proclaiming boldly that any culture that has not mastered the use of the wheel deserves no notice. That being said they are very polite when crossing goliath lands to trade with the dwarves of the lonely mountain…&lt;br /&gt;
&lt;br /&gt;
Dwarves:  The goblinoids would dearly like to look down their collective noses at the stunted folk, but the dwarve’s craftmenship of weapons and mastery of metallurgy forces a certain dour respect from the islanders. &lt;br /&gt;
&lt;br /&gt;
Lizardmen : The lizardmen have very little to do with the Goblins, but they remind the goblens just a little too much of their ancient enemies for the goblins to ever reguard them any more warmly than with  paranoic hostility &lt;br /&gt;
 &lt;br /&gt;
Teleri : The Goblins histories say that when cursed Bvendia sank beneath the waves of the turquoise sea, it was the Teleri that ferried the Goblin folk to their new home in arcourdance with a pact made between the teleri and the first emperor , Jimmu. Weather this was actually the case or not, the Goblinoids regard  the Teleri with a slightly simpering awe.&lt;br /&gt;
&lt;br /&gt;
Other than these folk, the Goblinoids have vertualy no contact with any other peoples, being somewhat isolationist in outlook.&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
== The Dwarves of the World Spine Mountains, and the Lonely Mountain. ==&lt;br /&gt;
 &lt;br /&gt;
The first, last and most important fact about the Dwarves: they  have no soul.&lt;br /&gt;
All other things flow from this fact. A Dwarf is an animated Dwarven body, to speak otherwise is to lie. What then animates a dwarven body? His name. An unnamed Dwarf is a corpse, and that is really all there is to say on the matter.&lt;br /&gt;
&lt;br /&gt;
This has some rather serious ramifications for the mountain folk. Most notably they canot be ressurected , for this involves finding a soul which has fled its earthly home and entreating it to take up residence once more, and since there is no resident to appeal to, no resurrection may be had. Indeed, any magic that requires a Dwarves’ consciousness to function independently from his body (such as astral projection for instance) will, quite simply, fail.&lt;br /&gt;
There are also more subtle ramifications of the Dwarves&#039; unity of mind and body, not least of which is a Dwarves&#039; extreme difficulty dealing with, or indeed even understanding , abstraction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=54586</id>
		<title>Template:Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Template:Ourworld&amp;diff=54586"/>
		<updated>2007-07-06T13:37:11Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;[[Ourworld]]&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Societies&#039;&#039;&#039;&lt;br /&gt;
| [[Ourworld:Keltoi|Keltoi]], [[Ourworld:Ailokim|Ailokim]], [[Ourworld:Goliaths|Goliaths]], [[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]], [[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Ourworld&amp;diff=54577</id>
		<title>Talk:Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Ourworld&amp;diff=54577"/>
		<updated>2007-07-06T11:09:55Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyones reading this, I set up separate pages for the different races, I left the stuff on the this page in case I missed something.&lt;br /&gt;
&lt;br /&gt;
Hopefully people won&#039;t start editing this so that I won&#039;t have to move it over again.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54576</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54576"/>
		<updated>2007-07-06T11:06:26Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Keltoi|Keltoi]]&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
[[Ourworld:Ailokim|Ailokim]]&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sundering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Nat&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Goliaths|Goliaths]]&lt;br /&gt;
== The Goliaths ==&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
History&#039;&#039;&#039;&lt;br /&gt;
The history of the goliaths is something of a mystery, since few other races paid them much heed, and since they do not mark time on a calendar as such, meaning that their oral histories do not say “in 1328 Akmenhe defeated the Red hand tribes” instead recording it as “it was a harsh winter the year Akmenhe, son of Uhnamen the squirrel  brother, defeated the red hand tribes”. What can be safely surmised is that they have been inhabiting the great northern plains for more than a thousand years , because many of there stories refer to the time “before the corruption fell from the skies”, referring to , of course, the fall of the meteorites that marked the coming of the abominations over 11 hundred years ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
The goliaths do not worship gods per se, instead paying homage to a series of “totems” with each tribe and individual, having a totem, which acts as heir intermediary to the world of the spirits. While most people feel at some level in touch with the whispers from their own totem, through dreams and omens, the opinions of tribal shamans, who act as healer/councilor/advisor are often sought, especially when the omens are hard to interpret&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Moots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once every 18 months, on alternating winter and summer solstices the shamans of the various tribes travel to the shores of the inland sea, to hold meeting to discuss goings on.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Goliath technology&#039;&#039;&#039;&lt;br /&gt;
The goliaths can best be described as Neolithic, using stone tools for the vast majority of their endeavors. The live for the most part in conical tents made from titanotherium or other hides, wear treated animal hides for clothing and use weapons made from wood or stone. Although they will trade with other races for jewelry, especially prizing teleri filigree , few make appropriately sized tools for the goliaths, so the goliaths have little interest in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Goliath People&#039;&#039;&#039; &lt;br /&gt;
The Goliath are a dark-skinned race, ranging from a slate grey , through brown to an almost red, with distinct bands of differing pigmentation around the face and chest. They tower over the other races with heights averaging 6’10-7’6 being the norm. In addition to their great stature they are powerfully built, with massive shoulders and muscular arms and legs. Their hair colour is invariably a bluish black and very thick and straight... In many ways the most striking feature of the goliaths is their eyes, whose irises range in colour from gold, green, hazel, blue, red and violet. What makes their eyes particularly striking, however, is that both the iris and “whites” of their eyes vary in colour drastically depending on the goliath in question’s mood. This means that anyone familiar with goliaths gains a +4 on any sense motive checks involving the giants.&lt;br /&gt;
&lt;br /&gt;
They are quiet people who are proud of their traditions, many of which seem odd to other races. One of the most important traditions that they uphold is the principal of “non-violence” (it should be noted here that their conception of such isn’t quite what other races might mean by the term, they are also a somewhat “rough and tumble” race). The Goliaths inhabit a harsh land, filled with many potential dangers (aberrations for instance) the summers are lean, and the winters are vicious. As a result of these many dangers, goliaths are all too aware how dangerous life can be, and go to great lengths not to perform any action that would place another in greater danger. One example of how this manifests is in their approach to tribal warfare (they are peaceful people, not living saints). When two tribes come into conflict, say, over a hunting ground both feel they are entitled to hunt upon, then a “war” often ensues. These wars , however, are fought with non lethal weapons; bare fists, crops and nets. Those rendered unconscious, caught in nets or even tripped by the crops consider themselves to have been “defeated” and withdraw from the conflict. Such a withdrawal brings with it a great sense of shame, however, which leads to another tradition of the goliaths.&lt;br /&gt;
&lt;br /&gt;
Goliaths are very touchy about their “honour” (which for them means something along the lines of “being a productive member of society”) anything that detracts from their honour  causes them great anxiety , which the will go to great lengths to assuage. The strongest action a goliath can take in this realm is to publicly announce that they will work of an obligation they have amassed, either setting a length of time, or some discreet task (such as digging a well or some such) . The causes of this might be a man who had a broken leg, who was cared for by others, or a warrior defeated in battle. In this last case, the debt is usually (read: always)  paid to the victor or the victor’s tribe. This results in what might appear to outsiders to be slavery, but is in fact voluntary on the part of the “slave” , and if one was to call it slavery to a goliath, they would fist be confused, and then offended and outraged at the affront.&lt;br /&gt;
&lt;br /&gt;
Another area that probably deserves some mention is the fact that the goliath’s plains have the highest incidence of abominations in the world. This is due for the most part to the fact that the greatest number of meteorites from the meteor shower 11 hundred years ago that brought the abominations fell on or around the goliath lands. The goliaths are a people who regard themselves as caretakers of the natural world, and , as such,  hunt down mercilessly all the abominations that exist within their lands.&lt;br /&gt;
&lt;br /&gt;
Traditionally the Goliaths utilize weapons appropriate to their hunter/gatherer lifestyles, bows with flint tipped arrows (or obsidian where they can get it) spears, stone knives and axes. These last require some description, as they are, for all that they are made from stone, finely crafted tools. Surprisingly sharp, and balanced for throwing, they are an excellent multi purpose tool. In addition , however, many of them feature a small bowel on the reverse of the blade, and a hollow haft, allowing them to double as pipes for the communal or ritual smoking of tobacco. Another implement that requires some discussion is the totem pole. The shamans carve two sorts of totem poles. The first is the pole that serves as a religious focus of a whole village or tribe, the other is the pole that serves as a focus for the shaman’s “personal” totem his bond with the spirit world. These poles are often intricately carved, and are of works of art in their own right, and serve as something of a badge of office for the shamans. It should be noted , however, that shamans are not above using these spiritual icons as tools of destruction should the need arise... Indeed, as one foolish Keltoi explorer was heard to say while recovering onboard a ship en rout back to XXXX “He hit me… with a tree!”&lt;br /&gt;
&lt;br /&gt;
As far as protective devices go, Goliaths will wear leather, re-enforced leather, hide, bone and wooden armours. There are a few family heirloom suits of stone-plate that exist, but they are rare to say the least. In war they will utilize leather tower shields for protection. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Goliaths see the other races:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039; the Goliaths know little to nothing of the Ailokim, save a few stories learned through the dwarves and from the Keltoi Druids, and these stories, containing as they do tales of slavery of an entire race, and the slaughter of children for crimes not yet committed, appalls them more than they can express. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; The Goliaths are politely standoffish to the dwarves, assuming that if the “stunted folk of the mountains” wished closer relations, then they would come out of their caverns and say so. Since they have not the goliaths assume they wish to be left alone, and respect their wishes. The exception to this is the Dwarves of the lonely Mountain, who are united with the tribes around them in their ongoing struggles against abominations, and this shared foe has led to closer relations, extending to limited interaction and a certain amount of barter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039; Few Goliaths  know anything accurate about the Keltoi. Due to their fact that the Keltoi have made little effort to visit the northern continent. The druids have some contact with them at the Moots, but that is almost the entire extent of their interaction. It should be noted that the councils of the wise have requested their brother druids to not advertise the existence of the goliaths to the Keltoi, for they are a peoples that prefer to live today as they did last yesterday, and one thing that is obvious about the “little folk not as small as the mountain folk” is that they are agents of change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039; The Laideann are unknown to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; The Goliaths have little contact with the Lizardmen, but what contact they have is surprisingly peaceful. This is in no small part due to the fact that the two cultures religions have much overlap, and due to the fact that all shamans must venture into the rain wilds in order to find the tree that will serve as their first totem pole. This necessity means that the council of the wise has gone to great lengths to develop peaceful relations with the lizard men&lt;br /&gt;
Teleri: The Goliaths do not have much contact with the Sea Gypsies, not having any ports where they would come to trade. That being said, the Sea elves do land on the rough shores of he great plains to make repairs or re stock water casks. When this occurs local tribes will eagerly trade for teleri goods, prizing especially he jewelry that the Goliaths marvel at, for its delicacy almost as much as its beauty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;  The mere mention of these pitiable folk will reduce a goliath to quiet tears, for the conception that any sentient , anywhere , could enslave an entire race, is so mind bendingly wrong that the goliaths experience it as personal shame&lt;br /&gt;
&lt;br /&gt;
How Other Races see the goliaths: &lt;br /&gt;
Feel free to fill this out guys&lt;br /&gt;
[[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]]&lt;br /&gt;
== The Goblin Lands and the Serpent Archipelago ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The archipelago is what remains of the once mighty continent of “Bhendia” which sank into the sea over a thousand years ago. The culture was Indian/south east asian with a religion much like Hindu/Buddhism. They had rigid caste system which was as follows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brahman :Priests&lt;br /&gt;
Kshatriya: ruler, warrior, landowner&lt;br /&gt;
Shudra: artisans, agriculturalists&lt;br /&gt;
Vaishya: merchants&lt;br /&gt;
Harijan :&amp;quot;outside&amp;quot; the caste system&lt;br /&gt;
&lt;br /&gt;
The Harijan was almost entirely made up of Goblinoid slaves of the Naga and Yuan’ti who formed the bulk of the society. When the continent sank into the sea, the Goblinoids were lead to freedom by a figure who became their first Emperor, and once free of the oppression of the snake peoples, promptly set about recreating the culture with the Hobgoblins as the Brahmin and Kshatriya , the bugbears as the agriculturalists and the goblins as the artisans, Vaishya and Harijan…&lt;br /&gt;
It just sucks to be a Goblin. &lt;br /&gt;
&lt;br /&gt;
The Goblinoids still come into frequent contact with the degenerate remnants of the snake peoples, however, slithering amongst the stone ruins of their once mighty temple cities.&lt;br /&gt;
The most salient aspect of the Goblinoids is the Kshatriya caste’s approach to war, indeed to conflict of any kind. They spend huge amounts of time mastering the use of the composite shortbow which they use from the back of war chariots, and the various polearms that they use when the melee has begun.Instead of the +4 on hide and move checks, hobgoblins gain +1 to hit with any polearm with which they are proficient&lt;br /&gt;
Goblin weapons&lt;br /&gt;
Composite short bow&lt;br /&gt;
Sword gauntlet&lt;br /&gt;
Katar &lt;br /&gt;
Glaive&lt;br /&gt;
Trident&lt;br /&gt;
Ranseur&lt;br /&gt;
Trident &lt;br /&gt;
Nagamaki&lt;br /&gt;
Naginata&lt;br /&gt;
Vajra  (1d6, x2, 1lbs, piercing)&lt;br /&gt;
Goblin armours&lt;br /&gt;
Footman’s (+3,+5,-1, 15%,light,20lbs)&lt;br /&gt;
Leather Scale &lt;br /&gt;
Lamelar vest (+5 , +3, -4, 30%,medium,35lbs)&lt;br /&gt;
Lamelar and laced scale (+7,+2, -6, 40%,heavy, 45lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goblins have very little in the way of decent metal in their lands, and have established rudimentary trade with the Dwarves to obtain high quality metal armours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the Goblins see other races&lt;br /&gt;
&lt;br /&gt;
Goliaths : The Goblins pay the Goliaths little official heed, proclaiming boldly that any culture that has not mastered the use of the wheel deserves no notice. That being said they are very polite when crossing goliath lands to trade with the dwarves of the lonely mountain…&lt;br /&gt;
&lt;br /&gt;
Dwarves:  The goblinoids would dearly like to look down their collective noses at the stunted folk, but the dwarve’s craftmenship of weapons and mastery of metallurgy forces a certain dour respect from the islanders. &lt;br /&gt;
&lt;br /&gt;
Lizardmen : The lizardmen have very little to do with the Goblins, but they remind the goblens just a little too much of their ancient enemies for the goblins to ever reguard them any more warmly than with  paranoic hostility &lt;br /&gt;
 &lt;br /&gt;
Teleri : The Goblins histories say that when cursed Bvendia sank beneath the waves of the turquoise sea, it was the Teleri that ferried the Goblin folk to their new home in arcourdance with a pact made between the teleri and the first emperor , Jimmu. Weather this was actually the case or not, the Goblinoids regard  the Teleri with a slightly simpering awe.&lt;br /&gt;
&lt;br /&gt;
Other than these folk, the Goblinoids have vertualy no contact with any other peoples, being somewhat isolationist in outlook.&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
== The Dwarves of the World Spine Mountains, and the Lonely Mountain. ==&lt;br /&gt;
 &lt;br /&gt;
The first, last and most important fact about the Dwarves: they  have no soul.&lt;br /&gt;
All other things flow from this fact. A Dwarf is an animated Dwarven body, to speak otherwise is to lie. What then animates a dwarven body? His name. An unnamed Dwarf is a corpse, and that is really all there is to say on the matter.&lt;br /&gt;
&lt;br /&gt;
This has some rather serious ramifications for the mountain folk. Most notably they canot be ressurected , for this involves finding a soul which has fled its earthly home and entreating it to take up residence once more, and since there is no resident to appeal to, no resurrection may be had. Indeed, any magic that requires a Dwarves’ consciousness to function independently from his body (such as astral projection for instance) will, quite simply, fail.&lt;br /&gt;
There are also more subtle ramifications of the Dwarves&#039; unity of mind and body, not least of which is a Dwarves&#039; extreme difficulty dealing with, or indeed even understanding , abstraction.&lt;br /&gt;
[[Link title]]&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Dwarves&amp;diff=54575</id>
		<title>Ourworld:Dwarves</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Dwarves&amp;diff=54575"/>
		<updated>2007-07-06T10:59:22Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Dwarves of the World Spine Mountains, and the Lonely Mountain. ==&lt;br /&gt;
 &lt;br /&gt;
The first, last and most important fact about the Dwarves: they  have no soul.&lt;br /&gt;
All other things flow from this fact. A Dwarf is an animated Dwarven body, to speak otherwise is to lie. What then animates a dwarven body? His name. An unnamed Dwarf is a corpse, and that is really all there is to say on the matter.&lt;br /&gt;
&lt;br /&gt;
This has some rather serious ramifications for the mountain folk. Most notably they canot be ressurected , for this involves finding a soul which has fled its earthly home and entreating it to take up residence once more, and since there is no resident to appeal to, no resurrection may be had. Indeed, any magic that requires a Dwarves’ consciousness to function independently from his body (such as astral projection for instance) will, quite simply, fail.&lt;br /&gt;
There are also more subtle ramifications of the Dwarves&#039; unity of mind and body, not least of which is a Dwarves&#039; extreme difficulty dealing with, or indeed even understanding , abstraction.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Goblinoids_and_surrounds&amp;diff=54574</id>
		<title>Ourworld:Goblinoids and surrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Goblinoids_and_surrounds&amp;diff=54574"/>
		<updated>2007-07-06T10:57:49Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Goblin Lands and the Serpent Archipelago ==&lt;br /&gt;
&lt;br /&gt;
The archipelago is what remains of the once mighty continent of “Bhendia” which sank into the sea over a thousand years ago. The culture was Indian/south east asian with a religion much like Hindu/Buddhism. They had rigid caste system which was as follows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brahman :Priests&lt;br /&gt;
Kshatriya: ruler, warrior, landowner&lt;br /&gt;
Shudra: artisans, agriculturalists&lt;br /&gt;
Vaishya: merchants&lt;br /&gt;
Harijan :&amp;quot;outside&amp;quot; the caste system&lt;br /&gt;
&lt;br /&gt;
The Harijan was almost entirely made up of Goblinoid slaves of the Naga and Yuan’ti who formed the bulk of the society. When the continent sank into the sea, the Goblinoids were lead to freedom by a figure who became their first Emperor, and once free of the oppression of the snake peoples, promptly set about recreating the culture with the Hobgoblins as the Brahmin and Kshatriya , the bugbears as the agriculturalists and the goblins as the artisans, Vaishya and Harijan…&lt;br /&gt;
It just sucks to be a Goblin. &lt;br /&gt;
&lt;br /&gt;
The Goblinoids still come into frequent contact with the degenerate remnants of the snake peoples, however, slithering amongst the stone ruins of their once mighty temple cities.&lt;br /&gt;
The most salient aspect of the Goblinoids is the Kshatriya caste’s approach to war, indeed to conflict of any kind. They spend huge amounts of time mastering the use of the composite shortbow which they use from the back of war chariots, and the various polearms that they use when the melee has begun.Instead of the +4 on hide and move checks, hobgoblins gain +1 to hit with any polearm with which they are proficient&lt;br /&gt;
Goblin weapons&lt;br /&gt;
Composite short bow&lt;br /&gt;
Sword gauntlet&lt;br /&gt;
Katar &lt;br /&gt;
Glaive&lt;br /&gt;
Trident&lt;br /&gt;
Ranseur&lt;br /&gt;
Trident &lt;br /&gt;
Nagamaki&lt;br /&gt;
Naginata&lt;br /&gt;
Vajra  (1d6, x2, 1lbs, piercing)&lt;br /&gt;
Goblin armours&lt;br /&gt;
Footman’s (+3,+5,-1, 15%,light,20lbs)&lt;br /&gt;
Leather Scale &lt;br /&gt;
Lamelar vest (+5 , +3, -4, 30%,medium,35lbs)&lt;br /&gt;
Lamelar and laced scale (+7,+2, -6, 40%,heavy, 45lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goblins have very little in the way of decent metal in their lands, and have established rudimentary trade with the Dwarves to obtain high quality metal armours. &lt;br /&gt;
&lt;br /&gt;
== How the Goblins see other races ==&lt;br /&gt;
&lt;br /&gt;
Goliaths : The Goblins pay the Goliaths little official heed, proclaiming boldly that any culture that has not mastered the use of the wheel deserves no notice. That being said they are very polite when crossing goliath lands to trade with the dwarves of the lonely mountain…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;:  The goblinoids would dearly like to look down their collective noses at the stunted folk, but the dwarve’s craftmenship of weapons and mastery of metallurgy forces a certain dour respect from the islanders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen&#039;&#039;&#039; : The lizardmen have very little to do with the Goblins, but they remind the goblens just a little too much of their ancient enemies for the goblins to ever reguard them any more warmly than with  paranoic hostility &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Teleri&#039;&#039;&#039; : The Goblins histories say that when cursed Bvendia sank beneath the waves of the turquoise sea, it was the Teleri that ferried the Goblin folk to their new home in arcourdance with a pact made between the teleri and the first emperor , Jimmu. Weather this was actually the case or not, the Goblinoids regard  the Teleri with a slightly simpering awe.&lt;br /&gt;
&lt;br /&gt;
Other than these folk, the Goblinoids have vertualy no contact with any other peoples, being somewhat isolationist in outlook.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54573</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54573"/>
		<updated>2007-07-06T10:54:48Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: /* Talic Theocracy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54572</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54572"/>
		<updated>2007-07-06T10:54:36Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54571</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54571"/>
		<updated>2007-07-06T10:50:19Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
[[Category:Ourworld]]&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Goliaths&amp;diff=54570</id>
		<title>Ourworld:Goliaths</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Goliaths&amp;diff=54570"/>
		<updated>2007-07-06T10:47:48Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this stuff was made by Nat. And he should put up a quick description up here&lt;br /&gt;
== History ==&lt;br /&gt;
The history of the goliaths is something of a mystery, since few other races paid them much heed, and since they do not mark time on a calendar as such, meaning that their oral histories do not say “in 1328 Akmenhe defeated the Red hand tribes” instead recording it as “it was a harsh winter the year Akmenhe, son of Uhnamen the squirrel  brother, defeated the red hand tribes”. What can be safely surmised is that they have been inhabiting the great northern plains for more than a thousand years , because many of there stories refer to the time “before the corruption fell from the skies”, referring to , of course, the fall of the meteorites that marked the coming of the abominations over 11 hundred years ago.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The goliaths do not worship gods per se, instead paying homage to a series of “totems” with each tribe and individual, having a totem, which acts as heir intermediary to the world of the spirits. While most people feel at some level in touch with the whispers from their own totem, through dreams and omens, the opinions of tribal shamans, who act as healer/councilor/advisor are often sought, especially when the omens are hard to interpret&lt;br /&gt;
&lt;br /&gt;
== The Moots ==&lt;br /&gt;
Once every 18 months, on alternating winter and summer solstices the shamans of the various tribes travel to the shores of the inland sea, to hold meeting to discuss goings on.&lt;br /&gt;
 &lt;br /&gt;
== Goliath technology ==&lt;br /&gt;
The goliaths can best be described as Neolithic, using stone tools for the vast majority of their endeavors. The live for the most part in conical tents made from titanotherium or other hides, wear treated animal hides for clothing and use weapons made from wood or stone. Although they will trade with other races for jewelry, especially prizing teleri filigree , few make appropriately sized tools for the goliaths, so the goliaths have little interest in them.&lt;br /&gt;
&lt;br /&gt;
== The Goliath People ==&lt;br /&gt;
The Goliath are a dark-skinned race, ranging from a slate grey , through brown to an almost red, with distinct bands of differing pigmentation around the face and chest. They tower over the other races with heights averaging 6’10-7’6 being the norm. In addition to their great stature they are powerfully built, with massive shoulders and muscular arms and legs. Their hair colour is invariably a bluish black and very thick and straight... In many ways the most striking feature of the goliaths is their eyes, whose irises range in colour from gold, green, hazel, blue, red and violet. What makes their eyes particularly striking, however, is that both the iris and “whites” of their eyes vary in colour drastically depending on the goliath in question’s mood. This means that anyone familiar with goliaths gains a +4 on any sense motive checks involving the giants.&lt;br /&gt;
&lt;br /&gt;
They are quiet people who are proud of their traditions, many of which seem odd to other races. One of the most important traditions that they uphold is the principal of “non-violence” (it should be noted here that their conception of such isn’t quite what other races might mean by the term, they are also a somewhat “rough and tumble” race). The Goliaths inhabit a harsh land, filled with many potential dangers (aberrations for instance) the summers are lean, and the winters are vicious. As a result of these many dangers, goliaths are all too aware how dangerous life can be, and go to great lengths not to perform any action that would place another in greater danger. One example of how this manifests is in their approach to tribal warfare (they are peaceful people, not living saints). When two tribes come into conflict, say, over a hunting ground both feel they are entitled to hunt upon, then a “war” often ensues. These wars , however, are fought with non lethal weapons; bare fists, crops and nets. Those rendered unconscious, caught in nets or even tripped by the crops consider themselves to have been “defeated” and withdraw from the conflict. Such a withdrawal brings with it a great sense of shame, however, which leads to another tradition of the goliaths.&lt;br /&gt;
&lt;br /&gt;
Goliaths are very touchy about their “honour” (which for them means something along the lines of “being a productive member of society”) anything that detracts from their honour  causes them great anxiety , which the will go to great lengths to assuage. The strongest action a goliath can take in this realm is to publicly announce that they will work of an obligation they have amassed, either setting a length of time, or some discreet task (such as digging a well or some such) . The causes of this might be a man who had a broken leg, who was cared for by others, or a warrior defeated in battle. In this last case, the debt is usually (read: always)  paid to the victor or the victor’s tribe. This results in what might appear to outsiders to be slavery, but is in fact voluntary on the part of the “slave” , and if one was to call it slavery to a goliath, they would fist be confused, and then offended and outraged at the affront.&lt;br /&gt;
&lt;br /&gt;
Another area that probably deserves some mention is the fact that the goliath’s plains have the highest incidence of abominations in the world. This is due for the most part to the fact that the greatest number of meteorites from the meteor shower 11 hundred years ago that brought the abominations fell on or around the goliath lands. The goliaths are a people who regard themselves as caretakers of the natural world, and , as such,  hunt down mercilessly all the abominations that exist within their lands.&lt;br /&gt;
&lt;br /&gt;
Traditionally the Goliaths utilize weapons appropriate to their hunter/gatherer lifestyles, bows with flint tipped arrows (or obsidian where they can get it) spears, stone knives and axes. These last require some description, as they are, for all that they are made from stone, finely crafted tools. Surprisingly sharp, and balanced for throwing, they are an excellent multi purpose tool. In addition , however, many of them feature a small bowel on the reverse of the blade, and a hollow haft, allowing them to double as pipes for the communal or ritual smoking of tobacco. Another implement that requires some discussion is the totem pole. The shamans carve two sorts of totem poles. The first is the pole that serves as a religious focus of a whole village or tribe, the other is the pole that serves as a focus for the shaman’s “personal” totem his bond with the spirit world. These poles are often intricately carved, and are of works of art in their own right, and serve as something of a badge of office for the shamans. It should be noted , however, that shamans are not above using these spiritual icons as tools of destruction should the need arise... Indeed, as one foolish Keltoi explorer was heard to say while recovering onboard a ship en rout back to XXXX “He hit me… with a tree!”&lt;br /&gt;
&lt;br /&gt;
As far as protective devices go, Goliaths will wear leather, re-enforced leather, hide, bone and wooden armours. There are a few family heirloom suits of stone-plate that exist, but they are rare to say the least. In war they will utilize leather tower shields for protection. &lt;br /&gt;
&lt;br /&gt;
== How the Goliaths see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039; the Goliaths know little to nothing of the Ailokim, save a few stories learned through the dwarves and from the Keltoi Druids, and these stories, containing as they do tales of slavery of an entire race, and the slaughter of children for crimes not yet committed, appalls them more than they can express. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; The Goliaths are politely standoffish to the dwarves, assuming that if the “stunted folk of the mountains” wished closer relations, then they would come out of their caverns and say so. Since they have not the goliaths assume they wish to be left alone, and respect their wishes. The exception to this is the Dwarves of the lonely Mountain, who are united with the tribes around them in their ongoing struggles against abominations, and this shared foe has led to closer relations, extending to limited interaction and a certain amount of barter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039; Few Goliaths  know anything accurate about the Keltoi. Due to their fact that the Keltoi have made little effort to visit the northern continent. The druids have some contact with them at the Moots, but that is almost the entire extent of their interaction. It should be noted that the councils of the wise have requested their brother druids to not advertise the existence of the goliaths to the Keltoi, for they are a peoples that prefer to live today as they did last yesterday, and one thing that is obvious about the “little folk not as small as the mountain folk” is that they are agents of change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039; The Laideann are unknown to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; The Goliaths have little contact with the Lizardmen, but what contact they have is surprisingly peaceful. This is in no small part due to the fact that the two cultures religions have much overlap, and due to the fact that all shamans must venture into the rain wilds in order to find the tree that will serve as their first totem pole. This necessity means that the council of the wise has gone to great lengths to develop peaceful relations with the lizard men&lt;br /&gt;
Teleri: The Goliaths do not have much contact with the Sea Gypsies, not having any ports where they would come to trade. That being said, the Sea elves do land on the rough shores of he great plains to make repairs or re stock water casks. When this occurs local tribes will eagerly trade for teleri goods, prizing especially he jewelry that the Goliaths marvel at, for its delicacy almost as much as its beauty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;  The mere mention of these pitiable folk will reduce a goliath to quiet tears, for the conception that any sentient , anywhere , could enslave an entire race, is so mind bendingly wrong that the goliaths experience it as personal shame&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54569</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54569"/>
		<updated>2007-07-06T10:39:06Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54568</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54568"/>
		<updated>2007-07-06T10:35:02Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Keltoi were mostly created by Peter.&lt;br /&gt;
Also, he should put a brief description of them here.&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54567</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54567"/>
		<updated>2007-07-06T10:32:41Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NB&#039;&#039;&#039; Short description of the Keltoi goes here&lt;br /&gt;
&lt;br /&gt;
== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54566</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54566"/>
		<updated>2007-07-06T10:31:17Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of the Keltoi ==&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Spiritualism ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
== The Republic ==&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
== Keltoi Magitech ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
== The Keltoi People ==&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
== The Leagues of Druids ==&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
== How the Keltoi see the other races: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
== How Other Races see the Keltoi: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
== Northern City States ==&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
== Talic Theocracy ==&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54565</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54565"/>
		<updated>2007-07-06T10:24:59Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54564</id>
		<title>Ourworld:Keltoi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Keltoi&amp;diff=54564"/>
		<updated>2007-07-06T10:22:16Z</updated>

		<summary type="html">&lt;p&gt;Robotic christmass elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;/div&gt;</summary>
		<author><name>Robotic christmass elf</name></author>
	</entry>
</feed>