Editing
Ourworld:Keltoi
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Keltoi Nimhelioc (Alchemy) == The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They traditionally utilised flame lances (later developed into alchemical guns) in war, and have great elemental turbines 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. '''Sample Magitech Devices & Contrivances''' '''Flame Lance''' These unusual contrivances, originally used by the Teleri, are traditionally utilised by Keltoi soldiers to harass enemy formations. They are 10’long rods made of a glimmering silvery metal. When gripped, they are suffused with a soft ruby light. They can shoot a concentrated beam of light up to 150, dealing 2D6 damage. They have effectively limitless charges and can be fired as many times as the wielder has attacks. '''Alchemical Musket''' The Keltoi developed these from the flame lances of the Teleri. A long-ranged weapon that utilises percussion caps, the alchemical musket is used in support of the Keltoi frontline warriors. '''Iron Juggernaut''' Monstrous machines of war, Juggernauts are essentially alchemically created submersible ships. They can fit a crew of 30 comfortably, 60 maximum. Internal wards ensure sea pressure doesn’t crush the hull, and runes also ensure breathing is possible. (It also makes the submariners immune to poisonous gases as a side effect)
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information