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== The History of the Keltoi == | == The History of the Keltoi == | ||
− | '''The Keltoi | + | '''The Keltoi arrive; Destruction of the Laideann Empire''' |
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. | 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. | ||
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The Keltoi’s gutting and looting of Laideann drove the conquered over the White River where the majority of that race drowned in the swiftly running current. Satisfied that the Laideann had been driven away, the Keltoi split their spoils between their various Thanes and thus began the War of the Long Knives. | The Keltoi’s gutting and looting of Laideann drove the conquered over the White River where the majority of that race drowned in the swiftly running current. Satisfied that the Laideann had been driven away, the Keltoi split their spoils between their various Thanes and thus began the War of the Long Knives. | ||
− | '''The War of the Long Knives | + | '''The War of the Long Knives''' |
− | With the unifying threat of the Laideanns gone, the Keltoi began a ferocious inter-clan warring period. Gwyddno's original vision of splitting the clans into roughly equal warbands lead to the Thanes being essentially the same in size, power and influence. For years, none of the Thanes gained a significant advantage. This period lasted about three hundred years and ended with the Keltoi lands expanding to cover almost the entire southern continent. They did not lack for land, and it was unusually fertile, so their population exploded. The only thing keeping them vaguely in check was their constant bloody war, which served to allow the Laideann to grow into seperate nations again, though they were basically slaves of the Keltoi for most of this period with Keltoi Thanes ruling their domains and Laideann men drafted into Keltoi armies to fight their blood foes. The largest clan, Kincaed, was nearest to the Laideann lands and it was they who uncovered the Draoidheil Leabhar in the ruins of the ancient capital | + | With the unifying threat of the Laideanns gone, the Keltoi began a ferocious inter-clan warring period. Gwyddno's original vision of splitting the clans into roughly equal warbands lead to the Thanes being essentially the same in size, power and influence. For years, none of the Thanes gained a significant advantage. This period lasted about three hundred years and ended with the Keltoi lands expanding to cover almost the entire southern continent. They did not lack for land, and it was unusually fertile, so their population exploded. The only thing keeping them vaguely in check was their constant bloody war, which served to allow the Laideann to grow into seperate nations again, though they were basically slaves of the Keltoi for most of this period with Keltoi Thanes ruling their domains and Laideann men drafted into Keltoi armies to fight their blood foes. The largest clan, Kincaed, was nearest to the Laideann lands and it was they who uncovered the Draoidheil Leabhar, (magical books) in the ruins of the ancient capital, which detailed the rituals and signs needed to work a potent alchemical craft, magic. Their druids learned the necessary skills to use this and utilised it to brutal effect. They quickly absorbed the clans near them and put hundreds of Laideann scholar-sorcerers to task at learning this craft as quickly as possible. Soon clan Kincaed was the dominant force on the continent and expanded her borders quickly. Soon there was very little competition as her conquests gained momentum and this had the effect of beginning a new age of the Keltoi; the Cinntinn, or Flourishing. |
− | '''The Flourishing | + | '''The Flourishing''' |
− | The Druids of Clan Kincaed took the surrender of the | + | The Druids of Clan Kincaed took the surrender of the clans at Glabhar, the first Kincaed village and landing point of the Keltoi centuries before, now a large town. As part of the conditions of surrender, the Druids sent an advisor to every clan leader who acted as co-Thane. At first, the Thanes resented this intrusion, but over the years, began to value the skills and wisdom of the druids. A period of unparalleled peace and prosperity began and the Keltoi began experimenting... |
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− | + | == Keltoi Spiritualism == | |
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− | + | The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. They don't worship spirits or totems, rather reflect on such aspects as the aesthetic beauty 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't religious in the strictest sense act as advisors, magistrates and sages and are greatly respected. There are almost no Keltoi divine casters, those that do exist, follow the druid code. | |
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== The Poblachd (Republic) == | == The Poblachd (Republic) == | ||
− | The largest Keltoi area | + | The largest Keltoi area is called ''The Poblachd'', or 'The Republic'. For most of its history, it was the dominant ''Keltoi Rìoghachd''. However, recently, from pressure groups in the capital and public opinion polls, the Poblachd has been dissolved and a Republic put in its place. King Cinaed abdicated and was quickly voted back as Ard-shuidhear, or President, Cinaed with very little diminished power but a Senate to answer to. |
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== Keltoi Nimhelioc (Alchemy) == | == Keltoi Nimhelioc (Alchemy) == | ||
− | The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They | + | 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. |
'''Sample Magitech Devices & Contrivances''' | '''Sample Magitech Devices & Contrivances''' | ||
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'''Flame Lance''' | '''Flame Lance''' | ||
− | These unusual contrivances, | + | These unusual contrivances, origionally used by the Teleri, are 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 200’, dealing 2D4 damage as a touch attack. |
'''Alchemical Musket''' | '''Alchemical Musket''' | ||
− | + | A long ranged weapon that utilises percussion caps, the alchemical musket is used in support of the Keltoi frontline warriors. | |
'''Iron Juggernaut''' | '''Iron Juggernaut''' | ||
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== Racial Traits == | == Racial Traits == | ||
− | Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. | + | 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 alchemical guns (firearms) martial weapons. |
== Alignment == | == Alignment == | ||
− | 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 | + | 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 formalised duels. |
== The Leagues of Druids == | == The Leagues of Druids == | ||
− | Keltoi knowledge rests with the Druids, who acts as arbitrators, loremasters and advisors amongst others. Druids 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 Druidmoot. 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, the importation of tobacco and | + | Keltoi knowledge rests with the Druids, who acts as arbitrators, loremasters and advisors amongst others. Druids 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 Druidmoot. 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, the importation of tobacco and coffe, and such. |
− | The druids are all | + | The druids are all terribly British about everything and vote on everything and generally don't get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature or whatever personal hobby distracts them. |
− | Once every 30 months the druids meet the Goliath | + | Once every 30 months the druids meet the Goliath Shamanson the autumn or spring equinox. The only contact between the Republic and the Goliath tribes is the "councils of the wise". The shamans have asked their brother druids to keep the knowledge of "the peoples" from the humans as a whole, though recently Goliaths have been spotted in the northern areas. |
The more populous groups of druids include: | The more populous groups of druids include: | ||
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'''Dwarves:''' | '''Dwarves:''' | ||
− | The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals | + | The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals. |
'''Goliaths:''' | '''Goliaths:''' | ||
− | 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. | + | 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. |
'''Lizardmen:''' | '''Lizardmen:''' | ||
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'''Laideann''' | '''Laideann''' | ||
− | 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 | + | 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. Various invasions northward have met with rare Laideann unity. |
'''Summer Islanders''' | '''Summer Islanders''' | ||
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'''Teleri :''' | '''Teleri :''' | ||
− | 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 | + | 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. |
'''Umberkim''' | '''Umberkim''' |