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== The Poblachd (Republic) ==
 
== The Poblachd (Republic) ==
  
The largest Keltoi area, the seat of clan Kincaed is called ''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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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.
  
== The Clanholds ==
 
  
While the Poblachd is the largest single Keltoi nation, the Clanholds make up a total of ten major and several minor clanlands in the southern area of the continent, making up an area roughly two-and-a-half times the size of the Poblachd. Though they are independent, they have formed a rough union of sorts to compete with the Poblachd and interact with them on a more level footing. They tend to be more traditional and don't make extensive use of clan Kincaed's alchemical magic. There have been intermittent wars and border skirmishes, but they have been largely unsuccessful. The major clanholds are:
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== Keltoi Spiritualism ==
  
'''Clan Uwain''': a stable and agriculturally dominant clanhold, it is also strongly traditional. Ruled by Uwain, who takes the clan's name upon ascention to Archdruid.
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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.
'''Clan McLearan''': Called the "Stone Wolves", they are an old clan on the frozen shores of the south, they are regarded as grim and humorless by the other clanholders. They brood in their stone fortresses and raid enemy clans for supplies and gold, as theirs is a poor area.
 
'''Clan Eilloweth''': living in the low foothills in the west, they are miners and smiths who revere their queen Raignohailt who is said to be immortal.
 
'''Clan Gowaren''': Claiming to be the descendents of the great heroes of the past, Gowaren are a proud and reckless folk. They terrify their foes by utilising trained battle boars, woad and their claidhmores, and little else.  
 
'''Clan Fiodhar''': The famous Fiodhar whiskey distillery has made this clan a very wealthy one indeed, though they are traditionally relatively wll-to-do anyway. They are very mercantile and tend to prefer trade over war.  
 
  
== Keltoi Spiritualism ==
 
  
The Keltoi do not formally worship any gods but they have a rich and complex tradition of ancestor worship and revere the forces of nature. There are several festivals during the year, such as the Moon Festival, the Oak Festival and Ancestor Reverence Week. They don't worship spirits or totems, rather they reflect on such aspects as the aesthetic beauty of nature and their role in the cosmos. 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 so much as followers of tradition, 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.
 
Keltoi regard those who follow organised religion with some suspicion and while they allow such people in their lands, don't tend to listen to them as a whole.
 
  
 
== Keltoi Nimhelioc (Alchemy) ==
 
== 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.
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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, 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.  
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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'''
  
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.  
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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 from the Republic consider alchemical guns (firearms) martial weapons, and Keltoi from the Clanlands consider claidhmores (bastard swords) martial weapons.
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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 and kings, and many quarrels are solved in formalised duels.  
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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 whiskey, and such.
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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 gentlemanly 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.
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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 Shamans on 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 as far north as the Laideann city of Port Ceseric.
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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, though they are surprisingly friendly to each other when they do meet.
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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.
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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. Historically, these two nations have been more or less constantly either at work or antagonistic towards each other. Various invasions northward have met with rare Laideann unity.
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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 explore the western hemisphere.  
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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'''

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