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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 Spiritualism == | |
− | + | 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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== 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''' |