Difference between revisions of "Ourworld"

From RPGnet
Jump to: navigation, search
Line 4: Line 4:
  
 
''Peter's Contribution:''
 
''Peter's Contribution:''
 
'''Laideann Northern City States'''
 
 
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.
 
 
'''History'''
 
 
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.
 
 
'''The Laideann People'''
 
 
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.
 
 
 
The princial cities in the area are:
 
 
'''Talic Theocracy'''
 
 
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.
 
 
'''Alignment'''
 
Laideann are a varied people and don't really dominate one alignment, though they tend ever so slightly towards neutrality.
 
 
'''How the Laideann see the other races:'''
 
 
'''Ailokim:'''
 
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't actively persecute them unless.
 
 
'''Dwarves:'''
 
Purely a financial agreement, the Laideann don't have strong opinions about the Dwarves; they find them dull.
 
 
'''Goliaths:'''
 
Very few Laideann have seen one, but they find them brutish and ugly things, barely considered sentient in the true sense.
 
 
'''Lizardmen:'''
 
Horrid beasts that are only good for extermination.
 
 
'''Summer Islanders'''
 
For peoples who share a love of pleasure, the Summer Islanders and the Laideann couldn't be more different culturally, though they at least treat them like second class citizens instead of ''persona no grata''.
 
 
'''Teleri'''
 
The Laideann have a history of trade with the Laideann and find certains aspects of their culture fascinating, though they don't really take them seriously.
 
 
'''Umberkim'''
 
The Laideann have almost no contact with the Umberkim and since they don't fight the Ailokim, have no general opinion of them.
 
 
 
 
[[Ourworld:Keltoi|Keltoi]]
 
[[Ourworld:Keltoi|Keltoi]]
== The Keltoi ==
+
[[Ourworld:Laideann|Laideann]]
 
 
 
 
'''The History of the Keltoi'''
 
 
 
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.
 
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.
 
 
 
'''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. 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.
 
 
 
'''The Republic'''
 
 
 
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.
 
 
 
'''Keltoi Magitech'''
 
 
 
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.
 
 
 
'''The Keltoi People'''
 
 
 
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.
 
 
 
 
 
'''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. They consider firearms martial weapons.
 
 
 
'''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 many quarrels are solved in duels.
 
 
 
'''The Leagues of Druids'''
 
 
 
Druids (D&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.
 
The wizards 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.
 
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 "councils of the wise".
 
The shamans have asked their brother wizards to keep the knowledge of "the peoples" from the humans as a whole
 
Examples of the more populous groups of druids include:
 
 
• The League of Reasonable Men
 
• The Gentleman’s Society
 
• The Rationalist Club
 
• Reform Club
 
• Society for Advancement of Literary Awareness
 
• The Oak Club
 
 
 
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.
 
 
 
'''How the Keltoi see the other races:'''
 
 
 
'''Ailokim:'''
 
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.
 
 
 
'''Dwarves:'''
 
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.
 
 
 
'''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.
 
 
 
'''Laideann:'''
 
 
 
 
 
'''Lizardmen:'''
 
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.
 
 
 
'''Northern City States'''
 
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.
 
 
 
'''Summer Islanders'''
 
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.
 
 
 
'''Teleri  (Sea Elves):'''
 
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'''
 
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.
 
 
 
 
 
'''How Other Races see the Keltoi:'''
 
 
 
'''Teleri:'''
 
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.
 
 
 
 
 
--
 
 
 
 
 
 
 
--
 
 
 
 
 
  
 
This section is Dan's.  
 
This section is Dan's.  

Revision as of 21:35, 21 August 2007

Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.

[This is a work in progress. Names & ideas are not yet finalised!]

Peter's Contribution: Keltoi Laideann

This section is Dan's. Ailokim

This section is Nat's

Goliaths


Dwarves

See Also

Ourworld
Societies Keltoi, Laideann, Ailokim, Teleri, Goliaths, Goblinoids_and_surrounds, Dwarves, Orcs, Ashlands