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<blockquote data-quote="Nellisir" data-source="post: 5965109" data-attributes="member: 70"><p><strong>Something Different - Celisia</strong></p><p></p><p>This was my entry for WotC's setting search, o so long ago. It's a "quasi" earth, where Celts settled something similar (but not identical, in either culture or geography) to North America, and the glory of the High King's reign has come and gone, leaving his bastard son to try and pick up the pieces. "Vikings" hold the north, the native people the west (threatened by humanoid hordes from even further west), and the "Roman Empire" (doing quite well, thank you) has rediscovered them.</p><p></p><p>====================</p><p> 1. In a land of hope and magic, heroes battle to unite a sundered kingdom.</p><p> </p><p> 2. The heroes of Celisia come in an abundance of roles and strengths. The heroes of the Seven Peoples delay the humanoid hordes that press upon them. The freemen of northern Celisia have rallied to Morvan Arthfael’s banner and his claim to his father’s throne, while those in the east cling to the golden ideals of the High King, and carry those ideals across Celisia. </p><p> </p><p> 3. Peace and the preservation of their lands are the goals of heroes across Celisia. Along the Bright Shore, merchants funnel necessities to the war-weary people of Celisia, while silver-tongue diplomats fend off the embrace of a distant empire. Bards and minstrels make their way through the sundered lands of the High Kingdom, bring hope and comfort to those in need, and preserving the dream of a united kingdom, while the common people take up arms against their covetous lords and fight for freedom. Among the Seven Peoples, totem warriors harass and raid the barbarian hordes, giving the clans and camps time to flee, while spirit talkers wage a similar war in the misty lands of the dead to stall the supernatural forces arrayed against them.</p><p> </p><p> 4. Within Celisia, the sudden death of the High King has torn apart the great kingdom he sought to build, as each noble imagines himself on the Throne of Oak and Ash, and has gone to war against his neighbor.</p><p> In the east, traders from across the ocean, from whence the Celisians once fled, have brought grave temptations and fell magics to the Bright Shores, as Celisia comes to the attention of the empire they left behind.</p><p> Westward, the Seven Peoples face growing hordes of barbaric humanoids, drawn out in great numbers from their mountain homelands by an unknown power. These masses, chaotic and nearly leaderless, press the Peoples towards the Celisian lands, and into conflict with the settled kingdoms therein.</p><p> To the north, raiders have watched the growing dissolution of the High Kingdom, and contemplate exchanging their rocky settlements for lives of luxury as conquerors in those warmer climes.</p><p> And in the south, the rich and fecund jungle, haven of the scorned and abandoned, shelters everything outcast from the Bright Shores and Celisia as it has always done.</p><p> </p><p> 5. Magic is a vital and powerful force in Celisia. The path of magic there has led away from thundering displays of destruction, and is intimately tied to nature and the elements. Celisian bards invoke the power of the wind to carry their song, and Winaki spirit talkers call upon fire to burn out disease and repel evil spirits. Wizards compete with spell singing fili to reach the highest levels of magic, and spirit talkers are as likely to bind a restless spirit to their service as destroy it. The seven Colleges of Lore teach wizards, fili, and bards alike, while sorcerous fey-bloods find and master their own innate power. Clerics draw strength from their deities, but share their temporal power with the druids who revere the natural world.</p><p> </p><p> 6. Fili, spirit talkers, faerilven, and totem warriors. Celisia explores themes and images central to heroic fantasy through a rich blend of Native American and Celtic influences. Celisia retains the quests and geis that have formed the foundation of our modern fantasy, but discards the full plate mail, battle mages, and ever-present divine for a setting rooted in the human quest for a place to call our own.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 5965109, member: 70"] [b]Something Different - Celisia[/b] This was my entry for WotC's setting search, o so long ago. It's a "quasi" earth, where Celts settled something similar (but not identical, in either culture or geography) to North America, and the glory of the High King's reign has come and gone, leaving his bastard son to try and pick up the pieces. "Vikings" hold the north, the native people the west (threatened by humanoid hordes from even further west), and the "Roman Empire" (doing quite well, thank you) has rediscovered them. ==================== 1. In a land of hope and magic, heroes battle to unite a sundered kingdom. 2. The heroes of Celisia come in an abundance of roles and strengths. The heroes of the Seven Peoples delay the humanoid hordes that press upon them. The freemen of northern Celisia have rallied to Morvan Arthfael’s banner and his claim to his father’s throne, while those in the east cling to the golden ideals of the High King, and carry those ideals across Celisia. 3. Peace and the preservation of their lands are the goals of heroes across Celisia. Along the Bright Shore, merchants funnel necessities to the war-weary people of Celisia, while silver-tongue diplomats fend off the embrace of a distant empire. Bards and minstrels make their way through the sundered lands of the High Kingdom, bring hope and comfort to those in need, and preserving the dream of a united kingdom, while the common people take up arms against their covetous lords and fight for freedom. Among the Seven Peoples, totem warriors harass and raid the barbarian hordes, giving the clans and camps time to flee, while spirit talkers wage a similar war in the misty lands of the dead to stall the supernatural forces arrayed against them. 4. Within Celisia, the sudden death of the High King has torn apart the great kingdom he sought to build, as each noble imagines himself on the Throne of Oak and Ash, and has gone to war against his neighbor. In the east, traders from across the ocean, from whence the Celisians once fled, have brought grave temptations and fell magics to the Bright Shores, as Celisia comes to the attention of the empire they left behind. Westward, the Seven Peoples face growing hordes of barbaric humanoids, drawn out in great numbers from their mountain homelands by an unknown power. These masses, chaotic and nearly leaderless, press the Peoples towards the Celisian lands, and into conflict with the settled kingdoms therein. To the north, raiders have watched the growing dissolution of the High Kingdom, and contemplate exchanging their rocky settlements for lives of luxury as conquerors in those warmer climes. And in the south, the rich and fecund jungle, haven of the scorned and abandoned, shelters everything outcast from the Bright Shores and Celisia as it has always done. 5. Magic is a vital and powerful force in Celisia. The path of magic there has led away from thundering displays of destruction, and is intimately tied to nature and the elements. Celisian bards invoke the power of the wind to carry their song, and Winaki spirit talkers call upon fire to burn out disease and repel evil spirits. Wizards compete with spell singing fili to reach the highest levels of magic, and spirit talkers are as likely to bind a restless spirit to their service as destroy it. The seven Colleges of Lore teach wizards, fili, and bards alike, while sorcerous fey-bloods find and master their own innate power. Clerics draw strength from their deities, but share their temporal power with the druids who revere the natural world. 6. Fili, spirit talkers, faerilven, and totem warriors. Celisia explores themes and images central to heroic fantasy through a rich blend of Native American and Celtic influences. Celisia retains the quests and geis that have formed the foundation of our modern fantasy, but discards the full plate mail, battle mages, and ever-present divine for a setting rooted in the human quest for a place to call our own. [/QUOTE]
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