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An ancient,dynamic world of interwoven factions, This setting has been used continuously for over 25 years. Using a free-form, skill-based system designed specifically to take advantage of the setting, players try to learn skills from many different guilds, churches, schools, and organizations. Thus, the player's rise in the world is based as much on their talents in forming alliances and relationships as it is their martial prowess. 'God, Guild and Country', pervades the backstreets of Igbar as much as the Upper House of the Unicorn, while the presence of magic has slowed the growth of technology to a crawl. Will you aid the School of Alternative Magic, and risk enraging the ancient Collegium Arcana? Will joining the Scarlet Pilums Militia ruin your later chances of getting into the Armor of Trade? These are the choices presented to the participants in the Celtrician Epic.

The Celtrician Primer

Celtricia is a large world, created for size and depth. The world was created with room to spare so that it can fit a multitude of cultures and clashing ideologies. The general feeling of most of the setting is one of open space and resources still abundantly available, but also one of danger in the wild areas. There is also a major theme of layered histories, with cultures going back over ten thousand years. The world itself is almost two and a half times the square mileage of earth, one of 2 orbs that circle the twin suns of Tribin and Gerin. Neither Tribin or Gerin is the as hot as Sol (earth's sun), but together they produce slightly more heat. Gerin is slightly colder, and has a slightly more orange/red tint, and due to the speed in which Celtricia travels around the two, every day starts with the 'red dawn' , with only Gerin 's lesser and reddish light. As Celtricia finishes turning on it's axis, Gerin has come all the way around Tribin, and the end of the day is also Red. The names of the Suns are from the Omwo~ people. Celtricia has 2 moons, and thus 2 lunar cycles.

The Ancient History-Theme

When I say size and depth, I mean that Celtricia is over two and a half times the size of our earth, with 4 major continental groups. The history of this world (known to the Westic populace as the Tale of Years) is over ten thousand years old, though the players have only found choice little bits of this. The History is divided into the Age of Legends, the Age of Heroes, and the Age of Statehood. Although some will say that the Age of Statehood is coming to an end, and that Celtricia is transitioning into the "Age of Culture," the people who use the Reckoning of Nebler (RON) to mark the date often just call the current period since the founding of Nebler "The Common Age."

Main Playing area, the Cradle of Celtricia
Main Playing area, the Cradle of Celtricia

Divset or Conset?-Theme

Celtricia is a 'diverse setting', as opposed to a 'concept or thematic setting,' in that the scope of the world and history has been created in such a way as to allow for multiple campaign themes. Even though there is one great history and creation mythos, there are multiple overarching playing themes, such as: the search for the lost god Amerer; and also for the broken god of lost causes, Pablar; the rediscovery of the Magic of the Shade; the release of the Dreadwing; and Y'gorl's Curse.

Other Themes

With all of those deep and fantastic storylines, it is vital to grasp that the Celtrician setting is a world where the presence of magic has slowed the growth of technology to a crawl. The curious and intellectually superior explore the laws of magic, instead of science, and have dicovered ways to bend physics to their wills. Artificers are paid to create a town clock that can be seen on top of a temple, Earth and Animist mages create the Marcher Breed of cows that average 8 gallons of milk a day, and Fire and Air mages dominate a battleground... of what use is science here? Through the ability to channel power and structure it from the eleven sources, daily jobs are made easier, and even miracles can happen.

An outsider may see the setting as the 'World of Factions.' Tybalt the Unquenchable from the Campaign Builder's Guild mentioned that the rules have begotten a setting rife with interwoven guilds, churches, secret organizations, and political entities, and after mulling it in my head, I realized he was right. The short list of what can be considered 'Sacred' would be God, Guild, and Country in that order. The countries involved with the main playing area are The Grey March, The Bright Lands, Orbi, Trabler Sembina, Coom Isle, The Empire of Argus, The Baronet of Argus, Lapern, Zent, and Silverwood.

Many of these guilds and organizations are older than countries and at least as powerful. Churches and religious groups are often very ancient, and the Collegium Arcana is both old and more wealthy and better placed than any mere state.

It could be said that the 'factionalism,' and incredible diversity of the politcal, religious, martial, economic, and political entities is what makes Celtricia so vibrant. One should not, however, get the impression that Celtricia is affected by urban sprawl. Days and weeks of travel can be done without passing a hint of civilization in every country. The tribal humanoids and wild creatures generally have no shortage of empty, wide-open areas...places where strong creatures have no law but their own.

There are racial issues alive in Celtricia as well. Small Hobyts and the strong Orcash are the most numerous races in Celtricia, followed by the three original clans of the Humans, the ancient Omwo~ (Elven), the Klaxik (Dwarven), the Gnomic, and the Gartier. These races comprise the primary inhabitants of Celtricia that are within the civilized world. Understand, however, that it is considered an effect of culture to be able to integrate and work with other races, especially in the North-West Cradle areas where Orcash live side-by-side with Omwo~. Barabarians are tribal, integrated cultures are civilized. So in hyper-integrated cultures, race is considered much less of a divider than Guild or Country, however you will find areas that hold to their own.

Despite the social and intellectual progress, Celtricia is still a world of violence and gritty conflict. Life can be very cheap in the under-town of Stenron or the dockside of Igbar, especially for those unfamiliar with the local customs. The wilderness areas that stretch for unbroken miles between settled areas are even more dangerous, with tribal humanoids and wild beasts protecting their own territories. But even more dangerous are the areas left by ancient civilizations to protect their secrets. There is mud in the alley ways of Igbar, and under the bright, dappled domes on the street of the gods in fabled Stenron, there are huge sewers, which bespeaks an often unfortunate realism. Violence and death are daily realities in for the inhabitants of this world.

Celtricia is a world in motion. Some people seek to rediscover the artifacts and secrets of the Age of Legends, when the world was young. At the same time, others are forging forward with clumsy and powerful movements, as nations clash and ideologies contest.

For those that wish to play in Celtricia

Celtricia has it's own set of gaming rules, and does not fit and D20 or D&D variant. One really cannot understand everything about the setting without understanding ther rules. For those who want to wander into a skill-based, ultra-deadly ruleset, click here.

The cosmology of the Celtrician setting is detailed and deep. The Song of Creation is the Holy Story of the creation of the world, as set down by the ancient Omwo~. Religion is twined with the daily experience of Celtricia, tying the churches to the mundane routine.

Celtrician Player Settings

Miston-border town in the northern wilds of the Grey March. Igbar-burgeoning capital of Trabler. Ocodig-coastal town north of Igbar. Steel Isle-Steel Isle, The ancient seat of the destroyed Venolvian Empire.