Key Notes
IRON & STEEL IS RESTRICTED
The major races and cultures of Celtica are unable or unwilling to smelt iron and steel.
Steel is highly valued for both armor and weapons (rare, at least double base cost, except in Brythonic nations), and the knowledge to forge it is rare and very protected. Cold wrought iron is more valuable than steel as it has a greater effect on fairy kind. Non-metal armours such as leather, hide, lamellar, and even bone is the typical fare and several cultures still use primitive stone based weapons (the lesser faeries).
METAL SUSCEPTIBILITY
The Sidhe are susceptible to ferrous metals. Particularly iron, but also steel. It causes damage and negates any magic they use. Cold wrought iron is the most effective, followed by forged iron, then steel.
MAGIC ITEMS ARE COMMON
Magic Items of real power tend to be very rare, but minor magic items (with say, one charm) are common. Most royalty bear named magical weapons. Minor mages and hedge wizards, druids and witches may make charms for peasants. Tattoos and wode can be imbued with magical properties.
FAIRY REALMS
Lands inhabited by the Sidhe exist outside of the laws of physics of lands inhabited by humans, often in alternate dimensions. Time flows differently and there are magical portals between the otherworlds and the human world.
GLAMOUR
Things are not often as they appear and non-humans have codes of conduct that are not the same as humans.
Settings
TBD
Healing
TBD
Artifice Level
The Realm of Celtica's default
Artifice Level is
Low for technology and
High for magic
Some regions, notably the Brythonic areas, are
High for technology and
Standard for magic.
Character Points
DEFAULT STARTING POINTS: 75+50It is assumed that new characters in this paradigm start with 75 Base Points and up to 50 points from Disadvantages. This value can be altered by the GM at will.
This paradigm is expected to explode on the higher end of the point scale. A GM can easily kick start the campaign to a higher level of play by granting large chunks of Experience to characters to represent their status as veteran adventurers when the campaign starts. Similarly the GM could downscale the characters to represent that they are somewhat green when the campaign starts
The following chart vaguely indicates relative status levels by adjusted character points. The status titles are not intended to have any literal meaning; they are just intended to give an idea of the status of a character with that many character points.
| Relative Status | Base | Max Disadvantage Points | Starting Experience | Max Starting Total Points |
| Sheltered Neophyte | 50 | 25 | 0 | 75 |
| Neophyte | 50 | 50 | 0 | 100 |
| *Youngblood | 75 | 50 | 0 | 125 |
| Seasoned Youngblood | 75 | 50 | 25 | 150 |
| Veteran | 75 | 50 | 50 | 175 |
| Seasoned Veteran | 75 | 50 | 75 | 200 |
| Hero | 75 | 50 | 125 | 250 |
| Champion | 75 | 75 | 150 | 300 |
| Famous | 75 | 75 | 200 | 350 |
| Legend | 75 | 100 | 225+ | 400+ |
| * Asumed Default |
Races
The core playable races of the Realm of Celtica are listed below.
- Tuatha Dé Danann - "men of the three gods" - fairies, immortal.
- Seelie (those more likely to help humans)
- Hobgoblins
- Brownie
- Ferrishyn
- Selkies
- Lepracauns
- Neutral
- Tylwyth Teg
- Aes sĂdhe
- Bean (Banshees)
- Cat (Fairy cats)
- Cu (Fairy dogs)
- Leanan (Fairy lovers)
- Slough (The Wild Hunt / Ghosts)
- Unseelie (those more likely to harm humans)
- Bogies
- Bogles
- Boggars
- Abbylubbers
- Buttery spirits
- Milesians - "sons of Mil" - humans, Celtic.
- Brythonic - humans, Celtic/Anglosaxon/Norman/French. Arthurian.
Means to Power
There are many different ways for characters to gain power and be recognized in the Realm of Celtica.
TODO: MAGIC SYSTEM INCLUDE HERE
PSIONICS
TBD
SUPER SKILLS
TBD
MARTIAL ARTS
TBD
Professions
The following Profession are considered to be "core" to the Realm of Celtica.
Non Magic Users
TBD
Magic Users
TBD