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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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DanielLansman
Daniel Lansman

Mon

Feb 5
2001

21:14



Wikify

[Cel] Joining !Aeraphal

Joel
Although the Confederacy sounds fun, `will play East/west Aeraphal it at 
least sounds less complicated
Will I need to write reason for merger or is it taken as done
Daniel


>From: Joel Elfman 
>Reply-To: celandra@phoenyx.net
>To: celandra@phoenyx.net
>Subject: Re: [Cel] Joining !
>Date: Mon,  5 Feb 2001 08:16:00 cst
>
>Daniel,
>
>     Attached is an outline of the Confederacy and quick comments about
>both societies to assist you to help you make your decision.  Whichever
>one you choose is fine. (or feel free to pick another)
>
>     Aerephal is considered one society and you would write for both
>sides.  If you only wanted to write for one side, what might you do w/
>them?  If you went to war w/ the East then eventually you might conquer
>them and have to write for that section of society anyway, so might as
>well take them both to start. :-)
>
>     The Confederacy was started by a player who left before he could
>complete it.  There was supposed to be a future project to clean it up
>but it hasn't been done yet.  The main elements I remember that needed
>to be dealt w/ was that the magic or some of the wilder elements of its
>society needed to be reviewed to bring it more into alignment w/ the
>rest of the world.  Not many changes, but enough to ensure game balance,
>we can talk those out fairly easily I think.  Also, the Confed is
>established on most of the islands of the Ice Bay w/ Reyclean & Aunderli
>just starting colonies at either end.  Confed also has a small colony on
>the Highlands nearby Aloria.
>     Playing the Confed can be tricky, it is a very dysfunctional
>society.  Many of the islands are very small societies, tiny villages w/
>subsistence economies.  Some are larger.  They get together w/ various
>degrees of success.  Some hate each other, others cooperate well.  They
>try and present a unified front to outsiders but even this is subject to
>local rule.  A lot of the actions you write would very likely be
>internal politics, all sides working against each other.
>     It can be a fascinating society to play, it is extremely rich w/ all
>its elements and gives you a lot to write about.
>
>     Just let me know what society you want and welcome to Elyria.
>
>Joel
>Subject: Confederation prelims
>Date: Thu, 7 Sep 2000 00:44:30 -0500
>From: N Stevens 
>To: Joel Elfman 
>
>Here's some; subject to expansion and revision.  Please comment.
>
>N Stevens
>
>Refuge
>
>Environment, Geography and Climate: Situated on the outskirts of the Ice
>Bay, the many islands comprise many different histories.  Each is
>distinct.  The islands were formed from now dormant volcanoes, rendering a
>warmer climate than is expected even for islands this far north.  The
>peninsula nearby and its western coastline also are members of this
>confederation of states.  Trade routes pass through this region, the
>Mediterranean climate fostering prosperous trade nearly year-round, except
>through Ice Bay during frigid winters.  The summers are humid and mildly
>warm; the spring and autumn are somewhat stormy; winters are comfortably
>cool.  In spring and autumn the warm waters mix with the cool air and
>envelop the islands with a cloudy mist, covering the islands from the
>outside world.  This helps opportunity to raid passing ships, making
>greater the probabilities of success, especially since the islander mages
>have developed methods to see through the misty fog.  They also have
>methods to make fog during helpful weather conditions at other times
>during the seasons.  The proximity of the islands, nearby shoals and SW
>sea currents prohibit the formation of ice layers among the islands.  But
>the Bay's frigid waters limit travel during the harshest winter weather,
>even though no ice is formed on the bay.  The islands are well forested
>and have low, rolling hills with a small mountain in the center of the
>largest island.  Many inlets form naturally well defended harbors.  The
>forests teem with plant and animal life.  The rolling hills and adjacent
>prairies are herding grounds for some shepherds (of sheep and goats) and
>farmers (of wheat, barley, rye, kamar, potatoes, herbs and roots, other
>animals such as cattle, swine, and chickens).  The islands are also
>populated by some wild creatures including moose and seals year-round, and
>penguins during winters.  Sea-wyvryns are known to ply the waters of the
>Ice Bay (at various times during the year, they are thought to come from
>the Sea of Wrath).  Some of the coastline along the southern and western
>regions are quite rocky and treacherous, with shoals among the smaller
>islands claiming many non-native ships.  The sea is the only feasible
>access route to the mainland.  Each city-state claims different borders,
>the sea-bound claim borders as far as the eye can see, meaning anything
>that passes through the Ice Bay is subject, in name, if not in
>reality.  The nearest societies are Taseleth to the south, Northmarch to
>the east, and Aloria to the southwest.
>Environment, Societal: Neighboring societies are not on outstanding
>relations with the states.  Northmarch has been repeatedly subject to
>slander, libel and other less verbal attacks.  In particular, coastal
>cities have begged for cessation of hostilities, yet continue to
>discreetly smuggle goods past without paying the necessary taxes.  So some
>states have actively taken to raiding these cities for back taxes, and
>more if possible.  Furthermore, Northmarch does not like the independent
>states ever since the vast majority of the duchy's mages fled to the
>islands after they were declared illegal and sentenced to be killed, some
>400 years ago.  Relations have still gone unhealed and are not
>reconciled.  The mages remain bitter about their forced exodus.  A trade
>and defencive alliance was made with Reycelan and Kross Barony (about a
>decade ago) to establish a trade port to rival the former
>Turunas.  Political relations with Reycelan-Kross Alliance are (for now,
>subject to alteration) Good (+1), military Good (+1), cultural Fair
>(+0).  The language varies from city to city on the islands, but generally
>the eastern and southern cities speak Kelander, the western cities and
>most of the peninsula and the hill giant clans speak Hill Low Avaeran, a
>couple cities speak a dialect of Dwarfin, a few more speak Old Avaeran,
>one city speaks Aunderli, one family speaks Sarnic New Avaeran, one family
>speaks Old Gezoran, and a few cities on the peninsula speak Alorii.
>Biology and Anatomy: Dagors have generally not interbred with others once
>they came to the island and settled here.  They are unusually hardier and
>stronger than even the other Dagors encountered in the contacts with those
>of Dagorthoria.  The mages and accompaniment from Aloria, Turunas, Keland,
>Northmarch, Aunderli, and Corenais have largely remained among themselves
>with regards to breeding.
>
>History: From the time of the first Avaerans, these islands have been a
>refuge for those not wishing to be noticed by outsiders.  Some Avaeran
>isolationists settled here and severed contact with the parent
>nation.  Over the years these islands have been a haven for the
>persecuted, despised, forgotten, outcasts of many societies.  Mages
>settled here from all of the surrounding nations and almost all of the
>states within reasonable traveling distances.  Some of the half-dwarves
>came here to flee from their barbarous cousins.  Others came from nearby,
>wanting to know a stable life, free from foreign invasions.  Still others
>were forced off their lands and had no choice but to come here.  All this
>makes very suspicious, paranoid, wary, perceptive, and fearful people, all
>inhabiting close quarters with each other, barely trusting their insular
>neighbors.  The society has been fairly stable for about two hundred
>years, with little influx of people.  However, some refugees have come
>during the Sorcerer War, but not any significant amount.
>Primary Orientation: All, varies, variable aspects also, but overriding is
>Survival with aspects of acquisition of trade with other states, and
>tradition of fighting to survive during dire circumstances, and conviction
>of need to remain relatively peaceful with neighbors through diplomacy,
>since the different states are not unified against a foreign power, but
>are only unified to protect themselves from each other.
>Secondary Orientation: All, varies, variable aspects also, but
>Conquest/War with aspects of prevention of foreign dominance over our
>lives
>
>Political Infrastructure: Some states are republics, some are monarchies,
>some are tribal, some are oligarchies, some aristocracies, some merchant
>guild-based, others other.  Some of the city-states are: Fosq'le, Adcei a
>Dolg, Bal're, Kore'le, Vilj y Ren, Na'sen, Gryiph, Buew'ce, Piri e Pirah,
>and more.  The Confederation of Independent States has as its
>"governing" body a Council of representatives selected from each
>city-state.  The Council (P +2, A +4, C +1) is the only political entity
>authorized to make policy with foreign powers on behalf of the
>Confederation, but the Council has no domestic powers.  The Confederation
>Council was formed in 2729 to protect its member and neighboring states
>from fighting each other, thus weakening themselves, and to remain united
>against any foreign powers to come, also to try to consolidate and unify
>the economy and military of the many and varied city-states.  The Council
>is composed of two members from each large city and one from the
>smaller.  The Chancellor (lord secretary, keeper of the seal of the
>Confederation) Vice Chancellor (under secretary), Lord Marshal (conductor
>of operations and ceremonies; also presiding officer), and Marshal
>(adjutant to Lord Marshal) are elected by the Council.  Some notable
>members of the Council are Renalt ia'Gorlanuy, a powerful merchant-soldier
>from Piri e Pirah, Riy Keuliuv Vaer, a powerful and noble and chivalrous
>warrior-elder from Na'sen, Ka'rii C'qeth, the second in command of Vilj y
>Ren, Dorga'aa Reinn Baerol, a well-respected and very elite battle mage
>from Taraloca, Vedi Fergh Kolfe, an elder mage from Kore'le, and Segd
>Wels'hi'id Tnomar, a wise mage from Gryiph.
>Fosq'le: Located on the eastern coast the city is ruled by a guild of
>mages (P +2, A +2, C +1) and a baron (P +2, A +3, C +1).  The language is
>Kelander.  The guild-city was founded by a barony in exodus from
>Northmarch in the year 2553.  (agenda and history of leaders)
>Adcei a Dolg: This westernmost castle-city of Dagor origin is ruled by a
>lord baron (P +3, A +3, C +2).  The language is Dwarfin. Founding dates
>state 1982 as the year dissidents from Dagorthoria come here to settle.
>Bal're: South of Fosq'le this city is also ruled by a guild of mages (P
>+2, A +1, C +3) and a baron (P +3, A +3, C +2).  The language is
>Kelander. The guild-city was founded by a barony in exodus from Northmarch
>in the year 2546.
>Kore'le: South of Bal're this guild-city is also ruled by a guild of mages
>(P +3, A +2, C +2) and a baron (P +0, A +3, C +1).  The language is
>Kelander.  The guild-city was founded by a barony in exodus from
>Northmarch in the year 2551.
>Vilj y Ren: This fortress city occupies part of the second largest isle
>and is ruled by the Kai'Emiral (P +4, A +3, C +3).  The language is
>Kelander Low Avaeran.  Refugees of Alorii, hill giants, Kelander, and some
>from Taseleth and Northmarch have settled here since before city records
>began on through nearly 2600, although most large migrations ceased by
>~1900.
>Na'sen: This ancient Avaeran port-city is at the southern tip of the
>largest island.  It is now ruled by a council of elders (P +3, A +3, C
>+2).  The language is Old Avaeran.  The city has been in the local records
>since BC 482, but probably existed earlier.
>Gryiph: This city is situated atop the mountain on the largest island.  It
>was found by Gezor mages circa 900 and is now ruled by family elders (P
>+3, A +3, C +3).  The most expansive library in known Elyria is housed
>here (though it is virtually forgotten and unknown outside of the
>islands).  Records date from BC 1104, indicating, among other indications,
>a pre-Gezor civilization once lived here.  The other group living in this
>city, besides the Gezor, is a large clan of humanoids with giant wings
>able to cover the entire body (just like a bat's, but the arms are
>separate from the wings).  These humanoids have been popularly called
>demons; they have no body hair and a reptilian skin, with webbed and
>clawed hands and feet, and a large muscular prehensile tail.  These demons
>are known friends and allies of the Gezor mages.  They have not caused the
>islanders any trouble, but do most others, especially enemies.  A family
>of snow/white-wyvryns is rumoured to exist somewhere within the
>mountain-city.  The language is Old Avaeran.
>Buew'ce: This tribal nation of hill giants lives along the northwestern
>coast of the large peninsula south of the islands and also concentrated in
>the lands venturing south to the lake, with some clans extending further
>south.  The eleventh Alorii tribe has long ago been absorbed into the
>Buew'ce.  Long ago (from ~BC 496 until BC 129) ancient Avaeran mages came
>to these hills and settled here.  They subsequently interbred with a hill
>giants clan, Buli'qe, and have kept in contact with their brethren
>settlers (in Na'sen) on the once volcanic islands.  Then later the Buli'qe
>began to conquer and rule over other hill clans, until the Buli'qe were
>the rulers of the hill clans.  Thus the Avaeran mages were infused into
>Buew'ce society.  And so the warriors of the Highlands are called Dorgon,
>translated, battle-mages.  The Dorgon combine the physical strength of the
>hill giants with the magical powers of the ancient Avaerans.  Some of the
>fortresses of the Buew'ce are Apser, overlooking the conjoining of the two
>rivers east of Turunas, Gorbyn, overlooking Falleth, and other forts,
>fortresses, outposts, etc. are located strategically throughout the
>Highlands.  The clan elders rule (P +3, A +3, C +3) the tribe.  The
>language is Hill Low Avaeran and some Old Avaeran.
>Piri e Pirah: This fortress city occupies much of the second largest isle
>and is ruled by merchant (P +3, A +1, C +2), military (P +3, A +3, C +2),
>and family (P +2, A +0, C +3) guilds.  The city is the location of the
>trade port to replace Turunas.  The language is Kelander Low
>Avaeran.  Refugees of Alorii, hill giants, Kelander, and some from
>Taseleth and Northmarch have settled here since before city records began
>on through nearly 2600, although most large migrations ceased by ~1900.
>Taranora: A militaristic city on the northern portion of the peninsula is
>ruled by the Lord Master of the Guard (P +3, A +3, C +2).  These cities of
>Tara are thought to be remnants of the lost Alorii tribe (They are in part
>but have become ruled by and interbred with the Buew'ce.) and have been
>founded during the 23rd through 25th centuries.  The language is mostly
>Hill Low Avaeran.
>Tararoga: A militaristic city on the northeastern portion of the peninsula
>is also ruled by the selfsame Lord Master of the Guard.  The language is
>mostly Hill Low Avaeran.
>Tarakova: A militaristic city on the eastern conjoining section of the
>peninsula with the mainland is also ruled by the selfsame Lord Master of
>the Guard.  The language is mostly Hill Low Avaeran.
>Tarabola: A militaristic city on the western conjoining section of the
>peninsula with the mainland is also ruled by the selfsame Lord Master of
>the Guard.  The language is mostly Hill Low Avaeran.
>Taraloca: A militaristic fortress-city located in the southern region of
>the Lake of the Highlands.  The languages of these inhabitants are Alorii
>and Hill Low Avaeran.  The city is ruled by the Lord Prince of the
>Highlands (P +3, A +3, C +3) and was founded in 1483.
>Taraneur, Tarafeur, Tarageur, Taradeur, Tarapeur, and Taraleur fortresses
>are all located in a semi-circular radius approximately 100 miles from the
>southern approaches to Taraloca.
>
>Law: Slavery is not widely practiced, but is not illegal.  Slaves are used
>especially in construction or domestic use.  The primary method of
>acquisition is through raids (on shipping and enemy states) and those
>washed ashore by the treacherous shoals.  But since these people living on
>the islands were descendants of the rejected of societies, most do not
>want to promote a dependence on them.  So most will not own slaves, but
>are not opposed to others owning them.  Consequently, indentured servitude
>is more common.  This grants shipwrecked survivors and other refugees the
>opportunity to learn skills and a trade to make a living in the
>Confederation.  Local and domestic law varies with each state.  However,
>since the formation of the Council foreign law has become nearly
>unified.  The "Contract for Brotherhood for the Confederation and League
>of Independent and Sovereign States" is the unifying document for the
>states, but each state has its own founding documents and social
>contracts.  Lineage and kinship are patriarchal.  (personal freedoms and
>rights)
>Status and Custom:
>
>Orders and Organizations, Military:
>Primary Force Composition and Type:
>Secondary Force Composition and Type:
>Orders and Organizations: Religious: Trade: Education: No state-supported
>education system exists or is capable of existing.  Magic:
>Sentry
>Guardian
>Merchant Fleet
>Navy
>Marines
>Raiders/Pirates/Privateers
>diplomats, spies, special (stealth, black) operations agents (intrigues,
>assassins, saboteurs), raiders, pirates, mages, battle-mages, warriors,
>small-time mercenaries,
>Warfare:
>
>Humanities:     Tolerance       Prevalence      Diversity
>Sophistication
>Religion:
>Arts:
>Scholastics:
>Magic:
>Authority:
>Essence:
>
>Subsistence: Agriculture, trade, farming, fishing (regular fish, and
>whaling, etc.), arms and armour manufacture (small arms, siege craft,
>siege artillery, naval and marine armaments), artisans and craftsmen,
>Economy: Largely barter domestically and evenly currency and barter in
>foreign transactions.  Among the islands fine, durable silks (soft and
>hard), wool, flax, cotton, wheat, barley, fish, trade taxes, herbs and
>other fine medicines, and furs are found in the economy.  Among the
>Highlands silver ore, iron ore, coal, timber, granite, marble, and various
>other metal ores and mineral deposits are prevalent.
>Overall Crafts:
>Agriculture:
>Architecture (Appearance): , (Design):
>Engineering:
>Magic:
>Metallurgy:
>         Mineralogy:
>Ship Design and Construction:
>         Siege craft/engines:
>Stone Working (Masonry):
>Wood Working (Carpentry):
>Warfare:
>Resources:
>Exploitation:
>Trade:
>Wealth:
>
>Technology:
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