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: >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.


