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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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HurLan
Joel Elfman

Mon

Feb 5
2001

21:34



Wikify

[Cel] Joining !Aeraphal

I believe on the web page, it is done.  The rebellion
of west from east was put down.  Another new player is
interested in the Tyrean Empire so you may have a
neighbor to play w/.

Joel


--- Daniel Lansman  wrote:
> 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 
=== message truncated ===


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