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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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RulingNations
RulingNations

Tue

Dec 30
2003

00:56



Wikify

[Cel] Notes and Jottings

I got of copy of _Speakers and Kings_ for Christmas and thought I'd
offer a few thoughts now that I've read it. 

First of all, I welcome criticism of all sorts. Please reply to ANY of
my posts with whatever comments, better phrasings, or requests you have.

Was there any sort of determination about the survival of Miracradasa? I
think it likely that she was badly injured, but still survived? 

It strikes me that Miracradasa is most likely a locale spirit (of
Celamyr or Mirabalpur?) who gained enough power to act as a god. If this
is the case some cooperation between her and Feroze might result in a
pantheon with Miracradasa as goddess of magic and Feroze as god of
borders and travelers. (Other gods might slot in as appropriate.) 

The term "High God" used for Miracradasa bothered me a bit. Frankly,
Miracradasa simply isn't all that powerful. Then I realized it was used
by the Onagir-speaking eerith. A better term might be "rarefied" or
"rare" god. That is, a god who is only slightly connected with the
reality of things. "Shallowing" gods and "deep" gods would be further
(and more powerful) stages. 

The eerith themselves strike me as a type of djinn (and that in turn
makes me wonder about djinni and the destruction of Atlantis). Not that
they ARE djinn, but this gives me enough of a hook towards understanding
them. 

The eerith cannot currently sense the workings of the espiri, though
they can, of course, perceive the _results_ of those workings. I have to
wonder whether they can sense the use of any sort of divine authority
and if they can learn to do so. 

Most of the gods on Qaiyore seem to invest a great deal of power in a
few individuals. Feroze operates in the opposite manner, investing a
little power in a far larger number of individuals. From what I can tell
the overall power involved is pretty much the same. 

Rohain vs. coterie could be remarkably bloody. Their powers are almost
completely opposite. Rohain cannot match coterie members as individuals,
but they can (potentially, no one currently knows the technique) sever
the power flow and isolate them. The most likely result is the rohain
taking tremendous losses before severing the power flow and destroying
the coterie. Of course, that same opposition would make them even more
powerful if they cooperated. Rohain could protect (and possibly
stabilize) the power flow and _keep_ it from being severed and support
the advances of the coterie fronts. 

The _Book of Travels_ left by Feroze contains a small piece of himself.
A spirit seed, you might call it. This is one of his "links" or "gates"
to Celandra the others being the links to each of the spell-using
espiri. Should the book be destroyed and all the espiri die, Feroze
would have to forge a new link before being he would be able to affect
Celandra again. 

Rohain have an authority over spirit similar to a mortal's normal
authority over matter. This means that they can hurt and potentially
kill spirits (including eerith). The eerith would have discovered this
no later than the last game year. I wonder what they think of it. 

Also, have the eerith assigned an advisor to Exquaestio? If so, what is
the form of that contact? 

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/ 
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