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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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ArchangelPressRe
Archangel Press, Remote Office

Tue

Jan 6
2004

19:55



Wikify

[Cel] Notes and Jottings

Apologies for taking so long to respond to the questions.  The short version
is:  Bob is a genius and his understanding of S&K is humbling to me (didn't
think anyone paid that close attention.  Thank you for the compliment.

> Was there any sort of determination about the survival of Miracradasa? I
> think it likely that she was badly injured, but still survived?
> -------
> Hmm... I read this a couple of months back, in serialized form, and don't
recall Miracradasa as being that special. Just an individual, very
human-like, but with lots of power.
> -------

Exactly.  If the girl was who she thought she was (an issue never
clarified), then at most Miracradasa lost an avatar or a horse only.

> 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.
> --------
> Well, they clearly function as a sort of Genius Locii or elemental,
although my take on it was that they were a race of beings in the Dreaming
who formed their own group mind and have since been trying to undo the
damage caused by it. See the comments in that piece about several of the
Eerith being elementals, or connected to the elements, in one sense or
another. An awful lot like the Borg, only now they (or at least some of
them) realize it was a mistake.
> -------------

Elementals.  If it helps to understand, they are effectively the
earth-spirits of primative shamanism documented by the anthropologist
Frazer.  The spirit of the river, the spirit of the tree, etc. of early
polytheism.

> 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.
> -------------
> I wouldn't be so sure about this -- if they have their own ability to
sense Authority Magic (and as you see, they consider almost all magic to be
Authority-based, although possibly through intermediaries who handle the
details, like Obeah and Elementals), then your Espiri should be perceptible,
just as the Mirrish Mages were. Whether or not it's worth the effort for
them to understand what a single Espiri wants to do is another question.
Whether it's of Divine origin or 'mere' Essence, they still /appear/ to
sense it. (Juuso?)
>
> I will admit to a little concern about 'suddenly' investing a group with
an immunity that Mir hasn't been able to invent, let alone make workable.
> -------------

The only thing they cannot 'see' are the wyrms proper and even then only
when one is fully grown.  The Dragon issue I'll leave to Jusso to elaborate
on for reasons he understands.  If it lives, if it breathes, if it is upon
the land--the Eerith know of it (they may even be of it).  The imbalance of
the race compared to game play is one of the reasons I chose to use them and
move them into a semi-NPS status.

> 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.
> -------------
> My impression, once again, is that this is more the kind of story you
hear. People talk about the Avatars, and you rarely hear about the legions
of 'ordinary' priests who act to better the lot of all people. I can't judge
power levels (and will admit to an innate distrust of that, anyway: Gods are
qualitatively different from mortals, IMO, and judging them by mortal
standards reduces them to the shallow beings depicted on 'Xena'. I'd love to
hear Juuso's opinion about this; a game of 'which god can get the most
power' is very different from what I've been trying to play, but
interesting...
> -------------

Qai history definitely follows the precepts of the monomyth--the one
individual who changes all things.  This was part of the original Aria game
design and it has carried over into Qai.

> 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.
> ---------------
> I think this was mentioned in the story: Some of the members of a Coterie
are there to act as anchors to stabilize the power the rest of the coterie
invests in the individuals. My own impression is that cutting short that
power flow would leave the Coterie with a small reserve that they could use
to attack the individuals blocking them. Add a few of your Exquaisito
warriors to protect whoever tried such a thing, and the Rohain might survive
long enough for the Coterie to run down, but as you say it would be bloody.
The use you suggest when they work together, however, would simply (again,
from my interpretation) leave the Coterie with a larger 'battery'.
> --------------
> 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.
> ---------------
> These are interesting ideas. My impression has been that no 'normal' magic
has been able to touch Eerith, so once again that's a remarkably useful
design. I'd expect it to need some modification to make it fit logically
with the idea that nobody else has matched it (i.e. perhaps they can -- but
none of those who wrote about Eerith ever mentioned it). Of course, as I
said, I'm going off of what I recall from reading back in September, or so.
I'll add that my tendency in almost any 'new power' discussion is towards
minimizing the power (different, not stronger).
> ------------------

"Killing" Eerith is either impossible or fairly easy depending on your
definition.  The V'raal were able to bind Eerith to items.  Dioya 'killed'
an Eerith in single combat.  The Onagir have (unexercised) considerable
authority over the Eerith.

> Also, have the eerith assigned an advisor to Exquaestio? If so, what is
> the form of that contact?
> ------------------
> I think it goes the other way. You have to ask for one. The Ka'Shari, for
example, haven't made any effort to do so, although they may. I'd expect the
contact to appear human.
>

Exactly so.  In point of fact, many Eerith advisors actually are human
(ex-Shanari or refugees).  Telling which are which is nigh unto impossible
and they switch around alot.  As far as I know, Exquaestio has not requested
an advisor.

mk



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