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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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AndrewJanssen
Andrew Janssen

Sat

Aug 12
2000

00:39Z

[Cel] Corrections to the Council of War story

First, I should say that I have a terrible head for arithmatic. :-) Therefore,
any figures relating to the size of the Armies at and around Unnirand(except
for the Cedonians) are probably on the large side.

Second, I referred to Milakanuris being among the Shanari, when, in fact, the
Shanari have taken Myr-Kun, not Milakanur. Mea culpa.

Andrew

=====
"Our Lady of Blessed Acceleration, don't fail me now!"
                             --Elwood Blues


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SamGorton
Sam Gorton

Mon

Aug 14
2000

04:59Z

[Cel] Corrections to the Council of War story

> First, I should say that I have a terrible head for arithmatic. :-)
Therefore,
> any figures relating to the size of the Armies at and around
Unnirand(except
> for the Cedonians) are probably on the large side.

Numbers tend to be exaggerated, so there's nothing unusual there.  I'm sure
the GM's can sort it out.

> Second, I referred to Milakanuris being among the Shanari, when, in fact,
the
> Shanari have taken Myr-Kun, not Milakanur. Mea culpa.

Whew!  I've had a few e-mail issues with changing mail accounts, and I was
afraid that my country had been occupied and I'd missed it!

:)

--Sam

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LouisPasztor
Louis Pasztor

Mon

Aug 14
2000

13:42Z

[Cel] Corrections to the Council of War story

>
>Numbers tend to be exaggerated, so there's nothing unusual there.  I'm sure
>the GM's can sort it out.
>

True and sometimes numbers are underestimated. Like, Populations levels vs 
the amount of troops. also, can't concentrate all military in one area(s), i 
am sure you have places to defend/garrison.  A lot of populations in various 
societies is bit to low for such advance societies and i notice that some 
determinants are accurate or whatever.
lets take the Shanari, they have a population of around 300,000 throughout a 
large expanse of desert, so their population is sparce. So that would make 
it hard to have a large army pounding through various societies at the 
western part of the continent. the Shanari has also attacked some societies 
northern of the continent. in estimating, majority of males are situated 
western parts and some northern and some around the northern shores of 
midsea area.
For the Cedonians, for them to start invading and maintain a large military, 
they should have a good size populace.
For the Ban Horroth, around 40, 000...most of their population situated in 
the citadel wherever that is in the mountains, but still have people 
throughout the Rim Mountains. so very sparse...of course, makes sence that 
you don't see Ban Horroth so often in the mountains....
For the Razanians, the total population of Razanians on the Coast is about 
100,000...is that including the Razanians within Aryisa? if so and for the 
Razanians to outnumber the Asagmari would boost the population scope to 
about 300,000-500,000...especially for the Razanians Armies altogether 
outnumber the Aryisan Military...which both sides has taken losses 
throughout the years of mass warfare on the coast...so such a war will be 
hard to maintain with a population scope of 100,000.  As usual, like todays 
population levels in many areas...females outnumber males, since the males 
are always at war, getting themselves slaughtered and there is also the 
amount of elders, which is small...and the amount of children....are 
included in the population scopes?
For societies to maintain huge wars like one vs the Shanari and the Razanian 
Coast war, they should have the population levels to maintain it.
Oh and the tech levels of societies are unrealistic/unaccurate aswell. the 
Shanari more advance than the Razanians? the Shanari are nomads and don't 
have good access to resources like the Razanians does. their population are 
sparce aswell..making it hard for them to have such a tech level indicated 
in their determinants.

Determinants should be re-examined. many societies actions bit overboard for 
determinants to properly accept. I say populations scopes should be increase 
at various societies or lower the exaggerative actions.
hey, the population levels during the Dark and Middle ages in europe is 
larger than many same size areas on Qaiyore...and we have Magic, which 
helps. Fantasy land, but yet we want this game to have some commun sence, 
no? Oh, another thing, how long does the average Human in this world live? 
is all human populations really Humans? or simply Humanoids of various 
kinds? I would figure many Sorcerers/magic users can live longer than 
typecal average person...Dark Elves, or the Vraa'l they are called now, i 
can see living aslong as any typecal Vulcan.  Ban Horroth, sure they have 
longer life spans i would think. Well, its me seeing the nick nacks of the 
game and been thinking about lately.....

For people part of the themain game...will have the alien game going 
DEFINATLY before August ends....sorry for waiting so long :(  been busy and 
i will heck of lot busier September, with school starting up again and the 
many things i am involved in....

-LordLMP
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SamGorton
Sam Gorton

Tue

Aug 15
2000

00:31Z

[Cel] Corrections to the Council of War story

I think it's probably more useful to look at the determinants, rather than
the numbers assigned to them on the pages - the population for Mediocre
scope could easily range from 100,000 to 500,000 - or even 750,000 to
1,000,000, possibly.

It's true that most societies don't ordinarily concentrate all their
military in one area, but it can (essentially) happen, leaving other
garrisons abandoned or manned by older troops, cripples, or underage green
soldiers.  It's certainly happened in our world more than once.

I agree that it might be useful to revisit the population numbers associated
with the determinants, but I don't think it's a big deal.

The Shanari, for instance, are fanatics - the Great Desert is probably
almost empty of the followers of the Seeresses.  Plus, they've added huge
numbers of refugees to their armies - but remember that the determinants for
size of armies doesn't scale up that quickly.

As for the Cedonians... well, their militant outlook may support more troops
than the average society.  Also remember that Old Cedonia includes some
areas now part of other kingdoms, and most of the "Cedonian" troops in the
Old Empire were probably foreign-born working for citizenship (to continue a
Roman theme).

Population Scope should include every part of the population, but remember
that both the Razanians and Arisyans are are on the smaller side of Mediocre
population.  I would personally opine that the Arisyan number of 120,000
includes Razanian serfs, and the Razanian number of 100,000 are those on the
outside, who are free.

Could that population support the long war?  Probably, on a smaller scale -
lots of small-scale generational conflicts have existed.  However, I suggest
an alternate perspective.  How about we assume that the Razanians were (say)
about 500,000 to 600,000 in number when the 20,000-50,000 or so Arisyans
arrived.  The country was split in half, and has slowly been grinding down
since then to its current population levels.

This would result in a lot of abandoned structures, sacked towns and
castles, abandoned farmland, and generational bitterness.  Everyone will
have lost members of their families.  And although mostly men fight in wars,
starvation and disease often claim much higher numbers.  Have there been
great seiges causing widespread starvation?  Plagues caused by refugees with
poor sanitation?  And there's still a stubborn resistance to the idea of
letting the war end, fueled by the memory of so many slain relatives on both
sides.

> For societies to maintain huge wars like one vs the Shanari and the
Razanian
> Coast war, they should have the population levels to maintain it.

I don't agree that greater population levels allow longer wars, they just
allow greater slaughter.

> Oh and the tech levels of societies are unrealistic/unaccurate aswell. the
> Shanari more advance than the Razanians? the Shanari are nomads and don't
> have good access to resources like the Razanians does. their population
are
> sparce aswell..making it hard for them to have such a tech level indicated
> in their determinants.

I agree that many of the determinants may not make sense on first glance.
That's one of the things I find challenging and enjoyable about the game; to
come up with a story to explain why this is so.

> Determinants should be re-examined. many societies actions bit overboard
for
> determinants to properly accept. I say populations scopes should be
increase
> at various societies or lower the exaggerative actions.

I don't think any of the actions are patently unreasonable, but there should
be consequences to the actions of the game.  The determinants for the
societies sacked by the Shanari should change drastically.  Depending on the
outcome of the war, the Shanari's determinants should also change.

The main issue I have is that the NPS's tend to be rather brittle and easily
defeated - I'd like the idea of giving them some sort of "active defense" to
devote actions against PS's that are competing with them.  That could be yet
more work for the GM's, or a PS acting against an NPS could write "opposing"
actions for the other side.  That might add more flavor to conflicts...

> hey, the population levels during the Dark and Middle ages in europe is
> larger than many same size areas on Qaiyore...and we have Magic, which
> helps. Fantasy land, but yet we want this game to have some commun sence,
> no?

Definitely; I think this is something that can be explained.  There are
probably different explanations for each society as to why they aren't as
large as they could be.  There could just be a more "sustainable growth"
series of religions in this land, rather than the "be fruitful and multiply"
religion of mideval Europe.

>Oh, another thing, how long does the average Human in this world live?
> is all human populations really Humans? or simply Humanoids of various
> kinds?

These are all good questions.  I think that everyone's human except the
elves and the Ban Horroth and the Eerith and maybe one other race.  The
sorcerers would live longer, but there wouldn't be enough of them to really
affect the societal average.  Something to think about.

--Sam Gorton

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LouisPasztor
Louis Pasztor

Tue

Aug 15
2000

02:35Z

[Cel] Corrections to the Council of War story

>I think it's probably more useful to look at the determinants, rather than
>the numbers assigned to them on the pages - the population for Mediocre
>scope could easily range from 100,000 to 500,000 - or even 750,000 to
>1,000,000, possibly.
>
>It's true that most societies don't ordinarily concentrate all their
>military in one area, but it can (essentially) happen, leaving other
>garrisons abandoned or manned by older troops, cripples, or underage green
>soldiers.  It's certainly happened in our world more than once.
>

I know and in Razanians case, we have the Secondary Militia Armies they can 
call up to do defence. Just annoying a bit.


>I agree that it might be useful to revisit the population numbers 
>associated
>with the determinants, but I don't think it's a big deal.
>

I don't think its a big deal either, but the populations of some areas bit 
relidiculus and way the society is. I think 100k is bit small for Razanians, 
even with some food shortages and even if they had a huge plague before.

>The Shanari, for instance, are fanatics - the Great Desert is probably
>almost empty of the followers of the Seeresses.  Plus, they've added huge
>numbers of refugees to their armies - but remember that the determinants 
>for
>size of armies doesn't scale up that quickly.
>

maybe, but we don't update the determinants quickly enough either.


>As for the Cedonians... well, their militant outlook may support more 
>troops
>than the average society.  Also remember that Old Cedonia includes some
>areas now part of other kingdoms, and most of the "Cedonian" troops in the
>Old Empire were probably foreign-born working for citizenship (to continue 
>a
>Roman theme).
>

true.

>Population Scope should include every part of the population, but remember
>that both the Razanians and Arisyans are are on the smaller side of 
>Mediocre
>population.  I would personally opine that the Arisyan number of 120,000
>includes Razanian serfs, and the Razanian number of 100,000 are those on 
>the
>outside, who are free.
>

but the population scope of the free Razanians bit too small, especially to 
be able to support kingdoms. I know the more Northern and southern kingdoms 
would have higher population levels, since their infrastructure and 
agriculture is still mostly intact and not effected much by warfare.
for the three most western Kingdoms are some of the largest aswell, so 
population scope in those kingdoms higher aswell, but the two small southern 
kingdoms would have small populations and Tesh and Canor aswell, after been 
hit so bad by constant raiding by other kingdoms before the war Century 
Council and the Aryisa and Aryisans conquering them...those two places been 
effected by the the huge war between the Razanians and Aryisans.....anyway, 
many determinants is effected by population and hard to see those 
determinants to be maintain by such a small population.

>Could that population support the long war?  Probably, on a smaller scale -
>lots of small-scale generational conflicts have existed.  However, I 
>suggest
>an alternate perspective.  How about we assume that the Razanians were 
>(say)
>about 500,000 to 600,000 in number when the 20,000-50,000 or so Arisyans
>arrived.  The country was split in half, and has slowly been grinding down
>since then to its current population levels.
>

Why would the Razanians populations grind down? maybe down to atlest 300k to 
400k, but not by that much, after hundred years especially. as if the 
Razanians been into many large scale slaughter battles and raids. I do 
beleive some of the kingdoms  bordered to Aryisa populations would lower and 
the amount of razanians within Aryisa...since the asagmari discourage their 
growth a bit.
100k would be down to like 80k or less by now then too.
yes, the initials many battles between the asagmari and razanians when the 
asagmari took over part of teh coast certainly lowered the populations a bit 
and taken most of the good farm lands, but as if it had a huge population 
impact...and about 80-100 years after, population growth as multiplied, 
minus the dead from diseaces, which ain;t a huge problem, deaths in raids 
between kingdoms and Aryisa and so on...
so i think the population scope of the Razanians should be atleast 300k to 
400k. makes more sence that way.
for the Aryisan population, makes sence with its current populations after 
20k - 50k arriving to the coast 100 years before.

>This would result in a lot of abandoned structures, sacked towns and
>castles, abandoned farmland, and generational bitterness.  Everyone will
>have lost members of their families.  And although mostly men fight in 
>wars,
>starvation and disease often claim much higher numbers.  Have there been
>great seiges causing widespread starvation?  Plagues caused by refugees 
>with
>poor sanitation?  And there's still a stubborn resistance to the idea of
>letting the war end, fueled by the memory of so many slain relatives on 
>both
>sides.
>

Despite fucking their population levels.

>I don't agree that greater population levels allow longer wars, they just
>allow greater slaughter.
>

true, but still. the razanians is fighting along a three long fronts.


>I agree that many of the determinants may not make sense on first glance.
>That's one of the things I find challenging and enjoyable about the game; 
>to
>come up with a story to explain why this is so.
>

Rather change the determinants to fit teh current history realisticly. and i 
am a impatient fellow, so hate waiting for the razanians afte rthe war ends 
to boost in population after a bit. that would take about 20 turns...and 
turns don't pass by fast... in one year, we went through only 5-7 turns. bit 
slow, no?

>I don't think any of the actions are patently unreasonable, but there 
>should
>be consequences to the actions of the game.  The determinants for the
>societies sacked by the Shanari should change drastically.  Depending on 
>the
>outcome of the war, the Shanari's determinants should also change.
>

and the Razanians and few other societies.

>The main issue I have is that the NPS's tend to be rather brittle and 
>easily
>defeated - I'd like the idea of giving them some sort of "active defense" 
>to
>devote actions against PS's that are competing with them.  That could be 
>yet
>more work for the GM's, or a PS acting against an NPS could write 
>"opposing"
>actions for the other side.  That might add more flavor to conflicts...
>

Well, Aryisa has a Player, but Aaron don't play often...even if it is NPS, 
Aryisa would be stuck in the defensive with the razanians hitting in three 
sides and the razanian front within.

> > hey, the population levels during the Dark and Middle ages in europe is
> > larger than many same size areas on Qaiyore...and we have Magic, which
> > helps. Fantasy land, but yet we want this game to have some commun 
>sence,
> > no?
>
>Definitely; I think this is something that can be explained.  There are
>probably different explanations for each society as to why they aren't as
>large as they could be.  There could just be a more "sustainable growth"
>series of religions in this land, rather than the "be fruitful and 
>multiply"
>religion of mideval Europe.
>

I don't see the Razanians as very religious. And population scope should be 
larger, especially for being around for 1000s of years.

>These are all good questions.  I think that everyone's human except the
>elves and the Ban Horroth and the Eerith and maybe one other race.  The
>sorcerers would live longer, but there wouldn't be enough of them to really
>affect the societal average.  Something to think about.
>

So, we just need to make sure we kill the leaders of old age, if they last 
that long to have that fate. I see the elves and Ban Horroth to be able to 
live longer and the Eerith, don't think they even age. The Saraa, i dunno.

-LordLMP
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AndrewJanssen
Andrew Janssen

Tue

Aug 15
2000

10:53Z

[Cel] Corrections to the Council of War story

--- Louis Pasztor  wrote:
> >I think it's probably more useful to look at the determinants, rather than
> >the numbers assigned to them on the pages - the population for Mediocre
> >scope could easily range from 100,000 to 500,000 - or even 750,000 to
> >1,000,000, possibly.
> >
> >It's true that most societies don't ordinarily concentrate all their
> >military in one area, but it can (essentially) happen, leaving other
> >garrisons abandoned or manned by older troops, cripples, or underage green
> >soldiers.  It's certainly happened in our world more than once.
> >

In the case of the Cedonians, they've stripped the garrisons from most of the
Tirmar region and part of northern Selaria. Most of the rest of the Army is
holding down the forts along the other borders, or is on internal security
detail. If the Shanari win at Unnirand, of course, stopping them before they
reach Thalcedon(the capital) will take top priority, and all other concerns can
go hang.

> I know and in Razanians case, we have the Secondary Militia Armies they can 
> call up to do defence. Just annoying a bit.
> 
> 
> >I agree that it might be useful to revisit the population numbers 
> >associated
> >with the determinants, but I don't think it's a big deal.
> >
> 
> I don't think its a big deal either, but the populations of some areas bit 
> relidiculus and way the society is. I think 100k is bit small for Razanians, 
> even with some food shortages and even if they had a huge plague before.
> 
> >The Shanari, for instance, are fanatics - the Great Desert is probably
> >almost empty of the followers of the Seeresses.  Plus, they've added huge
> >numbers of refugees to their armies - but remember that the determinants 
> >for
> >size of armies doesn't scale up that quickly.
> >

Refugees may not be the most appropriate word . . . "converts" and "draftees"
come closer. :-) In guesstimating the numbers for the Shanari, I assumed that
they consider every male to be a warrior(an advantage of being nomadic). 

> maybe, but we don't update the determinants quickly enough either.
> 
> 
> >As for the Cedonians... well, their militant outlook may support more 
> >troops
> >than the average society.  Also remember that Old Cedonia includes some
> >areas now part of other kingdoms, and most of the "Cedonian" troops in the
> >Old Empire were probably foreign-born working for citizenship (to continue 
> >a
> >Roman theme).
> >
> 
> true.
> 
> >Population Scope should include every part of the population, but remember
> >that both the Razanians and Arisyans are are on the smaller side of 
> >Mediocre
> >population.  I would personally opine that the Arisyan number of 120,000
> >includes Razanian serfs, and the Razanian number of 100,000 are those on 
> >the
> >outside, who are free.
> >
> 
> but the population scope of the free Razanians bit too small, especially to 
> be able to support kingdoms. I know the more Northern and southern kingdoms 
> would have higher population levels, since their infrastructure and 
> agriculture is still mostly intact and not effected much by warfare.
> for the three most western Kingdoms are some of the largest aswell, so 
> population scope in those kingdoms higher aswell, but the two small southern 
> kingdoms would have small populations and Tesh and Canor aswell, after been 
> hit so bad by constant raiding by other kingdoms before the war Century 
> Council and the Aryisa and Aryisans conquering them...those two places been 
> effected by the the huge war between the Razanians and Aryisans.....anyway, 
> many determinants is effected by population and hard to see those 
> determinants to be maintain by such a small population.
> 
> >Could that population support the long war?  Probably, on a smaller scale -
> >lots of small-scale generational conflicts have existed.  However, I 
> >suggest
> >an alternate perspective.  How about we assume that the Razanians were 
> >(say)
> >about 500,000 to 600,000 in number when the 20,000-50,000 or so Arisyans
> >arrived.  The country was split in half, and has slowly been grinding down
> >since then to its current population levels.
> >
> 
> Why would the Razanians populations grind down? maybe down to atlest 300k to 
> 400k, but not by that much, after hundred years especially. as if the 
> Razanians been into many large scale slaughter battles and raids. I do 
> beleive some of the kingdoms  bordered to Aryisa populations would lower and 
> the amount of razanians within Aryisa...since the asagmari discourage their 
> growth a bit.
> 100k would be down to like 80k or less by now then too.
> yes, the initials many battles between the asagmari and razanians when the 
> asagmari took over part of teh coast certainly lowered the populations a bit 
> and taken most of the good farm lands, but as if it had a huge population 
> impact...and about 80-100 years after, population growth as multiplied, 
> minus the dead from diseaces, which ain;t a huge problem, deaths in raids 
> between kingdoms and Aryisa and so on...
> so i think the population scope of the Razanians should be atleast 300k to 
> 400k. makes more sence that way.
> for the Aryisan population, makes sence with its current populations after 
> 20k - 50k arriving to the coast 100 years before.
> 
> >This would result in a lot of abandoned structures, sacked towns and
> >castles, abandoned farmland, and generational bitterness.  Everyone will
> >have lost members of their families.  And although mostly men fight in 
> >wars,
> >starvation and disease often claim much higher numbers.  Have there been
> >great seiges causing widespread starvation?  Plagues caused by refugees 
> >with
> >poor sanitation?  And there's still a stubborn resistance to the idea of
> >letting the war end, fueled by the memory of so many slain relatives on 
> >both
> >sides.
> >
> 
> Despite fucking their population levels.
> 
> >I don't agree that greater population levels allow longer wars, they just
> >allow greater slaughter.
> >
> 
> true, but still. the razanians is fighting along a three long fronts.
> 
> 
> >I agree that many of the determinants may not make sense on first glance.
> >That's one of the things I find challenging and enjoyable about the game; 
> >to
> >come up with a story to explain why this is so.
> >
> 
> Rather change the determinants to fit teh current history realisticly. and i 
> am a impatient fellow, so hate waiting for the razanians afte rthe war ends 
> to boost in population after a bit. that would take about 20 turns...and 
> turns don't pass by fast... in one year, we went through only 5-7 turns. bit 
> slow, no?

Patience is a virtue; Impatiens is a flower . . .
Seriously, though, I don't think it would take 20 game years to boost the
Razanian population after the war there ends. A baby boom would almost
certainly follow the cessation of hostilities. Now, it might in fact take
twenty game years for those babies to grow to adulthood, but that's a different
kettle of fish.
 
> >I don't think any of the actions are patently unreasonable, but there 
> >should
> >be consequences to the actions of the game.  The determinants for the
> >societies sacked by the Shanari should change drastically.  Depending on 
> >the
> >outcome of the war, the Shanari's determinants should also change.
> >
> 
> and the Razanians and few other societies.
> 
> >The main issue I have is that the NPS's tend to be rather brittle and 
> >easily
> >defeated - I'd like the idea of giving them some sort of "active defense" 
> >to
> >devote actions against PS's that are competing with them.  That could be 
> >yet
> >more work for the GM's, or a PS acting against an NPS could write 
> >"opposing"
> >actions for the other side.  That might add more flavor to conflicts...
> >
> 
> Well, Aryisa has a Player, but Aaron don't play often...even if it is NPS, 
> Aryisa would be stuck in the defensive with the razanians hitting in three 
> sides and the razanian front within.
> 
> > > hey, the population levels during the Dark and Middle ages in europe is
> > > larger than many same size areas on Qaiyore...and we have Magic, which
> > > helps. Fantasy land, but yet we want this game to have some commun 
> >sence,
> > > no?
> >
> >Definitely; I think this is something that can be explained.  There are
> >probably different explanations for each society as to why they aren't as
> >large as they could be.  There could just be a more "sustainable growth"
> >series of religions in this land, rather than the "be fruitful and 
> >multiply"
> >religion of mideval Europe.
> >
> 
> I don't see the Razanians as very religious. And population scope should be 
> larger, especially for being around for 1000s of years.
> 
> >These are all good questions.  I think that everyone's human except the
> >elves and the Ban Horroth and the Eerith and maybe one other race.  The
> >sorcerers would live longer, but there wouldn't be enough of them to really
> >affect the societal average.  Something to think about.
> >
> 
> So, we just need to make sure we kill the leaders of old age, if they last 
> that long to have that fate. I see the elves and Ban Horroth to be able to 
> live longer and the Eerith, don't think they even age. The Saraa, i dunno.

In terms of racial breakdown in Qaiyore, IIRC you have maybe five or six major
human races(Avaeran, Balpuri, Cedonian, Torphani, Videssan, Bedu/Shanari) and
several minor races, some of whom are algamations of the major races. The
Vraa'al, the Saraa, and the Fae are all elven races, who have only relatively
recently left the Dreaming. Some sages believe that the longer a race native to
the Dreaming stays in Celandra, the more mortal it becomes.The Ban Horroth,
being reptiloid, and not humanoid, very likely live much longer than their
human neighbors. Finally, the far south of Qaiyore is absolutely infested with
goblins, distant relatives of the Elyrian goblin tribes. These goblins were
responsible for the fall of the Old Cedonian Empire.

It is also possible that some people in Qaiyore have dwarven blood . . .
dwarves apparently lived in the Avaeran Isles before the Cataclysm, and
Dagorthoria in Elyria is inhabited entirely by half-dwarves.

As for the Eerith, who knows? :-)
> -LordLMP
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                             --Elwood Blues


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LouisPasztor
Louis Pasztor

Wed

Aug 16
2000

02:29Z

[Cel] Corrections to the Council of War story

>Refugees may not be the most appropriate word . . . "converts" and 
>"draftees"
>come closer. :-) In guesstimating the numbers for the Shanari, I assumed 
>that
>they consider every male to be a warrior(an advantage of being nomadic).
>

After i kick start the Alien Game in themain and after a few turns, have a 
modern/fantasy game going :P  where population levels are higher and the 
posibility of cloning, genetic engineering and robotic troops :P
have it in a alpha centauri tone a bit too...without the mind worms....
have it at a neighbouring world in the Celandra system too :P  and still 
have in the future, half way towards themain era :P

>
>Patience is a virtue; Impatiens is a flower . . .
>Seriously, though, I don't think it would take 20 game years to boost the
>Razanian population after the war there ends. A baby boom would almost
>certainly follow the cessation of hostilities. Now, it might in fact take
>twenty game years for those babies to grow to adulthood, but that's a 
>different
>kettle of fish.
>

Yes, but if the razanian is coming down from 500k to 600k when the asagmari 
arrived and continues in that rate...razanians would be instinct in 30-50 
years or so. Razanians as been around for awhile, see no reason for their 
population to be small like that.
>In terms of racial breakdown in Qaiyore, IIRC you have maybe five or six 
>major
>human races(Avaeran, Balpuri, Cedonian, Torphani, Videssan, Bedu/Shanari) 
>and
>several minor races, some of whom are algamations of the major races. The
>Vraa'al, the Saraa, and the Fae are all elven races, who have only 
>relatively
>recently left the Dreaming. Some sages believe that the longer a race 
>native to
>the Dreaming stays in Celandra, the more mortal it becomes.The Ban Horroth,
>being reptiloid, and not humanoid, very likely live much longer than their
>human neighbors. Finally, the far south of Qaiyore is absolutely infested 
>with
>goblins, distant relatives of the Elyrian goblin tribes. These goblins were
>responsible for the fall of the Old Cedonian Empire.
>

I have an idea, after the Shanari threat, lets have the dreaming open up 
again somewhere in Qaiyore and have Orcs come out and start  invading the 
surroundings, like ala Warcraft :)  may have link to why the Saraa refugees 
came to Qaiyore.

I have another idea, after the razanians complete retaking the lands from 
the asagmari, whenever that would be and if the razanians win, which points 
that way at the moment, unless some natural disaster happens or/and the 
Aryisans invents a new super weapons/tactics. Thinking maybe some razanians 
try to ally with the cedonians, few years after the war. Razanians never 
been conquered by the old cedonian empire and razanians coast at other side 
of the continent almost. Anyway, getting bit bored with the war and also 
turns goes by to slow :P

-LordLMP
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AndrewJanssen
Andrew Janssen

Sat

Feb 10
2007

09:00Z

[Cel] Correction

Whoops, miscalculated. The area of Thalsedon City County is actually 684 
square miles. 106.6 *miles* is the perimeter. That makes the population 
density a more reasonable 160.6 people per square mile.
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MkeAton
Archangel

Wed

Aug 16
2000

06:11Z

[Cel] [random reply stuff, lots of opinions, no real subject]

.Refugees may not be the most appropriate word . . . "converts" and
"draftees"
come closer. :-) In guesstimating the numbers for the Shanari, I assumed
that
they consider every male to be a warrior(an advantage of being nomadic).

Note, as well, that a slightly lower number of significantly more motivated
refugees will also survive to support the opposition.  In this case, it is
probably reasonable to assume the two factors offset each other.

.Could that population support the long war?
Population and agression are a long debated dicotomy in sociology.  The
discussion would be better pharsed, in this case, as "Can that polulation
support an army in the field for a long war?"  Our debate here actually
centers on the ability to maintain a coherent supply line.  Even the
primarily nomadic Sinari will face supply concerns in the long term (even
assuming that their nomadic army is self-sufficient through forage and
scavanging, the first time a culture employs a scorched earth policy against
them, they are in for a rude military awakening).  In terms of supply lines,
the population numbers need to be considered in terms of culture, wealth,
and orginization.  Sadly, I think that arbitrary game mechanics will not
ever be sufficiently worked out to replace subjective decisions.

And, gentlemen, please, watch the language.  We have youngsters lurking.

.The main issue I have is that the NPS's tend to be rather brittle and
easily defeated

The brittle nature of smaller NPS is a kind of game mechanic gestalt.  Large
or significant NPS fall under the protective auspice of the GMs and do,
indeed, have an active defense (part of the reason we have two GMs).  The
smaller NPS are deliberately allowed to be swallowed up for simplicity.  A
society without the creative impitus of a player is terribly stagnant and,
very likely, not well developed.  The fact that an agressive PS can
swallow-up a small NPS does not limit game posibilities (another player can
always be added and a re-eruption of a previously conquered/surpress culture
can occur) and has the potential to actually improve the developement of the
region (a player who conquers a region should attempt to reflect the affect
of the aquisition of the new peoples in play).  My largest concern with a
deliberate opposition (something along the lines of letting another player
temporarily assume control of the NPS) is that the actions taken will only
be in the context of the short term and will not reflect the history of the
people or follow-up their developement.  Thus far, the two GM system has
worked out well (although it's really going to get a work out over the next
few months as the Sanari press south).

In regards to the pacing of the game and the resolution of turns in general,
I blame the season (vacations, good weather, etc.) but I think we will speed
up a bit soon.  The next few turns are drawing in story lines which date
back to the beginning of the game and it's been a little tricky to weld it
all together.  (Mostly I'm just making excuses for myself but these darn
turns are just plain big and time consuming.  I can't speak for Jason but
I've been swamped and haven't had time to do the game stuff right but also
don't want to do it half-way either.)  The Canto of Sand is proving to be
even longer than the CoF and Jason has been slowed by waiting for me to sort
out all the Eerith/Mir history.  In fact, (ignore the man behind the
curtian), we're still working out the details of how that silly Golden
Mirror thingee works (soon, JTH, soon, I'm workin' on it, really).

.So, we just need to make sure we kill the leaders of old age...

A favored strategy of the Vraa'al and Eerith

.The Saraa, i dunno.

As they are defined now, the Saraa have human bodies although they almost
have to have eternal spirits that are reincarnated into their children in
order for the race to remain consistent to design but not die out.  That
being said, those definitions could change in a heartbeat if a player took
them in a different direction with good detail and narration or the Saraa
may have actually forfieted all of their previous spiritual status and are
now expressly human (introducing the idea of a degenerating culture into
Qai).

.The Ban Horroth, being reptiloid, and not humanoid, very likely live much
longer than their
human neighbors. Finally, the far south of Qaiyore is absolutely infested
with
goblins, distant relatives of the Elyrian goblin tribes. These goblins were
responsible for the fall of the Old Cedonian Empire.

Some of the regional descriptions of flora and fauna also hint at other
possibly sentient races and certianly leave room for additions.  Also some
of the sub-cultures within socieites, such as the preists of the oracle, may
not be entirely human

.As for the Eerith, who knows? :-)

(evil smirk) I do.

Actually, a significant amount of eerith background, lifespan, and the like
were laid out in the Canto of Fire and more is coming (although I think most
"biological" information is already presented).  What may start to get
confusing, if things progress as they have been, is that the eerith, the
society, is not comprised exclusively by the eerith, the race.

Ok.  I've consumed a good deal of posting space without actually saying
anything but at least this should put to rest rumors of my demise (small S.
Clements reference there as a joke, you see).  All right, shuttin' up and
going back to work on the game.

M. Keaton


"Any completion of the phrase 'I am' is a corruption of the entity.  The
direct object of existential conjugation becomes, not a description, but a
restriction." --Oberon to Tristan in "I, Oberon"--

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