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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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DanielLansman
Daniel Lansman

Fri

Feb 2
2001

13:20Z

[Cel] Joining !

Hi !
  discovered web sight and thought I'd ask if a place is open, would prefer 
kingdom in Elyria.
Daniel
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HurLan
Joel Elfman

Fri

Feb 2
2001

14:09Z

[Cel] Joining !

Daniel,

    Just let me know which society you want.  Unfortunately, due to lack
of time and knowledge of HTML to update the web pages, the pages are
behind the times.  We have just recently restarted the continent of
Elyria so you could easily jump in and I can bring you up to date.

Current players are:
Aloria
Aunderli
Eleven Cities
Mythnir Fae
Order of Helix
Jumalla
Nargash
Order of Mel
Reyclean
Tasaleth
Turunas

Sorcerer of the North is a dead society
Gezor is a dead society
The Confederacy is a loose conglomerate of islands in the north (Ice
Bay) w/ some interesting talents, that I can forward you.

All other societies are open.


Joel

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HurLan
Joel Elfman

Mon

Feb 5
2001

14:16Z

[Cel] Joining !

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:
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