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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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HorgAnus
Horganus

Tue

Aug 20
2002

05:13Z

[Cel] Society Proposal???

Hello  My name is Rick I am writing to ask you a few ??? about the following 
game Qaiyore. I hope you are the one whom i need to talk to. I have read a 
lot of the history and looked over the geography in this worl.d. Is it 
possible to play a society in this world. if so i would like to consider 
playing the Terebuani (Bedu)? I have read all of the rulse regarding the 
fudgified Interactive History. I Think i could contribute alot to the game 
and being a previous gamer would look to a refreshing new outlook to rpg 
geners.
         A couple other ?? if it is possible to play May i use a lot of the 
history to fill in the pry hist of the terebuani. since it seems to me that 
by reading the Books of ages and also some of the Cantos the terebuani have 
been right smack in the middle of The dumping grounds for all magic gone 
awire and this leaves a few ?? to be answered. such as if the saraa are 
custom to keeping to them selves does this have a bigger influence on the 
politacl strenghtings of them towards the terebuani? also i think i may have 
stumbled across a bludgent in the cantos that refers to the eerinth having 
split but isnt it the saraan that go through this process of conception not 
them??? Well going to go for now looking forward to a reply. I am subscribed 
to the phoenyx mailing list for celandra so i could receive mail that way 
also but i am incleding my Addy just incase you decided to respond to this 
email
         You can contact me at  Horganus@aol.com
           Rick till then
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ArchangelPressMa
Archangel Press, Main Office

Fri

Aug 30
2002

05:13Z

[Cel] [qai] [admin] New player

Rick is going to be taking over the running of the Terebuani.  Once he and
Michael have gotten their feet set and submitted their actions, I'll end
1432 and we'll move on to the next year.  As always, I expect everyone to
help him out as much as possible and answer any questions he may have.  I
appreciate everyone's patience over the slow summer months and am pleased to
see us adding players.

M. Keaton


| if the saraa are custom to keeping to them selves does this have a bigger
influence on the
| politacl strenghtings of them towards the terebuani?

Not significantly.  Although there is potential for it, thus far neither
side has approached the other.

| also i think i may have
| stumbled across a bludgent in the cantos that refers to the eerinth having
| split but isnt it the saraan that go through this process of conception
not
| them???

Actually, neither.  The Saraan took fully functional "mundane" bodies when
they fell.  The split within the Eerith was a political one, not a literal
physical reproduction.  Within the Cantos there are also references to the
"god" Albous splitting into his twin aspects which may be confusing.  The
Eerith themselves actually do not reproduce at all.  Baring the unforeseen,
there will be no further Eerith ever created.  (They were created as a
side-effect of an intercontinental war with forces so massive that avatars
walked the land and an entire island chain and civilization was destroyed.)
My apologies for the confusion.

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MichaelBurschik
Michael Burschik

Sat

Aug 31
2002

12:11Z

[Cel] [qai] [admin] New player

On Friday 30 August 2002 07:13, you wrote:
> Rick is going to be taking over the running of the Terebuani.  Once he and
> Michael have gotten their feet set and submitted their actions, I'll end
> 1432 and we'll move on to the next year.  As always, I expect everyone to
> help him out as much as possible and answer any questions he may have.  I
> appreciate everyone's patience over the slow summer months and am pleased
> to see us adding players.
>
> M. Keaton

Hey, this sounds as if my mail to M. Keaton failed to reach its destination. 
My moves for the current year (1432, is it?) are detailed below. I hope the 
format  and level of detail is acceptable. Well, so much for secrecy...

Michael Burschik

Damaris Actions


Action 1: Strengthen the Orasareni Defence League

External Strategic Action (year 1 of 5)
Action Type: Diplomacy
Actor: The Council of Scholars
Secrecy: No
Primary Determinant: Relations (Good/Great)
Task: Hard
Reaction: Business as Usual
Possible Modifiers: 
+ Relations with the other members of the League are already Good or
  Great
+ The ambassadors bear gifts
- The other members of the League might be suspicious of Damaran
  motives and less dedicated to the rule of law
- The symbolic nature of the gifts might not appeal to the greedy

The Council of Scholars wishes to strengthen the Orasareni Defence
League and to increase the influence of Damaris within the League. The
Council's ultimate goal is the establishment of a Court of Law
(preferably in Damaris) to arbitrate all disputes between members of
the League or influential factions (such as powerful merchants)
belonging to different members of the League.

In order to further that objective, the Council sends ambassadors to
all the members of the League, bearing the good will of the Council
and a gift of significant symbolic value: a high-backed, tripodal
chair carved from a single piece of hardwood, similar to those used by
the judges of Damaris. Unlike the actual judges' chairs, however, the
backs of the chairs are adorned with intricate carvings of flowers,
birds and various creatures of the sea, and their seats are inlaid
with astronomical motives in gold, silver, copper and mother-of-pearl.


Action 2: Strengthen the Fleet of Damaris

Internal Strategic Action (year 1 of 5)
Action Type: Develop
Actor: The Damaran Navy
Secrecy: No
Primary Determinant: Resources (Good)
Secondary Determinant: Exploitation (Great)
Task: Hard
Reaction: Business as Usual
Possible Modifiers:
+ As a coastal trade city, Damara should already have a pretty
  effective navy
+ Damara has sufficient wealth and resources to devote to the project
- The Damarans are not exactly warlike
- The defeat of the navy in 1406/07

The defeat of the Damaran navy at the hands of Vraa'al in the years
1406/07 has not been forgotten. The Council of Scholars orders new
war-galleys to be built and the training of the navy to be improved.
One particular objective is the development of a marine infantry
specially trained for boarding enemy vessels and shipboard fighting.

The effort includes research into new naval technology and equipment
especially suitable for the purposes outlined. It might be discovered
whether particular weapons or types of armour are more suitable for
shipboard melee combat than others. Or a particularly effective
arrangement of oars, a new type of battering ram, or landing bridge
might be invented.


Action 3: Improve Relations with East Torphan

External Tactical Action
Action Type: Diplomacy
Actor: The Council of Scholars, the Crystal Barons
Secrecy: Action
Primary Determinant: Relations (Fair?)
Task: Very Hard
Reaction: Cautious
Possible Modifiers: 
+ East Torphan is apparently desperate for allies against Torphan
+ The ambassadors bear gifts
+ The Damarans are Great traders
- The symbolic nature of the gifts might not appeal to the greedy
- East Torphan might suspect that the Damaran traders would like to
  open up trade routes to the Torphan Empire

The Council of Scholars approves of East Torphan's initiative to
create the Federation of Midsea. Damaris might even join the
Federation, provided that it is a success and that membership in the
Federation can be reconciled with membership in the Orasareni Defence
League. 

The establishment of contacts with East Torphan is in no way concealed
from the world at large, but the Council of Scholars is trying to keep
its evaluation of Federation membership a secret.

In order to improve relations with East Torphan and possible open up
new trade routes, the Council of Scholars sends an ambassador to East
Torphan bearing various largely symbolic gifts (examples of Damaran
arts and crafts, casks of fine wines and spirits, valuable swords and
shields, and so on) to the King and Parliament of Lords. The
ambassador is accompanied by merchants intent on negotiating trade
deals with East Torphan. They are especially interested in exotic
trade goods that can not be procured elsewhere.


Action 4: Expedition to the Great Southern Land

External Tactical Action
Action Type: Exploration
Actor: The Crystal Barons
Secrecy: Action and Result
Primary Determinant: Trade? (Great)
Task: Very Hard
Reaction: Risky
Possible Modifiers:
+ The Damarans are Great traders
- The Southern climate
- The Amo'trall might be suspicious of all foreigners after their
  experience with Videssia

The merchants of Damaris are always interested in opening up new trade
routes and providing new or otherwise fashionable products. For this
reason, an expedition is sent to the far South of Qaiyore and the
island off the South-Eastern coast. The expedition is to keep close to
the coast in order to minimize risks and discover any coastal
settlements that might exist.

The exotic ivory carvings of the White Tribe Amo'trall and the pelts
of polar bears and mammoths would be of particular interest to the
Damaran traders. Should opportunities for trade arise, the expedition
has been instructed to erect trading posts and secure monopolies
whenever possible.

The expedition is provided with all manner of trade goods, ranging
from glass beads to iron weapons, from liquor to fine arts, since the
merchants are uncertain which people live in the extreme South and
what they might be interested in.


Action 5: Donation to the Library of Aixelsydan

External Tactical Action
Action Type: Gift
Actor: The Council of Scholars
Secrecy: No
Primary Determinant: Scholastic Sophistication (Superb)
Task: Easy
Reaction: Business as Usual
Possible Modifiers:
+ Incidental Action with no extraneous motives
+ This is exactly what Aixelsydan is hoping for
- Extra Action

The Council of Scholars has heard about Aixelsydan's project to create
a great library and become a centre of learning. As they are certain
that Aixelsydan will not rival the scholarship of Damaris in the near
future, they support the project and send a selection of scholarly
treatises and poetry to Aixelsydan and invite scholars from Aixelsydan
to visit Damaris.
h0:8‡Ã$m=P
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ArchangelPressMa
Archangel Press, Main Office

Mon

Sep 2
2002

03:25Z

[Cel] [qai] [admin] New player

Thank you.  As a matter of fact, I didn't.  My service provider here is a
mess (complicated by the fact that my personal e-mail is also my business
e-mail).  For everyone, it's much better if you just post straight to the
list.  That way, even if I miss it, I can always check the web and find it
on the archives there.

M. Keaton


----- Original Message -----
From: "Michael Burschik" 
To: 
Sent: Saturday, August 31, 2002 8:11 AM
Subject: Re: [Cel] [qai] [admin] New player


|
| Hey, this sounds as if my mail to M. Keaton failed to reach its
destination.
| My moves for the current year (1432, is it?) are detailed below. I hope
the
| format  and level of detail is acceptable. Well, so much for secrecy...
|
| Michael Burschik


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Iso88591Qpaul20c
=?iso-8859-1?q?Paul=20Corrish?=

Tue

Sep 3
2002

05:15Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

I've come up with an idea for a new Society I'd like
to play, but first I wanted to get approval on the
basic concept: "Italian Reniasence" Technolgy Level,
Fedral Republic (think USSR), Arctic (Frozen Wastes),
Difficulty procuring food due to lack of Agracultral
Land. Inhabited by four distinct Ethincities of
"Gnomes" divided between Six Tribes. "Gnomes" are
creatures with low levels of Inborn magic
(predominatly illusions) and a love of Illusions,
Gadgets and Pranks. Tolerance for non-illusion magic
is decreasing and tolerance and prepondance of art
increasing. The "Gnomes" have access to what amount to
Wooden Helicopters. There is also one major
intelligent preditor worthy of noting here living in
Nomian lands, known as "Blue Dragons" to the Nomians,
these are Dragons in the classic fantasy sense, except
that they breath ice instead of fire. The year I was
considering for the founding of Nomia was 2844.

=====
Proffesor S.
Self Proclaimed Pyro-Mage
Master of Fools
Master of Assains
Proffesor of Posions
Proffesor of Potions
Proffesor of Pyromancy

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JuhaVesanto
juuso

Tue

Sep 3
2002

06:03Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

Paul Corrish wrote:

>I've come up with an idea for a new Society I'd like
>to play, but first I wanted to get approval on the
>basic concept: "Italian Reniasence" Technolgy Level,
>Fedral Republic (think USSR), Arctic (Frozen Wastes),
>Difficulty procuring food due to lack of Agracultral
>Land. Inhabited by four distinct Ethincities of
>"Gnomes" divided between Six Tribes. "Gnomes" are
>creatures with low levels of Inborn magic
>(predominatly illusions) and a love of Illusions,
>Gadgets and Pranks. Tolerance for non-illusion magic
>is decreasing and tolerance and prepondance of art
>increasing. The "Gnomes" have access to what amount to
>Wooden Helicopters. There is also one major
>intelligent preditor worthy of noting here living in
>Nomian lands, known as "Blue Dragons" to the Nomians,
>these are Dragons in the classic fantasy sense, except
>that they breath ice instead of fire. The year I was
>considering for the founding of Nomia was 2844.
>
[Note: I'm not the GM, so the rambling below has potentially no value]

Hmm... now how to fit this in with the rest of Elyria. Northern wastes -
they are a bit from the center of the action, but there is the goblin 
kingdom, and
this might be an offshoot of theirs. Wooden helicopters? Somehow I just
can't imagine how that would fit in. If they have difficulity producing 
food,
they can't have a relatively high level (highest on the continent!) of 
technology
- there's no spare time or resources to develop technology, and it 
sounds like
they are a relatively small bunch.

Overall, a nice, kind of classic gnome-society - but it has 
difficulities fitting in
with the rest of Elyria.

juuso


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Iso88591Qpaul20c
=?iso-8859-1?q?Paul=20Corrish?=

Tue

Sep 3
2002

20:34Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

 --- Juha Vesanto  wrote: > Paul
Corrish wrote:
> 
> >I've come up with an idea for a new Society I'd
> like
> >to play, but first I wanted to get approval on the
> >basic concept: "Italian Reniasence" Technolgy
> Level,
> >Fedral Republic (think USSR), Arctic (Frozen
> Wastes),
> >Difficulty procuring food due to lack of
> Agracultral
> >Land. Inhabited by four distinct Ethincities of
> >"Gnomes" divided between Six Tribes. "Gnomes" are
> >creatures with low levels of Inborn magic
> >(predominatly illusions) and a love of Illusions,
> >Gadgets and Pranks. Tolerance for non-illusion
> magic
> >is decreasing and tolerance and prepondance of art
> >increasing. The "Gnomes" have access to what amount
> to
> >Wooden Helicopters. There is also one major
> >intelligent preditor worthy of noting here living
> in
> >Nomian lands, known as "Blue Dragons" to the
> Nomians,
> >these are Dragons in the classic fantasy sense,
> except
> >that they breath ice instead of fire. The year I
> was
> >considering for the founding of Nomia was 2844.
> >
> [Note: I'm not the GM, so the rambling below has
> potentially no value]
> 
> Hmm... now how to fit this in with the rest of
> Elyria. Northern wastes -
> they are a bit from the center of the action, but
> there is the goblin 
> kingdom, and
> this might be an offshoot of theirs. Wooden
> helicopters? Somehow I just
> can't imagine how that would fit in. If they have
> difficulity producing 
> food,
> they can't have a relatively high level (highest on
> the continent!) of 
> technology
> - there's no spare time or resources to develop
> technology, and it 
> sounds like
> they are a relatively small bunch.
> 
> Overall, a nice, kind of classic gnome-society - but
> it has 
> difficulities fitting in
> with the rest of Elyria.
> 
> juuso
> 

Ah, so near and yet so far. I didn't mentioned in that
post my justification for the High Technolgy Level:
immigration from the more technolgogically advanced
Gnome homelands, on other contienets, of the other
ethnicities, Nomia being home to only one of the
Ethnicities (which was about equal in size to the
others but had better social structure and was split
among three of the six tribes). The area I was looking
at most closely was the extreme north-east corner, but
after looking more closely, it appears to be under the
control of the Sorcerer. After checking my original
map, that I drew to participate in the game, I realise
my society was actually located off the north edge of
the map, quite near Celedra's north pole. Also my
orginal concept had them heavily dependant on trade
(presumably with the goblins). Each of the other
Ethnicities had it's own language, which belong to the
same family as Dwarfin, and the natives spoke three
Dialects of Nomian, the offical language of Nomia.
With Hindsighy, I think I've gone over the top by
detailing all six ethnicities homelands, as well as
that of the Blue Dragons and have enough information
to run a game set in the Celearian Arctic, but didn't
want to because I've never played Fugified Interactive
History before. Maybe when I've got a feel for things
I could run my own game, but I'm not ready yet. 

There was another society I was also looking at,
Velok, but that's being played by someone else. 

After much consideration, what I really want to run is
a) A domain with that tech level (or higher), b) A
clan based democracy. These are more important to me
than the other aspects of the culture. 

After viewing the exsisting webpage, I am left with
the following question, if Nomia is not acceptable: Is
the Sorcerer of the North available for Players, as,
of the exsisting domains, that society most closely
matches what I want to play?

=====
Proffesor S.
Self Proclaimed Pyro-Mage
Master of Fools
Master of Assains
Proffesor of Posions
Proffesor of Potions
Proffesor of Pyromancy

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JoelElfman
Joel Elfman

Thu

Sep 5
2002

05:08Z

[Cel] [ely] [Notes to GM] Active Players & Magical Creatures

Juuso,
       Would it be possible to update all the country's web pages to remove the names of non-active players.  The new player requesting Nomia said he also might be interested in Velok but there is already a player's name there, and I think that name might be for a non-active player.  If we update the list and remove the names of the non-active players, we might find more people interested in some of the already created societies.
        Nomia would bring us more in line w/ a classical fantasy world and I am not sure if that is good or bad.  This world-line is pretty good as is.  It is interesting to note while humans practice magic there are few if any magical creatures in the world.
Joel - The Burcancy



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JuhaVesanto
juuso

Thu

Sep 5
2002

05:34Z

[Cel] [ely] [Notes to GM] Active Players & Magical Creatures

On Thu, 5 Sep 2002, Joel Elfman wrote:

>        Would it be possible to update all the country's web pages to
> remove the names of non-active players.

Actually, Eric has put up new web pages at

  http://elyria.duncansortun.com/

Look at 'Players' page: there are currently no (new) players listed
(indicating, I think, that all is available for taking).  On 'Societies'
page, though, the old players are still listed, which is a bit misleading.
Eric, would it be possible to remove them?

> The new player requesting Nomia
> said he also might be interested in Velok but there is already a
> player's name there, and I think that name might be for a non-active
> player.

Yep.

juuso
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EricsOrtun
ERIC SORTUN

Wed

Sep 4
2002

08:17Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

Hi Paul,

I have to agree with Juuso that this concept seems to advanced for Elyria.
Gnomes would be fine, but Italian Renaissance tech is just too advanced.  I
could see gnomes harnessing geothermal power for a early machanical feel.
Perhaps they were enslaved by the Sorcerer and a small population managed to
escape...or they are descendants of the makers of the Veloki?  With some
more comment from the list as a whole I might allow a few gnomish masters
that might have a sense of "Itialian Reniassance" tech, but because of
fierce competition for prestige amoung the master inventers their inventions
are not "public" knowlegde and thus do not have a society wide influence.
Any other comments?  BTW where is everyone?

-----Original Message-----
From: celandra-error@phoenyx.net [mailto:celandra-error@phoenyx.net]On
Behalf Of Paul Corrish
Sent: Monday, September 02, 2002 8:15 PM
To: celandra@phoenyx.net
Subject: [Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia


I've come up with an idea for a new Society I'd like
to play, but first I wanted to get approval on the
basic concept: "Italian Reniasence" Technolgy Level,
Fedral Republic (think USSR), Arctic (Frozen Wastes),
Difficulty procuring food due to lack of Agracultral
Land. Inhabited by four distinct Ethincities of
"Gnomes" divided between Six Tribes. "Gnomes" are
creatures with low levels of Inborn magic
(predominatly illusions) and a love of Illusions,
Gadgets and Pranks. Tolerance for non-illusion magic
is decreasing and tolerance and prepondance of art
increasing. The "Gnomes" have access to what amount to
Wooden Helicopters. There is also one major
intelligent preditor worthy of noting here living in
Nomian lands, known as "Blue Dragons" to the Nomians,
these are Dragons in the classic fantasy sense, except
that they breath ice instead of fire. The year I was
considering for the founding of Nomia was 2844.

=====
Proffesor S.
Self Proclaimed Pyro-Mage
Master of Fools
Master of Assains
Proffesor of Posions
Proffesor of Potions
Proffesor of Pyromancy

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Iso88591Qpaul20c
=?iso-8859-1?q?Paul=20Corrish?=

Wed

Sep 4
2002

18:26Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

 --- ERIC SORTUN  wrote: > Hi
Paul,
> 
> I have to agree with Juuso that this concept seems
> to advanced for Elyria.
> Gnomes would be fine, but Italian Renaissance tech
> is just too advanced.  I
> could see gnomes harnessing geothermal power for a
> early machanical feel.
> Perhaps they were enslaved by the Sorcerer and a
> small population managed to
> escape...or they are descendants of the makers of
> the Veloki?  With some
> more comment from the list as a whole I might allow
> a few gnomish masters
> that might have a sense of "Itialian Reniassance"
> tech, but because of
> fierce competition for prestige amoung the master
> inventers their inventions
> are not "public" knowlegde and thus do not have a
> society wide influence.
> Any other comments?  BTW where is everyone?

First, in response to your BTW comment, did you
actually set a date when you'd start accepting
actions, maybe they thought it was to soon to submit.

With regards to the Gnomes, I had been thinking about
either a) them having been under the control of the
Sorcerer or b) actually being the Sorcerer if Nomia
was totally unacceptable in all ways.

Your comments make sense, if they don't approve of
that high a level of tech, then they could perhaps say
how high they think the level should be. I ask the
list comments on your ideas, they would improve the
society as a whole.

> 
> -----Original Message-----
> From: celandra-error@phoenyx.net
> [mailto:celandra-error@phoenyx.net]On
> Behalf Of Paul Corrish
> Sent: Monday, September 02, 2002 8:15 PM
> To: celandra@phoenyx.net
> Subject: [Cel] [ely] [NewPlayerQuery] Fedral
> Republic of Nomia
> 
> 
> I've come up with an idea for a new Society I'd like
> to play, but first I wanted to get approval on the
> basic concept: "Italian Reniasence" Technolgy Level,
> Fedral Republic (think USSR), Arctic (Frozen
> Wastes),
> Difficulty procuring food due to lack of Agracultral
> Land. Inhabited by four distinct Ethincities of
> "Gnomes" divided between Six Tribes. "Gnomes" are
> creatures with low levels of Inborn magic
> (predominatly illusions) and a love of Illusions,
> Gadgets and Pranks. Tolerance for non-illusion magic
> is decreasing and tolerance and prepondance of art
> increasing. The "Gnomes" have access to what amount
> to
> Wooden Helicopters. There is also one major
> intelligent preditor worthy of noting here living in
> Nomian lands, known as "Blue Dragons" to the
> Nomians,
> these are Dragons in the classic fantasy sense,
> except
> that they breath ice instead of fire. The year I was
> considering for the founding of Nomia was 2844.
> 
> =====
> Proffesor S.
> Self Proclaimed Pyro-Mage
> Master of Fools
> Master of Assains
> Proffesor of Posions
> Proffesor of Potions
> Proffesor of Pyromancy
> 
>
----------------------------------------------------------------
> To unsubscribe, send mail to
> celandra-off@phoenyx.net.
> 
> 
>
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> To unsubscribe, send mail to
celandra-off@phoenyx.net. 

=====
Proffesor S.
Self Proclaimed Pyro-Mage
Master of Fools
Master of Assains
Proffesor of Posions
Proffesor of Potions
Proffesor of Pyromancy

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EricsOrtun
ERIC SORTUN

Thu

Sep 5
2002

04:59Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

Please see my responses below....

-----Original Message-----
From: celandra-error@phoenyx.net [mailto:celandra-error@phoenyx.net]On
Behalf Of Paul Corrish
Sent: Wednesday, September 04, 2002 9:26 AM
To: celandra@phoenyx.net
Subject: Re: [Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia


 --- ERIC SORTUN  wrote: > Hi
Paul,

> Any other comments?  BTW where is everyone?

First, in response to your BTW comment, did you
actually set a date when you'd start accepting
actions, maybe they thought it was to soon to submit.

** No.  No start date has been sent.  As of right now I only have one player
that has responded and you would make two.

With regards to the Gnomes, I had been thinking about
either a) them having been under the control of the
Sorcerer or b) actually being the Sorcerer if Nomia
was totally unacceptable in all ways.

** I think that them being enslaved by the sorcerer is more feasible, since
the sorcerer is dead.  If they were to emerge somewhere after killing their
overlords once they suspect that the sorcerer is dead.  They could stake out
some territory, but there are thousands (am I right Juuso?) of the
sorcerer's tribal warriors and their families that migrated with them in the
fringe areas and even some that were attempting to settle in the borderlands
and frontier areas of established nations.

Your comments make sense, if they don't approve of
that high a level of tech, then they could perhaps say
how high they think the level should be. I ask the
list comments on your ideas, they would improve the
society as a whole.

There doesn't seem to be much list traffic at this time, so I guess that I
am the ultimate decision maker on tech levels...from what I posted in my
previous reply, you can see that the over all Elyria TL is low to mid
medieval or high classical and that having renaissance TL would unbalance
the game.  The societies overall TL should be too far from this, but like I
said before there could some master inventors that have knowledge of higher
TL, but jealously guard that information.  As far as magic goes Elyria is
pretty low-level magic and any magic that would effect a society is beyond
the scope of a player run society in most cases.

I am not trying to discourage you...I'm just trying to stay true the Elyria
that I knew as a player and Elyria's history.  If you decide that your
gnomes won't work with the restriction in Elyria, then by all means chose
another society and save the gnomes for another world.

Semper Fidelis
EMS


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JuhaVesanto
juuso

Thu

Sep 5
2002

05:40Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

On Wed, 4 Sep 2002, ERIC SORTUN wrote:
> overlords once they suspect that the sorcerer is dead.  They could stake out
> some territory, but there are thousands (am I right Juuso?) of the
> sorcerer's tribal warriors and their families that migrated with them in the
> fringe areas and even some that were attempting to settle in the borderlands
> and frontier areas of established nations.

After Sorcerer's defeat (back in 2827), his forces (mixed tribes from the
northern areas) tried to return back home. A lot of them died, but a lot
got back home, too. Eventually. I suppose they mostly just returned to
their old lives: being arctic nomads, they are not really dependent on
infrastructure (social or buildings), so the defeat of the Sorcerer did
not touch them very deeply.

juuso
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Iso88591Qpaul20c
=?iso-8859-1?q?Paul=20Corrish?=

Thu

Sep 5
2002

21:36Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

 --- ERIC SORTUN  wrote: >
Please see my responses below....
> 
> -----Original Message-----
> From: celandra-error@phoenyx.net
> [mailto:celandra-error@phoenyx.net]On
> Behalf Of Paul Corrish
> Sent: Wednesday, September 04, 2002 9:26 AM
> To: celandra@phoenyx.net
> Subject: Re: [Cel] [ely] [NewPlayerQuery] Fedral
> Republic of Nomia
> 
> 
>  --- ERIC SORTUN  wrote: > Hi
> Paul,
> 
> > Any other comments?  BTW where is everyone?
> 
> First, in response to your BTW comment, did you
> actually set a date when you'd start accepting
> actions, maybe they thought it was to soon to
> submit.
> 
> ** No.  No start date has been sent.  As of right
> now I only have one player
> that has responded and you would make two.
> 
> With regards to the Gnomes, I had been thinking
> about
> either a) them having been under the control of the
> Sorcerer or b) actually being the Sorcerer if Nomia
> was totally unacceptable in all ways.
> 
> ** I think that them being enslaved by the sorcerer
> is more feasible, since
> the sorcerer is dead.  If they were to emerge
> somewhere after killing their
> overlords once they suspect that the sorcerer is
> dead.  They could stake out
> some territory, but there are thousands (am I right
> Juuso?) of the
> sorcerer's tribal warriors and their families that
> migrated with them in the
> fringe areas and even some that were attempting to
> settle in the borderlands
> and frontier areas of established nations.
> 
> Your comments make sense, if they don't approve of
> that high a level of tech, then they could perhaps
> say
> how high they think the level should be. I ask the
> list comments on your ideas, they would improve the
> society as a whole.
> 
> There doesn't seem to be much list traffic at this
> time, so I guess that I
> am the ultimate decision maker on tech levels...from
> what I posted in my
> previous reply, you can see that the over all Elyria
> TL is low to mid
> medieval or high classical and that having
> renaissance TL would unbalance
> the game.  The societies overall TL should be too
> far from this, but like I
> said before there could some master inventors that
> have knowledge of higher
> TL, but jealously guard that information.  As far as
> magic goes Elyria is
> pretty low-level magic and any magic that would
> effect a society is beyond
> the scope of a player run society in most cases.
> 
> I am not trying to discourage you...I'm just trying
> to stay true the Elyria
> that I knew as a player and Elyria's history.  If
> you decide that your
> gnomes won't work with the restriction in Elyria,
> then by all means chose
> another society and save the gnomes for another
> world.
> 
> Semper Fidelis
> EMS
> 

Thank you Eric,

I've read the response given on the list to your post,
as I said, extreme North-East Corner of the map, with
the society extending just off the north edge (there
Northern boarder marking Elyria's northern at that
point), was what I was looking at. My idea has been
adapted in light of your post to: they used to be
nomads, but banded together in the year of the
founding in order to establish a permanent settlement,
intially under the control of the Sorcerer, but later
becoming a Fedral Republic, after his death. They
exsist predominatly on trade funded by the taxes of
the artisan, one of whom makes the Helicopters, so
they're rare, expensive and impractical, being
designed for show rather than for flight. The average
level of the society is in fact Iron-Age, I believe
that's not to far outside the average for Elyria.

My comment about high tech level, was refering to the
artisans as well as the society level overall. If you
OK this, then they don't have much say, but if they
make comments on it before we start, they should
probably be taken into consideration.

The Latin quote, what is it's significance? I've
notice several players using it. (Yourself and Juus
mainly, I think)

=====
Proffesor S.
Self Proclaimed Pyro-Mage
Master of Fools
Master of Assains
Proffesor of Posions
Proffesor of Potions
Proffesor of Pyromancy

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EricsOrtun
ERIC SORTUN

Thu

Sep 5
2002

23:57Z

[Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

It is the Marine Corps Motto:  Always Faithful

Semper Fidelis
EMS

----- Original Message -----
From: Paul Corrish 
Date: Thursday, September 5, 2002 1:36 pm
Subject: Re: [Cel] [ely] [NewPlayerQuery] Fedral Republic of Nomia

> --- ERIC SORTUN  wrote: >
> Please see my responses below....
> > 
> > -----Original Message-----
> > From: celandra-error@phoenyx.net
> > [mailto:celandra-error@phoenyx.net]On
> > Behalf Of Paul Corrish
> > Sent: Wednesday, September 04, 2002 9:26 AM
> > To: celandra@phoenyx.net
> > Subject: Re: [Cel] [ely] [NewPlayerQuery] Fedral
> > Republic of Nomia
> > 
> > 
> >  --- ERIC SORTUN  wrote: > Hi
> > Paul,
> > 
> > > Any other comments?  BTW where is everyone?
> > 
> > First, in response to your BTW comment, did you
> > actually set a date when you'd start accepting
> > actions, maybe they thought it was to soon to
> > submit.
> > 
> > ** No.  No start date has been sent.  As of right
> > now I only have one player
> > that has responded and you would make two.
> > 
> > With regards to the Gnomes, I had been thinking
> > about
> > either a) them having been under the control of the
> > Sorcerer or b) actually being the Sorcerer if Nomia
> > was totally unacceptable in all ways.
> > 
> > ** I think that them being enslaved by the sorcerer
> > is more feasible, since
> > the sorcerer is dead.  If they were to emerge
> > somewhere after killing their
> > overlords once they suspect that the sorcerer is
> > dead.  They could stake out
> > some territory, but there are thousands (am I right
> > Juuso?) of the
> > sorcerer's tribal warriors and their families that
> > migrated with them in the
> > fringe areas and even some that were attempting to
> > settle in the borderlands
> > and frontier areas of established nations.
> > 
> > Your comments make sense, if they don't approve of
> > that high a level of tech, then they could perhaps
> > say
> > how high they think the level should be. I ask the
> > list comments on your ideas, they would improve the
> > society as a whole.
> > 
> > There doesn't seem to be much list traffic at this
> > time, so I guess that I
> > am the ultimate decision maker on tech levels...from
> > what I posted in my
> > previous reply, you can see that the over all Elyria
> > TL is low to mid
> > medieval or high classical and that having
> > renaissance TL would unbalance
> > the game.  The societies overall TL should be too
> > far from this, but like I
> > said before there could some master inventors that
> > have knowledge of higher
> > TL, but jealously guard that information.  As far as
> > magic goes Elyria is
> > pretty low-level magic and any magic that would
> > effect a society is beyond
> > the scope of a player run society in most cases.
> > 
> > I am not trying to discourage you...I'm just trying
> > to stay true the Elyria
> > that I knew as a player and Elyria's history.  If
> > you decide that your
> > gnomes won't work with the restriction in Elyria,
> > then by all means chose
> > another society and save the gnomes for another
> > world.
> > 
> > Semper Fidelis
> > EMS
> > 
> 
> Thank you Eric,
> 
> I've read the response given on the list to your post,
> as I said, extreme North-East Corner of the map, with
> the society extending just off the north edge (there
> Northern boarder marking Elyria's northern at that
> point), was what I was looking at. My idea has been
> adapted in light of your post to: they used to be
> nomads, but banded together in the year of the
> founding in order to establish a permanent settlement,
> intially under the control of the Sorcerer, but later
> becoming a Fedral Republic, after his death. They
> exsist predominatly on trade funded by the taxes of
> the artisan, one of whom makes the Helicopters, so
> they're rare, expensive and impractical, being
> designed for show rather than for flight. The average
> level of the society is in fact Iron-Age, I believe
> that's not to far outside the average for Elyria.
> 
> My comment about high tech level, was refering to the
> artisans as well as the society level overall. If you
> OK this, then they don't have much say, but if they
> make comments on it before we start, they should
> probably be taken into consideration.
> 
> The Latin quote, what is it's significance? I've
> notice several players using it. (Yourself and Juus
> mainly, I think)
> 
> =====
> Proffesor S.
> Self Proclaimed Pyro-Mage
> Master of Fools
> Master of Assains
> Proffesor of Posions
> Proffesor of Potions
> Proffesor of Pyromancy
> 
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
> 

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EricsOrtun
ERIC SORTUN

Fri

Sep 6
2002

05:40Z

[Cel] [ely] [NewPlayerQuery] Federal Republic of Nomia



Thank you Eric,

I've read the response given on the list to your post, as I said, extreme
North-East Corner of the map, with the society extending just off the north
edge (there Northern boarder marking Elyria's northern at that point), was
what I was looking at. My idea has been adapted in light of your post to:
they used to be nomads, but banded together in the year of the founding in
order to establish a permanent settlement, intially under the control of the
Sorcerer, but later becoming a Fedral Republic, after his death. They exsist
predominatly on trade funded by the taxes of
the artisan, one of whom makes the Helicopters, so they're rare, expensive
and impractical, being designed for show rather than for flight. The average
level of the society is in fact Iron-Age, I believe that's not to far
outside the average for Elyria.

My comment about high tech level, was refering to the artisans as well as
the society level overall. If you OK this, then they don't have much say,
but if they make comments on it before we start, they should probably be
taken into consideration.



Hey Paul,

I would be comfortable with (G)Nomia with the following conditions.

The "helicopters" are no more than wondrous toys (1m long and 5kg in
weight), and while they are mechanical their primary source of lift is
magical.  You can during the "game" try and increase the size and lift
capabilities of the "helicopters."

The gnomes were captive/enslaved until 2848 at which point they escape and
wander to find a new homeland.  So...that gives them about 5 years to find a
place.  I would like suggest a place.  Take a look at the color map
http://elyria.duncansortun.com/maps/elyria_color.gif to lands West of the
"Lands of the Sorcerer", there you will find some hills with goblin tribes.
To the North of that there is a yellow "valley" amongst the orange hills.
That would be a perfect place for a hydrothermal area where the gnomes could
settle.  If you really want them "just off" map then it might require more
time wandering a year or two.  I would require you to draw a map yourself.

I also need you to look at the blank society template and give us some
values for your gnomes.  These are subject to negotiation...like everything
else around here ;)

As soon as you can get that to me...i think that we'll be able to ask for
actions.  You and Jusuo would the the only current players...hint, hint,
hint to the lurkers.

Semper Fidelis
EMS


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MichelleMonroe
Michelle Monroe

Fri

Sep 6
2002

13:30Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

I know I'm probably not supposed to use this address to ask for help, but I
don't think the help address I used before worked (I didn't get a reply, I
mean).


I'd probably like to join the Elyria game if I could, but I thought it was
closed. Is it open again? Also, if I did join, would you want me to take over a
NPS or make up one of my own?

=====
LokiFire13

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Iso88591Qpaul20c
=?iso-8859-1?q?Paul=20Corrish?=

Fri

Sep 6
2002

19:21Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

 --- Michelle Monroe  wrote: >
I know I'm probably not supposed to use this address
> to ask for help, but I
> don't think the help address I used before worked (I
> didn't get a reply, I
> mean).
> 
> 
> I'd probably like to join the Elyria game if I
> could, but I thought it was
> closed. Is it open again? Also, if I did join, would
> you want me to take over a
> NPS or make up one of my own?
> 

It is open, there are only two societies confirmed.
You may chose any Player or Non-Player Society or
Create one of Your own (I've no idea which society
Juha is playing, so select two if the first choice has
a players name listed).

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EricsOrtun
ERIC SORTUN

Fri

Sep 6
2002

19:30Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

You got to the right place.  For all Elyria Qs and such send an email to the
Celandra list with [Ely] in the subject line.

Yes, Elyria was closed, but now it it OPEN!  You could choose to play a NPC
society or you could make up your own society...of course this is all open
to debate with the GM {that's me ;)} having last word.  So get in touch with
your muse or find a society that interests you and join us.

-----Original Message-----
From: celandra-error@phoenyx.net [mailto:celandra-error@phoenyx.net]On
Behalf Of Michelle Monroe
Sent: Friday, September 06, 2002 4:30 AM
To: celandra@phoenyx.net
Subject: Re: [Cel] [ely] [NewPlayerQuery] I'm probably not supposed to
do this...


I know I'm probably not supposed to use this address to ask for help, but I
don't think the help address I used before worked (I didn't get a reply, I
mean).


I'd probably like to join the Elyria game if I could, but I thought it was
closed. Is it open again? Also, if I did join, would you want me to take
over a
NPS or make up one of my own?

=====
LokiFire13

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MichelleMonroe
Michelle Monroe

Fri

Sep 6
2002

22:14Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

Okay, I've never tried an interactive history before, but I think I'll try it.
I have a society in my head that I've been imagining for a few years in my
head, and I'd like the chance to do something creative with it.

Basicly, I'm thinking of a tribal, nomadic society of humans (probably desert
or steppe dwelling) who've just recently been united from independent tribes
into a small nation (maybe around 50,000?) by a powerful leader. Since they've
been isolated by their desolate environment from other peoples, they still have
very primitive technology, though their shamanistic magical powers have become
pretty sophisticated (though very, very few of the populace can actually
perform it well). These few powerful shamans lead the people, and since their
magical powers are usually passed down family lines, leadership is often passed
down through the same families.

Oh yeah, and they're one of those people for whom horses are an important part
of life.

I don't know yet what their relationship would be with the rest of Elyria,
since I haven't finished looking at the website. And I have two more questions:
What other societies besides Nomia will be put into play once the actions start
up? If I did play the society I described above, I would like to start play
with their original uniting leader, and eventually see them migrate to a more
hospitable place, like a forest, since they have little room to expand in their
current home. Would that be acceptable?

Whoo! I know I'm being long winded here, and I don't even know much of anything
about the other societies of Elyria, but I want to make sure that if I wanted
to play this one that I'd be able to keep it like I've imagined all these
years--and maybe even go through some of the events that I'd pictured them
going through.

--- ERIC SORTUN  wrote:
> You got to the right place.  For all Elyria Qs and such send an email to the
> Celandra list with [Ely] in the subject line.
> 
> Yes, Elyria was closed, but now it it OPEN!  You could choose to play a NPC
> society or you could make up your own society...of course this is all open
> to debate with the GM {that's me ;)} having last word.  So get in touch with
> your muse or find a society that interests you and join us.

=====
LokiFire13

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EricsOrtun
ERIC SORTUN

Sat

Sep 7
2002

00:26Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

Hi Michelle,

Right now Juuso is going to run the Eleven Cities and we are still working
on Nomia's determinants.

For ready-made societies you could look at Fodoria, which is just south of
Aloria...

For a new society check out the Eastern edge of the map there are lots of
steppe nomads.  With all the disruptions and migrations that have occurred
because of the sorcerer it would be easy to have your tribe(s) wander into
Elyria to settle.

I don't know about the numbers, though...i need to read up a little on the
mongols.  I'll do that this weekend.  I think we need to figure out how many
animals it would take to support a person.  A population of 50,000 nomads is
cumbersome, but not unwieldy.  I do not think that they would look for a
forest home, though...that would be too drastic of a social change, unless
there was some prophecy, omen or something....\

Don't worry about detail...the more the better.

So, you need to decide where your society is going to migrate from and some
cultural details.  I will find some pop stats and subsistance number and
we'll tweak them for your people.

Welcome.

Semper Fidelis
EMS


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MichelleMonroe
Michelle Monroe

Sun

Sep 8
2002

16:11Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

Hello there, Eric.

Now that I've put the idea into my own head, I'm pretty sure I want to play the
society I described. I'd be happy having them start start at the western
steppes and ending up in the forests or woodlands north of Tyrean or Melenkar.

Now that I've thought about it more and looked at the numbers better, I think
their population should be around 2,000. 

As far as the migration goes, I imagined something like this: overpopulation in
combination with a drought starts to cause a severe famine. Many realize that
the only way to survive is to leave for more fruitful lands. Their leader
realizes that if she doesn't do something, the new nation that she spent so
much effort in unifying will split up again, but she also knows they won't stay
(because the people are terrified of starving of course) and if they did stay
they'd die. Her solution is to have all of the tribes leave together. They
don't set out to find a forest, but when they reach it, they see it as sacred
ground--since they see trees as sacred, and thus decide it must be an omen that
they'd be blessed (or whatever word you'd use for it) if they settled there.

Anyway, I'm spending too much time describing the migration, so on to some
culture stuff:

Government: There were twelve tribes total that were united. Each still has a
leader who has power over their tribe. These twelve cheifs make a council who
try to help the nation's leader make decisions that affect the whole nation.
The national leader has ultimate power, though. (Can you help suggest titles
for the leaders?)

Religion: They believe in a pantheon of gods who created the world and nature,
but that spirits control the elements. They think animals, trees, and stars are
all physical incarnations of spirits and they often ask the spirits for help. 

Agriculture: They raise horses, goats, and sheep. They ride the horses and use
the goats and sheep for food and clothing. They also grow some wheat and
gourds, using both for food, but they weave things out of the wheat
stalks--mostly crafty things--and they use the gourd rinds (or whatever their
called) for things like lanturns, bowls, and whatever else they can be used
for.

Well, that's all I can think of right now. Tell me what you think.


=====
LokiFire13

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JuhaVesanto
juuso

Mon

Sep 9
2002

05:40Z

[Cel] [ely] [NewPlayerQuery] I'm probably not supposed to do this...

ERIC SORTUN wrote:

>Hi Michelle,
>
>Right now Juuso is going to run the Eleven Cities and we are still working
>on Nomia's determinants.
>
Actually, if the other players in the game are going to be situated 
somewhere at
the north, I'd like to be there, too. In my experience, it is best to 
have the player societies somewhat close to each other so that 
interaction between them is possible.
I also see this as an exciting possibility to develop the northern 
areas. This is a
time of renewal for them.

So instead of Eleven Cities, I could play some of the bigger northern 
societies, e.g. the Goblin Kingdom (not apparently marked on the map, 
but situation is about 400 miles east of Gilbar beside the lakes. Eric, 
is this ok? They were involved in the war with the Sorcerer, ie. fought 
against the Sorcerer during his bid-for-power. They were sieged, but never
actually conquered by the Sorcerer. Primarily because he was too busy 
elsewhere.

juuso



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EricsOrtun
ERIC SORTUN

Tue

Sep 10
2002

03:59Z

[Cel] [ely] Goblins and such

Hey Juuso,

I suppose that the Goblin Kingdoms need some development...and since there
is a nice power vaccuum in the East then we shall explore that sucking
sound....

Week three of school and I have a test already, but I should have some
determinants worked for Paul by wednesday and maybe Michelle will have
fleshed somethings.  So...if all goes well we might see some orders this
weekend.  Cheerio.

Semper Fidelis

Eric M. Duncan Sortun
University of Alaska Anchorage
Natural Science/Biological Science
asems@uaa.alaska.edu

"Be Aware And Tread Lightly"
http://www.duncansortun.com 



-----Original Message-----
From: celandra-error@phoenyx.net [mailto:celandra-error@phoenyx.net]On
Behalf Of Juha Vesanto
Sent: Sunday, September 08, 2002 8:41 PM
To: celandra@phoenyx.net
Subject: Re: [Cel] [ely] [NewPlayerQuery] I'm probably not supposed to
do this...


ERIC SORTUN wrote:

>Hi Michelle,
>
>Right now Juuso is going to run the Eleven Cities and we are still working
>on Nomia's determinants.
>
Actually, if the other players in the game are going to be situated
somewhere at
the north, I'd like to be there, too. In my experience, it is best to
have the player societies somewhat close to each other so that
interaction between them is possible.
I also see this as an exciting possibility to develop the northern
areas. This is a
time of renewal for them.

So instead of Eleven Cities, I could play some of the bigger northern
societies, e.g. the Goblin Kingdom (not apparently marked on the map,
but situation is about 400 miles east of Gilbar beside the lakes. Eric,
is this ok? They were involved in the war with the Sorcerer, ie. fought
against the Sorcerer during his bid-for-power. They were sieged, but never
actually conquered by the Sorcerer. Primarily because he was too busy
elsewhere.

juuso



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MichelleMonroe
Michelle Monroe

Tue

Sep 10
2002

22:19Z

[Cel] [ely] Goblins and such

Yo Eric,

Did you get the e-mail I sent Sunday? I'd like to work on my society more, but
I want to know what you think of what I sent in that mail (if you got it).

Well, wheather you got it or not, I'll try to set down some determinants, and
like I said, I've never played an IH before so I might be misunderstanding some
of these things:

Society name: Amura
Location: Western steppes
Scope: Very small
Technology: Early metalurgic
Economic System: Barter
Subsistance: Herding, farming, hunting
Orientation: Survival with aspects of preserving tradition and acquiring
wealth.

Ruling Agency: King or Queen [Note: The first child born to this ruler inherits
the rights to rule and is raised to be a powerful shaman. The current ruler is
Queen Amur, for whom the young society is named.] (Or something. Does that make
sense to you?)
Political organization: Tribal nation (This is another thing I'm unsure of,
because I'm not sure what defines a tribal nation in your mind.)
Key elements: High Council, Shamans
Authority: Good
Influence: Great
Consent: Great

Resources: Very low wood availability
Exploitation: Good
Internal trade: Great
External trade: Non-existant
Religion: Great tolerance, Fair prevalance, Poor diversity, Poor soph.
Arts: Good tolerance, Good prevailance, Great diversity, Fair soph.
Scholastics: Fair tolerance, Poor prevailance, Fair diversity, Poor soph.
Magic: Great tolerance, Terrible prevailance, Fair diversity, Poor soph.

Please mail me back to tell me how I'm doing!


--- ERIC SORTUN  wrote:
> Hey Juuso,
> 
> I suppose that the Goblin Kingdoms need some development...and since there
> is a nice power vaccuum in the East then we shall explore that sucking
> sound....
> 
> Week three of school and I have a test already, but I should have some
> determinants worked for Paul by wednesday and maybe Michelle will have
> fleshed somethings.  So...if all goes well we might see some orders this
> weekend.  Cheerio.
> 
> Semper Fidelis
> 
> Eric M. D

=====
LokiFire13

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EricsOrtun
ERIC SORTUN

Wed

Sep 11
2002

07:42Z

[Cel] [ely] Goblins and such

Yes I have, but school has interfered.  I am trying to get nomia settled.
What you sent looks very good.  I'll ask a few Qs in this email and more in
the next....

You can call your society what ever fancies you....but consider what the
average tribesperson thinks.  Would s/he call him/herself a Jedian if Amur
died and her son Jed became king?  Now if during her life or her
predecessors life they achieved something great then the people might equate
that person with the tribes and want that word to describe them.

A tribal government would have no central authority.  The tribes are merely
similar societies with common language and culture (although there may be
slight differences...dialects spirits...gods etc...)Now a tribal nation
would be a collection of tribes that have some reason to invest that central
authority into one a ruling agency, but each tribe is likely to have quite a
bit of autonomy.  If you look at Aloria, they are in the process of becoming
a nation, but there is still a lot of power at the tribe/clan level.  If
Amur is to be the queen, then there needs to be some overreaching reason why
all of the tribes would follow her.  One such tool might be some sort of
"divine" providence that the royalty of Europe used...you can choose
anything that might bind them together.

I would like to know what the philosophy of the shamans'
religion/spirituality is and what is the balance between the queen and the
council of shamans.

How are the tribes divided?  How many are there?  What are their names?...

Semper Fidelis

Eric M. Duncan Sortun
University of Alaska Anchorage
Natural Science/Biological Science
asems@uaa.alaska.edu

"Be Aware And Tread Lightly"
http://www.duncansortun.com 




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MichelleMonroe
Michelle Monroe

Thu

Sep 12
2002

02:03Z

[Cel] [ely] Goblins and such

Hello Eric,

Lotsa detail comin! I was bored in health class, so I wrote out all the details
I could immediately think of on the Shamans. I don't know if you have any rules
restricting how magic works in Elyria, so don't eat me if this isn't plausible.
Hope it's understandable enough. Here goes:

The Amurans believe in gods that created the world but are now 'dormant' and no
longer do things that affect the world. They believe that spirits now control
the elements of nature.

Animals, trees, and the stars are believed to embody those spirits who decided
to take physical form. Because of this animals and trees are treated with great
respect and are never killed unless the whole thing is put to good use. The
stars are looked to for knowledge or to see the future, since they can see the
whole world from their vantage point. Some Amurans believe spirits also reside
in crop plants.

Shamans are fairly rare and vary in skill, but all are respected for their
power. Since they can talk to the spirits, they can ask for help or blessings
on behalf of thier people. Most can only speak to the spirits that are embodied
in physical form, however, and thepowers of these spirits are severely limited.
(e.g. If an illness strikes a village, a Shaman could appeal to a tree spirit,
and the spirit may then produce a healing bark. That sort of thing's what I
mean. They can also sometimes create talismans or magical amulets.) A very,
very few of the Shamans can speak to the spirits that have no physical
body--the more powerful spirits that control the elements. These Shamans can
control the weather through these spirits. Some even develope real magical
powers of their own. This magic is the control of energy and light through the
force of sheer will (think of a cross between a Jedi and Gandalf).

Amur is the first of these most powerful Shamans to be born in hundreds of
years. Her powers make her greatly revered, as she is able to use them to cure
illness, bring needed rain, and learn almost anything about the going on's in
their lands through the stars (etc, etc). (I'm not saying shes's all-powerful;
the spirits only help when they want too, but she's the best at getting them to
co-operate.)

The tribes follow her as Queen because of her benevolent powers and because of
their awe over someone being so blessed by the spirits. They do see it as a
'divine providence' of sorts.

I'm not sure what you mean when you ask how the tribes are divided. As far as
the numbers go, I was thinking 12 individual tribes, but I don't know what's
realistic now that the population's 2,000. What do you think? I'll start coming
up with tribe names when you tell me what you think's a reasonable number.

As far as the relationship between Counsil and Queen: The Council pretty much
does the main 'ruling' of the land. The Queen just presides over it all; she
makes sure she agrees with their decisions and can veto anything she wants, or
pass pretty much whatever law she wants, withing reason.

I hope all that's useable so I didn't waste my time. (That's okay though, I'm
having plenty of fun with this!)


--- ERIC SORTUN  wrote:
> Yes I have, but school has interfered.  I am trying to get nomia settled.
> What you sent looks very good.  I'll ask a few Qs in this email and more in
> the next....
> 
> You can call your society what ever fancies you....but consider what the
> average tribesperson thinks.  Would s/he call him/herself a Jedian if Amur
> died and her son Jed became king?  Now if during her life or her
> predecessors life they achieved something great then the people might equate
> that person with the tribes and want that word to describe them.
> 
> A tribal government would have no central authority.  The tribes are merely
> similar societies with common language and culture (although there may be
> slight differences...dialects spirits...gods etc...)Now a tribal nation
> would be a collection of tribes that have some reason to invest that central
> authority into one a ruling agency, but each tribe is likely to have quite a
> bit of autonomy.  If you look at Aloria, they are in the process of becoming
> a nation, but there is still a lot of power at the tribe/clan level.  If
> Amur is to be the queen, then there needs to be some overreaching reason why
> all of the tribes would follow her.  One such tool might be some sort of
> "divine" providence that the royalty of Europe used...you can choose
> anything that might bind them together.
> 
> I would like to know what the philosophy of the shamans'
> religion/spirituality is and what is the balance between the queen and the
> council of shamans.
> 
> How are the tribes divided?  How many are there?  What are their names?...
> 
> Semper Fidelis
> 
> Eric M. Duncan Sortun
> University of Alaska Anchorage
> Natural Science/Biological Science
> asems@uaa.alaska.edu
> 
> "Be Aware And Tread Lightly"
> http://www.duncansortun.com 
> 
> 
> 
> 
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.


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MichelleMonroe
Michelle Monroe

Fri

Sep 13
2002

00:26Z

[Cel] [ely] Goblins and such

I'm sorry, I forgot to include some things, Eric!

I'm modifying what I said about orientation a little. I want primary
orientation to be survival with aspects of preserving tradition, and secondary
orientation to be war with aspects of the acquisition of wealth and conviction
of superiority.

I also want to say they have no standing military, but all able bodied men go
to war when their needed in defense or preservation of their tribe. As far as
waring for wealth, many will join raids on nearby tribes and enemy nations.
When they fight, they do so on horseback with spears and short bows.

Can you help me figure realistic numbers for the military, please?


=====
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