
Welcome one and all to a brand new year.I hope everyone is ready to start playing in Qaiyore. I Would like to start the submission and action phase starting this week and have all the Years actions in by around the middle of next month .Thanks go out to all whom have had discussion on the list you each and all have made valid points and i have taken them all into consideration. I would like to let everyone know that the list of available socieities are available now All the societies in qaiyore are available with the following exceptions these have already been spoken for (1) 1-Mir (2) Sinari (3) Eerith (4) Onagir Now that we are all aware of which societies are available please if you have not made a society proposal but would like to play in qaiyore by all means select a society and submit it to either the list or me Horganus@aol Joel Please let me know if I should continue w/ East Torphan(Burcancy) or pick another society. Joel I shall leave that up to you just make your choice and let me know if you decide to change societies then please sumbit your proposal for revue Ibrahim Very nice proposal by all mean please feel free to play your Republic although i feel a few modifications are in order 1 20,000 in rural Celtehar. 10,000 in rural Celtalath. 60,000 in Port Kaeir Port Kaeir being your biggest point of Trade it might be possible to reach a population of 60,000 over a period of time but i feel doubling in size in just a few years is not possible with given considerations of competition on the midsea from numerous other trading ports. so i propose a population of approxiametly 43,500. This shall bring your port to a bustling center. 2 when one considers the mighty fleet that the Kaeirean Republic possesses, which was formerly the glory of the Taltherani Navy. Beiliving that the merchant families of taltheran would allow the Republic of Kaeir to seize the whole of all the Kings fleet would be disconcernable however it might be that even with the demise of the taltheran empire failing fast i could envision the merchant families of taltheran making attempts to regain somecontrol over the midsea trade and regain a dominance of trade once again Thus the fortification of battles that have been fought on the midsea may reduce your navy to a smaller than grand fleet possibly strong enough to support the republic Thus a fleet of approxiametly 20 to 30 ships available for the republic of kaier ( note this would not include the combinations of other trade ships coming to port from other societies or even ships already residing in kaeir that are not 100 percent dedicated to the defense of kaeir ETC ETC . Mellian not arguing, just making my last bid to have the Razanians again Fair enough i have weighed the possibilities of you playing the coastline this is my decision you may play the Razanians as for the war that has been ongoing i must say the coastline is neither in need of or are they ready to pickup where they have left off at the years have depletted the supplies of the coastline and several of the kingdoms have choose to resolve their differences and return to a more peaceful way of life Allegiances have been severed among some of them to support a dwindling cause and support for war is by far not the ??? here it is more wether you can unifie the costline while avoiding aggresions among resentful ruling agencies that wish to expand their horizons beyond the coastine to interact with the midsea or trade ports and their treasures of Wealth By all means though please submit a proposal for my reveiw Juuso Alternatively, I could play the adversary role: ie. the Aixelsydan. Of course, I could first play Aryisa (for example), and then later start to play Aixelsydan. either one would be fine if you want to play just choose a society and submit a proposal to the list Geoff Bonn I think that the game world has been planned to be almost stuck in the Middle Ages. So... I'm not sure. Well If you do decide to play by all means submit to the list Lois (Solomon) ???? I have yet to hear from you as to whether or not you would like to play if so please get back to me or better yet select a society in the world (with noted due exclusions that are not available) and post a proposal to the list or send it to me at Horganus@aol Paul Corrish I have yet to hear from you as to whether or not you would like to play if so please get back to me or better yet select a society in the world (with noted due exclusions that are not available) and post a proposal to the list or send it to me at Horganus@aol Ok now beleive i have covered everyone once again. I look forward to hearing from each of you in the form of your proposals and first years actions Regards Rick ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
> Mellian not arguing, just making my last bid to have the Razanians again > Fair enough i have weighed the possibilities of you playing the coastline > this is my decision you may play the Razanians as for the war that has been > ongoing i must say the coastline is neither in need of or are they ready to > pickup where they have left off at the years have depletted the supplies of > the coastline and several of the kingdoms have choose to resolve their > differences and return to a more peaceful way of life Allegiances have been > severed among some of them to support a dwindling cause and support for war > is by far not the ??? here it is more wether you can unifie the costline > while avoiding aggresions among resentful ruling agencies that wish to expand > their horizons beyond the coastine to interact with the midsea or trade ports > and their treasures of Wealth By all means though please submit a proposal > for my reveiw ??? The Razanian-Aryisian War ended in 1423, mainly after exausting resources and opportunities after decade of constant warfare. The coast was also effected by the big tsunami....which i have constantly argued against in the past which lead to my expulsion. So in general, the coast would have been rebuilding and recovering ever since...and a decade is enough to get the infrastructure up and going again, especially things were generally peaceful despite the occasional raids, skirmirshs and so on. The goal to unite and peace will become popular sentiment among the populace throughout the coast after going through that war...and especially if relations improve with the Aryisians...atleast with the Guardian faction. As for the Aryisans, the Guardian faction was reemerging, and are the ones who supported the Asagmari Front that retook City of Haran and surrounding area from the Razanian Front before the so-called peacekeepers (troops from some razanian kingdoms that weren't directly effected by the war, Celpalar and Mir) arrived. From the last player of Aryisa, he was working up towards a quick short not very damaging civil war between the Guardians and Crusaders...one is pro-peace and willing to work with the razanians and crusaders who have more of an aggressive pro-war like stance that do not want to work with the razanians for the betterment of the entire coast. After the war, Haran is pretty much in limbo, with no one having any real control over the place due to depleted resources and the various factions active and about. After being hit by the tsunami, and the Sinari War coming to a conclusion, the chances that Celpalar and Mir to continue their initial commitment of peacekeeping is quite slim. Soo, during a the Aryisian civil war, Haran will for sure become an hot zone where the majority of the Guardian forces will end up being located. So what I propose that the Aryisian civil war as happened sometime in mid or late 1420s. Doesn't have to involve major warfare...which wouldn't exactly be possible anyway, but simply various skirmishs and small battles in various locations in Haran, in a Crusaders attempt to regain control of the area. The Guardians, along with their so-called Asagmari Front, would have tried to improve relations and willing to work with the razanian populace in Haran, Razanian Front, and neighbouring Razanian Kingdoms, especially Non which doesn't have a river to seperate themselves from Haran...and as the civil war begins and sees that they may not win against the Crusaders, they seek help from populace, Razanian Front and some Razanian Kingdoms, like Non. They agree after some quick negociations, and together, with Razanians and Aryisian Guardians side by side fight off the Arysian Crusaders' forces. Guardians wins the civil and Haran ends up having defacto independence from rest of Aryisia...becoming a new nation (or more like regaining its nationality) that is lead by both razanians and asagmari. after that up to 1436, Haran fortifies and rebuilds like the rest of the Razanian Coast. Attempts are also being made to reunite the Coast, peacefully, which Haran ends up supporting while Aryisa being stubborn and uncooperative on the subject, as with two or three Razanian Kingdoms. But once some event or common threat appears, the coast will fully unite as the United Kingdoms of Razania I have a question for anyone that knows what i am talking about, it was mentioned in the 1422 actions under Aryisa on the qaiyore site something about the Mountain of the Moon Warriors. Who are they, and where are they exactly? in the southern rim mountains, where the Mountains Lords are or war located? > Geoff Bonn I think that the game world has been planned to be almost > stuck in the Middle Ages. Define Middles Ages, and how strickly following it works in Qaiyore? being stuck doesn't make much sense :p -Mellan . ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Events: If no one objects, for simplicity's sake, there will be no significant events for the beginning of 1436. Two issues do carry over from the proceeding years: the continued lack of clear information on the status of Videssia and the plauge among the Saara. I'll resolve Jason's actions (Mir) for 1436 and post them to the list at the end of the year. > I have a question for anyone that knows what i am talking about, it was > mentioned in the 1422 actions under Aryisa on the qaiyore site something > about the Mountain of the Moon Warriors. Who are they, and where are they > exactly? in the southern rim mountains, where the Mountains Lords are or war > located? The Mountians of the Moon are located in the Shinari desert. The warriors (and their people) have not yet, in game, been visited and retreated deep into the mountians during the rise of the Sinari heresy. Little was known of them before and no word has emerged since. They may be a legend or an aboriginal people. > > Geoff Bonn I think that the game world has been planned to be almost > > stuck in the Middle Ages. > > Define Middles Ages, and how strickly following it works in Qaiyore? being > stuck doesn't make much sense :p Celandra and Qaiyore is set within the umbrella context of the Aria gaming context and is an exercise in interactive history. In addition, it is set within a genre. Let me be a little clearer on that: the game is a fantasy game with a roughly mideval technology base. To significantly change that is to change the game. The game explores the meta-myth cycle between cultures rather than pursing geographic or technological dominance. Add to the underlying game design and balance concerns the existence of magic within the world and it may be argued that the world of Celandra itself is stuck in a mideval context by its own nature. The existance of magic precludes certian technolgical advances due to physical and societal reasons. Randall Garret's "Lord Darcy" series is a good illustration of how this type of exclusion works. Even then, the entire "progression of tech" discussion is predicated on the assumption that Celandra shares the same exact laws of physics as our own world, which it does not. (Zelzany did a good job of this in literature with the Amber series-with an infinite number of worlds at their disposal, the main characters still end up sword fighting.) I really don't think I explained that very well so if anyone else would like to take a crack at translating my mumbling back into English, feel free. MK ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Well then, if we are not using real life physics, then there shouldn't be any problems of some Sout to look into flying ships :D Seriously, I can understand that magic ends up replacing technology to improve the quality of life of a society...a long with the adsense of certaint key resources needed like salpeter/gunpowder, uranium, and so on... would prevent real life past historical technological advancement, but doesn't technology advancement doesn't happen at all. Magic itself may end up being treated as technology, like Final Fantasy (Magitek Armor) or that new Dragon Star rpg (Magic Reactors to power starships) for example Sure there is societies that are anti-magic, but since magic is a big influence on the world of celandra, it is quite unvoidable. Heck, scholars and scientists pursuing to invent new technologies or whatever may end up taking advantage of magic without realizing it. The real reason i am bringing this up is because I would like to be allowed to have a Razanian Kingdom developing and creating Celandra's first Airship...or if i ended up playing Cedonia instead, be allowed to start developing Magitek Armor or mechanical related stuff that may end up using magic. It was said that Mir was a bit to uber because of their knowledge and experience in Magic...so why not allow the progress of technology base on Celandra's environment as an gradual counter? -mellian > Celandra and Qaiyore is set within the umbrella context of the Aria gaming > context and is an exercise in interactive history. In addition, it is set > within a genre. Let me be a little clearer on that: the game is a fantasy > game with a roughly mideval technology base. To significantly change that > is to change the game. The game explores the meta-myth cycle between > cultures rather than pursing geographic or technological dominance. Add to > the underlying game design and balance concerns the existence of magic > within the world and it may be argued that the world of Celandra itself is > stuck in a mideval context by its own nature. The existance of magic > precludes certian technolgical advances due to physical and societal > reasons. Randall Garret's "Lord Darcy" series is a good illustration of how > this type of exclusion works. Even then, the entire "progression of tech" > discussion is predicated on the assumption that Celandra shares the same > exact laws of physics as our own world, which it does not. (Zelzany did a > good job of this in literature with the Amber series-with an infinite number > of worlds at their disposal, the main characters still end up sword > fighting.) > > I really don't think I explained that very well so if anyone else would like > to take a crack at translating my mumbling back into English, feel free. > > MK > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Melanie's arguments for her airships bring up an interesting idea to me. I appreciate her persistance in desiring this new technology and I am sure at other points in the game we are going to find players who have other fabulous ideas that they are going to feel really should be implemented and will argue strongly for their point of view. I am wondering if at a certain point, both players and GMs need to be ready to release a discussion and move on to other subjects. Would it be useful to give a GM the option of invoking a rule that cuts off discussion at a certain point on a particular topic. I wonder if for the sake of avoiding discussions that go on and on over the same topic, would it be wise to institute something like a 3 round rule. A player and GM have approximately 3 chances to discuss a particular topic back and forth and after that the subject will be dropped for 3-5 yrs. game time. 3, 4, 5 rounds back and forth should usually be enough time for a player and GM to refine a concept from both sides and to attempt to resolve a discussion. If the issue can not be resolved then the GM's last ruling stands. If the GM wants he can continue the discussion, but giving a GM a rule like this to invoke might help limit discussions from being endless and help a player to move on to other ideas. If he really wants his action he can choose to bring it up again in a couple of years. Or he can take other actions that might help prepare the way for the one he is arguing for. Joel Mellianwrote:Well then, if we are not using real life physics, then there shouldn't be any problems of some Sout to look into flying ships :D Seriously, I can understand that magic ends up replacing technology to improve the quality of life of a society...a long with the adsense of certaint key resources needed like salpeter/gunpowder, uranium, and so on... would prevent real life past historical technological advancement, but doesn't technology advancement doesn't happen at all. Magic itself may end up being treated as technology, like Final Fantasy (Magitek Armor) or that new Dragon Star rpg (Magic Reactors to power starships) for example Sure there is societies that are anti-magic, but since magic is a big influence on the world of celandra, it is quite unvoidable. Heck, scholars and scientists pursuing to invent new technologies or whatever may end up taking advantage of magic without realizing it. The real reason i am bringing this up is because I would like to be allowed to have a Razanian Kingdom developing and creating Celandra's first Airship...or if i ended up playing Cedonia instead, be allowed to start developing Magitek Armor or mechanical related stuff that may end up using magic. It was said that Mir was a bit to uber because of their knowledge and experience in Magic...so why not allow the progress of technology base on Celandra's environment as an gradual counter? -mellian > Celandra and Qaiyore is set within the umbrella context of the Aria gaming > context and is an exercise in interactive history. In addition, it is set > within a genre. Let me be a little clearer on that: the game is a fantasy > game with a roughly mideval technology base. To significantly change that > is to change the game. The game explores the meta-myth cycle between > cultures rather than pursing geographic or technological dominance. Add to > the underlying game design and balance concerns the existence of magic > within the world and it may be argued that the world of Celandra itself is > stuck in a mideval context by its own nature. The existance of magic > precludes certian technolgical advances due to physical and societal > reasons. Randall Garret's "Lord Darcy" series is a good illustration of how > this type of exclusion works. Even then, the entire "progression of tech" > discussion is predicated on the assumption that Celandra shares the same > exact laws of physics as our own world, which it does not. (Zelzany did a > good job of this in literature with the Amber series-with an infinite number > of worlds at their disposal, the main characters still end up sword > fighting.) > > I really don't think I explained that very well so if anyone else would like > to take a crack at translating my mumbling back into English, feel free. > > MK > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net. --------------------------------- Do you Yahoo!? Yahoo! Platinum - Watch CBS' NCAA March Madness, live on your desktop!---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Thu, 27 Mar 2003, Joel Elfman wrote: > useful to give a GM the option of invoking a rule that cuts off > discussion at a certain point on a particular topic. Well, IMHO, this rule exists by default. (The GM listens to arguments both for and against a topic, and then decides on a ruling (at some point, preferably rather quickly so that the issue will not slow down the game). A good GM is able to change/modify his position from initial standing if the arguments are good enough. When the GM gives the ruling, the player must accept it, because - when all is said and done - the game proceeds as the GM sees fit.) In general, I agree with MK that extensive technological development is not fit for Celandra. But on the other hand, completely stalling (tech.) development does not sound right either. As to the airship issue, I haven't seen a GM ruling yet. Personally, I see no problem with the airship itself (especially if executed nicely with some magic mixed in there). However, to make it a substantial alternative to naval travel would require a lot of time (tens, if not a hundred years) for the technology to mature, become cheap enough, gain trust and spread. As a curiosity, or on a small scale, the airship could become a celebrated innovation in much shorter time (say, 10 years). But the GM(s) must decide whether they allow it, and if so, in what form. juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
That this rule exists by default is quite understandable and sometimes it is nice to have something formally on the books that a GM can pull out when a player persists beyond a reasonable round of debates. Some GMs are reluctant to put their foot down and help a player move on to another subject. Some of the best ideas I've seen have come out when an idea was stalled or limited and a player had to think up a way around or an alternative. Your suggestions for limited airships seem reasonable, it will be interesting to see what the GM finally rules. And I am more curious to see what Melanie is going to do w/ her society once the fate of the airship is decided. In the grand scheme of a society, the airship is a tiny, tiny piece and there are far more important matters to developing her people w/in the aftermath of the war and the tsunami. Joel Juha Vesanto (Juuso) wrote: >On Thu, 27 Mar 2003, Joel Elfman wrote: > > >>useful to give a GM the option of invoking a rule that cuts off >>discussion at a certain point on a particular topic. >> >> > >Well, IMHO, this rule exists by default. > > (The GM listens to arguments both for and against a topic, and then > decides on a ruling (at some point, preferably rather quickly so that > the issue will not slow down the game). A good GM is able to > change/modify his position from initial standing if the arguments are > good enough. When the GM gives the ruling, the player must accept it, > because - when all is said and done - the game proceeds as the GM sees > fit.) > >In general, I agree with MK that extensive technological development is >not fit for Celandra. But on the other hand, completely stalling (tech.) >development does not sound right either. > >As to the airship issue, I haven't seen a GM ruling yet. Personally, I >see no problem with the airship itself (especially if executed nicely with >some magic mixed in there). However, to make it a substantial alternative >to naval travel would require a lot of time (tens, if not a hundred >years) for the technology to mature, become cheap enough, gain trust >and spread. As a curiosity, or on a small scale, the airship could become >a celebrated innovation in much shorter time (say, 10 years). But >the GM(s) must decide whether they allow it, and if so, in what form. > >juuso >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. > > > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
> Your suggestions for limited airships seem reasonable, it will be > interesting to see what the GM finally rules. And I am more curious to > see what Melanie is going to do w/ her society once the fate of the > airship is decided. In the grand scheme of a society, the airship is a > tiny, tiny piece and there are far more important matters to developing > her people w/in the aftermath of the war and the tsunami. > Really depends on circumstances on how the airship will be used, but at first, i plan to treat it more like an scientific curiousity/theory by some Sout scholars. Considering the events in the last bit, current situation, and Sout's location (most of the Sout kindom is part of the mointains) like seing how vulnerable naval ships are from tsunamis, Aixelsadan having a strong naval power in comparison to the near non-existing low tech/quality naval power of the Razanian Coast, noticing that the weather and winds is calmer above the clouds (i'm some Rim mountains are pretty high), Sout is a Kingdom of Scholars and have one the most well known Universities in Qaiyore, and so on. As other important stuff, i won't be ignoring them, don't worry :P Since it is 1436, I think a lot of the rebuilding as been completed, a long with new improvements that comes wth it. as for their current situation, really depends on wether the Moderator will accept the history of the last 10-13 years since the Razanians and Aryisa as last been player, or wether he wants to do a quick resolution with the dice. Heck, maybe i should have indirect control of Aryisa/Haran (like in influencing them via Razanian actions) a long with the rest of the Razanian Coast, where each Kingdom can be played as a seperate unique society or atleast each have their own seperate society determinants. The Razanian Coast is quite diversified, a long with lots of potential :) -Mellian ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
I suggest that the Moderator resolves the multiple turn action of fortifying the strait into Midsea Actually, better to resolve any past multi-turn actions that hasn't been completed because the previous player poofed. -Mellian ...it is Melanie by the way... > > Looking at Melissa's explanation of the situation in Aryisa and the coast, > I feel a bit overwhelmed. If I were to play the Aryisa, I would have a lot > of catching-up to do. So, if there are no objections, I choose the > Aixelsydan. Here's a short outline of the situation. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Thu, 27 Mar 2003, Mellian wrote:
> I suggest that the Moderator resolves the multiple turn action of fortifying
> the strait into Midsea Actually, better to resolve any past multi-turn
> actions that hasn't been completed because the previous player poofed.
Hmm... I was thinking that because of long player absence, the project
would have been simply dropped. Of course, fortifying the strait will be
one of the first things to do, so a GM ruling of how much of it has
already been done, would be very welcome.
> -Mellian
>
> ...it is Melanie by the way...
Err... then why do you sign your mails as 'Mellian'?
> > Looking at Melissa's explanation of the situation in Aryisa and the coast,
-------
Ups, sorry, that was definetly miss-spelled :(
juuso
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.
>> > Err... then why do you sign your mails as 'Mellian'? Mellian is my internet nick, while Melanie is the name i use in real life. -Mellian ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Wed, 26 Mar 2003 Horganus@aol.com wrote: > Juuso Alternatively, I could play the adversary role: ie. the Aixelsydan. > Of course, I could first play Aryisa (for example), and then later > start to play Aixelsydan. > either one would be fine if you want to play just choose a society and submit > a proposal to the list Looking at Melissa's explanation of the situation in Aryisa and the coast, I feel a bit overwhelmed. If I were to play the Aryisa, I would have a lot of catching-up to do. So, if there are no objections, I choose the Aixelsydan. Here's a short outline of the situation. Last year, the previous proconsul (Deraskin VI) died of long-suffered illness, and his son, Proconsul Deraskin VII mounts the High Seat of the Senate. Somewhat young (27), although much travelled (as a mercenary, he took part in last bit of action in the Sinari war), he is not in such a strong position as his father was, but time will tell... As a general outlook, the Aixelsydan are accomplished coastal sailors, although a bit on the rough side. Not a few pirates on the Midsea were born "on the sides of the Strait". Besides sailing and fighting, the Aixelsydan have great love for beauty: in speech, craft, life, and even in a fight, they appreciate beauty and grace. Mountain Lords, who form a formidable part of the ruling class, are like the Aixelsydan, except for the sailing part. I'll return to the determinants (something exists on the website already) and the this year's later. juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
What would be a wiser choice for me to play; Cormenaera or Tanimbar? - Geoff ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
----- Original Message ----- From: Horganus@aol.com Date: Wednesday, March 26, 2003 11:22 pm Subject: [Qai] [Admin] Welcome to 1436 the year has begun >   Welcome one and all to a brand new year.I hope everyone is > ready to start > playing in Qaiyore. I Would like to start the submission and > action phase > starting this week and have all the Years actions in by around the > middle of > next month .Thanks go out to all whom have had discussion on the > list you > each and all have made valid points and i have taken them all into > consideration. >   I would like to let everyone know that the list of available > socieities > are available now > All the societies in qaiyore are available with the following > exceptions > these have already been spoken for (1) 1-Mir (2) Sinari (3) I should point out that the actual society name for n.2 is the Shanari. The Sinari were a Shanari-born cult that was wiped out several game turns ago (so the Sinari are now extinct). Until 1436 (depending on the new player!) predominant force now is the Shanari Commonwealth, an anti-magic trade-orientated theocracy (austere desert religion, unrelated to the Sinari), centred on the town of Akbari in the Mountains of the Moon Warriors. The commonwealth controls about 2/3s of the Calarnari desert, the central mountain ranges, and the western half of the Kelshiri river-valley. A standing professional army previously was engaging Milakanuri forces on their frontier, and a bustling trade route between Bel'Adne and Jabau, controlled by the Shanari, was developing. Whoever is playing the Shanari are welcome to contact me, and I can give them whatever material I have left (the determinants and philosophy for example), when I played them previously. Cheers, Ibrahim Underwood NOTICE: This communication is meant only for the addressee(s) named above and may contain information which is confidential and/or legally privileged. If you are not the named addressee(s), or the agent responsible for receiving and delivering this communication to the named addressee(s), this communication has been sent to you in error. If so, kindly contact us immediately for retrieval purposes. Unauthorised dissemination,distribution, copying or reliance on this communication is prohibited and may attract criminal penalties. Thank you. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
> I should point out that the actual society name for n.2 is the Shanari. > > > The Sinari were a Shanari-born cult that was wiped out several game > turns ago (so the Sinari are now extinct). > Yes and exactly. I would also like to add that Ibrahim's work on the Shanari over the past few game years has been very creative. MK ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
----- Original Message ----- From: Horganus@aol.com Date: Wednesday, March 26, 2003 11:22 pm Subject: [Qai] [Admin] Welcome to 1436 the year has begun > Ibrahim  Very nice proposal by all mean please feel free to play your > Republic although i feel a few modifications are in order >         1  20,000 in rural Celtehar. 10,000 in rural > Celtalath. 60,000 in > Port Kaeir > Port Kaeir being your biggest point of Trade it might be possible > to reach a > population of 60,000 over a period of time but i feel doubling in > size in > just a few years is not possible with given considerations of > competition on > the midsea from numerous other trading ports. so i propose a > population of > approxiametly 43,500. This shall bring your port to a bustling center. I can accept that, no worries... : ) >         2  when one considers the mighty fleet that the Kaeirean Republic possesses, which was > formerly the glory of the Taltherani Navy. > Beiliving that the merchant families of taltheran would allow the Republic of Kaeir to seize the whole of > l the Kings fleet would be disconcernable > however it might be that even with the demise of the taltheran empire failing fast i could envision the > merchant families of taltheran making attempts to regain somecontrol over the midsea trade and regain > a dominance of trade once again Not seizing (and the seizing itself was by many of the taltherani captains) the whole fleet, but a good half of it. In the revised version i mentioned that many Taltherani merchant families are thrown their lot in in some way to the republic (republicanism having been effectively invented by Taltherani merchant families, in response to attempts by the king to centralise authority in taltheran). Thus, most of the merchant families would not have opposed the Republic seizing the Taltherani southern fleet, as it would be part of a broader republican programme for Taltheran (sideline/get rid of the king, put the merchant families in full control). > Thus the fortification of battles that have been fought on the midsea may reduce your navy to a smaller > than grand fleet possibly strong enough to support the republic I don't imagine a fleet strong enough to dominate the entire NW Midsea, or all of the Taltherani coast, but certainly one strong enough to defend Kaeir and dominate the SE coast of Taltheran and adjacent traderoute. My last point, neither the Taltherani merchant families nor Kaeirean republicans see Kaeir being a permanently separate state, but a launchpad for Taltherani republicanism. Cheers, Ibrahim Underwood NOTICE: This communication is meant only for the addressee(s) named above and may contain information which is confidential and/or legally privileged. If you are not the named addressee(s), or the agent responsible for receiving and delivering this communication to the named addressee(s), this communication has been sent to you in error. If so, kindly contact us immediately for retrieval purposes. Unauthorised dissemination,distribution, copying or reliance on this communication is prohibited and may attract criminal penalties. Thank you. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.