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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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RulingNations
RulingNations

Sun

Nov 16
2003

04:06Z

[Cel] [World] Agriculture

Qaiyore has seen the rise and fall of many civilizations over many thousands 
of years, some much more advanced that those currently existing.  This has 
resulted in the overworking of much of the available cropland and rendered many 
areas unsuitable for cultivation without special aide.  Another problem that 
limits cultivation are age-old curses that affect the land in certain areas.

Agricultural aide can take many forms.  The most common is the use of rivers 
and streams to provide silt and replenish the land.  Magical spells (essence) 
or blessings (authority) can also increase crop yields, and many modern 
cultures that despise all forms of magic would be surprised to learn that they are 
relying on ancient, but still working, magic to grow crops on otherwise 
unsuitable land.  [Do any cultures on Qaiyore use water gardens or fish farms?]

What do people think?  The above explains a number of things, but does it fit?

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/
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RaFry
Robert Fry

Sun

Nov 16
2003

22:22Z

[Cel] [World] Agriculture

I would assume several cultures do use water gardens and other forms of aquaculture. They were certainly common on Earth - I know Australian, Pacific Island, Central American, and African cultures all used such things; the main distinction was whether it could produce sufficient food to be worth the effort.

>From the fighting described in the Qaiyore fiction online, I'd agree that many areas would have been damaged by magic. How long do these curses last, however? Essence magick is difficult to build up to high power levels, but lasts a long time, while authority is more powerful but who listens to ancient orders? My own bias would say that they break down over just a few centuries.

Of course, this is coming from a culture that doesn't farm, so how accurate my guesses are is hard to say!

  Bob

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AndrewJanssen
Andrew Janssen

Mon

Nov 17
2003

05:32Z

[Cel] [World] Agriculture

--- RulingNations@aol.com wrote:
> Qaiyore has seen the rise and fall of many civilizations over many
> thousands 
> of years, some much more advanced that those currently existing. 
> This has 
> resulted in the overworking of much of the available cropland and
> rendered many 
> areas unsuitable for cultivation without special aide.  Another
> problem that 
> limits cultivation are age-old curses that affect the land in certain
> areas.

I don't agree with that assessment at all. It's true that there's been
civilization of one kind or another in Qaiyore for the last 4,658
years, but I don't agree with the statement about overworking and
magical damage. Frankly, given the history on the old website, in a lot
of areas, the land has had more than enough time to heal. The first
civilization to arise in the Midsea was the Avaereans, in BE 3220. They
lasted 500 years, until the Milakanuri nomads invaded in BE 2720,
destroying the Avaerean presence in the Midsea, leaving only the
islanders. It took nearly 400 years after the invasion for anything
resembling organized civilization to appear, and it wasn't until 1,500
years after the Milakanuri destroyed the Qaiyore Avaereans that the Mir
began creating their empire. Mir began collapsing in BE 72, and this is
the period where land might have been damaged by magic, as the Mir used
spells and Dragonfire to try to hold their realm together.

After Mir's collapse, magic was banned on most of Qaiyore, and Cedonia
stepped in to fill the vacuum. Cedonia peaked in 780, and was destroyed
in 1280 by the aftermath of the second Ice Demon invasion(which
required the use of the last Dragons of Mir to stop). That was 158
years ago.

Frankly, I don't think Qaiyore's population numbers are low because of
problems with the land being exhausted; the numbers are low because
populations in the south Midsea area have yet to recover from the
Second Ice Demon Invasion, and the North Midsea is recovering from the
Sinari Invasions.

That said, I still think we should adjust the numbers upward. My
approach is not, "Hm, those numbers are awfully low, how can I explain
that?" My approach in this case is, "Hm, those numbers are awfully low,
what should they be changed to to be realistic?"

Andrew
> Agricultural aide can take many forms.  The most common is the use of
> rivers 
> and streams to provide silt and replenish the land.  Magical spells
> (essence) 
> or blessings (authority) can also increase crop yields, and many
> modern 
> cultures that despise all forms of magic would be surprised to learn
> that they are 
> relying on ancient, but still working, magic to grow crops on
> otherwise 
> unsuitable land.  [Do any cultures on Qaiyore use water gardens or
> fish farms?]
> 
> What do people think?  The above explains a number of things, but
> does it fit?
> 
> Jefferson (Exquaestio)
> http://www.picotech.net/~jeff_wilson63/rpg/
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.


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RulingNations
RulingNations

Tue

Nov 18
2003

12:31Z

[Cel] [World] Agriculture

In a message dated 11/16/03 10:32:41 PM Mountain Standard Time, 
andrewdj54701@yahoo.com writes:

>  Frankly, I don't think Qaiyore's population numbers are low because of
>  problems with the land being exhausted; the numbers are low because
>  populations in the south Midsea area have yet to recover from the
>  Second Ice Demon Invasion, and the North Midsea is recovering from the
>  Sinari Invasions.

This is probably the better option. The idea of a realm where much of the 
land had been worked to exhaustion appealed to me, but this is definitely easier.

>  That said, I still think we should adjust the numbers upward. My
>  approach is not, "Hm, those numbers are awfully low, how can I explain
>  that?" My approach in this case is, "Hm, those numbers are awfully low,
>  what should they be changed to to be realistic?"

I can do some work on this, but I probably won't be able to get any decent 
numbers posted until Sunday (Nov 23).

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/
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RulingNations
RulingNations

Sat

Nov 29
2003

22:05Z

[Cel] [World] Agriculture

In a message dated 11/18/03 5:32:22 AM Mountain Standard Time, 
RulingNations@aol.com writes:
>In a message dated 11/16/03 10:32:41 PM Mountain Standard Time, 
>andrewdj54701@yahoo.com writes:
>
>>That said, I still think we should adjust the numbers upward. My
>>approach is not, "Hm, those numbers are awfully low, how can I explain
>>that?" My approach in this case is, "Hm, those numbers are awfully low,
>>what should they be changed to to be realistic?"
>
>I can do some work on this, but I probably won't be able to get any decent 
>numbers posted until Sunday (Nov 23).

OK. Finally got some numbers. I've assumed a two-field rotation, the
invention and use of the horse collar, some minor magic in cultivation,
and a low population so that only the best 10% of land is cultivated.
For the Midsea area this works out to an average population of 5,000 per
pixel (25 square miles) of which about 50% is directly involved in
cultivating the land.

As population density increases so must the proportion of the population
directly involved in agriculture. A doubling of the population would
mean about 75% of the population directly involved in agriculture.

Using these numbers the isle of Orasaren should have a total population
around 56,250,000 with each free city controlling about 6,250,000.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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AndyMilburn
Andy Milburn

Mon

Dec 1
2003

13:28Z

[Cel] [World] Agriculture

remove me from this mailing list

RulingNations@aol.com wrote:In a message dated 11/18/03 5:32:22 AM Mountain Standard Time, 
RulingNations@aol.com writes:
>In a message dated 11/16/03 10:32:41 PM Mountain Standard Time, 
>andrewdj54701@yahoo.com writes:
>
>>That said, I still think we should adjust the numbers upward. My
>>approach is not, "Hm, those numbers are awfully low, how can I explain
>>that?" My approach in this case is, "Hm, those numbers are awfully low,
>>what should they be changed to to be realistic?"
>
>I can do some work on this, but I probably won't be able to get any decent 
>numbers posted until Sunday (Nov 23).

OK. Finally got some numbers. I've assumed a two-field rotation, the
invention and use of the horse collar, some minor magic in cultivation,
and a low population so that only the best 10% of land is cultivated.
For the Midsea area this works out to an average population of 5,000 per
pixel (25 square miles) of which about 50% is directly involved in
cultivating the land.

As population density increases so must the proportion of the population
directly involved in agriculture. A doubling of the population would
mean about 75% of the population directly involved in agriculture.

Using these numbers the isle of Orasaren should have a total population
around 56,250,000 with each free city controlling about 6,250,000.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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RulingNations
RulingNations

Sat

Dec 6
2003

15:51Z

[Cel] [World] Agriculture

In a message dated 11/29/03 3:05:53 PM Mountain Standard Time, 
RulingNations@aol.com writes:

>OK. Finally got some numbers. I've assumed a two-field rotation, the
>invention and use of the horse collar, some minor magic in cultivation,
>and a low population so that only the best 10% of land is cultivated.
>For the Midsea area this works out to an average population of 5,000 per
>pixel (25 square miles) of which about 50% is directly involved in
>cultivating the land.

Well, after doing some more research it turns out that I _drastically_
overestimated the amount of potentially arable land. Anyway, references
put population density from 2 per square mile (low production
borderlands after Norman invasion) to 150 per square mile (developed
French countryside). Based on these numbers a good density for the
Qaiyore Midsea region would be 30 per square mile or 750 per pixel,
mainly concentrated in coastlands and river valleys.

Using these new numbers the isle of Orasaren should have a total
population around 8,500,000, only 70% larger than what's stated on the
site.

References:
The Domesday Book: http://www.domesdaybook.co.uk/
Medieval Demographics Made Easy: http://www.io.com/~sjohn/demog.htm
Fantasy Agriculture: http://www.picotech.net/~jeff_wilson63/rpg/agricult.htm

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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