
As part of another project I'm working on I've ended up defining rohain magic in Celandra, and I thought I'd share it with the group. A couple of caveats: First, rohain abilities are extremely idiosyncratic. Each ability exists in nearly infinite variations. Second, not all the abilities are known. The right circumstances haven't arrived make some of the abilities (particularly the higher ranking ones) available. SQUIRE ABILITIES: Spiritblade: a weapon formed of "energy" which is effective against intangible and magical creatures. Stronger spiritblade may affect normal creatures as well. Most Spiritblades are invisible. Spiritform: allows a rohain's conciousness to leave his body and "walk" around in spiritual form, returning to his body immediately whenever he wishes. A spiritform may walk through walls and hear what people are saying. A powerful rohain may transform his entire body. Spiritguard: protects from and allows a rohain to sense those magics which affect the rohain's mind or body without being directly damaging. Spiritshield: forms a defense which protects a rohain from damage. Weaker shields are only effective against insubstantial and magical attacks. Stronger shields can affect anything. As with Spiritblade, most spiritshields are invisible. Spiritsense: allows a rohain to see spirits and other intangible entities. KNIGHT ABILITIES: Dreamsense: allows a rohain to sense magic. With greater powers a rohain can tell more about the magic. Foresense: gives a rohain a momentary warning when he is in danger. With more power a rohain can tell more about what is going to occur. Innersense: allows a rohain to "see" inside objects or past barriers and in total Darkness. Some rohain can "look" in any direction without needing their eyes or to move their head. Mindsense: gives a rohain a vauge idea of what living creatures and spirits are feeling. Pastsense: allows a rohain to see how an object or area was used in the past. Can see a person's past when combined with Mindsense. PALADIN ABILITIES: Farleap: is a personal teleporation ability. Farsend: is a teleportation ability which transports small objects and magical effects over distances. Farsense: allows a rohain to sense distance location without traveling there. Farspeech: allows rohain to communicate over long distances. Most can only communicate with other rohain, but some can "speak" with anyone. Fartouch: gives a rohain the ability to sense dimensional effects like gates and teleports, the presence of gods, and aspects of the "physical" relations between the area and the Dreaming. CHAMPION ABILITIES: Dreamshadows: generates illusions. Dreamwalk: allows a rohain to travel between the Dreaming and Celandra. Dreamshare: give a rohain the ability to "take over" a person's mind while in Spiritform. Dreamhealth: allows a rohain to recover much more quickly from injuries. Dreamgift: allows a rohain to "bring forth" small objects from the dreaming. The items of weaker Dreamgifts are strictly temporary, but stronger Dreamgifts create items that are longer lasting, even permanent. PARAGON ABILITIES: Paragons do not gain any new abilties, but their existing abilities are much expanded. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jefferson wrote: > As part of another project I'm working on I've ended up defining rohain magic > in Celandra, and I thought I'd share it with the group. A couple of caveats: > First, rohain abilities are extremely idiosyncratic. Each ability exists in > nearly infinite variations. Second, not all the abilities are known. The > right circumstances haven't arrived make some of the abilities (particularly > the higher ranking ones) available. > > SQUIRE ABILITIES: > > Spiritblade: a weapon formed of "energy" which is effective against intangible > and magical creatures. Stronger spiritblade may affect normal creatures as > well. Most Spiritblades are invisible. Interesting, but I'm not sure how useful it would be, since we don't actually know how often Dreaming entities come to Celandra. Also, how would it affect the races that have emigrated to Celandra permanently? My gut is that the Eerith would be more strongly affected than the Vraa'al, being far less material in nature. > Spiritform: allows a rohain's conciousness to leave his body and "walk" around > in spiritual form, returning to his body immediately whenever he wishes. A > spiritform may walk through walls and hear what people are saying. A powerful > rohain may transform his entire body. Does the rohain have to enter an altered state of consciousness to do this? > Spiritguard: protects from and allows a rohain to sense those magics which > affect the rohain's mind or body without being directly damaging. > Spiritshield: forms a defense which protects a rohain from damage. Weaker > shields are only effective against insubstantial and magical attacks. > Stronger shields can affect anything. As with Spiritblade, most spiritshields > are invisible. > > Spiritsense: allows a rohain to see spirits and other intangible entities. These three seem to be very practical abilities. > KNIGHT ABILITIES: > > Dreamsense: allows a rohain to sense magic. With greater powers a rohain can > tell more about the magic. > > Foresense: gives a rohain a momentary warning when he is in danger. With more > power a rohain can tell more about what is going to occur. Dreamsense is okay, but Foresense is potentially questionable. One of the cardinal rules of Celandra is that magic affecting Time is impossible for any being other than the Creator. If Foresense is just a matter of sensing that the man behind your back in the alley has pulled a knife, or that there's a large pool of acid under the innocent-looking stretch of floor in front of you, that ought, I think, be okay, because it's only looking at the present. If, however, Foresense works by showing a glimpse of the future, it won't work in Celandra's universe. > Innersense: allows a rohain to "see" inside objects or past barriers and in > total Darkness. Some rohain can "look" in any direction without needing their > eyes or to move their head. Another practical ability. > Mindsense: gives a rohain a vauge idea of what living creatures and spirits > are feeling. > > Pastsense: allows a rohain to see how an object or area was used in the past. > Can see a person's past when combined with Mindsense. Mindsense by itself should be okay, since there are already established groups in Celandra with similar powers. However, Pastsense, like Foresense, may be problematic because of the prohibition of Time-affecting magics. Now, I don't think the exact rules on this have even been explicitly laid out, but the impression I've always had is that looking into the Past is just as impermissable as looking into the future. The only way to find out what happened in the past in a location is to find someone who was there, and ask them. This may require necromancy, if you want to know what happened 2000 years ago. Also, the interaction of Mindsense and Pastsense to reveal a person's past may also be problematic in other ways, but this is addressed in the discussion of Farspeech. > PALADIN ABILITIES: > > Farleap: is a personal teleporation ability. > > Farsend: is a teleportation ability which transports small objects and magical > effects over distances. > > Farsense: allows a rohain to sense distance location without traveling there. I see no reason why these shouldn't be possible, but telportation of anything bigger than a breadbox, and especially of anything living, should require the expenditure of a considerable amount of energy. > Farspeech: allows rohain to communicate over long distances. Most can only > communicate with other rohain, but some can "speak" with anyone. This power could be very problematic. After doing some re-reading of old posts, long-distance projective telepathy seems to only be acceptable in Celandra if mediated by a divine power. If Farspeech works like an old-fashioned telephone exchange, where Rohain A tells Feroze(or a servitor) that he wants to talk to Rohain B, and the Being then completes the connection for Rohain A and breaks it when the conversation ends, that would be fine. There would definitely be no problem if the communication was through, say, mirrors or flames, rather than a mind-to-mind link. However, if Farspeech works as a direct mind-to-mind link unmediated by divine Authority, if it is pure telepathy, then there would be big problems. If the Eerith found out about it, they would almost certainly do everything in their power to prevent rohains with Farspeech from using the power. And it's a safe bet that most of the other Dreaming beings, certainly all the Cedonian gods and their servants, would support the Eerith in their actions. > Fartouch: gives a rohain the ability to sense dimensional effects like gates > and teleports, the presence of gods, and aspects of the "physical" relations > between the area and the Dreaming. > > CHAMPION ABILITIES: > > Dreamshadows: generates illusions. > > Dreamwalk: allows a rohain to travel between the Dreaming and Celandra. Does the rohain enter the Dreaming in body or in spirit? Cedonian clerics can enter the Dreaming in spirit while sleeping, but AFAIK, the only way for a Celandran to physically enter the Dreaming is to go through a Gate, because the material substance of the body strongly resists being pulled out of Celandra. It's a lot easier to go from the Dreaming to Celandra than it is to go from Celandra to the Dreaming. > Dreamshare: give a rohain the ability to "take over" a person's mind while in > Spiritform. Eep! This power suffers from the same potential problems as Farspeech, in spades. To take over a person's mind would require that the rohain establish Authority over the other's mind. This would require, at a minimum, the person's consent, and the consent of that person's god or gods, and possibly the agreement of Coron, who, while not responsible for all souls, nevertheless takes an extremely dim view of any act which interferes with anyone's soul, before or after death. Attempting to use the Dreamshare power on an unconsenting person would bring the wrath of Coron and the Eerith, and the wrath of any other interested Beings, down upon the rohain who attempted such an act. > Dreamhealth: allows a rohain to recover much more quickly from injuries. > > Dreamgift: allows a rohain to "bring forth" small objects from the dreaming. > The items of weaker Dreamgifts are strictly temporary, but stronger Dreamgifts > create items that are longer lasting, even permanent. Possibly possible, but never addressed before, AFAIK. Up to Juuso, really. > PARAGON ABILITIES: > > Paragons do not gain any new abilties, but their existing abilities are much > expanded. > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > Andrew ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Sorry I have been so quiet. I was performing in a folk dance concert put on by my university last week and now I have time again. :) Andrew Janssen wrote: >Jefferson wrote: > > >>As part of another project I'm working on I've ended up defining rohain magic >>in Celandra, and I thought I'd share it with the group. A couple of caveats: >> First, rohain abilities are extremely idiosyncratic. Each ability exists in >>nearly infinite variations. Second, not all the abilities are known. The >>right circumstances haven't arrived make some of the abilities (particularly >>the higher ranking ones) available. >> >>SQUIRE ABILITIES: >> >>Spiritblade: a weapon formed of "energy" which is effective against intangible >>and magical creatures. Stronger spiritblade may affect normal creatures as >>well. Most Spiritblades are invisible. >> >> > >Interesting, but I'm not sure how useful it would be, since we don't >actually know how often Dreaming entities come to Celandra. Also, how >would it affect the races that have emigrated to Celandra permanently? >My gut is that the Eerith would be more strongly affected than the >Vraa'al, being far less material in nature. > > > >>Spiritform: allows a rohain's conciousness to leave his body and "walk" around >>in spiritual form, returning to his body immediately whenever he wishes. A >>spiritform may walk through walls and hear what people are saying. A powerful >>rohain may transform his entire body. >> >> > >Does the rohain have to enter an altered state of consciousness to do this? > > > Also how does it react to spells? I am talking about spell wards and such. > > >>Spiritguard: protects from and allows a rohain to sense those magics which >>affect the rohain's mind or body without being directly damaging. >> >> > > > >>Spiritshield: forms a defense which protects a rohain from damage. Weaker >>shields are only effective against insubstantial and magical attacks. >>Stronger shields can affect anything. As with Spiritblade, most spiritshields >>are invisible. >> >> >> I like but how long do these last. Are we talking for a very long time or for short periods of time. I imagin that it varies by the levels. >>Spiritsense: allows a rohain to see spirits and other intangible entities. >> >> > >These three seem to be very practical abilities. > > > >>KNIGHT ABILITIES: >> >>Dreamsense: allows a rohain to sense magic. With greater powers a rohain can >>tell more about the magic. >> >>Foresense: gives a rohain a momentary warning when he is in danger. With more >>power a rohain can tell more about what is going to occur. >> >> > >Dreamsense is okay, but Foresense is potentially questionable. One of >the cardinal rules of Celandra is that magic affecting Time is >impossible for any being other than the Creator. If Foresense is just a >matter of sensing that the man behind your back in the alley has pulled >a knife, or that there's a large pool of acid under the innocent-looking >stretch of floor in front of you, that ought, I think, be okay, because >it's only looking at the present. If, however, Foresense works by >showing a glimpse of the future, it won't work in Celandra's universe. > > > The Oracle of Talishara does have access to seeing time. No one is sure from which this comes, and it is not done on demand. (And people wonder why I wanted Talishara. :) It also requires a certian amont of training to even understand. I agree with Andrew about if it for immediate danger then it is okay. >>Innersense: allows a rohain to "see" inside objects or past barriers and in >>total Darkness. Some rohain can "look" in any direction without needing their >>eyes or to move their head. >> >> > >Another practical ability. > > > >>Mindsense: gives a rohain a vauge idea of what living creatures and spirits >>are feeling. >> >>Pastsense: allows a rohain to see how an object or area was used in the past. >> Can see a person's past when combined with Mindsense. >> >> > >Mindsense by itself should be okay, since there are already established >groups in Celandra with similar powers. However, Pastsense, like >Foresense, may be problematic because of the prohibition of >Time-affecting magics. Now, I don't think the exact rules on this have >even been explicitly laid out, but the impression I've always had is >that looking into the Past is just as impermissable as looking into the >future. The only way to find out what happened in the past in a >location is to find someone who was there, and ask them. This may >require necromancy, if you want to know what happened 2000 years ago. > > > I agree with Andrew. >Also, the interaction of Mindsense and Pastsense to reveal a person's >past may also be problematic in other ways, but this is addressed in the > discussion of Farspeech. > > > > > >>PALADIN ABILITIES: >> >>Farleap: is a personal teleporation ability. >> >>Farsend: is a teleportation ability which transports small objects and magical >>effects over distances. >> >>Farsense: allows a rohain to sense distance location without traveling there. >> >> > >I see no reason why these shouldn't be possible, but telportation of >anything bigger than a breadbox, and especially of anything living, >should require the expenditure of a considerable amount of energy. > > > A long time ago Keaton and my self talked about telportation. It requires either a person having been to the location or a large amount of knowledge about the location, or a beacon to go to. While some one can try a blind teleport they have a large chance of arriving within several miles of the location, and even a much smaller possibility of having gone the wrong way. While arriving some distance away from your original traget may not seem that big of a deal at first it starts raising issues when you are trying to get to a port city and find yourself two miles out to sea with out a paddle, or buried in a montian and so on. Again going back to the conversation with Keaton as for how much energy used. Telepoting one self was desided to be fairly standered, not easy, but a standered activity. It is when you start trying to move groups that energy really quickly adds up. Even moving a small number (like 2) quikly begins to drain your energy. (You can see the results of this coversation in Speaker and Kings.) > > >>Farspeech: allows rohain to communicate over long distances. Most can only >>communicate with other rohain, but some can "speak" with anyone. >> >> > >This power could be very problematic. After doing some re-reading of >old posts, long-distance projective telepathy seems to only be >acceptable in Celandra if mediated by a divine power. If Farspeech works >like an old-fashioned telephone exchange, where Rohain A tells Feroze(or >a servitor) that he wants to talk to Rohain B, and the Being then >completes the connection for Rohain A and breaks it when the >conversation ends, that would be fine. There would definitely be no >problem if the communication was through, say, mirrors or flames, rather >than a mind-to-mind link. > >However, if Farspeech works as a direct mind-to-mind link unmediated by >divine Authority, if it is pure telepathy, then there would be big >problems. If the Eerith found out about it, they would almost certainly >do everything in their power to prevent rohains with Farspeech from >using the power. And it's a safe bet that most of the other Dreaming >beings, certainly all the Cedonian gods and their servants, would >support the Eerith in their actions. > > > The Sorcerer of Mir have a same room telepathy. Meaning if they are in the same room they can uses telepathy, but it is only a sending of thoughts to one another. They don't have long distance communications. They usally uses magical servants. I might actually get around to really describing one, one of these days, or maybe just leave it a mystery. :) I agree that the eerith would have issues with a massive telpathical communication ability outside of their own. > > >>Fartouch: gives a rohain the ability to sense dimensional effects like gates >>and teleports, the presence of gods, and aspects of the "physical" relations >>between the area and the Dreaming. >> >>CHAMPION ABILITIES: >> >>Dreamshadows: generates illusions. >> >>Dreamwalk: allows a rohain to travel between the Dreaming and Celandra. >> >> > >Does the rohain enter the Dreaming in body or in spirit? Cedonian >clerics can enter the Dreaming in spirit while sleeping, but AFAIK, the >only way for a Celandran to physically enter the Dreaming is to go >through a Gate, because the material substance of the body strongly >resists being pulled out of Celandra. It's a lot easier to go from the >Dreaming to Celandra than it is to go from Celandra to the Dreaming. > > > Sending your spirit into the dreaming by itself would be defently be possible but I agree that a gate would be required to travel physically into the Dreaming. >>Dreamshare: give a rohain the ability to "take over" a person's mind while in >>Spiritform. >> >> > >Eep! This power suffers from the same potential problems as Farspeech, >in spades. To take over a person's mind would require that the rohain >establish Authority over the other's mind. This would require, at a >minimum, the person's consent, and the consent of that person's god or >gods, and possibly the agreement of Coron, who, while not responsible >for all souls, nevertheless takes an extremely dim view of any act which >interferes with anyone's soul, before or after death. > >Attempting to use the Dreamshare power on an unconsenting person would >bring the wrath of Coron and the Eerith, and the wrath of any other >interested Beings, down upon the rohain who attempted such an act. > > > Miracradsa would be their really quickly and extremely upset. > > >>Dreamhealth: allows a rohain to recover much more quickly from injuries. >> >>Dreamgift: allows a rohain to "bring forth" small objects from the dreaming. >>The items of weaker Dreamgifts are strictly temporary, but stronger Dreamgifts >>create items that are longer lasting, even permanent. >> >> > >Possibly possible, but never addressed before, AFAIK. Up to Juuso, really. > > > The Fae did bring objects out of the Dreaming and made them permant. Now true that Fae are from the Dreaming. >>PARAGON ABILITIES: >> >>Paragons do not gain any new abilties, but their existing abilities are much >>expanded. >> >>---------------------------------------------------------------- >>To unsubscribe, send mail to celandra-off@phoenyx.net. >> >> >> > >Andrew >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. > > > Hope I can help. I really do like how you and Andrew keep cumming with detailed Ideas for your societies. Jason Heaps ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jason Heaps wrote: > Andrew Janssen wrote: >>Jefferson wrote: >>>Spiritform: allows a rohain's conciousness to leave his body and "walk" around >>>in spiritual form, returning to his body immediately whenever he wishes. A >>>spiritform may walk through walls and hear what people are saying. A powerful >>>rohain may transform his entire body. > > Also how does it react to spells? I am talking about spell wards and such. A Spiritform is affected by Wards and similar spells designed to affect eerith and other spirits. How much a rohain is affected depends on the relative strengths of the rohain and the spell. >>>Spiritguard: protects from and allows a rohain to sense those magics which >>>affect the rohain's mind or body without being directly damaging. >>> >>>Spiritshield: forms a defense which protects a rohain from damage. Weaker >>>shields are only effective against insubstantial and magical attacks. >>>Stronger shields can affect anything. As with Spiritblade, most spiritshields >>>are invisible. > > I like but how long do these last. Are we talking for a very long time > or for short periods of time. I imagin that it varies by the levels. Both are available whenever a rohain wants, for however long he wants. However, both require training to use, and can be overpowered by sufficiently strong effects. (The GURPS rules are rather elegant. For d20: Spiritguard would give a +1 per (rohain level) bonus to appropriate For and Will saves. Spiritshield gives +1 per (rohain level) Damage Reduction when a save is made.) >>>Pastsense: allows a rohain to see how an object or area was used in the past. >>> Can see a person's past when combined with Mindsense. > > I agree with Andrew. Are you saying that magic can't be used to store information? (See my previous post as well.) ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
--- Jeffersonwrote: > Jason Heaps wrote: > > Andrew Janssen wrote: > >>Jefferson wrote: > > >>>Spiritform: allows a rohain's conciousness to leave his body and > "walk" around > >>>in spiritual form, returning to his body immediately whenever he > wishes. A > >>>spiritform may walk through walls and hear what people are saying. > A powerful > >>>rohain may transform his entire body. > > > > Also how does it react to spells? I am talking about spell wards > and such. > > A Spiritform is affected by Wards and similar spells designed to > affect eerith > and other spirits. How much a rohain is affected depends on the > relative > strengths of the rohain and the spell. > > >>>Spiritguard: protects from and allows a rohain to sense those > magics which > >>>affect the rohain's mind or body without being directly damaging. > >>> > >>>Spiritshield: forms a defense which protects a rohain from damage. > Weaker > >>>shields are only effective against insubstantial and magical > attacks. > >>>Stronger shields can affect anything. As with Spiritblade, most > spiritshields > >>>are invisible. > > > > I like but how long do these last. Are we talking for a very long > time > > or for short periods of time. I imagin that it varies by the > levels. > > Both are available whenever a rohain wants, for however long he > wants. > However, both require training to use, and can be overpowered by > sufficiently > strong effects. (The GURPS rules are rather elegant. For d20: > Spiritguard > would give a +1 per (rohain level) bonus to appropriate For and Will > saves. > Spiritshield gives +1 per (rohain level) Damage Reduction when a save > is made.) > > >>>Pastsense: allows a rohain to see how an object or area was used > in the past. > >>> Can see a person's past when combined with Mindsense. > > > > I agree with Andrew. > > Are you saying that magic can't be used to store information? > > (See my previous post as well.) I gave this a little more thought, and came up with a better answer than my first one: Yes and No. You can, say, enchant a crystal so that it plays back a message when tapped, which is, technically, storing information magically. However, one of the core concepts of the Celandra universe is that Past and Future are inaccessible by magic, *unless* you have a direct line to the Creator, and he/she/it is only taking calls from the Talishara Oracle. Locations do not automatically store a record of the events that happen in them that can be accessed by magic, but events of major magical or historical significance may leave an imprint which can be detected. In such a case, you're not seeing the past, you're looking at the present consequences of a past event. Perhaps a better way of putting it is that, using the battlefield example, you wouldn't be able to see what happened during the battle, you'd only be able to tell that there had been a battle. If you want to find out what happened during the battle, you'd have to find some one who was there, which, as I said, might require necromancy. Andrew > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jefferson wrote: >Jason Heaps wrote: > > >>Andrew Janssen wrote: >> >> >>>Jefferson wrote: >>> >>> > > > >>>>Spiritform: allows a rohain's conciousness to leave his body and "walk" around >>>>in spiritual form, returning to his body immediately whenever he wishes. A >>>>spiritform may walk through walls and hear what people are saying. A powerful >>>>rohain may transform his entire body. >>>> >>>> >>Also how does it react to spells? I am talking about spell wards and such. >> >> > >A Spiritform is affected by Wards and similar spells designed to affect eerith >and other spirits. How much a rohain is affected depends on the relative >strengths of the rohain and the spell. > > > >>>>Spiritguard: protects from and allows a rohain to sense those magics which >>>>affect the rohain's mind or body without being directly damaging. >>>> >>>>Spiritshield: forms a defense which protects a rohain from damage. Weaker >>>>shields are only effective against insubstantial and magical attacks. >>>>Stronger shields can affect anything. As with Spiritblade, most spiritshields >>>>are invisible. >>>> >>>> >>I like but how long do these last. Are we talking for a very long time >>or for short periods of time. I imagin that it varies by the levels. >> >> > >Both are available whenever a rohain wants, for however long he wants. >However, both require training to use, and can be overpowered by sufficiently >strong effects. (The GURPS rules are rather elegant. For d20: Spiritguard >would give a +1 per (rohain level) bonus to appropriate For and Will saves. >Spiritshield gives +1 per (rohain level) Damage Reduction when a save is made.) > > > >>>>Pastsense: allows a rohain to see how an object or area was used in the past. >>>>Can see a person's past when combined with Mindsense. >>>> >>>> >>I agree with Andrew. >> >> > >Are you saying that magic can't be used to store information? > >(See my previous post as well.) > > I think events can be stored yes. I was talking about randomly going back to see who really did steal the cookies from the cookie jar. I think these stored histories though would actually be more in the line of stored memories, and are always associated with objects. So you see it from the view of the person who 'recorded' the event. Example would be a powerful mage can read a scroll from a powerful sorcerer who felt the need to store his memories of an event, and so he is able to see the event from the authors view. I also think it would be possible for mages to "renact" an event using illusions spells and past histories. The "renactment" follows the history which may or may not be correct, but "renactment" is not able to pull it directly out of time. Jason Heaps ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
--- Jason Heapswrote: > Sorry I have been so quiet. I was performing in a folk dance concert > > put on by my university last week and now I have time again. :) > > Andrew Janssen wrote: > > >Jefferson wrote: > >>KNIGHT ABILITIES: > >> > >>Dreamsense: allows a rohain to sense magic. With greater powers a > rohain can > >>tell more about the magic. > >> > >>Foresense: gives a rohain a momentary warning when he is in danger. > With more > >>power a rohain can tell more about what is going to occur. > >> > >> > > > >Dreamsense is okay, but Foresense is potentially questionable. One > of > >the cardinal rules of Celandra is that magic affecting Time is > >impossible for any being other than the Creator. If Foresense is > just a > >matter of sensing that the man behind your back in the alley has > pulled > >a knife, or that there's a large pool of acid under the > innocent-looking > >stretch of floor in front of you, that ought, I think, be okay, > because > >it's only looking at the present. If, however, Foresense works by > >showing a glimpse of the future, it won't work in Celandra's > universe. > > > > > > > The Oracle of Talishara does have access to seeing time. No one is > sure > from which this comes, and it is not done on demand. (And people > wonder > why I wanted Talishara. :) It also requires a certian amont of > training > to even understand. I agree with Andrew about if it for immediate > danger then it is okay. > Well, the Oracle is quite possibly a special case. It's not that looking into the Past and Future is absolutely prohibited, it's that only the Creator can grant Authority over Time, and he/she/it is normally unreachable. If the Creator wanted to grant Authority over Time to an Oracle, he/she/it could do so. Andrew ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Andrew Janssen wrote: > Jefferson wrote: > >>SQUIRE ABILITIES: >> >>Spiritblade: a weapon formed of "energy" which is effective against intangible >>and magical creatures. Stronger spiritblade may affect normal creatures as >>well. Most Spiritblades are invisible. > > Interesting, but I'm not sure how useful it would be, since we don't > actually know how often Dreaming entities come to Celandra. Also, how > would it affect the races that have emigrated to Celandra permanently? > My gut is that the Eerith would be more strongly affected than the > Vraa'al, being far less material in nature. The ability is there mainly to affect entities which cannot be affected by physical weapons. This would include Eerith, elementals, undead, and so forth. Since it's main purpose is to attack things that are otherwise invulnerable, it doesn't have to work all that often to be very valuable. >>Spiritform: allows a rohain's conciousness to leave his body and "walk" around >>in spiritual form, returning to his body immediately whenever he wishes. A >>spiritform may walk through walls and hear what people are saying. A powerful >>rohain may transform his entire body. > > Does the rohain have to enter an altered state of consciousness to do this? To generate the spiritform, yes, but some rohain can to this instantly. To maintain the spiritform, no. A rohain has no contact with his physical body using a projected Spiritform. >>Spiritguard: protects from and allows a rohain to sense those magics which >>affect the rohain's mind or body without being directly damaging. Should have added, "including divination and locating magics." >>Spiritshield: forms a defense which protects a rohain from damage. Weaker >>shields are only effective against insubstantial and magical attacks. >>Stronger shields can affect anything. As with Spiritblade, most spiritshields >>are invisible. >> >>Spiritsense: allows a rohain to see spirits and other intangible entities. > > These three seem to be very practical abilities. > >>KNIGHT ABILITIES: >> >>Dreamsense: allows a rohain to sense magic. With greater powers a rohain can >>tell more about the magic. >> >>Foresense: gives a rohain a momentary warning when he is in danger. With more >>power a rohain can tell more about what is going to occur. > > Dreamsense is okay, but Foresense is potentially questionable. One of > the cardinal rules of Celandra is that magic affecting Time is > impossible for any being other than the Creator. If Foresense is just a > matter of sensing that the man behind your back in the alley has pulled > a knife, or that there's a large pool of acid under the innocent-looking > stretch of floor in front of you, that ought, I think, be okay, because > it's only looking at the present. If, however, Foresense works by > showing a glimpse of the future, it won't work in Celandra's universe. Forsense works by seeing the potentials of the present. A rohain who predicts, "Your roof will collapse in the next heavy rain," isn't looking into the future, he's percieving (unconciously) the current dry rot in the roof beams. >>Innersense: allows a rohain to "see" inside objects or past barriers and in >>total Darkness. Some rohain can "look" in any direction without needing their >>eyes or to move their head. > > Another practical ability. > >>Mindsense: gives a rohain a vauge idea of what living creatures and spirits >>are feeling. >> >>Pastsense: allows a rohain to see how an object or area was used in the past. >> Can see a person's past when combined with Mindsense. > > > Mindsense by itself should be okay, since there are already established > groups in Celandra with similar powers. However, Pastsense, like > Foresense, may be problematic because of the prohibition of > Time-affecting magics. Now, I don't think the exact rules on this have > even been explicitly laid out, but the impression I've always had is > that looking into the Past is just as impermissable as looking into the > future. The only way to find out what happened in the past in a > location is to find someone who was there, and ask them. This may > require necromancy, if you want to know what happened 2000 years ago. Are you saying that magic can't be used to store information? > Also, the interaction of Mindsense and Pastsense to reveal a person's > past may also be problematic in other ways, but this is addressed in the > discussion of Farspeech. > >>PALADIN ABILITIES: >> >>Farleap: is a personal teleporation ability. >> >>Farsend: is a teleportation ability which transports small objects and magical >>effects over distances. >> >>Farsense: allows a rohain to sense distance location without traveling there. > > I see no reason why these shouldn't be possible, but telportation of > anything bigger than a breadbox, and especially of anything living, > should require the expenditure of a considerable amount of energy. > >>Farspeech: allows rohain to communicate over long distances. Most can only >>communicate with other rohain, but some can "speak" with anyone. > > This power could be very problematic. After doing some re-reading of > old posts, long-distance projective telepathy seems to only be > acceptable in Celandra if mediated by a divine power. If Farspeech works > like an old-fashioned telephone exchange, where Rohain A tells Feroze(or > a servitor) that he wants to talk to Rohain B, and the Being then > completes the connection for Rohain A and breaks it when the > conversation ends, that would be fine. There would definitely be no > problem if the communication was through, say, mirrors or flames, rather > than a mind-to-mind link. > > However, if Farspeech works as a direct mind-to-mind link unmediated by > divine Authority, if it is pure telepathy, then there would be big > problems. If the Eerith found out about it, they would almost certainly > do everything in their power to prevent rohains with Farspeech from > using the power. And it's a safe bet that most of the other Dreaming > beings, certainly all the Cedonian gods and their servants, would > support the Eerith in their actions. Farspeech isn't pure telepathy. In the most extreme cases it's verbal telepathy only. In the most basic case it's disembodied voices that only be percieved through Spiritsense. I didn't think this would cause problems, but there are things I can do to tone down the power if neccesary. >>Fartouch: gives a rohain the ability to sense dimensional effects like gates >>and teleports, the presence of gods, and aspects of the "physical" relations >>between the area and the Dreaming. >> >>CHAMPION ABILITIES: >> >>Dreamshadows: generates illusions. >> >>Dreamwalk: allows a rohain to travel between the Dreaming and Celandra. > > Does the rohain enter the Dreaming in body or in spirit? Cedonian > clerics can enter the Dreaming in spirit while sleeping, but AFAIK, the > only way for a Celandran to physically enter the Dreaming is to go > through a Gate, because the material substance of the body strongly > resists being pulled out of Celandra. It's a lot easier to go from the > Dreaming to Celandra than it is to go from Celandra to the Dreaming. Dreamwalk allows the rohain to enter the Dreaming in body. This says nothing about what he finds when he gets there. Without a great deal of cultural effort this might be the equivalent of falling off a pier strapped to a 50 lb. rock. >>Dreamshare: give a rohain the ability to "take over" a person's mind while in >>Spiritform. > > Eep! This power suffers from the same potential problems as Farspeech, > in spades. To take over a person's mind would require that the rohain > establish Authority over the other's mind. This would require, at a > minimum, the person's consent, and the consent of that person's god or > gods, and possibly the agreement of Coron, who, while not responsible > for all souls, nevertheless takes an extremely dim view of any act which > interferes with anyone's soul, before or after death. Yes. I overlooked that. It should read, "gives a rohain the ability to "take over" a creature's _body_ while in Spiritform. The target's mind remains with the body and may resist the controlling rohain. The rohain can communicate with the target's mind with Farspeech." > Attempting to use the Dreamshare power on an unconsenting person would > bring the wrath of Coron and the Eerith, and the wrath of any other > interested Beings, down upon the rohain who attempted such an act. > >>Dreamhealth: allows a rohain to recover much more quickly from injuries. >> >>Dreamgift: allows a rohain to "bring forth" small objects from the dreaming. >>The items of weaker Dreamgifts are strictly temporary, but stronger Dreamgifts >>create items that are longer lasting, even permanent. > > Possibly possible, but never addressed before, AFAIK. Up to Juuso, really. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
--- Jeffersonwrote: > Andrew Janssen wrote: > > Jefferson wrote: > > > >>SQUIRE ABILITIES: > >>KNIGHT ABILITIES: > >>Pastsense: allows a rohain to see how an object or area was used in > the past. > >> Can see a person's past when combined with Mindsense. > > > > > > Mindsense by itself should be okay, since there are already > established > > groups in Celandra with similar powers. However, Pastsense, like > > Foresense, may be problematic because of the prohibition of > > Time-affecting magics. Now, I don't think the exact rules on this > have > > even been explicitly laid out, but the impression I've always had > is > > that looking into the Past is just as impermissable as looking into > the > > future. The only way to find out what happened in the past in a > > location is to find someone who was there, and ask them. This may > > require necromancy, if you want to know what happened 2000 years > ago. > > Are you saying that magic can't be used to store information? Not necessarily, but as far as I know, this hasn't been addressed. If a particularly violent, magical, or memorable event occured in a location, it might leave some sort of imprint that could be accessible, but my gut feeling is that you would not be able to, say, go to a battlefield and hit a metaphysical "rewind" button and see everything that happened, nor could you pick up a sword and use Pastsense to determine who last wielded it, unless the last person to wield the sword used it to, say, kill a dragon or tyrant or something similar. > > Also, the interaction of Mindsense and Pastsense to reveal a > person's > > past may also be problematic in other ways, but this is addressed > in the > > discussion of Farspeech. > > > >>PALADIN ABILITIES: > >> > >>Farleap: is a personal teleporation ability. > >> > >>Farsend: is a teleportation ability which transports small objects > and magical > >>effects over distances. > >> > >>Farsense: allows a rohain to sense distance location without > traveling there. > > > > I see no reason why these shouldn't be possible, but telportation > of > > anything bigger than a breadbox, and especially of anything living, > > > should require the expenditure of a considerable amount of energy. Jason did a much better job of discussing this in his post. > >>Farspeech: allows rohain to communicate over long distances. Most > can only > >>communicate with other rohain, but some can "speak" with anyone. > > > > This power could be very problematic. After doing some re-reading > of > > old posts, long-distance projective telepathy seems to only be > > acceptable in Celandra if mediated by a divine power. If Farspeech > works > > like an old-fashioned telephone exchange, where Rohain A tells > Feroze(or > > a servitor) that he wants to talk to Rohain B, and the Being then > > completes the connection for Rohain A and breaks it when the > > conversation ends, that would be fine. There would definitely be > no > > problem if the communication was through, say, mirrors or flames, > rather > > than a mind-to-mind link. > > > > However, if Farspeech works as a direct mind-to-mind link > unmediated by > > divine Authority, if it is pure telepathy, then there would be big > > problems. If the Eerith found out about it, they would almost > certainly > > do everything in their power to prevent rohains with Farspeech from > > > using the power. And it's a safe bet that most of the other > Dreaming > > beings, certainly all the Cedonian gods and their servants, would > > support the Eerith in their actions. > > Farspeech isn't pure telepathy. In the most extreme cases it's > verbal > telepathy only. In the most basic case it's disembodied voices that > only be > percieved through Spiritsense. I didn't think this would cause > problems, but > there are things I can do to tone down the power if neccesary. That might be okay, as long as the link is achieved by use of god-granted Authority. It's telepathy that's powered solely by the telepath's Will that gets the Eerith and the gods worked up. > >>Fartouch: gives a rohain the ability to sense dimensional effects > like gates > >>and teleports, the presence of gods, and aspects of the "physical" > relations > >>between the area and the Dreaming. > >> > >>CHAMPION ABILITIES: > >> > >>Dreamshadows: generates illusions. > >> > >>Dreamwalk: allows a rohain to travel between the Dreaming and > Celandra. > > Does the rohain enter the Dreaming in body or in spirit? Cedonian > > clerics can enter the Dreaming in spirit while sleeping, but AFAIK, > the > > only way for a Celandran to physically enter the Dreaming is to go > > through a Gate, because the material substance of the body strongly > > > resists being pulled out of Celandra. It's a lot easier to go from > the > > Dreaming to Celandra than it is to go from Celandra to the > Dreaming. > > Dreamwalk allows the rohain to enter the Dreaming in body. This says > nothing > about what he finds when he gets there. Without a great deal of > cultural > effort this might be the equivalent of falling off a pier strapped to > a 50 lb. > rock. Jason addressed this in his post, and I think I agree with him. Native Celandrans should only be able to physically enter the Dreaming through a Gate, while beings that are native to the Dreaming can transition more or less at will. However, a race like the Vraa'al who have more-or-less permanently emigrated to Celandra will eventually become tied enough to Celandra that they lose the ability to freely pass from one realm to the other. The ability to project one's spirit into the Dreaming, on the other hand, is not so restricted, since the Dreaming is the native realm of all things spiritual. The risky part of visiting the Dreaming in spirit would be returning to the body again, actually. > >>Dreamshare: give a rohain the ability to "take over" a person's > mind while in > >>Spiritform. > > > > Eep! This power suffers from the same potential problems as > Farspeech, > > in spades. To take over a person's mind would require that the > rohain > > establish Authority over the other's mind. This would require, at a > > > minimum, the person's consent, and the consent of that person's god > or > > gods, and possibly the agreement of Coron, who, while not > responsible > > for all souls, nevertheless takes an extremely dim view of any act > which > > interferes with anyone's soul, before or after death. > > Yes. I overlooked that. It should read, "gives a rohain the ability > to "take > over" a creature's _body_ while in Spiritform. The target's mind > remains with > the body and may resist the controlling rohain. The rohain can > communicate > with the target's mind with Farspeech." This is still problematic. Even with the revision from "mind" to "body", the rohain would still be interfering with the soul's link to its body, and the use of this power on unconsenting sentient targets would still draw down divine wrath(possibly with extreme prejudice) on the rohain who makes the attempt. While it might be possible to use this power on animals and get away with your life, anyone using this power would quickly draw the (negative) attention of the gods. > > Attempting to use the Dreamshare power on an unconsenting person > would > > bring the wrath of Coron and the Eerith, and the wrath of any other > > > interested Beings, down upon the rohain who attempted such an act. > > Andrew ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Andrew Janssen wrote: > --- Jeffersonwrote: >>Andrew Janssen wrote: >>>Jefferson wrote: >>> >>>>Pastsense: >> >>Are you saying that magic can't be used to store information? > > Not necessarily, but as far as I know, this hasn't been addressed. If a > particularly violent, magical, or memorable event occured in a > location, it might leave some sort of imprint that could be accessible, > but my gut feeling is that you would not be able to, say, go to a > battlefield and hit a metaphysical "rewind" button and see everything > that happened, nor could you pick up a sword and use Pastsense to > determine who last wielded it, unless the last person to wield the > sword used it to, say, kill a dragon or tyrant or something similar. Ah. OK. What about using Pastsense to see how a fortress was overrun? Not, "x opened the gate," but "someone opened the gate." What about, "This magical device is used to summon locusts?" or "This device requires these things to operate?" >>>>Dreamshare: > > This is still problematic. Even with the revision from "mind" to > "body", the rohain would still be interfering with the soul's link to > its body, and the use of this power on unconsenting sentient targets > would still draw down divine wrath(possibly with extreme prejudice) on > the rohain who makes the attempt. While it might be possible to use > this power on animals and get away with your life, anyone using this > power would quickly draw the (negative) attention of the gods. That's OK. So long as it's possible to use under some circumstances. Jefferson (Exquaestio) http://www.picotech.net/~jeff_wilson63/rpg/ ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
--- Jeffersonwrote: > Andrew Janssen wrote: > > --- Jefferson wrote: > >>Andrew Janssen wrote: > >>>Jefferson wrote: > >>> > >>>>Pastsense: > >> > >>Are you saying that magic can't be used to store information? > > > > Not necessarily, but as far as I know, this hasn't been addressed. > If a > > particularly violent, magical, or memorable event occured in a > > location, it might leave some sort of imprint that could be > accessible, > > but my gut feeling is that you would not be able to, say, go to a > > battlefield and hit a metaphysical "rewind" button and see > everything > > that happened, nor could you pick up a sword and use Pastsense to > > determine who last wielded it, unless the last person to wield the > > sword used it to, say, kill a dragon or tyrant or something > similar. > > Ah. OK. What about using Pastsense to see how a fortress was > overrun? Not, > "x opened the gate," but "someone opened the gate." What about, > "This magical > device is used to summon locusts?" or "This device requires these > things to > operate?" I think you could tell, "This fortress fell because someone inside opened a gate", but not who. You could probably tell that a magical device is used to summon locusts, since that could probably be determined without having to look into the past. As for the last, you could tell that parts are missing, but you probably wouldn't be able to tell what exactly is missing, unless it would be obvious. However, if you find something that you think might be a missing part, you could probably use magic to find out if you're right or wrong. This would be used where a magical device needs a particular gem to function, and you have five possible gems and need to get it right the first time. Andrew > >>>>Dreamshare: > > > > This is still problematic. Even with the revision from "mind" to > > "body", the rohain would still be interfering with the soul's link > to > > its body, and the use of this power on unconsenting sentient > targets > > would still draw down divine wrath(possibly with extreme prejudice) > on > > the rohain who makes the attempt. While it might be possible to use > > this power on animals and get away with your life, anyone using > this > > power would quickly draw the (negative) attention of the gods. > > That's OK. So long as it's possible to use under some circumstances. You'd need the target's consent if it's sentient, and you'd need divine permission, especially if the target isn't Exquaestio. If you're targeting an nonsentient animal, you must not cause the animal any harm by your actions or allow it to come to harm. That is, a rohain can't take control of a horse's body, and then run the horse off a cliff, killing it. Doing so is a sure-fire way to draw divine wrath. Actually, it would probably be a Very Bad Thing(TM) to be controlling another's body when the body dies or is killed. The question of what would happen if a rohain tried to take over the body of a great ape or a dolphin is tricky. Current evidence strongly suggests that both great apes and dolphins possess a sense of self, which means that they are, at some level, sentient. In the case of taking over a dolphin's body, you'd probably need the permission of the Lord of the Seas. Andrew > Jefferson (Exquaestio) > http://www.picotech.net/~jeff_wilson63/rpg/ > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Thanks for the comments. Based on what's been said I've updated Exquaestio's magic page. Abilities that are not currently known have been commented out, but can be viewed by looking at the page source. The abilities currently known to the rohain are: Spiritblade, Spiritform, Spiritguard, Spiritshield, Spiritsense, Dreamsense, and Foresense. Jefferson (Exquaestio) http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
After looking at the website, I have to say that I quite like the background. Very nice design. Now, you give a total of 7,500 Exquaestio members, but I assume that there are now more than that? In any event, I would assume that the majority of them are Quaestae or anradan. Assuming 7,500 members, and 97% are Quaestae, that leaves only 225 to be anradan, espiri, and rohain. Also, how do the rohain, as the military arm of Exquaestio, get along with the civil authorities? In Cedonia, after two coup attempts, one backed by nobles and one backed by the Church, both during the second century, private armies and church armies were banned; strict limits were set on the number of men nobles and priests could hire as watchmen and bodyguards, and on the types of weapons those guards could bear. Finally, your description of rohain magic says, "Genius is . . . not dependent on Feroze." If rohain magic is Authority-based, then, strictly speaking, that can't be true, unless they're getting their Authority from some being other than Feroze. Andrew Jefferson wrote: > Thanks for the comments. Based on what's been said I've updated Exquaestio's > magic page. Abilities that are not currently known have been commented out, > but can be viewed by looking at the page source. The abilities currently > known to the rohain are: Spiritblade, Spiritform, Spiritguard, Spiritshield, > Spiritsense, Dreamsense, and Foresense. > > Jefferson (Exquaestio) > http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html > > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Andrew Janssen wrote: > After looking at the website, I have to say that I quite like the > background. Very nice design. Thanks. It's a little bright for my taste, but it should prevent the problems I've had people complain about. > Now, you give a total of 7,500 Exquaestio members, but I assume that > there are now more than that? In any event, I would assume that the > majority of them are Quaestae or anradan. Assuming 7,500 members, and > 97% are Quaestae, that leaves only 225 to be anradan, espiri, and rohain. I'm in the process of updating the page to the end of 1452 when Exquaestio's membership will hit 20,000. Assuming no major changes between now and then, the numbers work out to 1.03% anradan, 0.38% espiri Seekers (no magic), 0.39% magical espiri (76), and 0.51% rohain (100), for a total clergy of 2.31%. Proportions have been falling slowly but steadily for all groups, and, for most clergy, their Exquaestio position is not a full time job. I figure Exquaestio clergy will be full-time when their numbers drop below 1%. I only kept clergy numbers from 1447 forward (regional numbers go back to 1444). At that time, Exquaestio's membership was 8,000 and there were 204 clergy. > Also, how do the rohain, as the military arm of Exquaestio, get along > with the civil authorities? It hasn't come up yet. Exquaestio members are instructed to obey the local authorities, and, so far, have been able to reach agreements or work around local laws. Exquaestio's also forbids its clergy from direct participation in government. Clergy may advise and support, but not rule. > In Cedonia, after two coup attempts, one > backed by nobles and one backed by the Church, both during the second > century, private armies and church armies were banned; strict limits > were set on the number of men nobles and priests could hire as watchmen > and bodyguards, and on the types of weapons those guards could bear. Exquaestio is strongest in the Free Cities and Tanimbar where no such limits exist. The rohain Preceptory is in Junder near the border between barbarian and Free City lands. The one area where numbers and weapons might be constrained is Mir, but there's currently insufficient information to determine the specifics. > Finally, your description of rohain magic says, "Genius is . . . not > dependent on Feroze." If rohain magic is Authority-based, then, strictly > speaking, that can't be true, unless they're getting their Authority > from some being other than Feroze. Yes. This is an inherent (and deliberate) contradiction. Rohain abilities come from Feroze and must be authority except that they are not dependent on Feroze and so cannot be authority. What's going on? Well, first of all Feroze set it up deliberately as a mystery to encourage Exquaestio to look more deeply into magic in general. Beyond that, half-a-dozen possible explanations have occurred to me, none of which can be positively confirmed or denied within Qaiyore's existing knowledge. One significant clue is that essence-based magery is lost should a mage become rohain (known in 1451), but nobody knows what _that_ means either. Jefferson (Exquaestio) http://www.picotech.net/~jeff_wilson63/rpg/ ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jefferson wrote: > Andrew Janssen wrote: >>>Finally, your description of rohain magic says, "Genius is . . . not >>dependent on Feroze." If rohain magic is Authority-based, then, strictly >>speaking, that can't be true, unless they're getting their Authority >>from some being other than Feroze. > > > Yes. This is an inherent (and deliberate) contradiction. Rohain abilities > come from Feroze and must be authority except that they are not dependent on > Feroze and so cannot be authority. What's going on? Well, first of all > Feroze set it up deliberately as a mystery to encourage Exquaestio to look > more deeply into magic in general. Beyond that, half-a-dozen possible > explanations have occurred to me, none of which can be positively confirmed or > denied within Qaiyore's existing knowledge. One significant clue is that > essence-based magery is lost should a mage become rohain (known in 1451), but > nobody knows what _that_ means either. The simplest explanation for rohains who leave Exquaestio not losing their powers would simply be that for reasons of his own, Feroze chooses not to take them away. Knowing you, Jeff, that explanation is probably too simple. :) Andrew > Jefferson (Exquaestio) > http://www.picotech.net/~jeff_wilson63/rpg/ > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Andrew Janssen wrote: > The simplest explanation for rohains who leave Exquaestio not losing > their powers would simply be that for reasons of his own, Feroze chooses > not to take them away. Knowing you, Jeff, that explanation is probably > too simple. :) LOL! It also doesn't explain why rohain aren't affected by hostile authority like espiri are. (Espiri can get "out of contact" with Feroze which weakens their magic. This doesn't happen to rohain.) Jefferson (Exquaestio) http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
> > >>In Cedonia, after two coup attempts, one >>backed by nobles and one backed by the Church, both during the second >>century, private armies and church armies were banned; strict limits >>were set on the number of men nobles and priests could hire as watchmen >>and bodyguards, and on the types of weapons those guards could bear. >> >> > >Exquaestio is strongest in the Free Cities and Tanimbar where no such limits >exist. The rohain Preceptory is in Junder near the border between barbarian >and Free City lands. The one area where numbers and weapons might be >constrained is Mir, but there's currently insufficient information to >determine the specifics. > > Yes their would be a limit on the number of guards and weapons avalable to none Mirrish Military or police. Especially in Mirabalpur, which is were most of the Exquaestio are located at. Mir, obviously, is an island nation and the church and goverment have always worked together so the goverment tended to provided the church guards. The nobility did have guards but it was considered bad manners to have to many guards and also cause questions of loyalty to the crown. After the Noble Purge when only five house retained their noble statues laws were put in place limiting the numbers of non goverment operated guard units. Jason Heaps ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jason Heaps wrote: >>Exquaestio is strongest in the Free Cities and Tanimbar where no such limits >>exist. The rohain Preceptory is in Junder near the border between barbarian >>and Free City lands. The one area where numbers and weapons might be >>constrained is Mir, but there's currently insufficient information to >>determine the specifics. > > Yes their would be a limit on the number of guards and weapons avalable > to none Mirrish Military or police. Especially in Mirabalpur, which is > were most of the Exquaestio are located at. Mir, obviously, is an > island nation and the church and goverment have always worked together > so the goverment tended to provided the church guards. Let's see, in 1450 there are 621 followers of Exquaestio on Celamyr. This is a grand total to 2 rohain with 1 or 2 others passing through on occasion. One of the rohain is the Paladin (rank 3 of 5) Tallas. Tallas is a citizen of Mir and holds the chair for the the study of Exquaestio's rohain magic (and is married to Mirafelle). The other rohain regularly in residence is Tallas's assistant, a Guardian (rank 1 of 5), but the specific individual varies from year to year. (Hmm, in 1452 Exquaestio's population will have expanded to around 1100 with one more Guardian regularly in residence.) At what point will the number of rohain on Celamyr start drawing the attention of Mir's government? (Keep in mind that sorcerer is about as helpless before a trained rohain as a citizen without magic is to a trained sorcerer.) Something else about the rohain should be noted. They are not primarily private military or bodyguards. They are warrior priests; priests of Exquaestio's _militant church_, but just as much priests as the espiri of the _arcane church_ and the anaradan of the _regular church_. They may be under the orders of the Exquaestio's Primate, but they bear weapons as a duty to _the god_. There is one other thing about weapons that might get Exquaestio into trouble. Weapons are taught among their curriculum alongside things like literacy, mathematics, and gardening. If the government wishes, those in Exquaestio who desire to improve their weapons skills further may be placed in some sort of military reserve under government authority, or something else might be worked out. Jefferson (Exquaestio) http://www.picotech.net/~jeff_wilson63/rpg/ ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jefferson wrote: > Jason Heaps wrote: > > >>>Exquaestio is strongest in the Free Cities and Tanimbar where no such limits >>>exist. The rohain Preceptory is in Junder near the border between barbarian >>>and Free City lands. The one area where numbers and weapons might be >>>constrained is Mir, but there's currently insufficient information to >>>determine the specifics. >> >>Yes their would be a limit on the number of guards and weapons avalable >>to none Mirrish Military or police. Especially in Mirabalpur, which is >>were most of the Exquaestio are located at. Mir, obviously, is an >>island nation and the church and goverment have always worked together >>so the goverment tended to provided the church guards. >> Something else about the rohain should be noted. They are not primarily > private military or bodyguards. They are warrior priests; priests of > Exquaestio's _militant church_, but just as much priests as the espiri of the > _arcane church_ and the anaradan of the _regular church_. They may be under > the orders of the Exquaestio's Primate, but they bear weapons as a duty to > _the god_. Ok, that clarifies things a bit more about the nature of the rohain, to the point where I can say that when you start expanding into Cedonia, there are definitely going to be issues to resolve. The only Cedonian priests who bear arms & armor (other than staves & daggers, which the government gave up on trying to restrict centuries ago) are the Order of Mithrak, and they're a special case, because _every_ member of the Order of Mithrak is also in the Cedonian military, either army or navy, active-duty or reserve. (Well, there's also the Hunters of the Black Robes of Coron, but the Order of Coron refuses to confirm or deny the existance of the Hunters, so they don't really count. And if they did exist, there wouldn't be enough of them to matter as a private army.) > There is one other thing about weapons that might get Exquaestio into trouble. > Weapons are taught among their curriculum alongside things like literacy, > mathematics, and gardening. If the government wishes, those in Exquaestio who > desire to improve their weapons skills further may be placed in some sort of > military reserve under government authority, or something else might be worked > out. Yeah, when you move into Cedonian territory, like Vizinia, you're going to have to work something out with the authorities about weapons training. To get serious (combat) weapons training in Cedonia, you need to be a noble, part of a noble's licensed bodyguard, a city watchman, or active or reserve military. And if you're female, the only way to get combat weapons training is to join the Order of Mithrak--it's not technically illegal for women to receive combat training, but the Mithrakites are the only ones who are willing to train women. When I talk about weapon training, by the way, I'm talking about swords, spears, polearms, axes, maces, and bows. The Cedonians, as I said above, don't regulate or restrict daggers and staves beyond establishing a maximum legal length for daggers (12 inches). Most Cedonians have at least a basic understanding of knife-fighting, and the more paranoid noble families often provide extensive training in knife-fighting to their daughters. Young Cedonian men tend to be less forward in their attentions when they know that the object of their affections is quicker with a knife than they are with their hands. Andrew > Jefferson (Exquaestio) > http://www.picotech.net/~jeff_wilson63/rpg/ > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Andrew Janssen wrote: > Jefferson wrote: >>Something else about the rohain should be noted. They are not primarily >>private military or bodyguards. They are warrior priests; priests of >>Exquaestio's _militant church_, but just as much priests as the espiri of the >>_arcane church_ and the anaradan of the _regular church_. They may be under >>the orders of the Exquaestio's Primate, but they bear weapons as a duty to >>_the god_. > > Ok, that clarifies things a bit more about the nature of the rohain, to > the point where I can say that when you start expanding into Cedonia, > there are definitely going to be issues to resolve. The only Cedonian > priests who bear arms & armor (other than staves & daggers, which the > government gave up on trying to restrict centuries ago) are the Order of > Mithrak, and they're a special case, because _every_ member of the Order > of Mithrak is also in the Cedonian military, either army or navy, > active-duty or reserve. So what are restrictions on bodyguards and local militia? Are things less restrictive in Vizinia where they can look forward to raids from Tanimbar (both human and goblin)? What about travelers, foreigners, and hunters? > (Well, there's also the Hunters of the Black Robes of Coron, but the > Order of Coron refuses to confirm or deny the existance of the Hunters, > so they don't really count. And if they did exist, there wouldn't be > enough of them to matter as a private army.) > >>There is one other thing about weapons that might get Exquaestio into trouble. >>Weapons are taught among their curriculum alongside things like literacy, >>mathematics, and gardening. If the government wishes, those in Exquaestio who >>desire to improve their weapons skills further may be placed in some sort of >>military reserve under government authority, or something else might be worked >>out. > > Yeah, when you move into Cedonian territory, like Vizinia, you're going > to have to work something out with the authorities about weapons > training. To get serious (combat) weapons training in Cedonia, you need > to be a noble, part of a noble's licensed bodyguard, a city watchman, or > active or reserve military. And if you're female, the only way to get > combat weapons training is to join the Order of Mithrak--it's not > technically illegal for women to receive combat training, but the > Mithrakites are the only ones who are willing to train women. > > When I talk about weapon training, by the way, I'm talking about swords, > spears, polearms, axes, maces, and bows. The Cedonians, as I said > above, don't regulate or restrict daggers and staves beyond establishing > a maximum legal length for daggers (12 inches). Most Cedonians have at > least a basic understanding of knife-fighting, and the more paranoid > noble families often provide extensive training in knife-fighting to > their daughters. Exquaestio started expanding into Vizinia this year. If staves are unrestricted, then "weapon" training can be done with 18' (or shorter) poles or reeds without point or edge. So, the question becomes how big can Exquaestio get before someone objects to this subterfuge. (By 1452 they will have a grand total of 1 convert in Vizinia BTW.) Exquaestio teaches obedience to the local government, but they also teach that all people should be able to protect themselves and defend their government on the battlefield. Weapon training is also proprotional to interest. If there's no local interest in learning weapons (for whatever reason) the local clergy won't offer any such training. What happens if there is local interest and government objections is up to the local clergy, and could go either way. Under current conditions those seeking such training would most likely be advised to travel to an Exquaestio community on Celamyr or Orasaren. Jefferson (Exquaestio) http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Jefferson wrote: > Andrew Janssen wrote: > >>Jefferson wrote: > >> So what are restrictions on bodyguards and local militia? Are things less > restrictive in Vizinia where they can look forward to raids from Tanimbar > (both human and goblin)? What about travelers, foreigners, and hunters? > Dukes can have 100 sworn armsmen, Counts have 60, and Barons may have 30. Persons of noble blood who are not titled may have 15 armsmen. The noble's personal bodyguard, guards for his family, the guards on their primary place of residence, foresters, gamekeepers, and any sherriffs or bailiffs all count toward their total allotment. The ownership of private castles and fortresses by anyone lower than a Duke is strongly discouraged with high taxes. Chartered cities may recruit as many city watchmen as their tax base will allow, and may equip them as best they can. Temples may hire as many guards for their facilities as seems prudent, but such guards may not carry swords or spears, only staves, knives, or maces. Only the Patriarchs, Matriarchs, Archprelates, and the Primate may have personal guards, and they are limited to a total of 15 armsmen each. Merchants who are non-noble may hire watchmen to guard their warehouses and premises under the same restrictions as temples. Merchants may have no more than 10 armed bodyguards. Guards hired temporarily to escort caravans to locations outside the Empire do not count against the allotment. Local militias are strongly discouraged, especially with the new Legion Reserve system. Security is the responsibility of the Legions. Where militias do exist, they are organized as auxilliary units of the Legions. Foreign travellers in the countryside may carry whatever weapons they want, but when entering a city, if they have a sword, the gate guards will seal it in its scabbard with a lead seal. If the traveller has a bow, the gate guards will take the bowstrings and put them in a sealed pouch. Possession of a polearm within city limits is prohibited for private citizens of any nationality, the only exception being the long poles with hooks on one end used in fire-fighting. There are few restrictions on weapons used in hunting, but being caught hunting in certain areas may result in jail time. With the takeover of Vizinia, Cedonian laws will of course be applied. > Exquaestio started expanding into Vizinia this year. If staves are > unrestricted, then "weapon" training can be done with 18' (or shorter) poles > or reeds without point or edge. So, the question becomes how big can > Exquaestio get before someone objects to this subterfuge. (By 1452 they will > have a grand total of 1 convert in Vizinia BTW.) I misspoke. Staves are regulated, but minimally. The maximum allowable length for a staff is six feet long--an 18 foot long pole would be considered a pike, regardless of whether there's a point on it or not. Cedonian law also specifies that while iron ferrules or caps at the ends of a staff are permissable, the use of lead in any way to weight the ends of a staff is prohibited. While this doesn't stop people from drilling out the ends of a quarterstaff and pouring in molten lead, if you're caught using a staff that's been weighted with lead, it's considered an aggravating circumstance--potentially changing a manslaughter charge into one of murder in the second degree. Andrew > Exquaestio teaches obedience to the local government, but they also teach that > all people should be able to protect themselves and defend their government on > the battlefield. Weapon training is also proprotional to interest. If > there's no local interest in learning weapons (for whatever reason) the local > clergy won't offer any such training. What happens if there is local interest > and government objections is up to the local clergy, and could go either way. > Under current conditions those seeking such training would most likely be > advised to travel to an Exquaestio community on Celamyr or Orasaren. > > Jefferson (Exquaestio) > http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.