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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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JuhaVesanto
juuso

Sun

Jun 5
2005

20:30Z

[Cel] Year 1456 opens

Hi

This email begins year 1456. Actions are due before Midsummer,
and the next year begins at the beginning of August (due to holiday
season).

Here are the events (good news, for a change):

*Rhudyn (+4), Tana (+3)*: The gods, led by Miracradasa and Feroze, 
decide to intervene and aid the campaign against the Ice Demons. A 
smallish battalion of handpicked men (approx. 500), joins forces with 
Rhudyn army and together they crush the Ice Demon's advance troops, 
where the Rhudyn had them pinned as a result of last year's campaigining.

Gathering momentum from Tana, and backed up by the dragon from
Mir and the gods, the army hits hard the Ice Demon main force
(which had spread all over northern Tana anyway).
The Ice Demons are broken. With their advance units crushed,
the rest seem to loose their purpose. Many take to the Tavar
mountains.

*Ice Demons, Aixelsydan (-3)*: The eastern army is also scattered, and 
partially destroyed. Unbeknown, a strong group of Ice Demons
settles in the northern tip of the Tavar mountains, near the border
of Aixelsydan.

One last thing: I still have a lot of Fudge points to give, but
haven't got down to it yet... most of you guys can assume that
there's plenty available even if the web page doesn't say so.
So if you plan to use FP:s in the actions, ask me specifically
for the points. It is really just a question of going through
the stuff and assigning them.

juuso
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JeffersonWilson
Jefferson

Fri

Jun 10
2005

06:18Z

[Cel] Year 1456 opens

Juha Vesanto wrote:

> This email begins year 1456. Actions are due before Midsummer,
> and the next year begins at the beginning of August (due to holiday
> season).
> 
> Here are the events (good news, for a change):
> 
> *Rhudyn (+4), Tana (+3)*: The gods, led by Miracradasa and Feroze, 
> decide to intervene and aid the campaign against the Ice Demons. A 
> smallish battalion of handpicked men (approx. 500), joins forces with 
> Rhudyn army and together they crush the Ice Demon's advance troops, 
> where the Rhudyn had them pinned as a result of last year's campaigining.

Does anybody have any thoughts on _how_ the gods intervened?  I can say 
that Feroze would prefer to wait at least another year, or at least 
intervene in a way that not apparent to mortals, but would be willing to 
assist Miracradsa if she want to be more obvious.  Beyond that, I don't 
know.  Temporary gates?  Dragon eggs?  Communication devices?

> Gathering momentum from Tana, and backed up by the dragon from
> Mir and the gods, the army hits hard the Ice Demon main force
> (which had spread all over northern Tana anyway).
> The Ice Demons are broken. With their advance units crushed,
> the rest seem to loose their purpose. Many take to the Tavar
> mountains.
> 
> *Ice Demons, Aixelsydan (-3)*: The eastern army is also scattered, and 
> partially destroyed. Unbeknown, a strong group of Ice Demons
> settles in the northern tip of the Tavar mountains, near the border
> of Aixelsydan.
> 
> One last thing: I still have a lot of Fudge points to give, but
> haven't got down to it yet... most of you guys can assume that
> there's plenty available even if the web page doesn't say so.
> So if you plan to use FP:s in the actions, ask me specifically
> for the points. It is really just a question of going through
> the stuff and assigning them.

There are a couple items I'd like to spend points on, but I only want to 
spend the points over 8 and reserve the remainder for next year.  Any 
guesses on how many that is?

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



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AndrewJanssen
Andrew Janssen

Sun

Jun 12
2005

04:42Z

[Cel] Year 1456 opens

Jefferson wrote:
> Juha Vesanto wrote:
> 
> 
>>This email begins year 1456. Actions are due before Midsummer,
>>and the next year begins at the beginning of August (due to holiday
>>season).
>>
>>Here are the events (good news, for a change):
>>
>>*Rhudyn (+4), Tana (+3)*: The gods, led by Miracradasa and Feroze, 
>>decide to intervene and aid the campaign against the Ice Demons. A 
>>smallish battalion of handpicked men (approx. 500), joins forces with 
>>Rhudyn army and together they crush the Ice Demon's advance troops, 
>>where the Rhudyn had them pinned as a result of last year's campaigining.
> 
> 
> Does anybody have any thoughts on _how_ the gods intervened?  I can say 
> that Feroze would prefer to wait at least another year, or at least 
> intervene in a way that not apparent to mortals, but would be willing to 
> assist Miracradsa if she want to be more obvious.  Beyond that, I don't 
> know.  Temporary gates?  Dragon eggs?  Communication devices?

A few possibilities:

* Intervention by elite fighting monks of the Elemental Orders

* Intervention by forces of Dreaming entities aligned with the Gods, 
such as the Satyrs or some of the Fae

* Direct action against Garr & Co. by the Gods themselves (low probability).

* Something involving Alfos the Thief, Dioya the Sorceror, and the 
Ugliest Dog In The World (see the _Eerith Chronicles_).

One subtle possibility (Juuso could veto this): It's been established 
that gunpowder is not used on Celandra, at least not for weapons; I know 
we talked about the question of fireworks before, but I can't remember 
what the consensus was. What if the gods have, in the past, acted to 
keep the formula for gunpowder from being discovered? Alchemy is a 
dangerous profession, after all, fatal accidents *do* happen . . . . The 
divine intervention might be something as simple as ceasing to block 
that technological pathway. Such a change might not be noticed for some 
time.

Andrew
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IbrahimDughlasGa
ibrahim

Sun

Jun 12
2005

05:49Z

[Cel] Year 1456 opens

Andrew Janssen wrote:

>One subtle possibility (Juuso could veto this): It's been established 
>that gunpowder is not used on Celandra, at least not for weapons; I know 
>we talked about the question of fireworks before, but I can't remember 
>what the consensus was. What if the gods have, in the past, acted to 
>keep the formula for gunpowder from being discovered? Alchemy is a 
>dangerous profession, after all, fatal accidents *do* happen . . . . The 
>divine intervention might be something as simple as ceasing to block 
>that technological pathway. Such a change might not be noticed for some 
>time.
>  
>
Personally, I don't like this possibility.  The steps from gunpowder to 
actual firearms aren't few, but even just the simplest gunpowder would 
have far-reaching effects on the game.  In the Earth equivalent 
timeperiod, we're pretty close to discovering gunpowder, but I think in 
Qaiyore the use of magic should delay by at least a century the need to 
develop gunpowder.

Gunpowder does more than change the nature of warfare.  It changes 
societies by making many professions and classes outdated, and leads to 
the centralisation of states (and therefore eventually to the 
development of states).

Just my two cents. : )

What about something more subtle? Tweaking the molecular composition of 
the demon weapons, or spoiling _all_ of their food, for example?

Ibrahim


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AndrewJanssen
Andrew Janssen

Sun

Jun 12
2005

06:53Z

[Cel] Year 1456 opens

Ibrahim wrote:
> Andrew Janssen wrote:
> 
> 
>>One subtle possibility (Juuso could veto this): It's been established 
>>that gunpowder is not used on Celandra, at least not for weapons; I know 
>>we talked about the question of fireworks before, but I can't remember 
>>what the consensus was. What if the gods have, in the past, acted to 
>>keep the formula for gunpowder from being discovered? Alchemy is a 
>>dangerous profession, after all, fatal accidents *do* happen . . . . The 
>>divine intervention might be something as simple as ceasing to block 
>>that technological pathway. Such a change might not be noticed for some 
>>time.
>> 
>>
> 
> Personally, I don't like this possibility.  The steps from gunpowder to 
> actual firearms aren't few, but even just the simplest gunpowder would 
> have far-reaching effects on the game.  In the Earth equivalent 
> timeperiod, we're pretty close to discovering gunpowder, but I think in 
> Qaiyore the use of magic should delay by at least a century the need to 
> develop gunpowder.

Well, IMO the discovery of gunpowder is already "late", the Chinese 
discovered in the 9th century and started using it in weapons in the 
11th, but it's not an exact equivalence. Besides, it was the Europeans 
who perfected the formula; early Chinese gunpowder recipes included 
ingredients like mercury, arsenic, and human semen(yuk!).

I agree that magic would delay the discovery of gunpowder, but I think a 
century is too much of a delay.

> Gunpowder does more than change the nature of warfare.  It changes 
> societies by making many professions and classes outdated, and leads to 
> the centralisation of states (and therefore eventually to the 
> development of states).
> 
> Just my two cents. : )

Well, Qaiyore is already going through a period of major social and 
technological upheaval . . . witness the rise of republican & 
constitutional governments, and the invention of the printing press.

(I will confess, part of me really wants to drag the continent into the 
Renaissance, technology-wise)

Andrew

> What about something more subtle? Tweaking the molecular composition of 
> the demon weapons, or spoiling _all_ of their food, for example?
> 
> Ibrahim
> 
> 
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JeffersonWilson
Jefferson

Sun

Jun 12
2005

23:11Z

[Cel] [World] Gunpowder (was: Year 1456 opens)

Andrew Janssen wrote:
> Ibrahim wrote:
>>Andrew Janssen wrote:
>>
>>>One subtle possibility (Juuso could veto this): It's been established 
>>>that gunpowder is not used on Celandra, at least not for weapons; I know 
>>>we talked about the question of fireworks before, but I can't remember 
>>>what the consensus was.

No guns, and fireworks aren't used in the MidSea, but may be available in 
Torphan.

>>>What if the gods have, in the past, acted to 
>>>keep the formula for gunpowder from being discovered? Alchemy is a 
>>>dangerous profession, after all, fatal accidents *do* happen . . . . The 
>>>divine intervention might be something as simple as ceasing to block 
>>>that technological pathway. Such a change might not be noticed for some 
>>>time.
>>
>>Personally, I don't like this possibility.  The steps from gunpowder to 
>>actual firearms aren't few, but even just the simplest gunpowder would 
>>have far-reaching effects on the game.  In the Earth equivalent 
>>timeperiod, we're pretty close to discovering gunpowder, but I think in 
>>Qaiyore the use of magic should delay by at least a century the need to 
>>develop gunpowder.
> 
> Well, IMO the discovery of gunpowder is already "late", the Chinese 
> discovered in the 9th century and started using it in weapons in the 
> 11th, but it's not an exact equivalence. Besides, it was the Europeans 
> who perfected the formula; early Chinese gunpowder recipes included 
> ingredients like mercury, arsenic, and human semen(yuk!).
> 
> I agree that magic would delay the discovery of gunpowder, but I think a 
> century is too much of a delay.

I don't know.  Apparently the first uses of gunpowder were as noisemakers, 
and magic can much just as much noise if not more.  (Or that degree of 
noise might be associated with magic preventing development in anti-magical 
areas.)  Exquaestio doesn't have extensive magical effects, but they do 
have a rite that does damage through sheer noise.  Shut off that early 
development and gunpowder might never become useful for guns.

That's why I tried to go with a magical replacement for artillery.  That 
turned out to be too difficult, so I'm working on increasing magic in 
general, then I'll go back to it.

>>Gunpowder does more than change the nature of warfare.  It changes 
>>societies by making many professions and classes outdated, and leads to 
>>the centralisation of states (and therefore eventually to the 
>>development of states).
>>
>>Just my two cents. : )
> 
> Well, Qaiyore is already going through a period of major social and 
> technological upheaval . . . witness the rise of republican & 
> constitutional governments, and the invention of the printing press.
> 
> (I will confess, part of me really wants to drag the continent into the 
> Renaissance, technology-wise)

While I don't have any objections to using Europe's Renaissance as a 
background, I'd much rather see things develop in a different fashion. 
Something that explores and supports the differences Celandra's natural 
science.

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



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AndrewJanssen
Andrew Janssen

Mon

Jun 13
2005

02:33Z

[Cel] [World] Gunpowder

Jefferson wrote:
> Andrew Janssen wrote:
> 



>>
>>Well, Qaiyore is already going through a period of major social and 
>>technological upheaval . . . witness the rise of republican & 
>>constitutional governments, and the invention of the printing press.
>>
>>(I will confess, part of me really wants to drag the continent into the 
>>Renaissance, technology-wise)
> 
> 
> While I don't have any objections to using Europe's Renaissance as a 
> background, I'd much rather see things develop in a different fashion. 
> Something that explores and supports the differences Celandra's natural 
> science.

Just to give an idea of my future plans, I'm going to be using at least 
one action per year for a while on technological development. 
Tentatively, I'm looking at pendulum clocks first (since a former 
Tanimbar player started down that road), followed by telescopes and 
spectacles for the correction of near-sightedness (I'm assuming that 
lenses to correct far-sightedness already exist--on Earth, spectacles 
for correcting far-sightedness were invented about 500 years before 
spectacles to correct near-sightedness were invented (12th Century v. 
17th)).

If I do decide to use an action to develop gunpowder, I would specify it 
as having delayed effect, with the degree of success or failure 
representing the time delay between discovery and general use & 
application: a +4 success or better being a 10-year delay, a Mixed 
Results being a 50-year delay, and a -4 failure or worse being a 90-year 
delay. However, at this point, I don't plan to do so for some time.

Andrew

> Jefferson
> http://www.picotech.net/~jeff_wilson63/rpg/
> 
> 
> 
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IbrahimDughlasGa
ibrahim

Mon

Jun 13
2005

02:40Z

[Cel] [World] Technology

An interesting idea, Andrew.

On a related matter, what is the current state of navigation technology 
in Qaiyore?

Ibrahim

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AndrewJanssen
Andrew Janssen

Mon

Jun 13
2005

03:14Z

[Cel] [World] Technology

ibrahim wrote:

> An interesting idea, Andrew.
> 
> On a related matter, what is the current state of navigation technology 
> in Qaiyore?
> 
> Ibrahim

At a guess, compasses, sounding lines, logs (which measure speed), 
cross-staffs, and astrolabes. The technology to support sextants isn't 
there yet. Exquaestio may have magic for determining location, but I 
don't recall if it works at sea or not. The technology required for 
accurate chronometers doesn't exist, and will not exist for some time to 
come, but here again, magic may provide a work-around.

Most MidSea shipping, however, doesn't need to worry *too* much about 
navigation, since I'd guess most shipping sticks close to the coast. The 
only exceptions would be ships heading to Mir or Celpalar (Orasaren is 
close enough to the mainland for navigation to not be a big issue).

Andrew.

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JeffersonWilson
Jefferson

Mon

Jun 13
2005

05:56Z

[Cel] [World] Technology

Andrew Janssen wrote:

> Exquaestio may have magic for determining location, but I 
> don't recall if it works at sea or not.

It does, but:

1) It's less accurate -- probably down to around 1/3 kilometer.

2) It isn't worth much in the absence of appropriate maps.  (It can tell 
latitude and longitude, but won't answer "how far are we from x port or y 
rocks.")

The Grand Survey is on my list of things to do someday, but I don't know 
when it will happen.  That will make Exquaestio navigation practical. 
(Though if anyone wants to spend an action to help with the Grand Survey, 
just let me know.  That's mainly for Vra'al and Rhudyn players.)

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



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IbrahimDughlasGa
ibrahim

Mon

Jun 13
2005

10:20Z

[Cel] [World] Technology

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IbrahimDughlasGa
ibrahim

Tue

Jun 14
2005

01:16Z

[Cel] [World] Technology

Jefferson wrote:

>Andrew Janssen wrote:
>
>  
>
>>Exquaestio may have magic for determining location, but I 
>>don't recall if it works at sea or not.
>>    
>>
>
>It does, but:
>
>1) It's less accurate -- probably down to around 1/3 kilometer.
>
>2) It isn't worth much in the absence of appropriate maps.  (It can tell 
>latitude and longitude, but won't answer "how far are we from x port or y 
>rocks.")
>
>The Grand Survey is on my list of things to do someday, but I don't know 
>when it will happen.  That will make Exquaestio navigation practical. 
>(Though if anyone wants to spend an action to help with the Grand Survey, 
>just let me know.  That's mainly for Vra'al and Rhudyn players.)
>  
>
That is actually something the new Consul of Kaeir is considering, as 
better charts of the Midsea would be of great commercial value.  Kaeir 
began an attempt to chart a route to Celpalar about a decade ago, but 
was distracted from completing the action by other events.

Kaeirean traders have considerable experience in the waters of the 
northern Midsea, and many want to expand beyond their "home ground" in 
the north.

Furthermore, Kaeir is planning on organising large trading convoys of 
ships to "tour" the northern and southern Midsea (probably two separate 
convoys) so as to facilitate trade in a regular fashion.  Such convoys 
would be guarded by one of the Kaeirean fleets.  Merchant ships would 
generally only be Kaeirean, but possibly open to strategic allies.  An 
annual convoy would provide regularity to trade, and lead to less 
fluctuation in supply and demand.

The convoys will allow for better mapping of the Midsea.  The Northern 
Convoy will hopefully extend to Razan.

As a non-rival, the Exquaesito would useful and mutually beneficial 
strategic ally, in the eyes of the Kaeirean Senate.  A letter from the 
Consul to that effect therefore might be received any time soon.

cheers,

Ibrahim
Ibrahim




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IbrahimDughlasGa
ibrahim

Wed

Jun 15
2005

01:36Z

[Cel] [World] Technology

Jefferson wrote:

>Andrew Janssen wrote:
>
>  
>
>>Exquaestio may have magic for determining location, but I 
>>don't recall if it works at sea or not.
>>    
>>
>
>It does, but:
>
>1) It's less accurate -- probably down to around 1/3 kilometer.
>
>2) It isn't worth much in the absence of appropriate maps.  (It can tell 
>latitude and longitude, but won't answer "how far are we from x port or y 
>rocks.")
>
>The Grand Survey is on my list of things to do someday, but I don't know 
>when it will happen.  That will make Exquaestio navigation practical. 
>(Though if anyone wants to spend an action to help with the Grand Survey, 
>just let me know.  That's mainly for Vra'al and Rhudyn players.)
>  
>

To the Primate Rojez Lafwe,

Greetings and Salutations from the Green Republic, and the Lady of the 
Isles.

Word has reached the ears of the Senate that the Church of the 
Exquaestio has begun developing an interest in more developed 
navigational charts of the Midsea.

The Green Republic of Kaeir wishes to extend an invitation to the Church 
of the Exquaestio to cooperate in the development of comprehensive 
navigational charts for the Midsea.  Given that the Green Republic and 
the Church of the Exquaestio are located in different halves of the 
Midsea, cooperation in a strategic field such as this would be of 
immense value to each other without touching on either's field of interests.

The Republic plans to begin yearly trade convoys that will tour the 
northern and southern Midsea respectively, which will allow the 
navigators of the Republican Fleet and the Merchant Fleet to improve the 
accuracy of the navigational charts on an annual basis.  This will build 
on our extensive charts of the northern Midsea, strengthening our 
knowledge of this region and extending it deeper into the south.

I humbly await your reply, and any possible suggestions and alternative 
that may be forthcoming from you.

The peace and blessings of the One be with you,


Boris van Adin
Lord-Consul of the Green Republic of Kaeir


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JeffersonWilson
Jefferson

Wed

Jun 15
2005

03:46Z

[Cel] [World] Technology

ibrahim wrote:

> To the Primate Rojez Lafwe,
> 
> Greetings and Salutations from the Green Republic, and the Lady of the 
> Isles.
> 
> Word has reached the ears of the Senate that the Church of the 
> Exquaestio has begun developing an interest in more developed 
> navigational charts of the Midsea.
> 
> The Green Republic of Kaeir wishes to extend an invitation to the Church 
> of the Exquaestio to cooperate in the development of comprehensive 
> navigational charts for the Midsea.  Given that the Green Republic and 
> the Church of the Exquaestio are located in different halves of the 
> Midsea, cooperation in a strategic field such as this would be of 
> immense value to each other without touching on either's field of interests.
> 
> The Republic plans to begin yearly trade convoys that will tour the 
> northern and southern Midsea respectively, which will allow the 
> navigators of the Republican Fleet and the Merchant Fleet to improve the 
> accuracy of the navigational charts on an annual basis.  This will build 
> on our extensive charts of the northern Midsea, strengthening our 
> knowledge of this region and extending it deeper into the south.
> 
> I humbly await your reply, and any possible suggestions and alternative 
> that may be forthcoming from you.
> 
> The peace and blessings of the One be with you,
> 
> Boris van Adin
> Lord-Consul of the Green Republic of Kaeir

To: Master Boris van Adin, Lord-Consul
Green Republic of Kaeir
Kaeir, Celtalhar

Salutations to the good lord-consul; may the gods who look over us all 
bless his endeavors. He honors both my church and my self with his interest 
and time.

In regards to obtaining assistance in the creation of navigational charts, 
I deeply regret that there are certain difficulties. In their wisdom the 
gods who lead Exquaestio have made the arcane branch of the church separate 
from the regular branch. To our arcane clergy I can only make suggestions. 
I cannot command them as I can those members of our regular and militant 
branches. Additionally, I regret that I know of only four espiri who 
possess the needed skills. While I understand the required magics to be 
relatively simple, to be useful those magics must be combined with a degree 
of mathematical knowledge which is rare among our magic-users. The four 
espiri who I know could assist you are settled into satisfactory situations 
and would require a larger incentive than I can supply to change.

I will pass your request to our ecclesia and they will spread it to as many 
of our espiri as can be reached. I hope that one with the appropriate 
abilities chooses to assist you, but can offer no guarantees.

If you require further information, know that my office is always open to you.

Regretfully,

Archbishop Rojez Lafwe,
Primus Exquaestio
Cormenaera, Orasaren



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JeffersonWilson
Jefferson

Mon

Jun 13
2005

03:16Z

[Cel] [World] Technology

ibrahim wrote:

> On a related matter, what is the current state of navigation technology 
> in Qaiyore?

Good question.  My assumption has been that mechanically things are 
basically at the cross-staff level (Columbus).  Magically things are a bit 
better, but I wouldn't care to guess how much.

(An espiri with the proper rites and knowledge can get an accuracy of 1 
arc-second-latitude {call it to within 30 meters} in less than five 
seconds, but are frustrated because that accuracy isn't good enough for 
most of the things they want to do.  If it becomes important I can work out 
exactly how many espiri can do this, but the general answer is not many. 
Mira can do it, but Tania can't, for example.)

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



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IbrahimDughlasGa
ibrahim

Mon

Jun 13
2005

03:40Z

[Cel] [World] Technology

Jefferson wrote:

>ibrahim wrote:
>
>  
>
>>On a related matter, what is the current state of navigation technology 
>>in Qaiyore?
>>    
>>
>
>Good question.  My assumption has been that mechanically things are 
>basically at the cross-staff level (Columbus).  Magically things are a bit 
>better, but I wouldn't care to guess how much.
>
>(An espiri with the proper rites and knowledge can get an accuracy of 1 
>arc-second-latitude {call it to within 30 meters} in less than five 
>seconds, but are frustrated because that accuracy isn't good enough for 
>most of the things they want to do.  If it becomes important I can work out 
>exactly how many espiri can do this, but the general answer is not many. 
>Mira can do it, but Tania can't, for example.)
>
>
>  
>
Andrew and Jefferson,

I wonder though the Ka'Shari have more sophisticated navigational 
technology, especially regarding "navigational magic".  Given that they 
were sailing on the edge of the outer ocean for centuries along unknown 
coastlines, I feel that magic would have had to have played a much 
greater role in navigation than more traditional physical technologies.

After all, if the largely land-bound espirii can, then surely the 
Ka'Shari could (and probably more to boot too).

And whether it be physical or magical navigation, the Ka'Shari have 
probably been a great source of navigational innovation for Midsea 
maritime technology.

Ibrahim


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JeffersonWilson
Jefferson

Mon

Jun 13
2005

05:42Z

[Cel] [World] Technology

ibrahim wrote:

> I wonder though the Ka'Shari have more sophisticated navigational 
> technology, especially regarding "navigational magic".  Given that they 
> were sailing on the edge of the outer ocean for centuries along unknown 
> coastlines, I feel that magic would have had to have played a much 
> greater role in navigation than more traditional physical technologies.

Hmmm. Yes, the Ka'Shari undoubtedly have good navigational magics. I'm also 
sure that those magics aren't available to outsiders.  At least, I can't 
imagine anything that would worth be what it would cost the Ka'Shari to 
lose a monopoly in this area.

(By the way, Jason, what about the possibility of the Ka'Shari selling 
dragon eggs to Mir?)

> After all, if the largely land-bound espirii can, then surely the 
> Ka'Shari could (and probably more to boot too).

Probably.  The major problem the espiri have is lack of key instruments. 
There's only so much an unaided human can do.  Even a simple artificial 
horizon using mercury in an ordinary glass tube would multiply the accuracy 
espiri are capable of by a factor of 10.

Printing will also help.  Tables of trig functions and logarithms could be 
used in a rite to substitute for having to know how to figure such things 
from scratch.  That won't increase accuracy, but it will mean that more 
espiri will be able to use the needed rites since they would require less 
up-front knowledge.

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



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JuhaVesanto
juuso

Thu

Jun 16
2005

20:29Z

[Cel] [World] Technology

Jefferson wrote:
> ibrahim wrote:
>>I wonder though the Ka'Shari have more sophisticated navigational 
>>technology, especially regarding "navigational magic".  Given that they 
>>were sailing on the edge of the outer ocean for centuries along unknown 
>>coastlines, I feel that magic would have had to have played a much 
>>greater role in navigation than more traditional physical technologies.

I agree on the latter. But I don't think Ka'shari would necessarily
have grep navigational magic/tech. They were ocean-goes, yes, but they
did not venture very far from the coasts of Qaiyore.

That said, they might something like that anyway. Certainly they are
not afraid of open waters.

> Hmmm. Yes, the Ka'Shari undoubtedly have good navigational magics. I'm also 
> sure that those magics aren't available to outsiders.  At least, I can't 
> imagine anything that would worth be what it would cost the Ka'Shari to 
> lose a monopoly in this area.

They definetly don't have monopoly in this area. Celpalar, for example,
should be on par with Ka'Shari.

> (By the way, Jason, what about the possibility of the Ka'Shari selling 
> dragon eggs to Mir?)

Not too good. They do have a small settlement there in the south,
but they don't use it to harvest dragon eggs. Even if they could do
such a thing.

> Printing will also help.  Tables of trig functions and logarithms could be 
> used in a rite to substitute for having to know how to figure such things 
> from scratch.  That won't increase accuracy, but it will mean that more 
> espiri will be able to use the needed rites since they would require less 
> up-front knowledge.

I think Ka'shari have traditional methods / tables / fables etc. that
act as this.

juuso
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JasonHeaps
Jason Heaps

Fri

Jun 17
2005

20:35Z

[Cel] [World] Technology

If any one is selling dragon eggs Mir would defently be on the list to by them, but Juuso is write the odds of the Ka'Shari collect eggs would not be high.
 
I have not read over all of the tech emails but I do want to add my voice to Juuso statement about Celpalar.  Celpalar has been sailing the open oceans for millenium.  Remeber that at one time Celpalar traded with Gezor, and weather they went by the Avearan island chain or by open ocean they still would have to have ships that could handle open oceans.
 
I would also say that both Mir and Celpalar are island that have large amount of trade  Both are also strong in magic (admittedly celpalar a less then Mir) so both would uses magic in navigation and ships.  
 
Also Mir proble would have access to how to build ocean going ships since they did conqure Celpalar and when they discovered that Celpalar was a highly advanced culture they incorperated a lot of celpalars knolwegde and technology, and ocean going knoweldge would have especially been helpful.  Also their is the fact that Mir did go to war against the Rain a’Avaerand.  And they would have to have some farily tuff ships.

Jason Heaps


Juha Vesanto  wrote:
Jefferson wrote:
> ibrahim wrote:
>>I wonder though the Ka'Shari have more sophisticated navigational 
>>technology, especially regarding "navigational magic". Given that they 
>>were sailing on the edge of the outer ocean for centuries along unknown 
>>coastlines, I feel that magic would have had to have played a much 
>>greater role in navigation than more traditional physical technologies.

I agree on the latter. But I don't think Ka'shari would necessarily
have grep navigational magic/tech. They were ocean-goes, yes, but they
did not venture very far from the coasts of Qaiyore.

That said, they might something like that anyway. Certainly they are
not afraid of open waters.

> Hmmm. Yes, the Ka'Shari undoubtedly have good navigational magics. I'm also 
> sure that those magics aren't available to outsiders. At least, I can't 
> imagine anything that would worth be what it would cost the Ka'Shari to 
> lose a monopoly in this area.

They definetly don't have monopoly in this area. Celpalar, for example,
should be on par with Ka'Shari.

> (By the way, Jason, what about the possibility of the Ka'Shari selling 
> dragon eggs to Mir?)

Not too good. They do have a small settlement there in the south,
but they don't use it to harvest dragon eggs. Even if they could do
such a thing.

> Printing will also help. Tables of trig functions and logarithms could be 
> used in a rite to substitute for having to know how to figure such things 
> from scratch. That won't increase accuracy, but it will mean that more 
> espiri will be able to use the needed rites since they would require less 
> up-front knowledge.

I think Ka'shari have traditional methods / tables / fables etc. that
act as this.

juuso
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JuhaVesanto
juuso

Sun

Jun 12
2005

19:44Z

[Cel] Year 1456 opens

Jefferson wrote:
> There are a couple items I'd like to spend points on, but I only want to 
> spend the points over 8 and reserve the remainder for next year.  Any 
> guesses on how many that is?

Err... now you're talking about how many points you will be getting
beyond 7. Probably some, but I'm not sure how many... Oh well, I'll
just have to go and count them. Please stand by.

juuso
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JeffersonWilson
Jefferson

Sun

Jun 12
2005

23:28Z

[Cel] Year 1456 opens

Juha Vesanto wrote:
> Jefferson wrote:
> 
>>There are a couple items I'd like to spend points on, but I only want to 
>>spend the points over 8 and reserve the remainder for next year.  Any 
>>guesses on how many that is?
> 
> Err... now you're talking about how many points you will be getting
> beyond 7. Probably some, but I'm not sure how many... Oh well, I'll
> just have to go and count them. Please stand by.

Sorry to be a pain, but in the way I think how many points I'm keeping is 
just as important as how many points I'm spending.

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



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JuhaVesanto
juuso

Sun

Jun 12
2005

20:24Z

[Cel] Year 1456 opens

Andrew Janssen wrote:
>>Does anybody have any thoughts on _how_ the gods intervened?  I can say 
>>that Feroze would prefer to wait at least another year, or at least 
>>intervene in a way that not apparent to mortals, but would be willing to 
>>assist Miracradsa if she want to be more obvious.  Beyond that, I don't 

Miracradsa takes an active role in the campaign (well, mainly on
the Dreaming side, but she does make a couple of
appearances during the major battles).

The spearhead of the campaign were the 500 men handpicked by
Mirrish & Exquaestio mages who acted as the conduit for the
power of the gods (the "Spectaculars"). The men were selected based on 
their endurance, both physical and mental: the first to withstand the 
heavy toll imposed on their mortal bodies, and the second to withstand
the equally heavy battering on their minds, and still be able
to operate. The magic placed on these men was specifically
designed to counter the power of the vampires, and included
abilities similar to what warmages in a coterie manage, plus
an enhanced danger sense from Feroze.

Of the 500 men, only 85 survived the campaign. Furthermore,
most of the fatalaties did not occur directly due to the battle,
but due to exhaustion of the body, or the mind.

juuso

PS. no gunpowder
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JeffersonWilson
Jefferson

Sun

Jun 12
2005

23:26Z

[Cel] Year 1456 opens

Juha Vesanto wrote:

> Andrew Janssen wrote:
> 
>>>Does anybody have any thoughts on _how_ the gods intervened?  I can say 
>>>that Feroze would prefer to wait at least another year, or at least 
>>>intervene in a way that not apparent to mortals, but would be willing to 
>>>assist Miracradsa if she want to be more obvious.  Beyond that, I don't 
> 
> 
> Miracradsa takes an active role in the campaign (well, mainly on
> the Dreaming side, but she does make a couple of
> appearances during the major battles).
> 
> The spearhead of the campaign were the 500 men handpicked by
> Mirrish & Exquaestio mages who acted as the conduit for the
> power of the gods (the "Spectaculars"). The men were selected based on 
> their endurance, both physical and mental: the first to withstand the 
> heavy toll imposed on their mortal bodies, and the second to withstand
> the equally heavy battering on their minds, and still be able
> to operate. The magic placed on these men was specifically
> designed to counter the power of the vampires, and included
> abilities similar to what warmages in a coterie manage, plus
> an enhanced danger sense from Feroze.

Ah . . .  Feroze can give them an enhanced danger sense easily enough, but 
under the natural laws of Celandra he won't be able to take it back without 
killing them.  Now, if Miracradsa can remove a mortal's ability to 
manipulate essence as well as grant it and would be willing to teach him 
the technique involved he could probably do so, but I don't think they're 
on that good of terms.  Combining with another deity would reveal too much 
about how he creates the rohain (and Miracradsa creates mages), and in his 
current position he's not willing to just throw that bargaining chip away.

How about clairvoyance or teleportation?  Either could be built into a 
matrix and ritually activated instead of having to be hooked directly into 
the subject's minds.

> Of the 500 men, only 85 survived the campaign. Furthermore,
> most of the fatalaties did not occur directly due to the battle,
> but due to exhaustion of the body, or the mind.

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



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JuhaVesanto
juuso

Wed

Jun 15
2005

17:13Z

[Cel] Year 1456 opens

Jefferson wrote:
> Ah . . .  Feroze can give them an enhanced danger sense easily enough, but 
> under the natural laws of Celandra he won't be able to take it back without 
> killing them.  Now, if Miracradsa can remove a mortal's ability to 
> manipulate essence as well as grant it and would be willing to teach him 
> the technique involved he could probably do so, but I don't think they're 
> on that good of terms.  Combining with another deity would reveal too much 
> about how he creates the rohain (and Miracradsa creates mages), and in his 
> current position he's not willing to just throw that bargaining chip away.

Ok.

> How about clairvoyance or teleportation?  Either could be built into a 
> matrix and ritually activated instead of having to be hooked directly into 
> the subject's minds.

Hmm... clairvoyance. They need to locate the Ice Demons quickly.
Transport is typically arranged for larger groups (of soldiers)
and is arranged in other ways (by mages).

juuso
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AndrewJanssen
Andrew Janssen

Thu

Jun 16
2005

23:46Z

[Cel] Year 1456 opens

Juuso, can we assume that as part of their intervention, the gods 
cleaned out the sea monsters blocking the sea lanes along the south-west 
MidSea?

Andrew
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IbrahimDughlasGa
ibrahim

Fri

Jun 17
2005

00:44Z

[Cel] Year 1456 opens

Andrew Janssen wrote:

>Juuso, can we assume that as part of their intervention, the gods 
>cleaned out the sea monsters blocking the sea lanes along the south-west 
>MidSea?
>
>Andrew
>  
>
It'd be rather disappointing if they were cleaned out just like that.  I 
imagine these creatures come from an entire underwater world, a domain 
entirely different to Qaiyore.

The question that needs addressing is what prevented them from appearing 
in the past, and what allowed them to appear recently?  If they had been 
forced down into the depths of the ocean, and contained there, then 
something intervened recently and weakened or broke their bonds.

Perhaps the during the assault on the convoys, they were pushed away, 
but not back into their deep ocean prison.  Therefore they would be 
still around, but more cautious now?

Ibrahim


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This message is intended only for the use of the individual or entity to whom it is addressed and contains information that is privileged and confidential.  If you, the reader of this message, are not the intended recipient, you should not disseminate, distribute or copy this communication.  If you have received this communication in error, please notify us immediately by return email and delete the original message.  Thank you.


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JuhaVesanto
juuso

Fri

Jun 17
2005

04:03Z

[Cel] Year 1456 opens

Andrew Janssen wrote:
> Juuso, can we assume that as part of their intervention, the gods 
> cleaned out the sea monsters blocking the sea lanes along the south-west 
> MidSea?

Well, nobody knows what became of the monsters, but they appear not to
be a problem any longer. Gone back to their depths, so to speak.

juuso
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IbrahimDughlasGa
ibrahim

Fri

Jun 17
2005

04:21Z

[Cel] Year 1456 opens

Juha Vesanto wrote:

>Andrew Janssen wrote:
>  
>
>>Juuso, can we assume that as part of their intervention, the gods 
>>cleaned out the sea monsters blocking the sea lanes along the south-west 
>>MidSea?
>>    
>>
>
>Well, nobody knows what became of the monsters, but they appear not to
>be a problem any longer. Gone back to their depths, so to speak.
>
>juuso
>  
>

The more interesting question would be what summoned them from the 
depths in the first place?

The sheer number of the demonic forces, or the workings of powerful 
individuals?  I imagine this would be something a powerful and ancient 
Shadowspawn could do.

Ibrahim


================================
Confidentiality Statement and Disclaimer 
================================
This message is intended only for the use of the individual or entity to whom it is addressed and contains information that is privileged and confidential.  If you, the reader of this message, are not the intended recipient, you should not disseminate, distribute or copy this communication.  If you have received this communication in error, please notify us immediately by return email and delete the original message.  Thank you.


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JasonHeaps
Jason Heaps

Fri

Jun 17
2005

20:25Z

[Cel] Year 1456 opens

Wow.  I go away for two weeks and the war ends.  I am sorry for taking so long I desided to get extremly sick right before comeing home.  I am going to write up a short description for Mirs results las year and then send in my actions.
 
Juuso can I assume that Tanimbar wants Burcancy and Mir's help in deal with their own Ice Deamons is that what the Tanimbar vs. Goblins section of the action was?
 
Jason Heaps

Juha Vesanto  wrote:
Andrew Janssen wrote:
>>Does anybody have any thoughts on _how_ the gods intervened? I can say 
>>that Feroze would prefer to wait at least another year, or at least 
>>intervene in a way that not apparent to mortals, but would be willing to 
>>assist Miracradsa if she want to be more obvious. Beyond that, I don't 

Miracradsa takes an active role in the campaign (well, mainly on
the Dreaming side, but she does make a couple of
appearances during the major battles).

The spearhead of the campaign were the 500 men handpicked by
Mirrish & Exquaestio mages who acted as the conduit for the
power of the gods (the "Spectaculars"). The men were selected based on 
their endurance, both physical and mental: the first to withstand the 
heavy toll imposed on their mortal bodies, and the second to withstand
the equally heavy battering on their minds, and still be able
to operate. The magic placed on these men was specifically
designed to counter the power of the vampires, and included
abilities similar to what warmages in a coterie manage, plus
an enhanced danger sense from Feroze.

Of the 500 men, only 85 survived the campaign. Furthermore,
most of the fatalaties did not occur directly due to the battle,
but due to exhaustion of the body, or the mind.

juuso

PS. no gunpowder
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