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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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IbrahimDughlasGa
ibrahim

Mon

Jun 6
2005

11:17Z

[Cel] 1455 Kaeirean writeup

  Action 1. The Brotherhood of the Night. 

Resolution: Diff = Normal (0) + Dice (0-0+) + Extras () = 0 Mixed results 
Dice:  
Millati doctrines: 0 
Recruitment quantity: - 
Recruitment quality: 0 
Luck: +  

Results: Only a few people suitable for the Brotherhood are found, and 
willing to join. In a stroke of luck, the Brotherhood stumbles upon a 
small cell of Hand of Garr in Tirmaeir, and demolishes it. This 
generates good publicity, and recruitment next year would be Easy (+1). 

The Brotherhood of the Night

In 1455, in the wake of the schism amongst the Kaeirean Millati (for its 
impact on the mother church in the Calarnar, see Balin's "Schism and 
Factionalism in classical Akbari") and the collapse of the anti-magic 
policies of the Republic, the Kaeirean Millati established a 
quasi-monastic order devoted to fighting dark magicks.  The Brotherhood 
of the Night based its philosophy entirely upon the Millati religion 
(indeed, its members are almost always exclusively Millati), and in 
particular upon Arlhan's 10 Points thesis.  As such, it has fought 
spiritual and magical forces of the Demon Gods.  Most controversially, 
it has when able, opposed efforts to open gateways to the Dreaming, 
termed "Joinings" in the language of the Brotherhood.  Generally though, 
its activities focus on the detection, tracking and elimination of the 
minions of the Dark Lords.  Its most noteworthy actions in the first few 
decades of its founding was the hunting of Shadowspawn during and after 
the Demon Wars of the 1560s.

Furthermore, the influence of Millati theology on the Brotherhood of the 
Night has given rise to the development of a new style of magic that has 
been drawn from existing styles and traditions, but altered by the 
Millati worldview and the Brotherhood's own needs.  Little is known of 
this style, as the Brotherhood's secrets are its own, but it is known to 
emphasise warding, detection,   .  The Brotherhood is known to use 
warding tattoos extensively due to the martial nature of the order, a 
practice perhaps initially inspired their Shadowspawn prey.

The name, Brotherhood of the Night, is a classic example of the 
philosophy of the order.  In Millati theology, a cardinal principle is 
that the separation between Celandra and the Dreaming should never 
breached.  Amongst the most conservative Millati, this principle extends 
to a prohibition against magic.  The schism of the 1560s saw the 
creation of a number of sects, though it was only the Arlhanist and the 
Marlupinist sects that survived in the long term in Kaeir.  Though the 
Brotherhood has recruited from the various sects, it is philosophy of 
Arlhan, first Keeper and first Abbott of the Brotherhood, that has had 
the influenced the Brotherhood the most.  This can be seen in the highly 
symbolic term "Night", representing the Brotherhood's conscious adoption 
of sorcery to deal with the nightmares that exist in the Dreaming and 
from there enter into Celandra (in a sense, the Brotherhood is chooses 
to be "awake" so that it may deal with things of the "Night").   

Though it has never been a large order, its strength has lain not in its 
numbers but in martial and sorcerous skills of its members, popularly 
called Nightbrothers.  Much of the Brotherhood's time is spent on 
training and study, and active duties usually are devoted to the 
spiritual monitoring of the communities they live within, seeking to 
detect signs of dark magicks.  Nightbrothers normally operate in small 
groups or as individuals.  This can be seen in the Brotherhood's first 
military operation, where the Brotherhood in 1455 discovered a coven of 
Garr cultists in New Tirmaeir.  Using their limited resources, a dozen 
Nightbrothers tracked down and eliminated the coven using a combination 
of steel and sorcery (even discovering potential leads to covens elsewhere).

In its early years, the Brotherhood was limited to the territories of 
the Kaeirean Republic, though it soon after spread back to the mother 
church in Akbari, and wherever the Millati faith spread in the Midsea.  
It is customary for at least one member of the Brotherhood to be 
resident in any reasonably sized Millati community (with smaller 
communities being visited regularly by journeymen).  A Nightbrother is 
distinguishable from other Millati by their black cloaks (symbolising 
their "awakened" status) and dark green clothing (symbolising their 
commitment to the Millat, or Path), and the ornate tattoos covering 
their chest and arms.

The headquarters of the Brotherhood is located within the compound of 
the Holy Tower of the South in New Tirmaeir city, and the office of 
Abbott of the Brotherhood has always been occupied by the Keeper of the 
Holy Tower.

Balin san Balin, "Brotherhood of the Night", from "Religions of the 
Midsea" (Society of Scholastics, Port Kaeir branch, 1600). 

Action 2. The Green College  

Resolution: Diff = Hard (-1) + Dice (00++) + Extras () = +1 Success

The Green College is successfully established. 

A modest number of skilled sorcerers are recruited to the faculty, and 
an unusually large number of students admitted into the elementary 
studies programme at the College (possibly due to the lack of 
opportunity for magical studies previously).  A significant number of 
students are admitted under the emancipation initiative.  Most 
importantly, the blessings of the Green Lady are obtained, and the 
Kaeirean shaman Erhad von Celtelathi takes over the daily administration 
of the College as Vice-Chancellor (the Chancellor of the College being 
but a nominal position) as well as the Chair of Elementalism. 

Scaltast von Gomel takes the Chair of Philosophy and Theology.  Popular 
approval of the Green College is widespread, and is seen as an omen of 
the leadership of both the new Consul, Boris van Adin, and the 
Inquisitor, Karl van Kahshaar.  The highly liberal approach of the Green 
College, attracts many and draws considerable support from the wider 
community.  Amongst the Millati who possess magical talent, it is the 
more liberal that are attracted to the Green College (the conservatives 
preferring the Brotherhood of the Night). 

Action 3. Preparation for the raising of 9 new divisions of the Guard.  
Resolution: Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe 
failure 
Dice: 
 Resources: - 
Logistics: - 
Population reaction: - 
Luck: 0  
Results:  

Despite efforts to coordinate between the Office of the Commander of the 
Guard and the Arsenal, logistics and planning are a nightmare.  Sourcing 
of material is utterly chaotic, with excessive quantities of one 
material obtained, and other essential items not obtained at all.  In 
particular, an overenthusiastic administration planned for five new 
divisions, ignoring the fact that the population can only support two 
new divisions at this time.

Despite the chaos, barracks and supplies for two divisions are 
obtained.  The Great Council, seriously disturbed at the fiscal waste, 
requests that the Consul and the Senate promptly sort out the affair.  
Not a promising start to Consul Boris van Adin's new office.

To further compound the problem, popular reaction to the prospect of two 
new divisions being raised is considerably low.  The military is never 
an overwhelmingly popular occupation, and it forces many to question the 
Consul's determination to pursue a peaceful foreign affairs policy.  It 
is unclear how successful recruitment will be in 1456.

NOTE:

Given that Kaeir has a population of around 634000 (Tirmaeir, Celtelath 
and Celtehar combined), Kaeir should be able to support a standing 
military force of around 10,000 (1.5% of the population).  Currently it 
has 4 divisions (the 1st, 2nd and 3rd division of the Guard, plus the 
Tirmaeiri Rangers) amounting to 4000 troops, the semi-official Legion of 
the March in Saltrim (1000), the Colonial Guard (600 in Port Jabau and 
Rimrivertown), and 2400 men in the Fleet (1600 marines, 800 crewmen).   
5400 oarsmen are used by the Fleet, and are a mixed population of 
slaves, indentured labour,  paid labour (the current policy is to phase 
out slave labour in favour of paid oarsmen).  Total military expenditure 
(including sailors and oarsmen, excluding cavalry costs) is around 
370,000 Kaeirean ducats (and 900,000 ducats for food and miscelaneous 
supplies).  A Kaeirean ducat is equivalent in weightage to an Imperial, 
and currency dates from the ancient Duchy of Kaeir.

It should be able to raise and two more divisions (2000 men) in light of 
its population and revenue.

The Fleet consists of 40 ships (all of which are on permanent duty).  
The Fleet therefore consists of 800 crewmen, 1640 marines and 4480 
oarsmen. 6928
men in total (the oarsmen being largely criminals, bonded servants or 
slaves).  The Navy consists of two fleets of 20 ships each (2 galleass, 
10 galleys, 5 galliots, and 5 carracks to each fleet), both of which 
carry out convoy duties for Kaeirean  traders around the Midsea.  In 
addition, all Kaeirean merchant ships though may be converted into ships 
of war at a moments notice (it being mandatory for all ships to carry a 
set quantity of swords, crossbows/bows).

A Kaeirean galleass has 32 oars (32 x 3 x 2 sides = 192 rowers per 
galleass).  192 rowers, 60 marines, 25 crew, 1 captain.  Total manpower 
= 278.  The Kaeirean galleass is a far more sophisticated version of the 
galley, being capable of holding larger numbers of men, and is capable 
of carrying artillery (or archers/mages).  It has one row of oars with 
three rowers to each oar, three masts and a centred keel.

A Kaeirean galley 25 oars (25 x 3 men x 2 sides = 150 rowers per 
galley).  40 marines, 20 crew, 1 captain.  Total manpower = 241.  The 
Kaeirean galley is a simple affair, with one row of oars, three rowers 
to each oar, two masts and a centred keel.

A Kairean galliot has 18 oars (18 oars x 2 men x 2 sides = 72 rowers per 
galliot). 20 marines, 10 crew, 1 captain.  Total manpower = 103.  The 
Kaeirean galliot, similiar to the galley, is simple, with one row of 
oars, two masts, a centred keel, yet only 2 men to each oar.





Action 4. The House of Quetzal Von Kiviri, Hero of the Debacle in the 
Southern Seas  
Resolution: Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results 
Dice:  
Commercial success: + 
Marketing success: - 
Old officers: 0 
Luck: 0  
Results:  

Quetzal von Kiviri successfully establishes his trading house, Von 
Kiviri.  His generous pension payout helps him establish himself, as do 
contributions by unknown investors.  With his capital, and the support 
of several of his former officers, Quetzal is able to purchase three 
caravels and successfully make one trading trip to the markets of Port 
Jabau.  On his return, he makes a modest profit.

In doing so, Quetzal is accepted amongst the ranks of the merchants and 
lesser nobility (the "Young Houses" in the jargon of Kaeirean titles and 
hierarchy).

Action 5+6.
Appointment of a Trader Commissioner to the Saltrimi Protectorate of the 
Southern Marchlands  
Resolution: Diff = Normal (0) + Dice (+--+) + Extras (extra: -1) = -1 
Failure 
Dice:  
Troops reaction: + 
Lord Basiluddin: - 
Coverup: - 
Luck: +  
Results:

The troops welcome Basiluddin back to Saltrimi. But Basiluddin himself 
is not too happy with the assignment (he was looking forward for 
something new), and is not too careful with his words about it... 
Luckily, this does not matter, since people tended to assume Basiluddin 
to be in the lead anyway.   

Basiluddin, though considerably unhappy about the assignment from 
Lord-Consul Boris van Adin, but as a patriotic citizen of the Republic, 
he does his duty. Returning to the Saltrimi Protectorate, he sets about 
improving the position of the Legion of the March (realising that the 
Senate wants a secure and stable March on their northern border before 
he is allowed home).

There is little reaction from Taltheran, who though seeing through the 
pale subterfuge of Basiluddin's title of "Trade Commissioner", are in 
little position to challenge what is already accomplished fact.  The 
Conclave Saltrim for the time being, is happy not to have the other 
Taltherani cities interfering in its own affairs (and thus undermining 
Saltrimi autonomy).


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