Celandra - the Undying Land (Interactive History)

This entry is part of the PBM List.

Costs: Free
Email: celandra@phoenyx.net
Frequency: Every 2-3 weeks.
URL: http://wiki.phoenyx.net/wiki/bin/view/Celandra/WebHome
Type: fantasy, world-building, roleplaying, freeform
Last-Update: 2005Mar12
Keywords: free, open-ended, email, human, fantasy, rpg

Description

Interactive History in Celandra

Campaign World: The campaign will be set in the World of Celandra. This is a world with a long history and plenty of magic. The world will be further developed as the game progresses, and players will contribute largely to it's atmosphere and history. I will try to be open to suggestions to allow the players as much freedom as possible in designing their own "corner" of society. There are other planes; these are not a focus of the game, but may enter into it if the players so choose.

Theme/Focus: The theme is societal development as it is played out in history. It is appropriate to detail (or roleplay) the deeds of mythic persons or legendary heros, but bands of common adventurers are below the scope of the game. If you want to describe or play out such "common" adventures, you are welcome to share them with the rest of us, but that is not the focus. Things should be relevant to your society and the world, and should have a place in history (ie they should be relatively important/noteworthy).

Morality: Good vs. evil is not really the theme here. It is seen most evidently in magic: material magic is neutral, while will-based magic is always "tainted" with morality. Mind-control would be evil, while healing would be good. In general, good will be defined as "put others before yourself" and evil will be defined as "put myself before others." This is not a perfect definition, and gets blurry at the edges, but will serve as a general guide.

Realism: The game will be fairly realistic. However, don't let that stand in the way of magic or legendary feats.

Outlook: The tone of the game is dark; politics and war can be ugly, and great injustices can and do happen. But magic is real, and utopia is achievable, at least in theory. Players can expect to succeed, but compromises may be necessary, and their neighbors may have conflicting goals.

Characters: There are no characters... players take the part of the rulers of societies. The societies can be anything: chivalric kingdoms, dark sorcerer-kings, mercantile city-states, isolated baronies, idealistic republics, barbarian nomads, orc tribes, enchanted elf-lands, etc. They can be good or bad, peaceful or aggressive, whatever they want. The players are welcome to create colorful characters inside their societies, though.

PC Importance: The players will control the world. There will be some NPC societies, but the players are the movers and shakers. They will guide the history of the world and the fate of it's peoples.

      


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Greg Lindahl