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  1. #1
    Stephen White
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    Isle of Caelcorwynn

    Hello all.

    Does anybody have any information on the island "Caelcorwynn" (Gulf of
    Coeranys, south-east of Aerenwe)?

    I haven't found any mention of it in any of the books whilst doing
    research for my first-ever Birthright campaign.
    (Just think, another whole bunch of six players all looking for
    rulebooks, etc.)

    Also, any info anyone has on Aerenwe itself - town names, people, maps,
    etc., it would be *very* greatly appreciated if you could e-mail it to
    me.

    Yours,

    (On a single-handed crusade to get the Kingston Games Group
    playing Birthright!)


    Stephen.

  2. #2
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    Isle of Caelcorwynn

    >freedom to do what ever he or she wants. Though in this case the DM
    >might want to come with an explanation about why it is not claimed by

    The DM might also want to come up with an explanation of why it's named
    after an elven wizard from Khinasi :)

    ******************
    Aleksei Andrievski
    aka Solmyr, Archmage of the Azure Star
    aka Azure Star Dragon
    solmyr@kolumbus.fi
    http://www.geocities.com/TimesSquare/Fortress/2198/index.html

  3. #3
    Mark A Vandermeulen
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    Isle of Caelcorwynn

    On Fri, 23 Apr 1999, Stephen White wrote:

    > Does anybody have any information on the island "Caelcorwynn" (Gulf of
    > Coeranys, south-east of Aerenwe)?

    Nope, it has been specifically left blank for DM's to Make-of-it-what
    - -you-will. There have been many ideas posted on the list from time to
    time, varying from a secret tribe of elves, of goblins, to an new
    awnsheghlein, to the hide-out of an ersheighlien, to the lair of a
    dragon, to an abandoned wizard's tower (and dungeon). I personally
    (although my PC's have never visited it) made it an abandoned colony of
    the Anuirean Empire, a stopping point for ships on their way to
    Khinasiland. There are no humans living on it now (except the occasional
    pirate) because it is supposed to be haunted. There are plenty of
    imperial-aged ruins on the island. Feel free to use one of these or come
    up with your own.

    > Also, any info anyone has on Aerenwe itself - town names, people, maps,
    > etc., it would be *very* greatly appreciated if you could e-mail it to
    > me.

    About the only think I can think of would be that the river flowing past
    Calrie does have a name: it's the Berendor River (Book of Priestcraft,
    p32). That page also calles the main temple of the ETN in Calrie the
    "Ursuline Temple," after an early high Priestess, Ursula Diem. And, of
    course, the castle in Calrie is named Caer Callin. In addition, I've
    placed a Bardic College in Halried, the School of the White Swan, but
    there's no reason you have to do that.

    Also, I've ruled that the coastline along the Erebannien is for the most
    part very rocky, and have very few safe places for boats to land. Pirates
    have discovered a few that they can make at high tide, but this helps to
    explain why the Erebannien has largely avoided the exploitation that the
    rest of the extensive elven forests in Anuire have been subject to. I've
    called it "The Wild Coast" because so few (besides the occasional Ranger)
    ever set foot there. The exception is Mourde Alondir, who took over one of
    the pirate ports in Shadowgreen after Prince Avan's Navy took out the
    Pirates there (with the help of Queen Swordwraith's rangers). I've called
    Alondir's tiny but growing village there Shadowcove. Once again, this is
    all stuff I've made up myself, so feel free to use it or not as you wish.

    > Yours,
    >
    > (On a single-handed crusade to get the Kingston Games Group
    > playing Birthright!)

    Yeah! More power to you, Stephen!

    Mark VanderMeulen
    vander+@pitt.edu

  4. #4
    Mark A Vandermeulen
    Guest

    Isle of Caelcorwynn

    On Fri, 23 Apr 1999, Solmyr of the Azure Star wrote:

    > >freedom to do what ever he or she wants. Though in this case the DM
    > >might want to come with an explanation about why it is not claimed by
    >
    > The DM might also want to come up with an explanation of why it's named
    > after an elven wizard from Khinasi :)

    Or why the elven wizard is named after the island. :)

    Mark VanderMeulen
    vander+@pitt.edu

  5. #5
    JulesMrshn@aol.co
    Guest

    Isle of Caelcorwynn

    In a message dated 4/23/99 4:18:15 AM Central Daylight Time, madfox@wxs.nl
    writes:

  6. #6
    JulesMrshn@aol.co
    Guest

    Isle of Caelcorwynn

    In a message dated 4/23/99 2:05:43 PM Central Daylight Time, vander+@pitt.edu
    writes:

  7. #7
    JulesMrshn@aol.co
    Guest

    Isle of Caelcorwynn

    In a message dated 4/23/99 5:12:25 PM Central Daylight Time, vander+@pitt.edu
    writes:

    >freedom to do what ever he or she wants. Though in this case the DM
    > >might want to come with an explanation about why it is not claimed by
    >
    > The DM might also want to come up with an explanation of why it's named
    > after an elven wizard from Khinasi :)

    Or why the elven wizard is named after the island. :)
    >>

    What came first the chicken or the egg?

  8. #8
    Site Moderator geeman's Avatar
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    Isle of Caelcorwynn

    JulesMrshn@aol.com wrote:

    > In a message dated 4/23/99 4:18:15 AM Central Daylight Time, madfox@wxs.nl
    > writes:
    >
    > freedom to do what ever he or she wants. Though in this case the DM
    > might want to come with an explanation about why it is not claimed by
    > anyone. I see it as an almost inaccesable island due to cliffs. The
    > bottom is also very rocky and there is not much sweet water on it. I see
    > the forrest as thick bushes. For short, it is inhospitable to people and
    > hence they have left it alone. Since my players have not yet shown
    > interest in the place, I have not yet decided if there lives a tribe of
    > goblins or not. But this are just my idea's...
    > >>
    >
    > I see it as a good island, but the main reason why regents don't colonize it
    > is because of their fleets. Really, few regents have a good size fleet. This
    > would be key to supplying the island, and a good reason why expansion is not
    > done. TO keep it sfe youwould need at least 2 units, and that is 2 units
    > that are a) not protecting you and b)can't defend against a well organized
    > force. It is just way too much money for the effort it would take. Mostly I
    > put an "unknown" wizard on the island to control it (or to destroy ships,
    > influenced by Raymond E. Feists Books which are a must read for any BR player
    > and DM), or sometimes I allow the Nesire player to put their monistary on it.

    Part of the problem is that the humans on Cerilia all migrated there. If they
    had the ships to move that much population why is Caelcorwynn still uninhabited?
    The presence of forests on the island would seem to indicate that it can support
    a population. It's all of 50 miles from the Cerilian mainland. Why hasn't
    anyone settled it?

    Personally, I like the idea that there is SOMETHING on the island that has kept
    it uncolonized for millennia. An awnsheghlien is a possibility, but if it is one
    of Azrai's spawn then why wasn't the place settled before Deismaar? Dragons are
    quite rare in Aebrynis (and they are mostly accounted for) so putting one of them
    on the isle seems kind of unlikely....

    As has been mentioned, the isle has an interesting name. Caelcorwynn sounds
    Elven to me (though it has been pointed out that there is a Khinasi wizard by
    that name.) This combination of magical hints--elves are inherently magical
    creatures, and a Khinasi (the most magically oriented people in Cerilia) is named
    after the island--which seems to point towards there being some sort of magical
    influence there that has prevented colonization. Some ancient clan of elves
    living in a lost city, perhaps? Maybe they jealously guard their island in a way
    that makes the Gheallie Sidhe look like meter maids....

    At least that's what I did it in my campaign, which is centered around Aerenwe.
    I made it a secret society of elves who had cut themselves off from the rest of
    the world. They believed that even modern Cerilian elves were corrupt and
    degenerate, so they closed themselves off from the rest of the world. I gave the
    island two provinces and had it ruled by an amazingly powerful and ancient wizard
    king who had stolen a bloodline centuries ago from an Anuirean noble who had
    shipwrecked on the island. He has since raised his bloodline to 25 (more than
    enough for the limited sources and province levels available on Caelcorwynn) and
    protected his island more fiercely than a mother badger protects her cubs. I
    sent the PCs there on a mission from the High Mage Aelies to get some reagents
    and they had to dodge the patrols and work their way through the Wardings of the
    wizard/king. (He keeps the entire island warded at all times.)

    I hope this helps.

    Gary

  9. #9
    JNeighb934@aol.co
    Guest

    Isle of Caelcorwynn

    In a message dated 04/23/99 13:10:46 PM Pacific Daylight Time,
    solmyr@kolumbus.fi writes:

  10. #10
    DKEvermore@aol.co
    Guest

    Isle of Caelcorwynn

    In a message dated 4/23/99 5:12:23 PM Central Daylight Time, vander+@pitt.edu
    writes:

    > Or why the elven wizard is named after the island. :)
    >
    > Mark VanderMeulen
    > vander+@pitt.edu
    >

    Names tend to get reused in a society. I would guess the question is not who
    it's named for or who was named after it, but rather, "Why does it have an
    elven name?"

    - -hehehehehe DKE

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