Teara-Adan Geography

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WarLord

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Mar 29, 2009, 2:47:55 PM3/29/09
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Well, looks like this group is currently kinda static. Lets poke it a
bit to see if we got any life signs. This question is adressed to the
players and gm(s) of the Teara-Adan universe: "How is the geography of
TA? By that I mean the physical and the political ones. How big is the
planet? How many countries/nations does it have? How many continents?
Surely I can see the wiki, but most pages are empty or missing, and I
would like to know more about politics, the international
relationships and diplomacy. Whats the main currency in the games?
There is an unified one? And what about wars? And commerce? And
cultures? There is something written about those? Well, thats it for
now, I hope it give you guys some drive to write, and maybe complete
the wiki.

Filipe

teara...@mchsi.com

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Mar 29, 2009, 10:53:20 PM3/29/09
to teara...@googlegroups.com
I will go ahead and start by answering these questions. Anyone else of course my feel free to put in their 2 cents worth as well.

"How is the geography of
TA? By that I mean the physical and the political ones. How big is the
planet? 

The planet is about the same size as our planet earth. Give or take a few. There are numerous nations scattered across the planet with all kinds of different government structures. Of course East and West generally don't know the other exists.

How many countries/nations does it have? 

The exact number is unknown. The game play is mostly on the Western continent of the Northern Hemisphere. The "mother" nation is Adan. Which has been an Empire and Kingdom for many years. However its' Imperial dreams keep coming and going. But in this general area there are nations of Adan, Halifax, Paradise, Flora, Einar, The Crystal Islands, Arrin, The West Abronn Territories, Utha, Channist, Altair and the southern confederations of Alaknar and Alandar. 

How many continents?

About 6

Surely I can see the wiki, but most pages are empty or missing, and I
would like to know more about politics, the international
relationships and diplomacy. 

The Kingdom of Adan has started a rebirth of its Imperial dreams and might and has rechartered the Adanac Empire. Several of the above nations have already signed the charter others are refusing it and some are concidering it yet.

Whats the main currency in the games?
There is an unified one? And what about wars? And commerce? And
cultures? There is something written about those?

The game is on a "silver" standard. Thus most characters will have copper and silver but hardly any gold. No real unified currency. Each nation mints its own. However with the formation of the new Adanac Empire it might mint imperial coins. In the past and present Halifaxian gold coins (rare) but are accepted everywhere. In the past, when Carpis wasn't in ruins. It's paper notes were widely accepted as well. 

Most of the northern area mentioned shares a common culture and language since they all came from Adan in ancient times when it was the defacto only nation. And ancient Cana before it.

There have been wars, many wars. 
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Chuck U. Farlie

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Mar 30, 2009, 9:26:08 PM3/30/09
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Hello Filipe,
I'll give you my two cents as well. Since Bynw already answered
your specifics I'll try to give you something more about Teara-Adan
without being redundant. If your looking to get a feel for what Teara-
Adan is like you really have to know the players. Teara-adan is
driven and shaped by the players in it. Almost every major political
organization and/or country can trace it's genesis back to a player
or group of players. Since the setting has existed since early in the
1980's the social political climate is as complex and varied as it's
history and of course the players that have literally shaped it,
which is to say it is very complex. Teara-Adan continues to evolve
with it's current players becoming the movers and shakers of Teara-
Adan and building on the history and events set in motion by previous
generations of players.
Unlike most games you'll find Teara-Adan houses dozens of
cultures, countries, and political organizations that all interact
with each other and have their own unique histories. Each one is
fully fleshed out, since each one has, at one time or another had a
player or group of players helping to bring it to life and make Teara-
Adan's histories.
Throughout though Teara-Adan's central concept has been player
interaction. If that's something that interests you then I invite you
to read some of the game logs and stop in to watch a game or two.
That's really the only way to get a feel for Teara-Adan.

-Kagi

TheDeryni

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Mar 31, 2009, 8:50:50 AM3/31/09
to Teara Adan
Filipe (Warlord),

If you start your campaigns in the Eastern continents, then you will
die! If you start over on our continent(s), then you will still die,
but horribly and I get to watch! Hee hee.

TD

WarLord

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Mar 31, 2009, 5:15:50 PM3/31/09
to Teara Adan
First of all, thanks for responding so diligently, Bynw. I hope my
questions aren't a bother. Anyways, more questions are addressed
below :

> The planet is about the same size as our planet earth. Give or take a few. There are numerous nations scattered across the planet with all kinds of different government structures. Of course East and West generally don't know the other exists.

There are no 'big navigations' or something like it? No ships crossing
the ocean? No interactions at all between East and West? No pirates?

> The exact number is unknown. The game play is mostly on the Western continent of the Northern Hemisphere. The "mother" nation is Adan. Which has been an Empire and Kingdom for many years. However its' Imperial dreams keep coming and going. But in this general area there are nations of Adan, Halifax, Paradise, Flora, Einar, The Crystal Islands, Arrin, The West Abronn Territories, Utha, Channist, Altair and the southern confederations of Alaknar and Alandar. 

I see.

> How many continents?
>
> About 6

Are they named?

> The Kingdom of Adan has started a rebirth of its Imperial dreams and might and has rechartered the Adanac Empire. Several of the above nations have already signed the charter others are refusing it and some are considering it yet.

I see

> The game is on a "silver" standard. Thus most characters will have copper and silver but hardly any gold. No real unified currency. Each nation mints its own. However with the formation of the new Adanac Empire it might mint imperial coins. In the past and present Halifaxian gold coins (rare) but are accepted everywhere. In the past, when Carpis wasn't in ruins. It's paper notes were widely accepted as well. 

There is an exchange rate between copper, silver and gold coins?
Something like 10 copper = 1 silver; 10 silver = 1 gold or whatever?
How many coins a poor peasant can expect to have and expend in its
lifetime? And just in a day? And what about a Knight [if such concept
exists within TA]? There are rich and poor? How is the relationship
between them? There is a law system? Or the king/regent/monarch judges
over all mundane disputes?

> Most of the northern area mentioned shares a common culture and language since they all came from Adan in ancient times when it was the defacto only nation. And ancient Cana before it.
>
> There have been wars, many wars. 

I see. I figure I'll have to dig through all the old history of TA to
grok them all. I'll do it when RL gives me a break.

Thanks again Bynw.

Filipe

WarLord

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Mar 31, 2009, 5:23:37 PM3/31/09
to Teara Adan
> Hello Filipe,
>    I'll give you my two cents as well. Since Bynw already answered  
> your specifics I'll try to give you something more about Teara-Adan  
> without being redundant. If your looking to get a feel for what Teara-
> Adan is like you really have to know the players. Teara-adan is  
> driven and shaped by the players in it. Almost every major political  
> organization and/or country can trace it's genesis back to a player  
> or group of players. Since the setting has existed since early in the  
> 1980's the social political climate is as complex and varied as it's  
> history and of course the players that have literally shaped it,  
> which is to say it is very complex. Teara-Adan continues to evolve  
> with it's current players becoming the movers and shakers of Teara-
> Adan and building on the history and events set in motion by previous  
> generations of players.
>    Unlike most games you'll find Teara-Adan houses dozens of  
> cultures, countries, and political organizations that all interact  
> with each other and have their own unique histories. Each one is  
> fully fleshed out, since each one has, at one time or another had a  
> player or group of players helping to bring it to life and make Teara-
> Adan's histories.

If such an awesome worldbuilding indeed happened, then it should have
been typed long ago. If all this you're saying is still on paper, you
guys are all sinners and deserve to die horribly ;-)

[j/k]

>    Throughout though Teara-Adan's central concept has been player  
> interaction. If that's something that interests you then I invite you  
> to read some of the game logs and stop in to watch a game or two.  
> That's really the only way to get a feel for Teara-Adan.

I'm already in the process Chuck! But RL is a bitch and she demands
time, so I'm a little limited in what I can do with my spare time.
I'll stay and watch more games, tho. Thanks for responding too, hope
you all the best.

> -Kagi

Filipe

WarLord

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Mar 31, 2009, 5:24:59 PM3/31/09
to Teara Adan
@.@
Oh! Such a warm reception! I loved it!
*mental note: kill TD before he can watch me die horribly, which is
inevitable, btw*

teara...@mchsi.com

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Mar 31, 2009, 5:40:00 PM3/31/09
to teara...@googlegroups.com
Remember this game started in the 1980's. There was no internet. Computers were Apple 2's or worse. Typing things up generally ment using a typewriter not a computer. There are tons of notes on papers in my possession and in others as well. It will all eventually get on the web. Someday, when RL allows of course.
 
Some of the info is just in the minds of those who took part in it all too.
-------------- Original message from WarLord <warlo...@gmail.com>: --------------

masterofmonks

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Mar 31, 2009, 5:44:48 PM3/31/09
to teara...@googlegroups.com
Dude, do you have a scanner? Or access to a Kinkos to make copies? I'll type some of this stuff up if you get me hard copy.

teara...@mchsi.com

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Mar 31, 2009, 6:46:28 PM3/31/09
to teara...@googlegroups.com

>
> First of all, thanks for responding so diligently, Bynw. I hope my
> questions aren't a bother. Anyways, more questions are addressed
> below :
> > The planet is about the same size as our planet earth. Give or take a few. There are numerous nations scattered across the planet with all kinds of different government structures. Of course East and West generally don't know
> the other exists.
>
> There are no 'big navigations' or something like it? No ships crossing
> the ocean? No interactions at all between East and West? No pirates?


None that are known. There are of course pirates in all the oceans and even on the great river.



> > The exact number is unknown. The game play is mostly on the Western continent of the Northern Hemisphere. The "mother" nation is Adan. Which has been an Empire and Kingdom for many years. However its' Imperial dreams keep coming and going. But in this general area there are nations of Adan, Halifax, Paradise, Flora, Einar, The Crystal Islands, Arrin, The West Abronn Territories, Utha,
> Channist, Altair and the southern confederations of Alaknar and Alandar. 
>
> I see.
>
> > How many continents?
> >
> > About 6
>
> Are they named?


Not really.



>
> > The Kingdom of Adan has started a rebirth of its Imperial dreams and might and
> has rechartered the Adanac Empire. Several of the above nations have already
> signed the charter others are refusing it and some are considering it yet.
>
> I see
>
> > The game is on a "silver" standard. Thus most characters will have copper and
> silver but hardly any gold. No real unified currency. Each nation mints its own.
> However with the formation of the new Adanac Empire it might mint imperial
> coins. In the past and present Halifaxian gold coins (rare) but are accepted
> everywhere. In the past, when Carpis wasn't in ruins. It's paper notes were
> widely accepted as well. 
>
> There is an exchange rate between copper, silver and gold coins?
> Something like 10 copper = 1 silver; 10 silver = 1 gold or whatever?
> How many coins a poor peasant can expect to have and expend in its
> lifetime? And just in a day? And what about a Knight [if such concept
> exists within TA]? There are rich and poor? How is the relationship
> between them? There is a law system? Or the king/regent/monarch judges
> over all mundane disputes?


The exchange rate can vary due to region to region and country to country. Some simply wont take another's currency.  The amount of money can also vary between nations and its peoples. Some countries are wealthier than others.

Yes Knights of various kinds exist as well as Nobles. And equivilants in countries that are not monarchies.

Law systems exist, and they are varied by area. Courts, including Kings decide cases that get to them of course.

kag...@gmail.com

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Apr 1, 2009, 6:24:41 PM4/1/09
to Teara Adan


On Mar 31, 5:15 pm, WarLord <warlordb...@gmail.com> wrote:
> First of all, thanks for responding so diligently, Bynw. I hope my
> questions aren't a bother.

He LOVES questions, and will probably admit as much.

And what about a Knight [if such concept
> exists within TA]? There are rich and poor? How is the relationship
> between them? There is a law system? Or the king/regent/monarch judges
> over all mundane disputes?

I'll expand on Bynw's answer. There are several regional groups that
serve the function of "knights". Each of them owe allegiance to
various political powers. I'll list the most prominent/prolific ones
you likely to run into in the northern hemisphere of the western
continent. Though I'm sure the traditional, regional Knight exists
these groups function in much the same way but on a much larger scale.

#1- The Knights of Aman. This is considered an order within the holy
church and is much akin to the Holy Templars of our own ancient
history. Spiritual, militant, and xenophobic, they provide muscle for
the Holy Church and answer only to it.
#2- The Order of Spectral Magicians. A secretive society of mages,
mostly nobles. Facts on the order are hazy at best to anyone outside
the order and members are forbidden to even aknowledge its exsistance.
The Spectrals enforce the non-cannon law in Adan that all those that
wield magical power must be within the order, and act as a kind of
secret police for matters pertaining to the abuse of the Arcane.
Manipulative, mysterious, and powerful, many of Adan's (and many other
kingdoms) most powerful nobles are associated with this order.
Technically the order of spectral magicians answers to no one but
itself, though it obeys the laws of the land it's members reside in,
at least openly. Though the order is based in the capital of Montaire
in the kingdom of Adan its members seem to range all over the Western
continent and perhaps beyond.
#3- The Order of Anadari Knights. A group of mystics centered around
esoteric mental disciplines and a mysterious force they call the
Akasha. Rumors vary widely on it members ranging from the very worst
of villains to the most pious of heroes. This group is sharply divided
between two sub-divisions dubbed Light-Hand, and Dark-hand. The
Anadari order has been inactive in the world for over a hundred years
until very recently. Since the attempted assassination attempt against
the King of Adan the order has shown an increasing presence in Adan
and seems to currently be under going some kind of restructuring.
Mysterious, both loved and hated the Anadari are known to both police
arcane abusers and held as some of the very worst abusers themselves.
This order seems to obey the whims of a mystic force they refer to as
the Akasha though individual members may make additional oaths to
whomever they choose. However individual members seem to hold
themselves to the law of their order over and above local law which
tends to lend itself to the extremes of the moral scale depending on
the individuals sub-division. The orders base of operations is a
mysterious location named Polaris, though traditional maps do not list
such a place and rarely are the first hand accounts, outside of the
orders members, of this place. Much like the Order of Spectral
Magicians, Anadari Knights range all over the Western continent.

> I see. I figure I'll have to dig through all the old history of TA to
> grok them all. I'll do it when RL gives me a break.

My suggestion is to just keep asking questions that build on the ones
you've already asked and read the TA time line.

-Kagi

anto...@aol.com

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Apr 2, 2009, 3:00:49 PM4/2/09
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The Ship travel is an interesting question, and it DOES have different tho not contradictory answers.  Also depending on the era, the answer changes somewhat.

For starters the tech level of the game is based very loosely on an eclectic mix of AD&D, Gamma World, Grayhawk, GURPS and other existing genres throughout the 1980s-2000 era.  Thus, while some individuals possessed machine guns, they lacked the ability to repair or create them once they broke.  Others had never seen gun powder.  Others yet invented gun powder by reverse engineering the post modern guns they did find or see used by others.  Some cultures were populated by space faring Trek level races and thus some few elements of that level still exist or did exist for an era, leaving a substantial impact.

Most of these extra terrestrial or extra temporal artifacts were very limited in their geographical context, thus no wide spread adaptation ever occurred.  For example, one nation or city state going to war with another neighbor... one might have gunpowder and every peasant a rifle circa 1820's flint and powder:  Including cannons to destroy city walls. Their neighbor might have NO such tech at all, but every archer had a +2 bow and arrows which could bend around corners or through walls vai magic.  Ergo... the odds were even, without regards to the tech level.

Shipping, to get directly to your point, never was a material impact because of things like: #1 easy over land routes.  #2 most nations did not use navies for warfare.  #3 teleportation, via tech, magic or psionics was much more common than not. Thus the universal tech level of the world is about 100 years pre Christopher Columbus.  Now some nations DID have 1500's and 1600's "Pirates of the Caribbean" but they did not choose to go across the vast oceans for the same reasons in our world we did: Economics.  There was no incentive to do so!

Now, if you use the six degrees of influence model, YES, we did flesh out a basic set of cultures in these other parts of the world, but they were far less technological than the west for any number of reasons.  But Abronn and Kalec nations were known to have traded with some of the southern or northernar areas of the estern side of the world.  Most notabley the former UK/Scandinavian with Abronn and the South East Asian areas with Kalec.  But these were single isolated trades which did not ever rise to the level of national commerce.


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