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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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LouisPasztor
Louis Pasztor

Thu

Sep 9
1999

00:38



Wikify

[Cel] Razanians 1414 Actions

Actions for Game Year 1414

Society Name: Razanians

Action I. - Create Rebellion in Aryisa


While the Aryisa military are busy fighting the Razanian Kingdoms in the 
front, it is time to start a all out rebellion throughout Aryisa. The 
Razanian Front were preparing for this moment since 1408. They have smuggle 
enough weapons to start up uprisings in key areas, block off supplies sent 
to the Aryisa armies in the front, disrupt communications, create unrest in 
the city of Aryisa (Razan) and Haran,  and etc... All of the Razanians in 
Aryisa are ask to help and they will be no honor lost if they escape from 
Aryisa to join the Razanians Armies.

Action I. - Tactical, External

Actor: Razanian Front
Objective: Create Rebellion in Aryisa
Type: Rebellion
Secrecy: Some Secrecy while Mobilizing, but it is clear this would happen 
eventually.
Difficulty: Hard (Asagmari control, but a large number of Razanian serfs)
Prime Determinants: Razanian Front Consent/Influence: Good/Great
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(-1) Tight Aryisan borders
(-1) Possible reprisals against the Razanian serfs
(+1) Has support of Century Council
(+1) Aryisa Military occupied in other areas
(+1) Razanians hatred for the Asagmari
Reaction: Risky


***

Action II. - Taking Canor and Tesh back


The Century Council decides that is time to go to the Offensive. The 
Northern Kingdoms and Canor/Tesh surviving military prepare a large military 
force at the Taranta southern borders to prepare to take back Canor and Tesh 
from Aryisa. This will be the first united Razanian Military since the 
Draconians. They will take whatever means to drive the Asagmari off Canor 
and Tesh.



Action II. - Strategy (Aslong as it takes), External

Actors: Northern Kingdoms and surviving Canor and Tesh Military
Objective: Take back Canor and Tesh with whatever means
Type: Conquer
Secrecy: None
Difficulty: Hard
Prime Determinant: Military force: Good (Great on Razanian Soil)
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(+1) Combined Military Force
(+1) Great on Razanian Soil
(+1) Razanians Hatred for the Asagmari
(+1) Local help from the Conquered Razanians Serfs in Canor and Tesh
(+1) ( If Action I succeeds)
(-1) Razanians Independence (technicly having hard time working together)
(-1) Aryisa superior army
Reaction: Heroic


***

Action III. - Fight Aryisan Military off Karan and Narton

While the Northern Kingdoms Military strike from the North, Karan and Narton 
Forces with Minot Reinforcements fights off the already hurt Aryisan Army 
off Karan and Narton.

Action III. - Strategy (Aslong as it takes), External

Actor:  Karan, Narton and Minot Military
Type: Defence/Offence (Not sure wat type i should base this action upon)
Secrecy: None
Difficulty: Hard
Prime Determinant: Military Force: Good (Great on Razanian Soil)
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(+1) Lead by the Karan Military (Karans military ways)
(+1) Aryisan Army in Karan and Narton suffered heavy loss' in previous 
engagement(s)
(+1) (If Action I succeeds)
(+1) Secondary Concript Army mobilized if not already
(-1) Razanian Independence (technicly having hard time working together)
(+1) Great on Razanian Soil
Reaction: Heroic



***

Action IV. - Fortify Borders

As a attempt to defend themselves from the Aryisans raids upon their 
Kingdoms, Sayn, Non and Sargor fortify borders by establishing forts with 
military help of Sout.

Action IV. - Tactical, External

Actors: Sayn, Non and Sargor
Objective: Fortify Borders
Type: Defence
Difficulty: Hard
Secrecy: None
Prime Determinant: Military Force: Good (Great on Razanian Soil)
Modifiers:
(+1) Primary Philosophical Orientation: Survival
(+1) Sout's military help
(+1) Great on Razanian Soil
Reaction: Cautious





I won't be surprise if i might ended going a bit overboard or screwed up 
somewhere, but i am quite willing to learn and fix my mistakes.


-LordLMP

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