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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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MkeAton
Archangel

Sun

May 7
2000

18:43

[Cel] [Actions I, II, III] Mir 1418

M. Keaton
----- Original Message -----
From: 
To: 
Sent: Tuesday, March 21, 2000 11:51 PM
Subject: [Cel] [Actions I, II, III] Mir 1418


> Action I: Prepare for War.
>
> The Sorcerers of Mir and the Cedonian army are going to begin gathering
> around the city of Talishara.  The Warlord Riacradsa will lead the army
> with a group of Cedonian generals at her side.  They are to gather the
> army their and prepare to move.
>
> Primary Determent: Military Force (0)
> Secondary Determent: diplomacy
> Diffculty: Hard (-1)
> Weight: Single
> Actors: Military
> Secrecy: none
> Modifiers: + Cedonia agreed to help.
> + The fall of Sarunor and Myr-Kun to the Sinari
>

0-1+1+1+(0+1-1+0)=+1 Success. The armies begin to gather. With multiple
chains-of-command, there is a great deal of confusion and a significant
number of details need to be sorted out (possibly requiring a consent roll
to determine how efficiently the mixed armies will work together). With the
exception of Reese, the eerith withdraw from training the Mir, deciding
that, even though the training is not completed, there is no more time.

> Action II: Call to War.
>
> The Archmage and Council issues an offical decloration of war against
> that Sinari, and call the Societies of Midsea to unit against the Sinari
> invaison.  They call all the nations to send their armies to Talishara
> were the Mirsih and Cedonian armies will be gathering.  So that they can
> with stand this evil and heathness Society.  The main Societies that
> they are apealing to are the Taltherans, Celpalar, Torphan, Free Cities,
> and also all the Magic Users of Midsea.
>
> Primary Determent: Diplomacy
> Secondary Determent: Military Force (0)
> Diffculty: Hard (-1)
> Weight: Single
> Actors: The council
> Secrecy: none
> Modifiers: + The fall of Sarunor and the fall of Myr-Kun.
> + Their is little dought about the invasion.
> - fighing among nations.
>

0-1+1+1-1+(+1-1+0+0)=0 Mixed results. While most nations contacted
underestand the nature of the threats, they do not, necessarily share the
Mirish concerns. The specific reaction of PS depends on the players but most
societies are still content to wait and try to let the Mir fight their
battles for them if possible.

> Action III: Improve Military (2 of 3 years)
>
> The Mirish Military is small and not vary good.  Mir will begin to
> retrain its people and retrain its magic users to be great Warmages.
>
> Primary Determent: Military Force (0)
> Diffculty: Hard (-1)
> Weight: Single
> Actors: Military
> Secrecy: none
> Modifiers: + Eerith help
> + A new Warlord.

0-1+1+1+(0+1-1+0)=+1 Plans proceed adequately, continuing from the previous
year. As mentioned in action 1, the eerith withdraw but there influence will
still be reflected in year 3 of 3 for purposes of modifiers.



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