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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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JtSl
jtsl

Sun

Dec 10
2000

06:11

[Cel] Celpalar RESULTS

Action I
Title: Global free trade !
Type: External; Strategic.
Time: Year 2 of 4
Task: Mythic (-4)
Secrecy: We proclam !
Risk: Utmost.
Prime Determinant: Trade: Great (+2)
Secondary Determinant: Wealth: Great (+2)
Modifs: Complete implication of Laria'rathi empire who is refunding us
as
much as needed. +1
Trade base in Midsea (Burcancy) buid in 1419 year: +1
Improved relations with many local countries including Mir: + 1
Most important: The War. How much ???  GM's choice.

Description: cf. last year description.
Results so far.
-4 +2 +4 ( -1 -1 0 -1) + ( -1 -1 0 +1) +() +()

Things are not going.  Taltheran with also with its free trade as well
is a major challenge to the Celpalar shiping.  Not to mention that the
Keair Pirates seem to be reemerging and are causing havic on shiping.
The Celpalar treasure is begining to become drained.

Action II.
 Title: Include Torphan in our commercial system.
 Type: External, Strategic.
 Time: 1 year.
 Difficulty: Normal
 Secrecy: None
 Risk: Failing.
 Prime Determinant: Trade: Great (+2)
 Modifiers: Our global trade plan: +1
Our trade base in Burcancy, just in the right position: +1
Our good trade relations with Mir +1
 Description: With the Torphanites trying to improve their trade, we can

 offer them an opportunity of trading at very low cost. They just need
to bring their stuff to Burcancy, where we have a trade base.
As Torphan already ships stuff to Mir, a very central place in Midsea,
it easy to distribute trade all around. And as Mir is an allied state,
we can monitor possible Torphan spy activity
For us, it's just  an increase of our trade but to them, it gives an
access to a global trade  network.

+2 +2 (-1 -1 0 +1) = +3  Torphan increases it trade through Mir.  While
it does not open a trade route through Burcancy, Celplar does gain some
access to the trade that come through Mir.    Realtions with Torphan
open at Fair.   Celpalar does get a +1 for it next action dealing with
Torphan.

Action III.
Title: Our army in Wyr.
Type: Tactical External
Difficulty: Very Difficult (-2)
Secrecy: Utmost (+magic)
Risk: Huge.
Prime Determinant: Army quality: Superb (+3)
Second Determinant: Magic soph. Great (+2) (Only to ensure secrecy).
Actor: King Bar-Ri (authorithy on military: Great)
Description: With our army near Wyr and the Sinari not far... we are
getting
even more cautious. We don't want to fight, just to get out alive. Main
goal
is to operate our junction is Cedonian forces. Since the King is with
the
army he is able to make all needed decisions on the field without asking

orders from Celpalar.
The point is our excellent army is our only army. So we don't want an
attrition war, we want to integrate the allied army and then to fight a
conventional battle where our heavy infantry can hold the center of the
line. So, that's why all our magic is focused on dissimulation, not
warfare.
We won't reply to Sinari provocations. If we can use our navy for
support
(or better evacuation), very fine.

Modifiers: +1, Navy support.
-  The Enemy.
- The Weather (Dealing with events would affect them to as they are
travling in the same area the Sinari are.)

-2 +3 +1 -2  (-1 0 +1 -1) = -1 Failure

The rainy season does a number on the army as cold and the  flue hit the
army.  They manage to make it to the United army before the Sinari
surrond the city but they offer little help as a third of their army is
sick.


Action IV.
Title: Explore the dark ways of our ancestors.
Type: Magical, Internal
Task: Very Difficult (-2) (Mythic (-4))
Secrecy: Yes (not L'R)
Risk: Failure and also some darker risks....
Prime Determinant: magic sophistication: Great (+2)
Secondary Determinant: Scholastics sophistication: Great (+2), it's
research
business.
Description: Since our ennemy has gone out of common league, we also
need
some more support. I know it's bad, but well: we are trying to revive
the
dark ways of ancient Avareans. We are tryng to re-open the channels
toward
the lower plans. We are not yet summoning demons, just getting the
contact
and learning: rituals, names and making new compacts. We are very very
cautious. We practice binding magic and wards.
Modifiers: L'R help (including our common magical school in Taul Naur)
+1
-1 Celpalar does not have a natural gateway. (The main Avarean island
did.)

-4 +2 +1 -1 (0 +1 -1 -1 ) = -3 Faliure

They mages attempted to open the gateway and it just back fires.  Many
of the mages are killed or stund.  Looking back over it the mages
discover that they do not have the knowlegde, the power, or a natural
gateway.   Lacking all three of theses pervents them from opening the
gateway.  - 1 to any action invovling the mages. for the next 3 years.

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