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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

Mon

Jan 22
2001

00:40



Wikify

[Cel] Celpalar RESULTS

Action I ( & II & III)
Title: Global free trade !
Type: External; Strategic.
Time: Year 3 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
For this year: Triple action (+2)
Additional support from L'R: + ? (see in L'R action) Due to the concern
on Celpalar treasury, the Laria'rathis offered to pay the expenses of
the trade plan (their wealth: superb +3)

Description:  cf year 1420.
Results so far.
-4 +2 +4 ( -1 -1 0 -1) + ( -1 -1 0 +1) +2 +(-1 -1 0 +1) + 2 +()

Due to the Taltheran allieing with the sinari more countries are using
Celpalar ships.

(G chanded his action.)
Action IV.
Title: Fight the War.
Task: External; Tactical
Difficulty: Normal. (Maybe Easy 'cause we are defending).
Prim. Det: Army quality: Superb: +3
Secondary Det: Army Size: Good: +1
Other Modifs: Mostly useless for a war (political determinant, weather,
magic, all the usual stuff. I stick to plain and clear military matter).

Let's state: Total Naval support: +1
Walled supplied city: +1
Evacuation of the civil population (less food needed; less potential
traitors, no humanitarian concern): +1
(Can't work if anything more people have flocked to the city.  Besides
this is a port city.)
Total devastation of food and lumber supply in the area: +1 (Indeed it's
a minus to the Sinaris; good luck to build a siege train without lumber.
Without a siege train, they can start to pile up the bodies. Hard point
for us is, they have a lot of bodies to waste...) This devastation
doesn't apply to us, obviously, since we are supplied by sea.  The
listed modifiers are my suggestion to the United HeadQuarters. All the
Dice Rolls being launched for the whole army, I let you mix it up. My
plan is to let them settle a camp around, and as they start to get weary
we make surprise sorty raid with elite soldiers, we kill a lot and we
come back. Also we offer a reward in gold for each enemy head brought
back, we incite locals to commit murders at night. So, we fight dirty...
it don't count on those tactics to greatly disminish their numbers but
to have a very adverse affect on their moral level.

+3 +2 (+1 -1 +1 +1) = +7 Complete Success.

+ 1 bonus to Talishara's defence. The city is secered and the food lines
are flowing.

Action V.
Title: Provide magical help to Laria'rathi exploration on Avarean
island.
Type: Tactical, Internal and external
Task: Normal (we are just providing support): 0
Determinant: Magical Sophistication: Great +2
Modifs: last year experiment failure: -1 (rolled for last year).
Maybe some wisdom gained on what is wrong: + ?
Extra-action: -1.

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

Celpalar sailors and the L'R sailors get into a huge fight and it upset
the expedition.

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