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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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HurLan
Joel Elfman

Mon

Feb 5
2001

03:42

[Qai] [Cel] Burcancy Moves 1423]

> Action 1 - The Gentle War - Killing w/ Kindness (yr 1 of a potential 2
> yr action) (overall this is yr. 8 of Burcancy's involvement of the
> Tanimbar/Cedonia border war)
>
>      Having done all that can be done to prepare the defenses of
> Tanimbar
> against Cedonia & the Sinari, a discussion takes place about taking the
> offensive.  An all out assault is not in anyone's interests especially
> if Cedonia is being overrun by the Sinari.  To waste all of the man-power
> on both sides would leave the border much too vulnerable to the
> trepidations of the Sinari.  The King visits with his and the Tanimbar
> generals on the Cedonia border.  Many plans for an offensive are
> discussed but nothing is agreed upon.
>     Late one night a conversation takes place between 2 inebriated
> officers.  Cpt. Rillaron who is beginning to slur his words, turns to
> his sergeant, Ascora.  Rillaron drunkenly asks "What does the king
> expect us to do.... bribe the Cedonians out of their forts, throw them a
> couple of loaves of bread and some wine and they will come running.  Why
> don't we offer all of them land in the Burcancy or better Tanimbar?."
>     Suddenly, a voice from behind, "An excellent idea Rillaron"  Turning
> they see the king who must have just been returning from the edge of the
> woods.  The men become sober very suddenly and rocket to attention.  The
> king once again speaks "Captain, I want a detailed plan about how we can
> get those men out of their fortifications in 2 days.  Bribe them if you
> can figure out a way, do what you have to do, but I want those forts and
> you will provide me with the answer."
>      The best Rillaron can go is mumble a "Yes, your grace"  As the king
> wonders off, the captain stumbles to the edge of the clearing where he
> loses the contents of his stomach and contemplates his fate.
>      The captain comes up w/ a daring but simple plan, to lay siege to
> the fortifications but even more to break the morale of the Cedonian
> army.  The countryside has
> been completely mapped.  We know Cedonian supply lines and reinforcement
>
> routes.  We even had the timing and the numbers down before supplies and
>
> reinforcements started to appear erratically.  We have scouts in place
> to
> forewarn us.  We can intercept most if not all of their supplies and new
>
> troops.  With the previous preparation and some assistance from the
> mages
> we can probably intercept any foraging parties.
>      These are the simple military plans but there is more.  The
> Cedonians
> will be met w/ enough force (or appearance of force - using the mages)
> to
> convince them to surrender, thereby minimizing casualties.
>     During the first 3 months of the year, the siege will commence, all
> Cedonian troops will be captured and held, no reinforcements or supplies
> will be allowed to reach any of the fortifications.  Any soldiers
> captured are to be stripped of their weapons and armor but fed and cared
> for properly in carefully selected spots deeper in Tanimbar territory.
> At the end of the 3 months all Cedonians who have been captured are
> offered the option of returning to their units, being given 6 months pay
> and allowed to go home, or being given 1 yrs. pay & the promise of a
> small piece of land in Tanimbar or the Burcancy if they join one of
> their military.  Military leaders will receive bigger pieces of land
> dependent on the number of their troops that come w/ them.  Those who
> wish to return to the fortifications are allowed to do so.  Under a flag
> of truce, a feast is held where this same offer is made to all men in
> the Cedonian fortifications.  Selected members of the captured forces
> will be asked to attend to show that they have been well cared for.
>      During the next 6 months, the siege at random intervals, feasts
> will be prepared for the Tanimbar/Burcancy troops.  The feasts are to be
> held w/in sight of the
> sieged troops.  Under the offer of truce Cedonian units will be offered
> food and wine.  There will serving women and maybe even some noblemen
> and women may attend, and during the feast, the option of surrender will
> be raised each time.  If attacked or raided during the feast the T/B
> troops are to back off and let the Cedonians eat.
>          Also at random intervals, new clothes or blankets will be
> offered to the enemy troops.  The concept is to weaken the morale of the
> troops and minimize losses.  Some magic could be used to disrupt or
> unnerve the Cedonian troops in their fortifications.
> (illusions/despair/cold/damp at night/snakes/bees)
>      Bribes will be offered to the surrounding Cedonian lords.  Given
> the current instability of the Empire (are these lands part of Cedonia
> proper or the Empire - the Empire would be easier to break-up).  Money,
> trade goods and titles can be offered.  Offers of T/B troops and
> protection against Cedonia/Sinari will be made.  Obviously, any
> protection offered will be limited depending on the size of the Sinari
> forces but we can offer shelter and protection to anyone wishing to flee
> into Tanimbar lands.   Any Cedonian loyalist interfering in the siege
> will be treated in the same way as the troops in the fortifications,
> captured, bribed, fed and released.
>      Weather control could possibly be used to dampen the surrounding
> areas to
> increase the difficulties in resupply or Sinari movement.
>  Type: Offensive
>  Secrecy: Yes
>  Difficulty: Hard
>  Prime Determinant: Secondary Philosophical Orientation (Conquest)
>  Resources: Good
>  Military Size: Fair
>  Military Force: Good +1
>  +1 - Cedonia occupied defensively and w/ building fortifications
> +1 for actions on Cedonia-Tanimbar border (2nd yr. of 3 yr. bonus)
> +1 - Tanimbar support
> +2 - turmoil in Cedonia, good relations established w/ locals & fear of
> the Sinari
> -1  - could take a while for morale to break
> +1 - plan is well-suited to work on the fears and desires of troops and
> people on the border
>
> Action 2 - Propose marriage between Burcancy & Mir royals (OOC - I had
> hoped to write a formal marriage proposal to Mir but I guess that will
> have to wait)
> Type: Diplomatic
>  Secrecy: No
>  Difficulty: Easy
>  Prime Determinant: Secondary Philosophical Orientation (Conquest)
> King Villard and Queen Felicia's daughter is age 6 and the Mirish royal
> is age 9.  It is early to think of marriage but the union will
> strengthen both societies.  The children will be given plenty of time
> and contact to get acquainted with each other over the years before the
> marriage is finally consummated and the hope is they will accept this
> marriage &/or even grow to love each other.  If they do not get along
> then the marriage could be annulled.
> +1 - good relations w/ Mir
> +1 - union would strengthen both sides
> +1 - people need a break from the doom and gloom of the war
>
> Action 3 -
>      The Brotherhood Fight Alongside Mir in the Sinarian War
>         Action - External, Strategic (3rd yr of continued action)
>
>      Burcancy mages continue to support the war against the Sinari
>
>  Actors: King Villard, Queen Felicia, The Opheir & Brotherhood
>  Objective: Aid in the fight against the Evil One
>  Type: Offensive
>  Secrecy: None
>  Difficulty: Moderate
>  Prime Determinant: Secondary Philosophical Orientation (Conquest)
>  Resources: Good
>  Magical Sophistication: Superb
>  Magical Diversity: Great
>  +1 - Good relations w/ Mir
>  +1 - Fear of Evil One
>  +1 - Excellent Successes 3 yrs in a row.
>
> Nothing new so just throw in with the United armies actions
>
> Action 4
>        The Brotherhood Continue to Study the Development of War Mages
>          Action - Internal, Strategic (continued action from previous
> War Mage research but we will list this as yr. 1 of 10 (or more))
>          Secret Action
>
>      Mirish sorcerers finish training about 10 war mages.  Further
> training could result in surrendering some potential control over the
> War Mages to the Mir or a potential clash of loyalties.  And the King,
> the Opheir and the Brotherhood are reluctant to surrender control to
> anyone, even w/ their excellent relations with Mir & the potential
> marriage, the decision is made to use the trained mages, and the recent
> advancements in weather control magic to create an entirely new type of
> war mage, possibly able to
> create localized weather conditions of a battlefield or even create
> lightning bolts & other natural or weather related phenomenon in combat
> and out.  Each of the 10 trained war mages will train other mages, so
> the new class of war mages will consist of 30 mages.
>
>  Actors: King Villard, Opheir, the Brotherhood
>  Objective: Training of War Mages
>  Type: Magical/Training
>  Secrecy: Yes
>  Difficulty: Hard (Very Hard??)
>  Prime Determinant: Secondary Philosophical Orientation Conquest
>  (acquisition)
>  Magical Sophistication - Superb
>
>  +2 - Magical Sophistication (Superb)
>  +1 - previous war mage training
>   -1 - secret action
>
> +3 -1 +1 -1 +1 + () + () + () + () + () + () + () + () + ()
>
> Action 5 - More work on the fleet (Naval/Merchant) (yr. 1 of 5)
>
>      Merchant fleets the last year has seen several major breakthroughs
> in
> technology and skill levels of the fleet.  The skills of the fleets of
> the
> world around them continue to grow as do the fleets themselves of other
> nations.  The decision is made to continue the progress started.  New
> ships
> will be built and old ones retrofitted w/ new technology.  Training will
>
> continue of all sailors.  Trading expeditions will be sent to all the
> known
> lands that can be reached and unknown territories are to be mapped.
> These are to be diplomatic missions.
>
>  Actors: King Villard, Parliament of Lords
>  Objective: Increase skills & technology of Navy & Merchant Fleet and
> subsequently Fighting Skills, Trade and Wealth/ Expansion of naval base
> on Tear Island
>  Type: Trade/Technology/Fighting
>  Secrecy: None
>  Difficulty: Hard
>  Prime Determinant: Secondary Philosophical Orientation - Acquisition
> (trade)
>  Technological Base: Metallurgic
>  Wealth: Good
>  Exploitation: Good
>  Resources: Good
>  Exports: include Iron, Timber (these resources are available for use)
>       -1 - extra action
>      +1 - Secondary PO - acquisition
>      +2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
>  Good
>  Naval (not merchant) construction to take place on Tear Island.
>     + 1 to anything dealing with the fleet for the next five years. (1st
> of 5 yrs.)

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