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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

Sat

Aug 4
2001

22:45

[Ely] 11 cities actions for 2845 - results revised

>
>
>> Action 1: Duchess Manund stays in Manund preparing for the eventual
>> recapture attempt. The
>> city is prepared for a long siege, the populace is trained in the
>> use of arms, and emissaries are sent to all other dukes, the Fae,
>> and Hur'Mel for support: be it military, economical or political.
>> She sends her son
>> to the court of Duke Helemur for safe-keeping.
>>
>> Base: Power in Manund (+1)
>> Modifiers:
>> - poor financial situation in Manund
>> + loyal populace
>
> ** +1-1+1 (0+-0) = +1  Siege preparations go well.  The Fae, Kragan's
> Horde & Helemar provide support. **
>
>>
>>
>> Action 2: The Church of Ezrai has included the "Voice of the
>> Goddess" as part of their religion.
>> The Goddess' words are repeated as part of the sermons. The Church
>> tries to reclaim some
>> of its lost impetus (and support) by using this mystical experience
>> as the springboard.
>> Difficulty: Hard (-1)
>> Base: Religious Tolerance (+1)
>> Modifiers:
>> + poor status of the Calarrian Church
>
> ** -The Church is a NPS & I do not believe that you can write actions
> for a society other then your own, NPS or otherwise. Please rewrite,
> modify or discuss. **
>
>>
>>
>> Action 2 & 3: The Calarrian Church holds a conference in Benemeth to
>> discuss the meaning
>> of the Voice of the Goddess. Participants have come from all over
>> the known world, including druids from Aunderli, rykosi from Aloria,
>> priests of the lake from Ardrian, velok mystics, scholar knights
>> of Mel, and wizards from various Orders.
>>
>> Base: Religious Tolerance (+1)
>>
>
> Difficulty: Normal
>
>> Modifiers:
>> - huge undertaking
>> - no knowledge of events on Qaiyore
>
+1 Double action

>>
>
> ** +1-1-1+1 (00++) = +2

The conference succeeds superbly. Mostly thanks to Fae mages, and
tyrean priests, the conference reaches (and spreads) a relatively good
understanding of the event (on a very general level - events on
Qaiyoure, or the fact that the event took place on Qaiyoure, or even
the existence of Qaiyoure still remain hidden). This is a big boost
for the status of the Calarrian Church.

>
>
>>
>> Action 4: Duke Merelbar tries to recapture Manund. He takes the task
>> very personally, and will equip a large force to do it (mercenaries:
>> Force +1, Size: Mediocre). An important objective is to capture the
>> Duchess as well.
>>
>> Base: resolved as a military conflict
>> Merelbar forces: force +1, size -1
>> Manund forces: force 0, size -2, +1 defence, +/-(additional forces
>> due to action 1)
>
Adding in the Fae's spell Manund has a +3 to defense (+2 grass/+1 wall)

>>
>>
>
> Merelbar (000-)
>
>> Manund (00+0)
>
>
> ** Results are -3.  Merelbar's attempt on Manund fails this year.
> Many of his forces are captured by the grass and Merelbar has to
> ransom the mercenaries from the Duchess.**
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