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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

Sep 24
2001

05:33

[Cel] Burcancy Actions 142?

Actions in Game Year 142?

Society Name: East Torphan

Action 1 & 2 - the Federation of the Inland Sea.  In light of the
excellent relations between Burcancy, Tanimbar and now Vieinia,
King Villard suggests that these relations be formalized and expanded.
A defense and free trade pact be created between the aforementioned
societies.  The proposed Federation will remain open to accept other
societies in the future.  While Vieinia has been quite enthusiastic,
there has been some reluctance on the part of Tanimbar.  More efforts
will be concentrated in Tanimbar.  And Parglur will also be asked to
consider joining.
Prime Determinant: Secondary Philosophical Orientation (Conquest)
All participants will be offered gifts in the right places and some
early trade concessions.  This will be concentrated in Tanimbar &
Parglur.  Tanimbar & Vieinia will also be approached about being trained
by Burcancy Mages.  Training was highly prized by Tanimbar.  Approaching
Parglur on this subject should be done more cautiously, their reaction
is unknown.  If Tanimbar or Parglur remain reluctant then a pact could
be signed w/ Vieinia early.

King Villard's Authority: Superb
Action: Hard (-1)
+2 - Excellent Relations w/ Tanimbar and Vieinia
(+1)
+1 - Free trade in each nation's interest
+1 - from +6 success w/ Vieinia
+1 - Double action
+3 -1 +3 () + () + () =


Action 3 & 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. 6 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 (-1)
Difficulty: Very Hard (-2)
Prime Determinant: Secondary Philosophical Orientation
Conquest (acquisition)
Magical Sophistication - Superb
+2 - Magical Sophistication (Superb)
+1 - previous war mage training
+1 - Extra Action

Half way mark -1-1+1+2+1+1 (+1+1 -1 0) + (-1 -1 0 0) + (-1 -1 -1 0) +
(-1 0 -1 0) +1 + (-1 0 0 0) +1  () + () + () + () + ()=


Action 5 - More work on the fleet (Naval/Merchant)
(yr. 5 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. (5th
of 5 yrs.)

-1 +1 +2 (-1 +1 -1 -1) + 1 + (+1 0 +1 -1) -1 +1 (+1 0 -1 +1) -1 + (+1 +1

+1 -1) -1 + ()





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