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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

Tue

Oct 2
2001

01:34

[Cel] Burcancy RESULTS 1427

Joel Elfman wrote:

> 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: Very Hard (-2)
> +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 -2 +3 (-1 -1 0 0) + () + () =
Both Parlug and Tanimbar are intrested but the sudden growth Burcancy out of
opscurity has made them a little egde.  Viennia is willing to sign something
though.

> 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

-1-2+1+2+1+1 (+1 +1 0 +1) + 1 + () + () + () + ()=
Their has been an amazing break though in the weather magic and the warmages
are begining to calling themselves

> 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 + (+1 0 0 -1) -1 = +2 Success
The navy is now complete and Burcancy now has one of the largest navies on
Qaiyore.


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