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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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GrEg
Greg

Sat

Feb 2
2002

09:56

[Cel] Aixelsydan Actions 1430

ACTION 1: The Quest for Knowledge  (2 of 3 years)

SYNOPSIS: The Great Library project continues in Aixelsydan, and despite
politics slowly infringing onto the realms of the construction, no
enthusiasm was lost for the venture. It appears that the Proconsul chose
well when he delegated this work to the Senate. The senators, with their
powerful connections, are able to call in on personal favors if only to have
the most influence in the outer layers of the library, rooms named after
them and names inscribed in the marble. And so, the construction continues.

It does appear, however, that despite the initial 3 year plan, one more year
may have to be added to the construction. Acknowledging this fact, the stone
masons spent a bit more time on the framework this year, completing the
building just at the beginning of winter. While the stocking of the library
and the selection process will now not begin till the next year, the
librarians are already in training, with a rumor about a possible contest
for the position of the Head Librarian being held in a year or so.

PRIMARY DETERMINANT: Senate's Authority (Superb +3)
SECONDARY DETERMINANT: Resources (Good +1)
DIFICULTY: Normal
Hard
WEIGHT: Single
ACTORS: The Senate
SECRECY: None
MODIFIERS:
-1 Great expectations of the project
+1 Great Exploitation (gathering higher quality resources)

+3 +1 -1 -1 +1 (-1 0 -1 +1) + () + ()

NOTE: This will, as indicated in the results from previous year, be a 4 year
plan, not a 3rd one. But the stone masons are still hopefull that things can
be finished on time. When they find out the truth, next year, the project
will be extended for an additional year.



ACTION 2: A Hand Extended (1 of 2 years)

SYNOPSIS: For most of the last year, the little clearing at the foot of the
Mountains of the Rim saw a construction of a meeting hall that combined the
decorational styles of the Aixelsydani and the Ben Horroth. At the end of
the year, a small hall was built, one quickly proclaimed fateful in the near
future. The plan was to use this place as a friendship place to befriend the
Ben Horroth of the Rim Mountains and sign a favorable pact with those
people, written or verbal. This year, a diplomatic expedition was to take
place, but before it was sent, the foreign ministry of Aixelsydan gave order
to prepare further for such a monumental meeting, given how much hope is put
on pacifying this area of land. The Mountain Lords graciously agreed and
took the project under their wing. This year will be spent on preparation
for the diplomatic mission that will take place in the next year. A hope for
improved relations with the Ben Horroth is the driving motive.

PRIMARY DETERMINANT: Mountain Lords' Authority (Good +1)
SECONDARY DETERMINANT: 
DIFICULTY: Normal
WEIGHT: Single
ACTORS: Ambassadors, Traders, Mountain Lords
SECRECY: None
MODIFIERS:
+1 The meeting hall is a neutral place of frienship and is already becoming
presented to the Ben Horroth
+1 The approach is gentle... customs of the other race are respected and
observed
-1 The Ben Horroth are not human



ACTION 3: New Found Friends (1 of 2 years)

SYNOPSIS: The new alliance with Celpalar is certainly a welcome addition to
the Aixelsydani way of life. While eager preparations are going on to start
all those great project that the two nations discussed, the immediate focus
fell on trade, and the Merchant Houses were finally given the carte blanche
by the Proconsul to begin their affairs.

As a result, Aixelsydan is preparing and opening the ports to the Celpalari
ships, and widening their home base of trade. Celpalari goods are now sold
in Aixelsydani ports, and the country can serve as an intermediary for some
of the transfers outside the Midsea that will require a rally point. In
addition, the Aixelsydani merchant ships, already doing extensive trade in
the Midsea region, are now starting to sail next to the Celpalari ones, and
are establishing stronger routes to Hria, Hisaria, Kelshir coast and the
northern nations. And of course, the trade to Celpalar itself fourishes.

By the end of the year tarrifs for Celpalari ships are greatly reduced, and
there is a rumor that both nations will eliminate them altogether. Now, it
may be profitable to do business in Aixelsydan, which can offset the lack of
tarrifs with the increased trade on the new trade routes. All in all, the
trade is being kicked into higher gear, and the colaboration with Celpalar
full. While this will be an ongoing event, the first two years are spent in
setting an infrastructure, and thus the need for this 2-year action.

PRIMARY DETERMINANT: Wealth (Good +1)
SECONDARY DETERMINANT: Merchant Houses influence (Great +2)
DIFICULTY: Hard?
WEIGHT: Single
ACTORS: Traders, Merchant Houses, some Nobles, Guilds
SECRECY: None
MODIFIERS:
+1 Aixelsydan and Celpalar alliance
+1 Cheap use of the Celpalar ports
-1 Huge effort concentration


ACTION 4: Treasures of the Mountains

SYNOPSIS: While the Aixelsydani extended their territory towards the Tavar
Mountains some time ago now, and while defensive work on reinforcing that
region was already done, the Tavar Mountains have remained largely
unexplored, especially for the potential of minerals and any resources. This
needs to be remedied now.

With the Merchant Houses so busy with the renewed sea trade, the time was
ripe for the Proconsul to tend to this particular venture with the least
amount of attention and interferance. At the beginning of the year, he
personally travelled to the lower Aixelsydan and put the plan in motion.
Groups were sent, all with the sole purpose of identifying what is out there
and mapping the mountains, passages and anything of note.

The hope is to find mineral deposits, natural wealths and anything els that
may boost economy or resources, even if it does not happen right away. An
entire year is devoted to the task, allowing the teams to work in peace. The
Proconsul has visited the centre of operations once more during the year,
staying at the site for an entire five days, much to the delight of those
involved. The Merchant Houses were late in joining the frey, and given their
limits at the moment, were not a major influence, save one or two southern ones.

PRIMARY DETERMINANT: Proconsul Deraskin VI's influence (Good +1)
SECONDARY DETERMINANT: Exploitation (Great +2)
DIFICULTY: Normal
WEIGHT: Single
ACTORS: Designated scout teams
SECRECY: None
MODIFIERS:
+1 Home terrain (lack of challenge and interferance)
-1 Unmapped territory
+1 Lack of Merchant bureaucracy and competition
-1 Lack of Merchant expertise

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