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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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ArchangelPressMa
Archangel Press, Main Office

Wed

Sep 4
2002

08:15

[Cel] [qai][1432-33 Burcancy Actions - Preliminary Draft resolved]

M. Keaton
ubject: Re: [Cel] [qai][1432-33 Burcancy Actions - Preliminary Draft]


|   Sorry for being out of the loop, life has been hectic.  Here is a rough
draft I will attempt to fill in the numbers.  If not, feel free to fill them
in or do w/o.  Same moves for 1432-33.  Ignore these moves for '32 if
already closed and use for '33 only.

Not a problem.  I'll do the best I can with the numbers and get you general
results.  I'll count the bonuses, etc. as though the actions were spread
over both years.

| Actions 1 & 2 - Search for the Assassins.
|      King Villard is in shock at the attempt on his life and that of his
family.  The nation is surprised and shocked as well.  Most think it must be
an outside force, many point fingers at the Torphan Empire, the names of
other nations are also discussed.  Everyone is assigned guards, magicians &
some of the new warmages are assigned to the highest ranking members of the
royal family.  Every effort is made to find the assassins.  Military, magic
and civilians are employed.

Very Hard -2, Villard's Superb Authority +3, Modified by internal support
and the actions of loyalists +2, Double action +1,  Roll (-1+1+0+1)  Net=+5!
This is an extrodinary success, finding not only the assassin but also
clearing out the supporting network that put him in place.  Interrogation
revels that the acting orginization was based out of Taltheran.  King
Agrigax denys involvement, instead pointing the finger at the Merchants'
Council and using the opportunity to strengthen his own internal hold.


| Action 3 - Count Youness Looks for Allies
|     Count Youness quickly shuts the beginnings of his spy network but not
before doing some searching on his own for the assassins.  The enemy of an
enemy could be a friend. He leaves one or two people in place to pick up
rumors or make contact if possible.

With the amazing success of actions 1 and 2, Youness finds little, direct
aid BUT, the obvious next step is to contact the Taltheran Merchants'
Council and determine how involved in the attack they truly were.

| Action 4 & 5 - The Network Shuts Down
|     Count Youness' fledling spy network quickly shuts down and goes into
hiding.  The network was being built w/ extreme caution and a careful cell
structure.  And even so, w/ the intense efforts by Villard to find the
assassins it is deemed better to postpone all efforts, some portions will be
temporarily disbanded or dismantled.  Besides who knows what Villard's
efforts might turn up that could be useful for Youness.  A few key contacts
are loosely maintained that are deemed extremely important and worthy of the
risk.  Youness considers a long overseas vacation.

The previous success of the network also makes this action almost a de facto
issue.  Most of the network is able to simple go to ground and wait.  Within
a few years, they should be able to rebuild without the massive effort
required the first time (+2 modifier if you choose to do so in the span
between 1434-1436, +1 after that or before it.  Remind me when you do.)

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