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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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ArchangelPressRe
Archangel Press, Remote Office

Sun

Oct 6
2002

18:29



Wikify

[Cel] Aryisa 1433 ACTIONS resolved

Subject: [Cel] Aryisa 1433 ACTIONS


| In any case, in 1433, Aryisa explodes.
|
| Seeking to preempt the feared coup, Duke Iyan summons Duke Danan to stand
| trial before the Crusader Grand Council for high treasonDanan fails to
| appear, but this does not stop the Council from sentencing him to death,
| with a promise of lessening the sentence to exile if he surrenders to
| their mercy.
|
| In response, Guardian nobles rise up and march towards the capital with
| the few forces they can scrape together. Duke Iyan and the council flee
| the capital, then return with what forces can be counted on to be loyal
| and spared from the Timber Veil.  Meanwhile, Regent Alvar III escapes
| house arrest yet again, and rallies a even smaller force of nobles
| belonging to neither party, and he too heads for the capital.
|
| For months the three armies remain equidistant from the city of Aryisa,
| messangers speeding between them in attempts to resolve the conflict
| without resorting to open fighting...
|
| Actions 1-3:  Who shall Reign?
| Actors: Duke Iyan/the Crusaders, Duke Danan/the Guardians, Regent Alvar
| III
| Prime Determinent: Power
| Difficulty: NA (triple opposed action)
|
| Crusaders: Consent (-1), Authority (+3), Influnce (+1): Power +3
| Mods: - discredited in aftermath of war
|           + Success in preparation for confrontation
|           + Currently in power
|
| Guardians: Consent (0), Authority (+1), Influence (+1): Power +2
| Mods: -- poor results in preparation
|           + most viable alternative to the Crusaders
|
| Regent Alvar III: Consent (-2), Authority (+2), Influence (-1): Power -1
| Mods: -- very discredited, has been unable to rule in years
|           - smallest military force
|            ++ rightful ruler
|

Crusaders:  -1+3+1+3-1+1+1+(1+0-1+1)=+8
Guardians:  0+1+1+2-2+1+(0-1+1+0)=+3
Alvar III:  -2+2-1-1-2-1+2+(0+0+0+1)=-2

Since this is completely internal and, obviously, very integral to your
society, I'll let you decide what to make of the numbers.  The Crusaders
have a huge advantage but how that plays out in diplomatic attempts or if
they will choose to press on to a military solution is all up to you.  Lots
of choices and a very dramatic flow of events within the society.


| Meanwhile, the Asagmari front besieges the city of Saragor, intent on
| taking it.
|
| Action 4: Siege of Saragor (Year 1 of ??)
| Actor: Asagmari front
| Prime Determinent: Military Force (+2)
| Mods: + recent Asagmari victories.
|
| Suggestion: Set a number of successes required for the city to fall, and
| a negative number for the siege to be forcibly broken.  The action will
| continue until either of these values are met.  This roll would account
| for all factors involved in the siege, including potential intervention
| from the other Razanian states (unless of course, a player takes them
| over).
|

I agree with your suggestion: definitely the best way to handle the ongoing
situation. Low great success (or failure) at 5 seems to be an acceptable
value.  As far as additional modifiers, I'll drop the plus for recent
victories starting next year and, instead, apply a modifier of plus one each
year with positive success to represent the effects of siege.

Year One: +2+1+(0+0+1-1)=+3.  So, next year will start at +3 and have a +1
from the previous success (Might be a short siege, let me know if that seems
unreasonable.

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