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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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IbrahimDughlasGa
ibrahim

Sat

Jul 19
2003

04:48



Wikify

[Cel] GMs Please Respond - Are We Bending or Altering the Rules?

Joel,

I understand the points you are making, but think the problem is simply confusion between the two of us.

----- Original Message -----
From: Joel Elfman 
Date: Saturday, July 19, 2003 8:22 am
Subject: Re: [Cel] GMs Please Respond - Are We Bending or Altering the Rules?

> Ibrahim,
> 
>     I love the stuff you have written, your ideas are extremely 
> well-written and well thoughtout.
> 
>     I will reiterate two of the points that I think are in  
> question and  I at least would like clarification from the GM.
> 
> First, spy networks take time to develop, a long time in many 
> cases.  It has been my experience from playing previously,  that 
> if you don't usually get a spy network unless you build it.
An organised republican intelligence network ("Information Secretariat") is very new.  In fact, little more than a year old.  

As for the assassin business, that has nothing to do with Kaeireanism.

> 
> Second, you can not write orders for another society, unless the 
> GM gives permission.  For example, you can write actions for your 
> commanders giving the rebel Taltheran navy orders but you can not 
> write orders directly for the navy.  It might just be a 
> distinction in how orders are written but it does make a 
> difference in the game and has made a difference in the past.

I'm not proposing to write orders for another society.  Merely the one i'm operating from within.  

During the Kaeirean revolution that overthrow Agrigax's son in the new Principality of Kaeir (piratical Kaeir having been conquered 10+ years earlier), a portion of the Taltherani fleet joined the republican cause (largely, the squadrons stationed in Port Kaeir).  The Kaeirean Guard, formerly the personal troops of the Taltherani Crown Prince, were also under the republican banner, being the prime conspirators in initiating the revolution.  Completion of the revolution would require bringing the rest of Taltheran under the Republican Green, either through popular revolt or conquest.

All of these actions are within the polity of Taltheran, and constitute a civil war.  The factor that would determine success or failure would be support of the merchant and noble Houses on the _mainland_, for either the Royalist or Republican banner.

Kaeir/Kaeirean is used here in the same sense as the "Paris Commune", that shortlived socialist revolt last century in France.  Now that was not a separate society, but an attempt at a separate form of government.  The Commune was thoroughly French, but called the _Paris_ Commune because it began in _Paris_.

Having said that, a final say by the GM would allow everyone to get on with the game, adjusting where necessary to any new limitations.

Hope you're all having a dandy weekend.

Ibrahim Underwood




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