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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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Thu

Oct 30
2003

07:04

[Cel] Kaeir turn - 1438

Action 1:  Continue expansion of Information Secretariat in Taltheran
 
Weight:  Medium/Low-level
Description:  Continue expansion of Secretariat intelligence network across Taltheran, from Port Tirmar to the Tal basin, utilising existing network in Port .
Difficulty:  Secret, therefore moderately hard.
 
Action 2:  Continue Secretariat research into psionics/mind magic
 
Weight:  High, as it is a critical new area for the Secretariat.
Description:  The Information Secretariat continues its research into the prospect of psionics, or mental science as it is now being called, focusing on the role of Will in influencing and/or reading the environment.  In a bold move, the Secretariat involves several Eerith that had taken residence with some senior Secretariat agents, seeking their advice on the nature and direction of their research into this new "mental science".
Difficulty:  High (never been done before!)
Factors: 
+ Continuing research
+ Eerith involvement
- Ground-breaking research
- Secrecy
 
Action 3:  Call up secondary forces
 
Weight:  Moderate (though a failure would say a lot about Republican governance!)
Description:  Secondary forces, numbering some 30000, are called up for active service in Tirmar.  Volunteers on the mainland are also expected, once the landing at Port Tirmar is successfully made.  First two divisions to be included in invasion force, final third division to be held in reserve, protecting the Republic.
Difficulty:  Not very difficult at all.
+ continued preparations from previous years
+ Kaeirean volunteers (result of Czarist massacres)
+ Success of blockade from previous year
- Crossing of Kaeirean Strait

Action 4:  Invade Port Tirmar
 
Weight:  High, first military action proper by the Republic.
Fudge:  4 Fudge points to be used here.
Description:  Half an hour before dawn, the Kaeirean Fleet attacks Port Tirmar, its goal primarily to capture the city itself.  Priorities in the attack are securing the harbour, overwhelming the Port defences, securing the outer keep, and preventing the Czarist forces located outside of the Port from entering.
Difficulty:  Moderate.
+ Massive forces (primary and secondary)
+ Control of the seas (blockade)
+ Surprise attack
+ Benefit of Secretariat intelligence on Tirmar.
- War
- Nearness of Czar Salokin.
Suggested resolutions:
Successful - The Kaeirean Fleet overwhelms the weak port garrison, who had been undisturbed by the previous years ineffective blockade, and therefore were not prepared or expecting a full-scale naval assault.  Guard and Militia units quickly take the Harbour and Port Keep, and push the surviving Port Tirmar units out of the city, securing it.  Salokin's army, stationed outside of the city walls, were unable to respond, and thus watch in horror as they lost the provincial capital.  During the battle, a significant number of Czarist units, some regular and some conscript, surrender to Kaeirean forces, joining the republican ranks.  Having won the city, Kaeirean forces now begin preparing for Salokin's reprisal, and formulating plans for pushing beyond Port Tirmar inland.
Mixed - The Kaeirean Fleet enjoys initial successes, taking the harbour and Port Keep, but fail to take the outer keep, giving Salokin time to send in troops.  After bloody street fighting, a stalemate is reach, leaving the city divided neatly between the inner and outer city (sea-side and land-side) between Kaeirean and Czarist forces.  Having seized half the city, the Kaeirean forces continued to be supplied thanks to their absolute domination of the Kaeirean Straits.
Disaster - The Kaeirean Fleet takes the harbour, but were apparently expected by local forces, who quickly are able to push Kaeirean forces back onto their boats, leaving thousands dead and many ships and units captured.  Even worse, several units actually surrender, apparently taking advantage of the opportunity to escape the Republic and rejoin Taltheran.  A weakened but intact fleet returns to Port Kaeir, fearful of a Czarist reprisal.
 
Action 5:  Diplomatic/intelligence mission to Port Jabau.
 
Weight:  Moderate/Passive.
Description:  Senate votes to send an envoy to the Calarnari city of Port Jabau, to establish a diplomatic presence their with the government, and to open up political and economic ties with the city-state.  Furthermore, the newly established mission shall establish a passive, low-level regional intelligence presence in Jabau, allowing Kaeir to extend its contacts into the interior desert.
Difficulty:  Moderate (new ties)
- New political ties (little previous contact)
- Cultural-linguistic differences
+ Status of Republican revolution amongst aristocratic city-states in the Midsea (common features in political ideology)
+ Common threat from Taltheran
+ Common interest in Midsea trade 



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