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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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JuhaVesanto
juuso

Fri

Oct 31
2003

22:12



Wikify

[Cel] Kaeir turn - 1438

Ibrahim Underwood wrote:

>Action 1:  Continue expansion of Information Secretariat in Taltheran
>
I'll put this out as easy because of the chaotic situation on Taltheran.

*Resolution:* Diff = Easy (+1) + Dice (000-) + Extras () = 0 Mixed results

*Results:* Information Secretariat continues its growth. However, it
is possible that counter-spies are infiltrating the organization.

>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".
>
Keaton: I'd appreciate your input here about how do you see Eerith
acting about this issue... any bonus?

>Action 3:  Call up secondary forces
>
*Resolution:* Diff = Easy (+1) + Dice (0-++) + Extras () = +2 Success

*Results:* the size of volunteer corps are, for this year only, increased
by 1 category

>Action 4:  Invade Port Tirmar
>
Now, I really have to put out some numbers. There are some
differences between population figures on the Qaiyore world and
game websites (w.r.t. Kaeir). Hmmm... I'll have to fix those at
some point, but for now I think it's safe to say that the sizes
of Kaeir Republic, and the area Salokin controls are about the same,
and therefore also the amount of troops is about the same. However,
Kaeir has swelled its ranks with volunteers, and there's the previous
increase, too.

Salokin's royal forces: size Very small (-3), force Great (+2) = -1
Salokin's militia: size Small (-2), force Mediocre (-1) = -3
Kaeir navy: size Very small (-3), force Good (+1) = -2
Kaeir volunteers: size Fair (0), force Mediocre (-1) = -1

Mods: -1 for Kaeir (see actions in 1436), +1 for Salokin (defending)

Total for Salokin: -1 (greater value of separate troops is used) +1 +1 = +1
Total for Kaeir:   -1 (...)

Thus, basic difficulity for Kaeir is -2 (very hard).

Any opinions or questions before I roll the dice?

>Action 5:  Diplomatic/intelligence mission to Port Jabau.
>
*Resolution:* Diff = Normal (0) + Dice (++0-) + Extras (-1) = 0 Mixed 
results

*Results:* A small embassy is established in Jabau, but its access to 
outside of
town is very limited.

juuso

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