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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

Mon

Nov 10
2003

23:32

[Cel] Year 1438 results

Hi

I have now resolved all actions for 1438.

---+ Actions for Republic of Kaeir

---+++ Action 2

*Resolution:* Diff = Extremely hard (-3) + Dice (+-+0) + Extras () = -2 
Failure

*Results:* No progress.

*Interpretation:* The advice from Eerith is not very helpful. The best 
source
of information on (traditional) magic is Mir. The second-best is 
probably Burcancy.
Of course, a third possibility is to find some more powerful help (from 
Dreaming),
or go searching from lands beyond the coasta of the Middle Sea.

---+++ Action 4

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 (...)
   
*Resolution:* Diff = Very hard (-2) + Dice (00, 4fp: ++) + Extras () = 0 
Mixed results

*Results:* Partial success. A bridgehead is acquired. The -1 for Kaeir 
from 1436 is removed.
But keeping the position is very exhausting.

*Interpretation:*

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 continue to be supplied thanks to their 
absolute domination of the Kaeirean Straits.
However, it is a difficult position.

---+ Actions for Cedonia

---+++ Action 1
   
*Resolution:* Diff = Fair (0) + Dice (00-0) + Extras () = -1 Failure

*Results:* The expedition returns without the ore, but not without hopes.
No bonuses this year, but a similar expedition next year would be 'Easy'.

*Interpretation:* The Kasovian mines are
mostly closed and flooded, the miners driven off by brigands or
starvation. However, the expedition claims that the mines are rich,
and if they would return next year with more men, they could reopen
the mines and return with great amounts of ore.

---+++ Action 2
   
*Resolution:* Diff = Hard (-1) + Dice (-++0) + Extras () =  0 Mixed results

*Results:* Mostly no news. One piece of useful information exists, but it
is risky (+1 to attack next year, but any failure will be catastrophic).

*Interpretation:* The scouts bring back terrain maps, but were unable to 
get close
to any critical defensive installations, and unit locations are mostly
guesswork. Most of the information is as expected: the Duke is as efficient
as ever in deploying his army.  However, there is one piece of information
which might prove extremely useful. The far west flank is poorly defended -
partly because of the poor condition of the army, partly because of the
difficult terrain. The General could well suprise the Duke by going that 
way,
but to do so, he would have to overextend from his own territory; getting
back after a possible defeat could prove impossible.

---+++ Action 3-4
   
*Resolution:* Diff = Very hard (-2) + Dice (+-0+) + Extras (+1) = 0 
Mixed results

*Results:* (0,x,x)

*Interpretation:* The alchemists manage to prove with a small bit of ore
provided by the expedition that their guesswork was right. The downside 
is that
the ore is far away and difficult to acquire.

---+ Actions for East Torphan
 
C-THE STRIKE

---+++ Action 1-4
   
*Resolution:* Diff = Very hard (-2) + Dice (0---) + Extras (+2+1) = -2 
Failure

Group one: (-0+-) The Empress and her children are separate. The 
Empress, when
found, fiercely fights back, and manages to escape. Of the children, one is
captured, the others are not even found.

Group two: (00--) High Lord is not located. Group two is stuck in with 
fierce
fighting with the Palace troops almost immediately after their arrival. 
Although
they inflict much damage, only a few manage to escape.

Group three: (--0-) Also encountered by the Palace troops, the group three
has much worse position (and training) than the first two groups. Only 
the mages
with this group return. They report trying to open the portal, but failing
to do so due to powerful magical protections.

Others: (00++) The smaller groups cause much destruction in the city and
harbor. Mainly due to this, part of the group one manages to escape and
carry the Empress' son away.

*Results:* One child of the Empress captured, and held against his will.
Otherwise, the strike is a total failure.

*Interpretation:* A week after the strike, two messages are delivered
to the King. One is from the Empress, expressing her rage over the atrocity
performed by the Burcancy attack and demanding the immediate release
of her son - as only a former Empress of Cedonia can express herself.
The other is obviously from the High Lord of the V'raal. It is a small
square flag, a feet across, originally white, but stained dark red with
blood. With it, a small note follows, which says: "This blood is mine."
The strange message become clearer a week after, when a scholar suddenly
remembers that in the language of the Vraa'al, the words for 'blood' and
'revenge' are the same. A judging by the amount of blood, the revenge
is likely to last a thousand years...


---+ Actions for Exquaestio

---+++ Action 1

I did not fully grasp the meaning of the action, but here
goes nothing.

*Resolution:* Diff = Normal (0) + Dice (-000) + Extras () = -1 Failure

*Results:*

*Interpretation:* Qaiyore features many gods, even many real gods.
Mostly those gods are creatures of the Dreaming, providing protection,
hope, or wisdom to their followers. Feroze's position among them is not
without some difficulity. This is true in general for any god/religion
that attempts to gain ground. Also spiritual territory can be something
somebody can consider as property...

---+++ Action 2

Increasing score is never easy. Although it is easier at first.
The question is: what has Exquaestio to offer (as opposed to
e.g. Wanderers), and how loyal are its followers? Hmm...
I suppose it is somewhat easier than for the Wanderers.
   
*Resolution:* Diff = Easy (+1) + Dice (-++-) + Extras () = +1 Success

*Results:* During this year, Exquaestio gains 200 new followers, mainly
from around its core area, but also from the Free cities.

*Interpretation:*

---+++ Action 3

Development of any of the determinants is always very hard.
I would prefer if you would specify a strategy, how are you going
to do this, and then we would make a strategic action for it.
 
*Resolution:* Diff = Very hard (-2) + Dice (000-) + Extras () = -3 
Serious failure

*Results:* Any new resources (and more) are really swallowed by the 
having to
teach the new followers.

*Interpretation:*

---+++ Action 4

See action 3...

*Resolution:* Diff = Very hard (-2) + Dice (++--) + Extras () = -2 Failure

*Results:* No progress.

*Interpretation:* Tallas falls asleep, exhausted again. Mira shakes her
head and sighs. "If only we had more time in our hands", she thinks 
wistfully.







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