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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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Tue

Dec 30
2003

02:40

[Cel] Kaeirean orders - 1440

Kaeir 1440:

Title: Change to standing orders for Fleet.
Action 1.
Weight:  Single action.
Description:  The Senate orders the Fleet Commanders to end the blockade of Tal City, and move the Kaeirean Fleet back to the Kaeirean Strait.  There, the Fleet will conduct patrols of the Strait, the Kaeirean isles, carry out commerce protection duties in the area, and continuing supplying the forces in Port Tirmar.  The key question is whether the Fleet Commanders accept the change in policy and the marginalisation of Lord Basilludin by the Senate.
Key Elements:  Fleet, Senate.
Difficulty: Easy.
Factors:
+ Diminished status of Basiluddin (failed actions)
+ Untarnished status of Senate
+ Futility of Tal City blockade
+ Prospect of naval conflict with Mir
+ Support of the other two Guard Commanders in the Senate for the policy change
+ Basiluddin's leave of absence from the Senate
- Loyalty of many Fleet commanders to Basilludin
- Prospect of abandoning the "Revolution"

Possible results:

Success - Despite unhappiness with the apparent marginalisation of Basiluddin, the Fleet Commanders, of whom many had privately disagreed with Basiluddin's aggressive foreign policy, accept the new "realpolitik" approach being adopted by the Senate and comply.

Mixed - The majority of the Fleet Commanders comply with the Senate orders, but several Commanders refuse to accept it, sailing westward on a single ship to Cedonia, intent on offering their services to "the only surviving true Republican movement".

Failure!  Realising the intention of the Senate to ultimately do away with Basiluddin, the Fleet Commanders refuse to accept the Senate's orders.  They sail back to Port Kaeir, determined to unseat the "treasonous" Senate and "restore" Basiluddin.

------

Title: Delegation to Mir.
Action: 2
Weight: Single
Description:  The Senate sends another delegation to Mir, to placate Mirrish anger and try to improve ties.  The Kaeirean chief envoy delivers several symbolic and material gestures on behalf of the Senate - the lifting of the Tal City blockade, a copy of the legislation passed by the Senate entitled "Statute on the Autonomy of the Easterners' Quarter" that formalises the long-held autonomous status of the predominantly Mirrish Easterners' Quarter in Port Kaeir and invites Mir to appoint a magistrate to preside over the internal affairs of the Easterners' Quarter, and lastly, a handsome copy of the thesis by famed Kaeirean metaphysical scholar, Sir Jawziyyah, entitled "An eldritch and new history of Kaeirean folk-magicks" (one of only two copies in existence).  The chief envoy also relays the Senate's offer of greater cooperation in Midsea affairs, and that Kaeir's territorial claims on the mainland are henceforth limited to the Port Tirmar district.
Key Elements: Senate, Easterners' Quarter.
Difficulty:  Hard
Factors:
+ Lifting of the blockade
+ Easterners' Quarter Statute
+ Benefit of Mirrish-Kaeirean cooperation
+ Willingness of Kaeir to heed Mir's warnings
- Previous Kaeirean actions

Possible results????

-------

Title:  Assassination of Czar Salokin
Action: 3
Weight:  Single (SECRET)
Description:  In order to break the stalemate at Port Tirmar, the newly appointed Secretariat-General, Lord Karl von Kahshaar, orders the activation of the Secretariat cells in Tirmar, and orders these agents to assassinate Czar Salokin.  Information Secretariat agents of the Tirmar cell, using the cover of courtesans in an embassy from Commander Gamar in Tal, infiltrate Solokin's personal quarters, and using a traceless poison, assassinate Solokin.  

As a backup plan, Information Secretariat agents, disguised as Taltherani officers, will attempt a pre-dawn raid on his quarters to assassinate him.

Primary priority is given towards the assassination of Salokin and the implication of Salokin's generals, and only then to the preservation of Secretariat cell.

Key Elements:  Information Secretariat, Lord von Kahshaar.
Difficulty:  Hard
Key Factors:
+ False sense of security created in the Taltherani mind, by the lull in hostilities.
+ Preparation and organisation of the Secretariat cells in Tirmar
+ Popularity of Kaeir in Tirmar
- Czarist security
- Difficulty in concealment

Results????

-------

Title: Establishment of Trading Outpost at mouth of the Avaeran Rim river.
Action: 4
Weight: Single
Description:  With the approval of the Senate, a cooperative of Kaeirean Houses establishes a trading outpost at the mouth of the Avaeran Rim river, in the wild river delta region between Milakanur and Aixelsydan.  The outpost is established in a deep harbour site at the mouth of the river, and is intended to open up trade between Kaeir and the native tribes of the Avaeran delta and northern Rim range.  These tribes lay outside the sphere of both Milakanur and Aixelsydan, and present both a source of raw materials and a new market for luxury and manufactured goods from Kaeir.  In time, it is hoped that these tribes will be drawn into the Kaeirean sphere of influence, and that the settlement will develop into a proper port.
Key Elements:  Major Houses.
Difficulty:  Normal
Factors:
+ Mutual benefit of new trade (native raw materials, Kaeirean luxuries and manufactures)
+ Neighbouring tribal chieftains keen to use ties with Kaeireans to improve their positions in relation to more distant Avaeran tribes
- Native hostility/suspicion

Possible results:

Success: The trading outpost is successfully established, dubbed by the traders as "Rimriver-town", with a triumvirate of a Guard Captain, Secretariat Officer and a senior merchant, appointed by the Senate to administer settlement affairs.  The outpost triumvirate successfully enters into trade pacts with the nearby tribes.  Soon a thriving market develops at the outpost, with Avaeran tribesmen bartering pelts, spices and other raw goods for Kaeirean luxury and manufactured goods.

Moderate success.  The outpost is established, and relations opened with the neighbouring tribes.  The suspicious attitudes of the Avaeran chieftains limit the growth of barter-trade to occasional deals for the time being.

Failure.  The outpost is established, but comes under immediate threat from the neighbouring Avaeran tribes.  Unless the situation is resolved, the future of the settlement looks bleak.

-----

Title: Eastern expedition to Celpalar
Action: 5 (1 of 2 years)
Weight: Single
Description:  Unhappy with the existing maritime knowledge of Kaeir, the Senate is determined to improve on what is already known of the northern searoutes.  Utilising all of the existing knowledge of the traderoutes of the northern Midsea, and of the Celpalar traderoute, the Senate orders the Fleet to equip an expedition to chart and explore the route to Celpalark, and to survey the trading prospects along the way.  

The Expedition is to sail from Kaeir along the northern Midsea coast, through Strait of Anorurr, north along the Razanian and Kelshiri Coasts to Celpalar, then south to the unnamed archipelago, returning via Vraa'al and Mir to Kaeir.

Key Elements:  Fleet, Major Houses.
Difficulty:  Normal (searoute to Celpalar already known).
Factors:
+ Most of expedition's route is well known
+ Maritime expertise of Kaeirean merchants and sailors
- Large undertaking, with many unknown factors.

Success!  The expeditionary squadron successfully charts the northern Midsea and the route along the Kelshiri Coast, finally arriving at Celpalar.  The first part of the journey reveals many new trading prospects for Kaeirean merchants, and several strong candidate sites for trading outposts.

Mixed.  The expedition completes their navigations safely, arriving at Celpalar.  Though knowledge of the route is vastly improved, the difficulty of the first leg of the journey limits opportunities for investigating trading prospects.

Failure.  The expedition completes the navigation of the Northern Midsea, but is forced to turn back at the Straits of Anorurr by bad weather, instead sailing to Vraa'al and Mir before returning to Port Kaeir.

-----

Title:  Videssia research project
Action: 6 (1 of 2 years)
Weight: Single 
Description:  Chief of the Information Secretariat, Lord Karl von Kahshaar, orders the Secretariat to research the history of magical and mental sciences in Videssia, following up on information gained from Eerith advisors.  The purpose is to obtain a greater understanding of the history of such sciences in Videssia, the relevance of this to the Secretariat, other possible opportunities, and proof to support von Kahshaar's decision to temporarily halt the mental science project (possibly for use against Basilludin, in the Senate).  Secretariat researchers therefore begin scouring the libraries of Kaeir, and non-hostile Midsea nations.

Key Elements:  Information Secretariat, Lord von Kahshaar.
Difficulty:  Hard (obscure, arcane information).
Factors:
+ Eerith assistance
+ Previous research into "mental science"
+ Videssian trade contacts
- Extremely arcane topic

Results????


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