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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

Sun

Aug 8
2004

21:58



Wikify

[Cel] Results for 1446

Hi

Here are the results for 1446. I have to say I really like the
division of dice into several different aspects.

Jason: I need your comments on Exquaestio actions 1 and 2.

Ibrahim: what is your estimate of the current number of members
in Millat Shanari? I would like to apply the expansion rules
for Millat Shanari, too.

Andrew & Jeff: what do you think about the current lengths of
your strategic actions? When taking into account the fact that
about 40% of actions fail, a strategic action with a success pool
of 4 needs about 7 actions to complete. And if the difficulity of
the action is Hard, the failure rate is 60%, and an action pool
of 4 needs on the average 10 actions.

juuso

------------------------------------------------------------------------------

---+ Exquaestio

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

*Dice:*

   * Performance: 0
   * Popularity: -1
   * Religious Reaction: -1
   * Future Recognition: +1

*Results:* The event gathers a crowd, but the overall reaction
in Mir is not very positive at all - it is a matter of national
pride that only magic by Miracradasa is really any good.

---+++ Action 2: Academic Chair
   
*Resolution:* Diff = Easy (+1) + Dice (+1) + Extras (0) = +2 Success

*Dice:*

   * Chairholder: +1
   * Stipend: 0
   * Term: -1
   * Duties: +1

*Results:* A temporary position for investigating and evaluating
the Exquaestio magic is funded.

---+++ Action 3: Junder Independence

*Resolution:* Diff = Normal (0) + Dice (+1) + Extras () = +1 Success

*Dice:*

   * Free City Rivalries: -1
   * Local Nobility: +1
   * Type of Government: +1
   * Other Opposition: 0

*Results:* Actually Junder is fairly independent right now.
It is actually home to a number of small settlements from
various cities in the Free Cities proper - none of them
particularly successful economically or politically. This has
meant that they have been largely ignored by their parent
cities. Pushing this situation into real independence
should not be too difficult; provided that the various
baronies and other settlements in Junder can present
a unified front to their former masters. This may prove
difficult, because the local lords are not accustomed to
taking orders from anyone (which is one of the reasons
for the economic failure).

---+++ Action 4: Contact Religious Reformers
   
*Resolution:* Diff = Normal (0) + Dice (0) + Extras (0) = 0 Mixed results

*Dice:*

   * Need for reform: +1
   * Willingness to look outside religion: +1
   * Fear of Existing power structure: -1
   * Attitude toward Exquaestio: -1

*Results:* Relations opened with base Fair (0).

*Interpretation:*

---+++ Action 5: The Pantheon (1 of 6)
   
*Resolution:* Diff = Normal (0) + Dice (0) + Extras (-1) = -1 Failure

*Dice:*

   * Communication & Trade Routes: -1
   * Local Attitudes: 0
   * Available Resources: 0
   * Foreign Interest: +1

*Results:* The site seems suitable for a settlement, but for
the Pantheon, it is rather remote.

------------------------------------------------------------------------------

---+ Kaeir

---+++ Action 1: Basiluddin's cooperation with Saltrim Conclave
   
*Resolution:* Diff = Normal (0) + Dice (0) + Extras (double: +1) = +1 
Success

*Dice:*

   * Basiluddin's leadership: +1 (2 fp)
   * Personal officers: 0
   * Effect on the Taltherani civil war: -1
   * Senate's reaction: 0

*Results:* Basiluddin digs in at Saltrim. The effect on Taltheran civil
war is largely nonexistent because the Saltrim Conclave refuses to start
a direct campaign against the others. They are content to have the 
protection
of Kaeir so that they are secure. The rest of Taltheran is of course
outraged by the incursion by foreign troops.

*Interpretation:*

---+++ Action 2: Millat Shanari
   
*Resolution:* Diff = Normal (0) + Dice (-1) + Extras () = -1 Failure

*Dice:*

   * Will the Kaeireans take to the new religion? -1
   * How will the established cults react (there being no majority 
religion in Kaeir)?  0
   * What of the rural populations?  -1
   * Purity and cohesion of the Millat Shanari? +1

*Results:* Despite the efforts, only minor growth from converts
is gained. "The cult of the desert people" does not lights hearts
among the common Kaeireans.

*Interpretation:*

---+++ Action 3: Panchayyah Trade
   
*Resolution:* Diff = Normal (0) + Dice (-2) + Extras () = -2 Failure

*Dice:*

   * Has the Ban Horroth reaction changed?  0
   * What is the relationship of the Ban Horroth to the Panchayyah and 
associated tribes who live along the Rimriver? -1
   * Do the Ban Horroth want to trade? Will the Ban Horroth find the 
prospect of a trading partner who does
     not border their territory attractive (and non-threatening)?  -1
   * Will good relations with Kaeir make the Ban Horroth feel safer 
regarding the Panchayyah? 0

*Results:* (+1,+3,x,x)

*Interpretation:*  No change, really. The Ban Horroth still seem to be 
wary of
outsiders.

-------------------------------------------------------------------------

---+ Cedonia

---+++ Action 1: Rebuild the Legions

Weight: Double, Strategic
Sub-actions:
   
*Resolution:* Diff = Normal (0) + Dice (+1) + Extras (double: +1) = +2 
Success

*Dice:*

   * Popular Support: -1
   * Reorganization: 0
   * Recruitment: +1
   * Chance: +1

*Results:* results so far (+2,x,x,x)

*Interpretation:*

---+++ Action 2: Restore Secret Service
   
*Resolution:* Diff = Hard (-1) + Dice (-1) + Extras () = -2 Failure

*Dice:*

   * Insert Agents: +1 (fp=2)
   * Develop codes & ciphers: 0
   * "Special Projects": -1
   * Hire Analysts: -1

*Results:* results so far (x,x,x,x,x,x)

*Interpretation:*

---+++ Action 3: Aid to Saltrim
   
*Resolution:* Diff = Easy (+1) + Dice (-2) + Extras () = -1 Failure

*Dice:*

   * Ship food & medicine: -1
   * Selling weapons: 0
   * Getting in to Saltrim, land & sea: -1
   * Chance: 0

*Results:* The land caravan are intercepted and the goods confiscated
by the Merchant Guild of Pran. One of the cargo ships disappears
during a storm, and several others suffer from damaged contents.


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