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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

Tue

Mar 1
2005

05:15

[Cel] Results for 1452

Hi

Here are the action results for 1452. I'll update the
fudge points stuff this week... err... promise...

---+ Actions for Exquaestio

---+++ Action 1: The Kingdom of Junder

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

*Dice:*

    * Military: +1
    * Economics: 0
    * Administration: 0
    * Law: 0

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

*Interpretation:*

---+++ Action 2: Mobilization

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

*Dice:*

    * Videssia: +1
    * Barbarians: 0
    * Volunteers: -1
    * Militia: -1

*Results:*

*Interpretation:*


---+++ Action 3: Demonic Tanimbar

*Resolution:* Diff = Normal (0) + Dice (++--) + Extras () = 0 Mixed results

*Dice:*

    * southern goblins: +1
    * magic: +1
    * trade: -1
    * relations: -1

*Results:* Effects at contacting the goblins are succesfull, but the
attempts at trade are not, especially since the Tarimbar begin to
feel mighty suspicious against the Exquaestio operatives due to the
communication attempts.

*Interpretation:*


---+++ Action 4: Magical Alliances

*Resolution:* Diff = Normal (0) + Dice (+---) + Extras () = -2 Failure

*Dice:*

    * Gods: +1
    * Espiri: -1
    * Ecclesia: -1
    * Magic Diversity: -1

*Results:*

*Interpretation:*


---+++ Action 5: The Pantheon

*Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
Severe failure

*Dice:*

    * Purchase: -1
    * Transportation: -1
    * Labor: 0
    * Distance From City: 0

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

*Interpretation:*

---+ Actions for Sedonia


---+++ Action 1: Building the Spy Network

*Resolution:* Diff = Hard (-1) + Dice (0-00) + Extras (double: +1) = -1 
Failure

*Dice:* 1 fp

    * Insert 'deep cover' agents: 0
    * Hire analysts: -1
    * Develop counter-espionage: 0
    * "Special Projects": 0

*Results:* Secret service (Hard: +2,+1,+2,+1,x,x)

*Interpretation:*

---+++ Action 2: Renovation and Repair, Part 2

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

*Dice:*

    * Surveying: -1
    * Grading: +1
    * Paving: 0
    * Bridge Building: +1

*Results:*

*Interpretation:*

---+++ Action 3: Making an Imprint (movable type)

*Resolution:* Diff = Normal (0) + Dice (+00-) + Extras () = 0 Mixed results

Note: I decided on 'Normal' difficulity, because I felt that all the
right conditions exist in Sedonia already. Still, making this a success
only means the work of basically one Guttenberg. It will be years and
years yet before this will have any significant impact on the
economy. On the other hand, the box will then be open...

*Dice:* 3 fp

    * Building a press: +1
    * Finding the right materials for ink: 0
    * Finding the right materials for type: 0
    * Finding financial backing: -1

*Results:* (Normal: 0,x,x)

*Interpretation:* A clever press device is constructed, and
first attempts at the materials are begun. However, these efforts
are costly, and the inventors are starting to run out of money.


---+ Actions for Kaeir

---+++ Action 1: Millati evangelisation

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

*Dice:*

    * The Keeper: 0
    * Millati supporters: -1
    * Millati preachers: +1
    * Luck: +1

*Results:* Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)

*Interpretation:*

---+++ Action 2: Securing of Rimrivertown settlement (final)

*Resolution:* Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe 
failure

*Dice:*

    * Grand Shaman attitude: -1
    * Kaeir settlers reaction: -1
    * Construction work: -1
    * Luck: 0

*Results:* Rimrivertown securing (Normal: +2,x)

*Interpretation:* Almost all that can go wrong, does. The Grand Shaman
is not at all thrilled at the prospect of a temple in the "ugly
foreign village", the Kaeir settles resent the favours given Hoacoatl;
their actions are little short of sabotage.

---+++ Action 3-4: Aid to Ban Horroth Trader Caste

*Resolution:* Diff = Hard (-1) + Dice (+-++) + Extras (double: +1) = +1 
Success

*Dice:* fp=2

    * Priest caste: +1
    * Grand abbot: -1
    * Commercial bribes: +1
    * Luck: +1

*Results:*

*Interpretation:*

---+ Actions for Mir

---+++ Action 1-2: Union

*Resolution:* Diff = Normal (0) + Dice (+0-+) + Extras (double: +1) = +2 
Success

*Dice:* 1 fp

    * Eerith cooperation: +1
    * Military preparations: 0
    * Parglug (& Jundar): -1
    * Luck: +1

*Results:*

*Interpretation:*

---+++ Action 3-4: War

*Resolution:* Diff = Normal (0) + Dice (+-++) + Extras (double: +1) = +3 
Great success

*Dice:*

    * Army transport: +1
    * Supply chain: -1
    * Videssia reaction: +1
    * Ice Demon reaction: +1

*Results:* The plan works like a clock, the only difficulity being the
very difficult supply chain. It would be better to arrange the supply
chain from the Free cities, but so far this has not succeed. Videssia
refugees flock to the seaside, and the Ice Demons gracefully keep well
inland.

*Interpretation:*
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