Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

games > celandra > main

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.
Subscribe | Unread | Recent | Group options | Topic options | Post
AndrewJanssen
Andrew Janssen

Fri

Sep 9
2005

07:05

[Cel] [Actions] Sedonia 1458

Action 1: War in the North

Weight: Double (+1)

Description: Following the conclusion of the New Tirmaeir Conference, 
the Sedonian Government begins issuing the necessary orders to implement 
  the Treaty of New Tirmaeir. In late Lussuth, the cavalry alae normally 
attached to III Legion are ordered into Kajir to secure the area--a 
simple showing of the flag. Meanwhile, Legions II, III, VI, & VII, under 
the command of General Martros advance from their staging area on the 
border to lay siege to the city of Pran. The cavalry from II, VI, & VII 
Legions is sent ahead of the main body as a scouting and raiding force, 
to prevent Pran from gathering supply from the surrounding countryside.

II & III Legion will occupy the siege lines around the city, while VI & 
VII Legions will blockade the Tal River upstream and downstream, 
respectively, of Pran. II & III Legions will also be responsible for the 
construction of the heavy Siege engines that the Sedonians will use to 
breach the city walls, and for digging the tunnels needed to attempt an 
undermining of the walls.

Pran will be offered the following terms:
    * If they surrender immediately and turn over any remaining 
Guildmasters to the Sedonians, they can become full citizens with full 
rights & privileges.
    * If they surrender once the walls are breached, they must pay a 
fine of 10,000 imperials or equivalent, turn over any remaining 
Guildmasters and their families to the Sedonians, and must wait three 
years to gain full citizenship.
    * If they refuse to surrender after the walls are breached, the city 
will be sacked & burned, and the population decimated.

The Sedonians will be relying on the Mir to ensure that no relief force 
will be sent from Tal. If Pran surrenders or falls quickly, the Legions 
will march to aid Mir.

Difficulty: Hard (-1)

Fudge Points: 6

Subparts:
    * Intimidating the Pranese into giving up
    * Besieging Pran, cutting it off from outside supply
    * Breaching the walls
    * Occupying Kajir


Action 2: Annexing Zelkor

Weight: Single

Description: Rather than join the attack on Pran, I & IV Legions are 
ordered to aid in the annexation of Zelkor. This unfortunate city-state 
is in a severe economic collapse--indeed, some say the city has never 
truly recovered from the economic crash at the beginning of the century, 
and the loss of sea trade during the recent Demon War hasn't helped, nor 
has the anarchy of the last few decades' changes in government. Zelkor 
needs trade and economic recovery; Sedonia wants access to Zelkor's 
shipyards & docks.

Besides the Legions, Sedonia is also sending government officials to 
take over the city administration and try to jump start Zelkor's 
economy. The new Kaeiran trading enclave they plan to establish should 
help with that.

Difficulty: Normal (the Zelkori are too poor to be able to put up much 
resistance)

Fudge Points: 0

Subparts:
    * Installing new government officials
    * Military occupation
    * Restoring economy
    * Popular support-building


Action 3: Through a Glass, Clearly

Weight: Single, Strategic

Description: Ion the journeyman lensgrinder decides to take the advice 
of his old master and move to Roth Mythysa, the center of the MidSea 
glass industry, to continue his work in developing lenses to correct 
near-sightedness. His master gives him a letter of recommendation to a 
Guildmaster Varrozh in Roth Mythysa who has an interest in experiments 
with lenses.

The move will allow Ion to work full-time on his project, and give him 
access to better materials (reducing difficulty in subsequent turns to 
Normal).

Difficulty: Hard

Fudge Points: 2

Subparts:
    * Moving to Roth Mythysa
    * Setting up a new workshop
    * Obtaining optical-quality glass
    * Luck factor


Action 4: Trade Negotiations (not really a normal action, per se)

Weight: Single, Extra (-1)

Description: Sedonian opens negotiations with Kaeir over access to 
Rimrivertown.

To the Minister of Commerce of the Green Republic of Kaeir, Greetings.

I write this letter to propose an arrangement which may possibly be of 
mutual benefit to both our nations. Your nation's Closed Port policy 
with regard to foreign traders and Rimrivertown is well known. I ask 
that in return for the consideration discussed below, you consider 
making a limited exception to this policy.

I propose that your Ministry issue six to eight licenses to Sedonian 
trading concerns which form partnerships with suitable Kaeiran merchants 
granting the possessor the right to conduct trade in Rimrivertown. Your 
Ministry would have the power to reassign the licenses every two years, 
and a trading concern which lost its license would not be able to 
reapply until six years had passed. The licensed merchants would be 
restricted to Rimrivertown, and would not be allowed to deal directly 
with the Panchyya or Ban Horroth outside of the bounds of the colony.

In return, Sedonia will grant Kaeiran merchants, particularly the 
Northern Trade Convoy, and the Kaeiran fleet full access to the docks 
and facilities of the Sedonian naval base of Tolmersa at the inner mouth 
of the Straits of Anorurr. Tolmersa is ideally situated as a repair and 
replenishment point for ships heading to or from the Razanian Coast or 
Celpalar. This access would *not* include access to the Imperial Prison 
which is also located on the island.

Please inform me soonest if this proposal is acceptable, or if there is 
room for negotiation on this question.

Sincerely,
Roger Finn, Minister for Foreign Affairs

Difficulty: I'd say Hard, but this is really an action that Ibrahim and 
I should role-play out, rather than just resolve with die rolls.

Subparts: See above, but if needed:
    * Access to Rimrivertown
    * Persuade the Ministry of Commerce
    * Persuade the Senate
    * Avoid making other concessions.
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

Subject (required)




 
Refresh