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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

Fri

Dec 2
2005

18:25

[Cel] Mirrish Actions 1460

Mir results:

---+ Actions for Mir

---++ Action submission

   Actions 1 & 2: Protectorate of Corryn

   The Archmage of Mir asting in his capasity as High Priest over 
Mirrish State Church
   calls a meeting of Priests sent to the Protectoret.  He work on 
finding the priest
   that need to be replaced.   Then he wil send new priest to first and 
formost
   work with the Tower of South so that they can stand together.  They 
will also
   attend the meeting to help give the nessisary support.

   Difficutly: Hard
   Weight: Double
   FP: Juuso how many do I have?  (If I have 2 but them here.)

   Actions 3: Tanimbar

   Mir will contiune to support the Tanimbar war against the goblins.
   After last years attempts to penatrate the Goblin fortifications Mir
   is sending one of the dragons to help brake through the golbin
   fortifications.  The Warlord also using the mages abilties puts them
   to uses to gather intelligence about the goblins activities.

   Difficutly: Normal
   Weight: Single
   FP: ?

   Actions 4: The long await expedition.

   After delaying the southern expedition Mir once again begins to
   gather a fleet together with enought supplies to last for two years,
   and also the supplies for extreme cold.  Having already gathered
   information Mir will also put scholars incharge of looking over
   the map that had been discovered to see if they can once again to
   see if they are able to successful interpet the meanings in the map.

   Difficutly: Normal
   Weight: Single
   FP:?

---++ Action resolution

---+++ Actions 1 & 2: Protectorate of Corryn

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

*Dice:* fp=2

    * Identify problems: +
    * New priests: -
    * Cooperation: +
    * Luck: 0

*Results:* Swift action on the part of the archmage gains favour
from the people. Although it is hard to find properly diplomatic
priests, the personal involvement of the archmage brings results.

---+++ Action 3: Tanimbar

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

*Dice:*

    * Using dragon: 0
    * Military action: +
    * Reaction internal: -
    * Luck: +

*Results:* The dragon is great boost on troop morality, although it
is of less use than thought against the essentially underground
tunnels of the goblins. Still, extra vigilance brings a boon: a secret
way (used to smuggle in supplies) to one of the main strongholds is
discovered, and that stronghold is taken easily after that.

---+++ Action 4: The long await expedition

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

*Dice:*

    * Gather supplies: +
    * Collect fleet: -
    * Interpreting map: -
    * Luck: -

*Results:* It is very hard to find captains to brave the icy waters
on the open ocean outside MidSea. The Ka'Shari are known to have
travelled there, but they are gone.

juuso



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