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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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AndrewJanssen
Andrew Janssen

Thu

Dec 29
2005

06:13

[Cel] [Actions] Sedonia 1461

Action 1: Wooden Ships and Iron Men, pt. 2
Weight: Single
Description: The Sedonian Navy continues its rapid expansion program. 
Recruitment and shipbuilding continue, with the goal of tripling the 
Fleet's pre-1458 size by the end of the year. The greatest concern is 
finding officers to command the vessels. The Navy goes headhunting 
through the Sedonian merchant marine for first and second mates seeking 
to command their own ships. The Navy also tries recruiting potential 
captains from Kaeir, the Free Cities, Aixelsydan, and Razania.

Meanwhile, the ships built last year, which are conducting training 
exercises in the Gulf of Gomel, are ordered south to blockade Zelkor. 
See Action 3. A few of the senior captains are given a new invention 
from Roth Mythysa to test--the spyglass.

Difficulty: Normal
Subparts:
    * Construction of Ships
    * Recruitment of Sailors
    * Recruitment of Officers
    * Training

Action 2: I Want *YOU* For The Imperial Legions, pt. 2
Weight: Single
Description: The Legions also continue their expansion program, needing 
just four more legions to reach their goal strength of twenty legions. 
The General Staff's assessment is that with Legions I, IV, and VI 
through XIV in Zelkor, General Martros has a more than adequate number 
of troops at his disposal to bring the war to an end. Therefore, of the 
legions remaining to be raised, XVII and XVIII will be sent to Sedonian 
Taltheran and Kajir, while XIX and XX will join V Legion in guarding the 
western and southwestern borders.

Difficulty: Normal
Subparts:
    * Recruitment & Training
    * Equipment
    * Deploying XVII & XVIII to Kajir and Taltheran
    * Deploying XIX & XX to the western border

Action 3: The Siege of Zelkor
Weight: Single
Description: After taking command at the end of 1460, General Martros 
begins to move the siege of Zelkor forward. He sets up a system of 
rotation: four legions in the siege lines, four legions in reserve on 
R&R, and two legions patrolling the Tanimbar border, with each legion 
spending two weeks in the trenches, 3 weeks of rest, 2 weeks of border 
patrol, and 3 more weeks of rest before returning to the trenches.

General Martros orders that the heavy siege engines (onagers and 
trebuchets) be directed against the walls of Zelkor to force a breach, 
while the rest of the Legions in the trenches work on digging mines 
under the city walls. A message is sent to the Zelkori under a truce 
flag, warning them that if they do not surrender when the walls are 
breached, Zelkor will be sacked.

Finally, the fleet exercising in the Gulf of Gomel is to sail south and 
blockade the harbor in support of the Legions.

Difficulty: Normal (0) to Hard (-1), GM's call.
Subparts:
    * Sea Blockade
    * Breaching the Walls
    * Persuading the Zelkori to surrender when the walls breach
    * The Sack or Occupation of Zelkor (Which one depends on the result 
of the prior subpart)

Any Fudge Points I have left, up to a max of 4, are to be applied to 
this action.

Action 4: The Trans-Casovian Expedition
Weight: Single
Description: In the interests of trade and commerce, the Sedonian 
government orders a detatchment of surveyors from Legion V, escorted by 
one of the Vth's centuries and one of its cavalry alae, to survey & map 
a possible route for an Imperial Road from Sedonian Casovia, across the 
Casovian mountains, through Trans-Casovia to the mouth of the Hansar 
River on the west coast of Qaiyore. The expedition is also to identify, 
map, & survey potential locations for fords, bridges, inns, trading 
posts, & forts; and gather information about the tribal societies they 
will be passing through.

Difficulty: Normal
Subparts:
    * Survive natural events (rapids, forest fire, disease)
    * Survive animals
    * Contact tribes in friendly fashion
    * Complete the survey

A success would reduce the difficulty of actually constructing such a 
road by 1.

Andrew
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