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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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JasonHeaps
Jason Heaps

Mon

Apr 3
2006

18:44

[Cel] Restults for 146

Would some one tell me why failures and success tend to travel in years?  Will have events in by end of week.  sorry for being kind of out of it.  School has been a killer this sememster.  luckly the end is in sight.  yeah.
   
  Sorry chad.  Hope everything goes well.
   
  And congragulations Doug
   
  Jason Heaps
   
  Sedonia
   
  Action 1: Who ya gonna call?
Type: Single, Strategic

Difficulty: Normal
   
  0 + (+-0-) = -1 Failure

Subparts:
    * Clear the ruins +
    * Protect the workers -
    * Trap the ghosts in the palace 0
    * Find out just what they're really dealing with. -
   
  (Questions.  Are you removing the walls as well?)
  The removal of the city is comeing along.  While several of the ghosts are imprissioned within the walls of the palace, several of them still manage to drive several workers crazy.  The ghosts seem to have selecting certian people who they affect with images.
   
  It is the research that turns out bad.  To much of the archives was either destoryed or removed from the city to make the search effective.  The only thing that remains are journals of various ancient statesmen, and the occasional forgotten city reconrd book, and some of the centeries old account books.  The only mention of magic, supernatural events, or religion in the records are in relations to blessing on ships, or farms.

Action 2: A Helping Hand
Type: Single

Difficulty: Normal

  0 + (+00+) = +2 Success
  
Subparts:
    * Voyage to Tolmersa +
    * Contact Aixelsydanese leaders 0
    * Conduct evacuation 0
    * Persuading civilians to help (there's a chance that a Kaeiran
trade convoy may be docked at Tolmersa when the Fleet arrives) +
  
Action 3: Proxy War
Type: Single

Difficulty: Hard
   
  -1 + (--++) = -1 Failure
  
Subparts:
    * Persuade Kasovians to accept Sedonian protection -
    * Negotiate with Hansari leaders -
    * Supply weapons, armor, and training to the Hansari +
    * Encourage Hansari raids against the Torphani +

  Both the Kasovians and the Hansari drive the sedonian delgations from their settlements.  It is not clear why but hints from Kasovians suggests they have already formed some treaty with the Torphani.  There is a small strock of luck in the fact that a group of Hansari outcasts are discovered who are more then willing to make raids agiants the "rich Torphani"
  
Action 4: How Not To Be Seen

Weight: Single

Difficulty: Hard (-1). The work of making the scarves and the bolts is 
delicate, and mistakes may have serious consequences for the workers.

  -1 (++-+) = +1 Sucess
  
Fudge Points: (4)

Subparts:
    * Scarf creation +
    * Bolt construction +
    * Personnel selection -
    * Ongoing observation + 

  Kaeir
   
  1. Saltrim Project (3 of 4)

Difficulty: Normal (majority of construction completed)

  0 + (+-0-) = -1 failure
  
Sub-parts:
- Completion of remaining 10% of docks +
- Completion of shipbuilding section of Arsenal -
- Completion of manufacturing section of Arsenal 0
  Luck -

Fudge points: 2

Action 2. Troop and Fleet Training (1 of 1)

Difficulty: Normal.

  0 + (00++) = +2 Success
  
Subparts:
  - Fleet
  - Rangers
  - Exercises
  - Luck

Action 3. Millati evangelisation

Duration: 1 of ten (replaces previous Millati evangelisation action).
Difficulty: Normal-Hard.

  -1 + (+---) = -3 Failure

Sub-parts:
- Preaching to Sedonian Timar (some Millati found on Sedonian Timar 
border with Kaeir, but not many) +
- Preaching in majority of Kaeir (moderate minority now not Millati) -
- Preaching in Dominion of Saltrim (significant minority is Millati) -
  - Luck -

Action 4. Brotherhood of the Night

Duration : continuing action (see strategic actions).
Difficulty: Hard

  -1 + (0++0) = +1 success

Sub-parts:
- Recruitment 0
- Administration/Organisation +
- Training +
- Binding magic 0

Tanimbar
   
  Action 1&2  The Attack Renews
   
  Back in place, the Tanimbar armies once again attack the goblins.
   
  Difficultly: Hard
  
  -1 + (+00-) +1  = 0 Mixed Results
  
  Objectives:
  Attacking +
  Intelligence 0
  Logistics 0
  Luck -
   
  Action 3&4 Torphan Ambassor
   
  Marcus Merari continues negotations with the Tophan Ambassor in Mir
   
  Difficulty: Normal
   
  0 + (+0--) +1 = 0 Mixed Results
  

 

		
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