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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

Wed

Apr 5
2006

00:12

[Cel] Restults for 146

Jason Heaps wrote:
>   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.

[No, I'm not removing the walls, at least, not at this time.]

The researchers decide to check the collections of the city archives in 
Vizinia, the private archives of the Sedonian religious orders, the 
Yzarine Library in Thalsedon, and the public stacks of the University of 
Mirabalpur Library on the off-chance that there might be relevant 
information in one of those places.

> 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) +

The trip out to Tolmersa provides an excellent opportunity for a 
shake-down cruise for Admiral gyo Inibar's squadron, with sunny skies 
and fair winds the whole way. When they arrive at Tolmersa, they find a 
Kaeiran trading fleet taking on food and water in preparation for a trip 
up the Razanian coast to Kelshir. Gyo Inibar is able to persuade the 
Kaeiran captains to help. They off-load the greater part of their cargo 
to Tolmersa's warehouses, and fall in with the Squadron.

The fleet's luck turns somewhat when they reach Aixelsydan. The crisis 
has the Aixelsydanese government utterly distracted, and the Admiral is 
unable to meet with anyone in authority, but is finally told by a junior 
chancellry clerk to "do what ever he thinks best," so the fleet sails 
across the Straits and joins the harried Aixelsydani navy in conducting 
the evacuation.

The situation is even more chaotic on the south side of the Straits. The 
Evacuation Fleet tries to take women and children first, but on more 
than one occasion, especially at villages close to the front lines, 
units of the Aixelsydani army try to force their way onto the evacuation 
transports, resulting in desperate fights. At other places, rich men try 
to use bribes to jump ahead of the queue

Many other ships in the Straits are participating in the evacuation 
besides the Sedonians, the Kaeirans, and the Aixelsydani. Unfortunately, 
not all of them are driven by altruism. Five weeks into the evacuation, 
the Sedonian warship /Alert/ intercepts a Kelshiri cargo ship, /Sea's 
Bounty/ that had left the main evacuation fleet and set course for the 
eastern mouth of the Straits. When the Sedonians board /Sea's Bounty/ 
they discover her to be a slaver, her cargo of evacuees drugged and 
placed in chains. Further investigation reveals that other Kelshiri 
ships taking part in the evacuation are also slavers. Exact numbers 
cannot be determined, but it is estimated that as many as 2,000 refugees 
may have been spirited off into slavery.

Meanwhile, when the evacuation ships unload their refugees on the north 
side, they return carrying Aixelsydani soldiers to reinforce the thin 
line trying to hold back the goblins.

> 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"

The Sedonians decide to encourage the Hansari outcasts in their raiding, 
while also taking more vigorous diplomatic action with the Kasovians and 
the other Hansari.

> 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 + 

The Sedonians are luckier than they had any right to expect with the 
scarf creation, and are able to produce 15 shielding scarves. While they 
do not hide the wearer from normal vision, they render him or her 
totally invisible to magical senses. They will be a valuble tool to aid 
the agents assigned to investigate the Von Kiviri.

Bolt production also goes very well, as the alchemists discover a few 
shortcuts that greatly speed up the production process without reducing 
quality. As an added bonus, one of the alchemists points out that only a 
slight alteration of the glyphica would be needed to make the bolts 
trigger on penetrating wood, rather than living flesh, and that it would 
actually be easier to apply the glyphica to a ballista bolt than to a 
cross-bow bolt, due to the greater size. The Imperial Navy takes an 
interest in the research.

Unfortunately, it proves difficult to find agents with the needed 
talents who can be pulled from their current duties and be reassigned to 
MERCHANT PRINCE. Still, the current set of observers have gathered 
information that will be very useful when the personnel are finally 
gathered together.

Andrew

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