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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

Fri

May 5
2006

03:30

[Cel] [Action] Sedonia 1464

These are for Juuso to resolve.

Action 1: Who ya gonna call?
Type: Single, Strategic
Description: Work on the clearing of Zelkor's ruins continues, with
labor detachments also assigned to restoring the docks to operation. The
Coronites continue clearing the city of lesser ghosts and poltergeists,
while trying to determine the nature and identity of the greater spirit
acting against them. Having failed to find answers in the few surviving
records in Zelkor proper, the Order of Coron begins searching the
libraries in Thalsedon and Mirabalpur for information, as well as
questioning the Zelkori laborers.

Difficulty: Normal

Progress: (+1,x,x,x,x,x,x,x,x)

Subparts:
    * Clear the ruins
    * Protect the workers
    * Clear the lesser ghosts from the city
    * Search other archives and question prisoners

Action 2: Lines in the Dirt
Type: Single
Description: After a Sedonian-supplied raiding party of Hansari
renegades is captured by the Torphani, Emperor Arden intervenes. He
orders a halt to Sedonian support of the raiders, and shakes up his
government by forcing the Chancellor (his father-in-law, Duke Harald of
Caladyn) and the Foreign Minister to resign.

The Emperor asks Dr. Vellin to form a caretaker government until next
year's elections. General Worral Yann, head of the General Staff,
resigns his commission to become the new Minister for War, while Theran
Rinn is recalled to take over the Foreign Ministry.

While this is going on, Emperor Arden does what, in his own words, he
"should have done two years ago." He sends his brother, Prince 
Barnardus, to Mirabalpur as his personal representative to meet with the 
Torphani Ambassador. Prince Barnardus is to make suitable apologies to 
try to de-escalate the situation, and to ask two questions: Where, 
exactly, will the Torphani be drawing their northern border; and will 
the Torphani army continue to guard Tavar Pass against the Ice Demons?

Depending on the Torphani Ambassador's response, the Prince is
empowered to negotiate a treaty to formally define the Sedonia-Torphan
border line.

Difficulty: Normal

Subparts:
    * Apologize
    * De-escalate
    * Ask the questions and get an answer
    * Negotiate the border.

Action 3: Operation MERCHANT PRINCE
Type: Double (+1)
Description: Even though he'd like more time for training his agents, 
with the Ice Demon advance into Aixelsydan, Minister Ion Ronir-Varros 
has run out of time. He needs to get more information on what the House 
of Von Kiviri is planning. Not without a certain trepidation, he gives 
the order to execute MERCHANT PRINCE.

The plan is to attempt to abduct and interrogate the director of Von 
Kiviri's branch office in Rimrivertown and to break in and steal his 
personal papers. Team 1 will shadow and attempt to capture the director; 
Team 2 will attempt to break into the Von Kiviri offices and recover any 
incriminating papers. Members of both teams will have dragon-blooded 
scarves--in the case of Team 2, it's hoped that the scarves will block 
any magical wards on the office.

Just in case, Team 1 is equipped with the special crossbow bolts 
(electrocuting and anti-demon)includes a cleric of the Order of 
Demerhaze trained in binding and banishing demons. If he can't be 
captured, the Director is to be killed. Regardless, he'll be terminated 
after interrogation. If everything goes more or less right, the teams 
will gather the evidence needed to move on Quetzal Von Kiviri himself.

Rimrivertown's director was selected as the target because a) ledgers 
found in the Thalsedon Von Kiviri offices point to it as a key link Von 
Kiviri's smuggling operations; and b) it's across the Straits from where 
the Ice Demons are advancing.

If worst comes to worst and everything goes pear-shaped, the teams are 
to shelter at the Sedonian consulate. If they're captured, they are 
instructed to reveal their mission only a member of the Brotherhood of 
the Night, or to the Lord Inquisitor himself.

Ronir-Varros knows that he's risking an international incident, but 
Shadowspawn infiltration of Kaeir is a worse problem.

Difficulty: Hard (-1)

Fudge Points: If I have any left, I use them here.

Subparts:
    * Travel to and enter Rimrivertown
    * Follow, capture, and interrogate the von Kiviri director
    * Break into the Von Kiviri offices and recover papers
    * Leave Rimrivertown safely with the information.

Action 4: Blockade
Type: Single, Extra (-1)
Description: With the evacuation of Southern Aixelsydan having tapered 
off to a level that Aixelsydani shipping can handle, the Tolmersa 
Squadron begins stepped-up patrols of the Straits of Anorurr. Running 
from Tolmersa to the Razanian Kingdom of Sout and back, Admiral gyo 
Inibar's ships are to prevent the Ice Demons from crossing the Straits 
in captured boats and prevent any ships from landing along the Ice 
Demon-controlled portion of the southern shore.

Difficulty: Easy (+1)

Subparts:
    * Block Ice Demons trying to leave
    * Block other parties trying to reach the Ice Demons
    * Protect merchant shipping transiting the straits
    * Weather
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