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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

Mon

May 8
2006

05:36

[Cel] Results for 1464

Here are the results for Kaeir and Mir. Next turn (1465) will begin on 
Sunday.

Andrew

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Kaeir:

Action 1. Saltrim Project (4 of 5)

Elements: Ministry of Domestic Affairs, Ministry of Trade & Commerce,
Saltrimi Houses, Saltrimi labourers and artisans.
Weight: 2 actions.
Duration: 4th of 5 turns (failure of 1463 prolongs the effort).
Difficulty: Normal (majority of construction completed)

Factors:
+Labour force
+Majority of construction completed

Sub-parts:
* Completion of remaining 10% of docks (+)
* Completion of shipbuilding section of Arsenal (+)
* Completion of manufacturing section of Arsenal (+)
* (random factor) (0)

Result: Diff 0 + Dice (+,+,+,0) = Superior Success (+3)

Questions:
Has supply of material improved?
What impact has the reopening of the Port of Saltrim made on the
Saltrimi economy and on the Reconstruction Project?

The construction of the docks and Arsenal is finally completed. The
local economy begins to recover from recession.

Action 2.  Millati evangelisation (2 of 10)

Elements: Darrgrixi College, Millati preachers (predominantly from
Tirmaeir - thus of a similiar cultural background to Sedonian Timari).
Weight: 1 action.
Difficulty: Moderate.

Factors:
+Experience of past two decades of missionary work.
+Common cultural heritage of Timar, Saltrim and Kaeir (Old Principality
of Timar).
-Different state (Sedonian Timar).

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) (-)
* (random) (-)

Result: Diff -1 + Dice (+,+,-,-) = Complete Failure (-1)

The Millat gains ground in Sedonian Tirmar and Kaeir, spreading far
enough that planning begins for construction of a second Tower in
Zayura. Unfortunately, in Saltrim, internal dissension in the Millati
community between Arlhanists and Marlupinists draws in the preachers,
with the result that they spend all their time debating members of the
opposing faction, instead of missionizing.

Action 3. Development Brotherhood of the Night (strategic action -
ongoing: 2 of 5)

Elements: Grandmaster Avan Nightwalker, Masters of the Brotherhood,
Nightbrothers, the Green Lady (magic sub-part).
Weight: 1 action.
Difficulty: Normal.
Factors:
+Existing international/regional organisation and infrastructure
+Grandmaster as the Green Lady's Agent

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

Result: Diff 0 + Dice (+,0,0,0) = Complete Success (+1) (+1,+1,x,x,x)

Mir:

   Actions 1

   The southern colony. (Doubled, Strategic)

   build up colony.
   Fortify colony.
   peaceful contact with locals.
   Find dragons
   Gather info these dragons habbits/movements

Results: Diff (0) + Mod (+1) + Dice (0,0,-1,0) = Mixed Results (0)

Establishing the colony proceeds well, and the natives seem helpful 
enough. However, several of the sorcerors in the colony complain about 
the natives smelling 'oddly' or 'unpleasant', although the ordinary 
colonists notice nothing. The guards on the walls report seeing odd 
shapes outside the walls at night.

Also, at certain times, the natives discourage the colonists from 
visiting their villages, and the colonists are asked to stay away from 
certain 'taboo' areas.

Oddly, when asked about the Ice Demons, the natives just smile toothily 
and say that the Demons have never bothered them.

A region where dragons roost is located about 100 miles south, but it 
lies at the top of a steep cliff with no obvious means of access from 
the ground. Observation on the ground is possible, but any access to the 
roosts would require mountaineering equipment.

   Action 2

   Decresing warmage training burn outs.

   find out new ways to teach
   figure out what causes burn outs
   try to decrease burn out rate.

Results: Diff (0) + Dice (1,0,1,-1) = Complete Success (+1)

Careful experimentation shows that burn-out results when a warmage
becomes intoxicated/overstimulated on their own adrenalin. Essentially,
they lose their cool, lose control, and try to draw more power than they
can handle or the coterie can safely provide, usually resulting in the
deaths of the supporting mages and the death or burn-out of the warmage
and channeler. By adding the teaching of calming meditations to the
warmage curriculum, the mortality/burn-out rate falls to half of what it
was.

   Action 3

   The Temple to the Three Mothers. (Normal, Single, Strategic)


   Build it.

Results: Diff (0) + Dice (1,1,1,0) = Superior Success (+3) (+3,x,x,x,x)

Better weather allows the construction crews to make up for lost time, 
and the new techniques in construction also help speed up the process.

In addition, the chief architect uses the services of several engravers 
and a recently imported Sedonian printing press to make multiple 
/accurate/ copies of the master plans, enough for all the crews on the 
project.


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