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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

May 24
2006

04:09



Wikify

[Cel] [Results] Action Results for 1465, Part I: Kaeir and Tanimbar

Finally . . . they're HEE-ERE!

Andrew

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Kaeir:

Action 1. Millati envangelisation (3 of 10)

   Elements: Darrgrixi College, Millati preachers.
   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).
+Established community in Sedonian Timar

   Sub-parts:
   * Preaching to Sedonian Timar (success to date)
   * Preaching in majority of Kaeir (minority now not Millati)
   * Preaching in Dominion of Saltrim (significant minority is Millati)

Results: Diff (-1) + Dice (-1,1,1,-1) = -1 Failure

The Millat's spread is slowed by the spread of the conflict between
Arlhanist and Marlupinist from Saltrim. Surprisingly, the core of the
dispute is not over doctrine, but over governing practices and procedures

The Marlupinist creed does spread in Sedonian Tirmar.


   Action 2. Fleet expansion (1 of 2)

   The Senate orders the construction of a further two Vans for the
Kaeirean Fleet, with the aim of producing a single new Van by the end of
1465, and a second Van by the end of 1466, adding a total of 40 new
ships to the Fleet.
   Elements: Arsenals of Kahshaarton and Saltrim, and minor Arsenals of
Port Kaeir and New Tirmaeir.

Weight: 1 action.
Difficulty: Normal.

Factors:
+Successful expansion of Fleet in previous years
+Great building capacity (two major ship-building yards, 2 minor
ship-building yards).

   Sub-parts:
* Recruitment
* Administration/Organisation
* Training
* Binding magic

   Fudge: 2 points

Results: Diff (0) + Dice (-1,0,-1,0) + Fudge (2) = 0 Mixed Results

Construction on the first van is completed, but unexpected supply
shortages place the completion of the second van next year in doubt. A
group of private yards owned by House Von Angrix-Kiviri has bought up
large amounts of lumber and cordage, driving up costs of those items
throughout Kaeir. The supply disruption should even out by 1467.



Action 3. Military preparation (Secret action).

Under orders from the Senate, the Kaeirean General Staff begin
preparations for the liberation of the Port Jabau.  Two Vans of the
Kaeirean Fleet, the Kaeirean Marines and all available Kaeirean Guard
units are to be involved.

As a cover, the official reason for the military preparations is
Kaeirean assistance against the Ice Demons in the Straits of Annorr.
Only the Senate, the Office of the Inquisitor and the General Staff know
the actual purpose of preparation.

Military units to be used in the operation (6000 men):
- the Czarsbane Guard of New Tirmaeir (a thousand men)
- the Kingsbane Guard of Port Kaeir (a thousand men)
- the Green Guard of Lokton-on-Port Kaeir (a thousand men)
- the Crownsbane Guard of Crownsbane Keep (a thousand men)
- Third Van and Fourth Van (forty worships in total).
- Marines of the Third and Fourth Van (a thousand men in total).

The Grandmaster will contribute a large number of Nightbrothers to the
operation, ideally hoping to commit a dozen Nightbrothers are also sent
by the Grandmaster to assist each Guard unit, and a Nightbrother to each
of the forty warships(meaning a total of 88 Nightbrothers).  The
Kaeirean lodges of the Brotherhood of the Night should be able to supply
the necessary number, but the Grandmaster Avan Nightwalker will look to
the Shanari, Morvali and Bel'Adnese lodges if numbers are short.
Liberating the Gateway to the Holy City should be sufficient enough
force to motivate the Nightbrothers, not to mention their obedience to
the mission of the Brotherhood and the vision of the Grandmaster.  To
the surprise of many, the Grandmaster volunteers himself for the
operation, and places himself in charge of magical military operations.

Merchant vessels are also drafted in if needed for transportation, under
existing State law that require merchant-houses to contribute warships
to any war-effort.

Elements: Kaeirean Republican Guard, Kaeirean Fleet, Kaeirean General
Staff, Office of the Inquisitor, Brotherhood of the Night.
Weight: 1 action.
Difficulty: Hard (secretive)
Factors:
+Recent successful expansion
+Knowledge of Port Jabau (intelligence and frequent Kaeirean travel
through Port Jabau)
+Long term planning for conquest of Port Jabau
+Participation of the Grandmaster Avan Nightwalker

Sub-parts:
* Strategising
* Logistics
* Training
* Ability to muster enough Nightbrothers from Kaeir firstly, and region
generally, within the year.

Fudge: 2 points.

Secrecy Results: Diff (-1) + (-1,1,1,1) = +1 Success
Action Results: Diff (-1) + (-1,0,0,1) + Fudge (2) = +1 Success

The Kaeiran forces achieve strategic and tactical surprise. The Port
Jabau garrison surrenders immediately. The only Kaeiran casualty is a
soldier who trips and breaks his wrist disembarking from his transport.

Unfortunately, Milakanur is outraged at what they see as an incursion
into their sphere of influence, and Aixelsydani is furious that the
reinforcements they were hoping for were a cover for invasion. Relations
between Kaeir and Milakanur fall to -4; relations between Kaeir and
Aixelsydan fall to -2.

The only thing that keeps Milakanur from retaliating against Kaeir with
an attack on Rimrivertown is their commitment to defend the Aixelsydani.


   Action 4. Magical assistance (duration uncertain).

   Alarmed at the prospect of a permanent Garrist sphere of influence on
the shore of the Straits of Annorrur, Grandmaster Avan Nightwalker sends
two dozen Nightbrothers (including two Master) to help overcome the
siege of Annorrur.

   The two dozen will also use the opportunity to test the limited
binding magic the Brotherhood has been able to develop to date, as the
practical experience will surely prove valuable in improving the binding
magic later.

   The two Masters are also instructed to use any opportunity to study
captured or killed Shadowspawn so as to further understand the demonic
variety of the binding magic.

   Elements: Brotherhood of the Night.
   Weight: 1 action.
Difficulty: Normal.

   Factors:
+Recent successful expansion
+Knowledge of binding magic (compared to others fighting the Ice Demons)
-Inexperience in wartime conditions

   Sub-parts:
* Defence of Annorrur
* Testing of binding magic

Results: Diff (0) + Dice (0,1,0,1) = +2 Success

The Night Brothers play a key role in the defense of Port Anorurr,
killing several Shadowspawn. The binding that links a demon to its host
proves to be almost identical to the binding magic used by the
Nightbrothers, with the exception of certain changes which allow the
demon to take direct control of its host's body in certain circumstances.

For more information, see below.

----------------------------------------------------------

Tanimbar:

Action 1 & 2:  The Offensive Continues (4 of 5 completed)

   With the goblins pushed out of their main regions and into the
forests toward the western frontier, the goal changes from engaging main
goblin groups to funneling them west to the border.  Escape routes to
the left are to be left for the goblins, with the Tanimbar generals
hoping that the goblins will take those routes rather than fight.  With
this in place, hopefully any major conflicts will be avoided but if the
goblins dig in, the army will attack before any major fortifications are
in place. To help with this, scouts are to report any of the respective
groups of goblins moving to join with one another and the army will, if
plausible, deter any such joining. Once the goblins are driven to the
border the army will force them a small distance over and then return to
begin setting up the watch forts that will be put in place.

   Difficulty: Hard
   Objectives:
   Attack any non fleeing goblins
   Funnel to the west
   Prevent groups from joining
   Luck

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

The Tanimbari army is successful in uprooting pockets of stubborn goblin
resistance, but without the support of Mir's dragon, mopping up leakers
who aren't fleeing west is very, very difficult. Still, the majority
(90%) of the surviving goblins flee west towards and over the Torphani
border.

   Action 3:  Preparing for the rebuilding

   With the end of the war close at hand, Queen Katrina and the Council
of Merchants has been tasked with making the preparations for rebuilding
the roads, cities and mines that used to exist before the goblins
settled in after the Sedonian retreat.  Using the intelligence gather by
scouts during the campaign, they are to make a plan for getting workers
and settlers into the area as quickly as possible, as well as setting up
way-points for the supply caravans.  In addition to map the routes,
sites must be identified for rebuilding.  They must also identify the
populace that will be moving into the area, as well as the merchants who
will be supplying the goods.

   Difficulty: Normal
   Objective:
   Analyze Intelligence reports
   Identify populace
   Identify merchants
   Luck

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

Despite some minor bad luck, the rebuilding plan comes together
successfully. +1 bonus to any rebuilding actions started next year.

   Action 4:  Marcus' Dream (I have a major write up to do on this, I'll
try to get it in as soon as possible)

   While enjoying the conversations with the Torphani Ambassador, Marcus
now realized that getting an embassy set up in the Torphan capital is an
impossibility at the moment.  Changing his focus, Marcus begins to shift
to a possible trade post along the border, hoping that the incentive of
increased economy will be enough to start the process of a formal
diplomatic relationship between the two countries.  He has drawn up a
plan, emphasizing the advantages of Torphani goods coming into the rest
of the midsea region.  The tricky part will be in presenting the plan in
such a way that it with not threaten the Torphani isolationist views to
greatly.  Also, this will mean getting an exact border area from the
Torphani ambassador.

   Difficulty: Normal
   Objectives:
   Presenting plan
   Emphasizing advantages to economy
   Getting Torphani exact border
   Luck

Results: Diff (0) + Dice (-1,-1,-1,0) = -3 Severe Failure

The Torphani Ambassador completely rejects all of Marcus' proposals.
Worse, he has learned of Tanimbar's plan to drive its goblin population
into Torphan, and is not at all happy about it. The Ambassador warns
Marcus that if the Tanimbari continue with their plan, the Empire of
Torphan will retaliate.

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