Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

games > celandra > main

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.
Subscribe | Unread | Recent | Group options | Topic options | Post
JtSl
jtsl

Fri

Jun 30
2000

22:39Z

[Cel] Action 5 Mir

The other one that says action V is action IV.  Another request.  could
anyone who If you sent in your actions in allready could you resend them
so i can have them all.  (I have Cedonia but thats all.)  Also a
remimnder that i would like to end next week.
Thanks
Jason Heaps

Action V: Help Pralug

Mir will send mony and food and other suplies to help Pralug rebuild
after the hurrican that hit.  they are to help rebuild and what ever is
needed.   twenty Sorcerers are to sent to help.

Primary Determent: Wealth
Difficulty: Hard
Actor: Sorcerers
Weight: singal
Modifiers: - Extra actions.

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.


HurLan
Joel Elfman

Sat

Jul 1
2000

03:52Z

[Cel] Action 5 Mir

Jason,

    In my prelims I have included pluses for magical assistance in
harbor construction and shipbuilding and for the army to assist in
construction also.  If I remember you objected to a plus here.  Would it
make more sense to include this as a minus or do you object
entirely to the concept of the Burcancy using military to aid in
construction projects.  My thought was
something must have been done in the past to keep this country alive and
out of  the hands of  the
Torphan Empire or others.  And just a superb magical sophistication
seems a lot to hang everything on
even if only for defensive purposes, unless the magic side is a lot more
involved in the defending or
assisting the country.  Disguising some efforts seems like an easy
assist, what else am I missing about
what has kept the Burcancy alive up to now?  As always whatever you
decide is fine.

Joel

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.


HurLan
Joel Elfman

Sat

Jul 1
2000

04:05Z

[Cel] Burcancy Prelims

Burcancy Prelims

1)    Support for Tanimbar
       Action - External, Strategic

Troops continue to provide assistance to Tanimbar
against the Cedonians.  Units are to be rotated on a regular basis to
provide relief and to spread the experience gained in addition to not
draining any one part of the country.  Civilian and enemy troops are to
be respected.  Any infractions will be dealt w/ seriously but fairly.

Actors: Military, King Villard
Objective: Aid in Tanimbar's defenses against a Cedonian invasion
Type: Defence
Secrecy: None
Difficulty: Easy (continued action)
Prime Determinant: Primary Philosophical Orientation (Equilibrium)
Resources: Good
Military Size: Fair
Military Force: Good +1
+1 - Good relations w/ Tanimbar
+1 - Fear of Cedonia Empire


2)    Support for Mir
       Action - External, Strategic

    King and Opheir agree to assist Mir in the war against the Evil
One.  This grave
danger to the civilized world must be removed or at least contained.
    Mages are being sent to participate in all aspects of mage wars.
Will assist in
direct combat and research to increase knowledge of offensive,
defensive, scouting
and research skills. Magic users are to be rotated to spread experience,
and to be
tested on return for any potential malignant influences.

Actors: King Villard, Queen Felicia, The Opheir & Brotherhood
Objective: Aid in Mir's fight against the Evil One
Type: Offensive
Secrecy: None
Difficulty: Moderate
Prime Determinant: Primary Philosophical Orientation (Equilibrium)
Resources: Good
Magical Sophistication: Superb
Magical Diversity: Great
Magical Prevalence: Terrible
+1 - Good relations w/ Mir
+1 - Fear of Evil One
+1 - Approval of King & Opheir
-1 - for testing upon return
+1 - knowledge that mages are being safely tested for evil influence


3)    Upgrade Harbor at Fauve Monde (wharves; warehouses; dredging,
etc.)
        (Time Frame 1st of 3 years)
        Action - Internal, Strategic
Actors: King Villard, Parliament of Lords, Celephar
Objective: Increase Size of Harbor to Accommodate expanded Merchant
Fleet and
new Trade
Type: Trade/Construction
Secrecy: None
Difficulty: Moderate
Prime Determinant: Secondary Philosophical Orientation
Technological Base: Metallurgic
Exploitation: Good
Wealth: Good
Resources: Good
Exports: include Coal, Iron, Timber (these resources are available for
use) With a fair amount of farm land and a yield of 120% I think some
food who also be available to send.
+1 - Secondary PO - acquisition (trade)
+1 - Assistance from Celephar
+1 - Exploitation of Resources - Good/ Resources - Good
+1 - Wealth - Good
-1 - Some available troops will be used to help in the construction to
improve building
time and to continue to foster good relations w/ the populace.  (Secret
reason - to
spread experience among the troops, add defense to projects and to get
other used to
the army assisting in civilian construction projects so they might
perform some
additional construction work quietly)
    +1 - magical assistance in construction, measurement and
construction advice.


4)    Increase/Upgrade Merchant Fleet (Time Frame 1st of 4 years)
        Action - Internal, Strategic

Actors: King Villard, Parliament of Lords
Objective: Increase Size of Merchant Fleet and subsequently Trade and
Wealth
Type: Trade
Secrecy: None
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
Exports: include Iron, Timber (these resources are available for use)
    +1 - Secondary PO - acquisition (trade)
    +1 - Assistance from Celephar
    +1 - Approval of Parliament - Bill passed by Parliament approves of
part of the
monies received by the new merchant fleet will go to the nobles who
participate by
setting up their own trading ventures or work in conjunction w/
established merchant
houses.
    +1 - Exploitation of Resources - Good/ Resources - Good
    +1 - Wealth - Good
     -1 - Some naval (not merchant) construction to take place on Tear
Island.   It is
my understanding that naval construction would accompany the
construction of the
merchant fleet.
    +1 - magical assistance and advice in construction


5)     Lend Aid to Parglur
        Action - External, Strategic

King rallies country to lend aid to Parglur.  Personally leads
expedition to Parglur w/
supplies and offers of aid and assistance.  Delegation passes through
Yoole also
lending aid to any who have suffered from the recent hurricane.  Part of
the supply
trains consist of  soldiers.  Armor and weapons have been minimized to
reduce threat.

Offer to Parglur consists of the following:
1)    Food and other supplies
2)    Hire of construction workers/builders/harbor architects unemployed
by hurricane
or other means to help w/ harbor building in the Burcancy
3)    Hire shipbuilders to help in construction of ships in the Burcancy
and in Parglur
4)    Hire/assist any Parglur merchants stranded by hurricane
5)    Loan of monies to Parglur treasury
6)    Loan of monies to Parglur merchants for interest in their
business.

Actors: King Villard, Parglur
Objective: Lend Aid to Parglur to recover from Hurricane
Type: Trade/Aid
Secrecy: None
Difficulty: Moderate
Prime Determinant: Secondary Philosophical Orientation
Technological Base: Metallurgic
Exploitation: Good
Wealth: Good
Resources: Good
Exports: Coal, Iron, Timber, Beer, Tallow, Honey(these resources are
available for
use)

Difficulty: Hard
-1 - extra action
+1 - Paraglur has strong interest in trade
+2 - Recent devastation from hurricane in Parglur
+1 - The King himself leads drive to collect aid and goes to Parglur to
lead and lend
assistance
+1 - improved relations between Parglur & the Burcancy


----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

JtSl
jtsl

Mon

Jul 10
2000

04:50Z

[Cel] Burcancy

1)    Support for Tanimbar
       Action - External, Strategic

Troops continue to provide assistance to Tanimbar
against the Cedonians.  Units are to be rotated on a regular basis to
provide relief and to spread the experience gained in addition to not
draining any one part of the country.  Civilian and enemy troops are to
be respected.  Any infractions will be dealt w/ seriously but fairly.

Actors: Military, King Villard
Objective: Aid in Tanimbar's defenses against a Cedonian invasion
Type: Defence
Secrecy: None
Difficulty: Easy (continued action)
Prime Determinant: Primary Philosophical Orientation (Equilibrium)
Resources: Good
Military Size: Fair
Military Force: Good +1
+1 - Good relations w/ Tanimbar
+1 - Fear of Cedonia Empire

 +1 +3 (-1 -1  +1 0) = +3 Complete Success

Aid is sent to Tenimbar as half the army is moved to the tanimbar
border.

2)    Support for Mir
       Action - External, Strategic

    King and Opheir agree to assist Mir in the war against the Evil
One.  This grave
danger to the civilized world must be removed or at least contained.
    Mages are being sent to participate in all aspects of mage wars.
Will assist in
direct combat and research to increase knowledge of offensive,
defensive, scouting
and research skills. Magic users are to be rotated to spread experience,

and to be
tested on return for any potential malignant influences.

Actors: King Villard, Queen Felicia, The Opheir & Brotherhood
Objective: Aid in Mir's fight against the Evil One
Type: Offensive
Secrecy: None
Difficulty: Moderate
Prime Determinant: Primary Philosophical Orientation (Equilibrium)
Resources: Good
Magical Sophistication: Superb
Magical Diversity: Great
Magical Prevalence: Terrible
+1 - Good relations w/ Mir
+1 - Fear of Evil One
+1 - Approval of King & Opheir
-1 - for testing upon return
+1 - knowledge that mages are being safely tested for evil influence

+3 +2 (0 0 -1 0) +4 Complete Success

They get thier with no problems

3)    Upgrade Harbor at Fauve Monde (wharves; warehouses; dredging,
etc.)
        (Time Frame 1st of 3 years)
        Action - Internal, Strategic
Actors: King Villard, Parliament of Lords, Celephar
Objective: Increase Size of Harbor to Accommodate expanded Merchant
Fleet and
new Trade
Type: Trade/Construction
Secrecy: None
Difficulty: Moderate
Prime Determinant: Secondary Philosophical Orientation
Technological Base: Metallurgic
Exploitation: Good
Wealth: Good
Resources: Good
Exports: include Coal, Iron, Timber (these resources are available for
use) With a fair amount of farm land and a yield of 120% I think some
food who also be available to send.
+1 - Secondary PO - acquisition (trade)
+1 - Assistance from Celephar
+1 - Exploitation of Resources - Good/ Resources - Good
+1 - Wealth - Good
-1 - Some available troops will be used to help in the construction to
improve building
time and to continue to foster good relations w/ the populace.  (Secret
reason - to
spread experience among the troops, add defense to projects and to get
other used to
the army assisting in civilian construction projects so they might
perform some
additional construction work quietly)
    +1 - magical assistance in construction, measurement and
construction advice.

+1 +3 -1 (-1 0 -1 -1) 0

Its started but nothing great happens this year.

4)    Increase/Upgrade Merchant Fleet (Time Frame 1st of 4 years)
        Action - Internal, Strategic

Actors: King Villard, Parliament of Lords
Objective: Increase Size of Merchant Fleet and subsequently Trade and
Wealth
Type: Trade
Secrecy: None
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
Exports: include Iron, Timber (these resources are available for use)
    +1 - Secondary PO - acquisition (trade)
    +1 - Assistance from Celephar
    +1 - Approval of Parliament - Bill passed by Parliament approves of
part of the
monies received by the new merchant fleet will go to the nobles who
participate by
setting up their own trading ventures or work in conjunction w/
established merchant
houses.
    +1 - Exploitation of Resources - Good/ Resources - Good
    +1 - Wealth - Good
     -1 - Some naval (not merchant) construction to take place on Tear
Island.   It is
my understanding that naval construction would accompany the
construction of the
merchant fleet.
    +1 - magical assistance and advice in construction

+1 -1 +2 -1 (-1 +1 +1 0) +2 Success

Fleet is started.

5)     Lend Aid to Parglur
        Action - External, Strategic

King rallies country to lend aid to Parglur.  Personally leads
expedition to Parglur w/
supplies and offers of aid and assistance.  Delegation passes through
Yoole also
lending aid to any who have suffered from the recent hurricane.  Part of

the supply
trains consist of  soldiers.  Armor and weapons have been minimized to
reduce any perceived threat by Parglur.  Burcancy also calls for
neighbors and other countries to lend assistance to Parglur.

Offer to Parglur consists of the following:
1)    Food and other supplies
2)    Hire of construction workers/builders/harbor architects unemployed

by hurricane or other means to help w/ harbor building in the Burcancy
3)    Hire shipbuilders to help in construction of ships in the Burcancy

and in Parglur
4)    Hire/assist any Parglur merchants stranded by hurricane
5)    Loan of monies to Parglur treasury
6)    Loan of monies to Parglur merchants for interest in their
business.

Actors: King Villard, Parglur
Objective: Lend Aid to Parglur to recover from Hurricane
Type: Trade/Aid
Secrecy: None
Difficulty: Moderate
Prime Determinant: Secondary Philosophical Orientation
Technological Base: Metallurgic
Exploitation: Good
Wealth: Good
Resources: Good
Exports: Coal, Iron, Timber, Beer, Tallow, Honey(these resources are
available for
use)

Difficulty: Hard
-1 - extra action
+1 - Paraglur has strong interest in trade
+2 - Recent devastation from hurricane in Parglur
+1 - The King himself leads drive to collect aid and goes to Parglur to
lead and lend
assistance
+1 - improved relations between Parglur & the Burcancy

+1 -1 -1 +3 (+1 +1 +1 -1 ) = +4 Complete Success

Mir and Burcancy working together help Pralug.  In no time much of
Pralug is restored.  Burcancy also gets a discount on the trade from
Torphan that pass through Pralug on its way to Mir.  Relations jump to a
Great.

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.


HurLan
Joel Elfman

Mon

Jul 10
2000

13:14Z

[Cel] Burcancy

Jason,

    I am sorry for not returning your call.  I am totally swamped at
work this is one of the most important if not the most important piece
of the case we have done so far and must take precedent.
    I may try and call you Tuesday night from home.  Say 10-11 EST.  If
not it will probably have to wait until the end of the week or the
weekend.

    I am amazed my moves went so well.  Cool!

    It was fun talking to you.  Hopefully, next time things will be less
crazy and I will not have to rush so fast.

Joel

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

HurLan
Joel Elfman

Sun

Aug 13
2000

01:21Z

[Cel] Burcancy

Jason,

    Does a +2, +3 or +4 count as a next turn bonus or speed up time
frame?

4)    Increase/Upgrade Merchant Fleet (Time Frame 1st of 4 years)

+1 -1 +2 -1 (-1 +1 +1 0) +2 Success
Fleet is started.

Thanks,

Joel

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

MkeAton
Archangel

Mon

Jul 10
2000

01:18Z

[Cel] Action 5 Mir resolution

Action V: Help Pralug

Mir will send mony and food and other suplies to help Pralug rebuild
after the hurrican that hit.  they are to help rebuild and what ever is
needed.   twenty Sorcerers are to sent to help.

Primary Determent: Wealth (great +2)
Difficulty: Hard (-1)
Actor: Sorcerers
Weight: singal
Modifiers: - Extra actions.

2-1-1+(0+0+0+1)=+1  Success. The Mir are able to cushion much of the
secondary trauma resulting from a natural disaster and assist Pralug in
rebuilding quickly.

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.


Subject (required)




 
Refresh