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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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JtSl
jtsl

Mon

Oct 9
2000

01:44Z

[Cel] Mir 1421 Actions I, II, III, IV

Action I: Countiue with Battle

Same as last Year.

Action II, III, IV: Free the Eerith

With the artifact that they discovered last year Mir has desided.  It is
time once again to try and free the Eerith.  The Archmage, Facresa, most
of the Council and all of the Mirish mages in the area will cast the
spell.

Primary Determent: Magic Sophistication (+4)
Diffculty: Huge (-3)
Weight: triple (+2)
Actors: Sorcerers
Secrecy: Sin-Alb
Modifiers:+ The Artifact
+ All the mages
+ Facresa abilities

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MkeAton
Archangel

Thu

Oct 19
2000

19:11Z

[Cel] Mir 1421 Actions I, II, III, IV (resolution of 2-4)

| Action I: Countiue with Battle
|
| Same as last Year.
|
| Action II, III, IV: Free the Eerith
|
| With the artifact that they discovered last year Mir has desided.  It is
| time once again to try and free the Eerith.  The Archmage, Facresa, most
| of the Council and all of the Mirish mages in the area will cast the
| spell.
|
| Primary Determent: Magic Sophistication (+4)
| Diffculty: Huge (-3) (note, the difficulty in this case is only huge, not
epic, due to the multiple actions spent in the past decade researching and
combatting the sheild.  Normally, this would be an epic or greater task and
originally was, but repeated application of efforts and research such as
finding the artifact have combined to lower the difficulty)
| Weight: triple (+2)
| Actors: Sorcerers
| Secrecy: Sin-Alb
| Modifiers:+ The Artifact
| + All the mages (after discussion, it was decided that this bonus would
not be applicable since these same mages would be needed to maintain defense
against the Sinari agression)
| + Facresa abilities

+4-3+2+1+1+(+1-1-1-1)=+3

Oh, what a mess. After all these centuries, it's really down. That is not,
necessarily a good thing.

The short version:
.The Eerith are free from their sleeping prison. Some Eerith (or Eerith-like
beings) remain loyal to Sin-Alb but most immediately flee south. Some among
the Mir are concerned that, if the prison was also restraining Sin-Alb, then
he too may be freed.

.Despite the lowering of the shield, the immediate stance of the city
remains unchanged.  It's still in Unnirand.  It still floats.  No weird
surprises along those lines.  (great sigh of relief)

.To the shock of the Mir, the "Scepter" provided to them by the Eerith is
not the same scepter as they have been seeking.  The Eerith are unconcerned
with Mirrish accusations of treachery, replying simply that "We have dealt
with Mir too long to act with good faith.  Now that you have provided us
with the services we required, we will honor our portion of the agreement."
The Mir are given the location of the Scepter they have been seeking (this
location, after consulting their own libraries and histories, makes a lot
more sense than where the previous version was found.  I'll leave it to
Jason to decide if he wishes to make the location public.).

.In the hours after the release, both the King of the Wood and the "Scepter"
escape notice (presumably returning to the Onigar peoples).

.While comparing notes after the event, the Council is disturbed by two
abnormalities during the performance of the ritual.  One is that the Sinari
Seeresses, during the ritual, were acting but not, as expected, in
opposition to the Mir but, instead, either in supplication to Sin-Alb or,
even more disturbing, to aid Mir.  The second abnormality is Facresa herself
who seems to be inordinately powerful compared to her purported background
and training.

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JtSl
jtsl

Mon

Nov 20
2000

05:02Z

[Cel] Burcancy Actions - 1421

Joel Elfman wrote:

> 1)    Troop Support for Tanimbar
>        Action - External, Strategic (continued action)
>        Secret Action
>
>     Army units are split between defensive assignments and
> scouts/surveyors/engineers.  While some scouts/surveyors/engineers
> continue to observe Cedonian fortifications to try and increase the
> understanding they achieved last year (+2 success).
>     The main focus now shifts to surveying the border lands and finding
> new and previously unknown routes into Cedonia.  More strenuous efforts
> are made to establish good relations w/ locals who might be of
> assistance in finding routes through the mountains or who might help
> fight the Cedonian units.  The Ophier (mages) take part in the scouting
> and practice both their surveying skills and those of illusion and
> concealment.
> (The Burcancy has taken good care to maintain good relations w/ local
> populace. Quote from Burcancy rules of engagement - "  Civilian and
> enemy troops are to be respected.  Any infractions will be dealt w/
> seriously but fairly."  Future actions will encourage even greater
> cooperation w/ local civilian population.)
> King Villard himself will visit w/ the Burcancy & Tanimbar generals and
> staff.  He will also spend some time in the mountains to help establish
> relations w/ the some of the tribes that might assist Burcancy goals.
>
> Actors: Military, King Villard, Brotherhood
> Objective: Aid to Tanimbar against a Cedonian invasion
> Type: Defense
> Secrecy: Yes
> Difficulty: Hard
> Prime Determinant: Secondary Philosophical Orientation (Conquest)
> Resources: Good
> Military Size: Fair
> Military Force: Good +1
> +1 - Good relations maintained w/ locals
> +1 - King Villard presence and diplomatic skills
> +1 - Cedonia occupied defensively and w/ building fortifications
> +1 - a few members of the Brotherhood assigned to aid scouting/survey

-1 +1 +3 (+1 0 0 0) = +4 Great Success

The mages discover many secret trails past and through the Cedonian Line.
The Burcancy army gain a +1 for any action dealing with that border for the
next 3 years.


> 2)    Burcancy Magicians Fight Alongside Mir in the Sinarian War
>        Action - External, Strategic (3rd yr of continued action)
>
>     Burcancy mages continue to participate in all aspects of mage wars.
> They 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.
>     The mages are finding great success and increased knowledge in the
> use of weather control.
>
> Actors: King Villard, Queen Felicia, The Opheir & Brotherhood
> Objective: Aid in the fight against the Evil One
> Type: Offensive
> Secrecy: None
> Difficulty: Moderate
> Prime Determinant: Secondary Philosophical Orientation (Conquest)
> Resources: Good
> Magical Sophistication: Superb
> Magical Diversity: Great
> +1 - Good relations w/ Mir
> +1 - Fear of Evil One
> +1 - Excellent Successes 2 yrs in a row.
>
> 0 +1 +3 (-1 -1 +1 0) = +3 Success

The Mages are having great success with the weather, as the garinty a flood
Wyr River next year.

> 3)    Upgrade Harbor at Fauve Monde (wharves; warehouses; dredging,
> etc.)
>         (Time Frame 3rd 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 (Acquisition
> (Trade))
> Technological Base: Metallurgic
> Exploitation: Good
> Wealth: Good
> Resources: Good
> +1 - Secondary PO - acquisition (trade)
> +1 - Exploitation of Resources - Good/ Resources - Good/ Wealth - Good
>
> +1 +3 -1 (-1 0 -1 -1) + ( -1 0 0 -1) + (+1 +1 -1 +1) = 0 Mixed Results

The Harbor is improved.  But only at bar minimal of what was asked for.  Due
to the fact that much of the countires attention has been turned towards
war.

> 4)    Increase/Upgrade Merchant Fleet (Time Frame 3rd 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 - Acquisition
> (Trade)
> Technological Base: Metallurgic
> Wealth: Good
> Exploitation: Good
> Resources: Good
> Exports: include Iron, Timber (these resources are available for use)
>     +1 - Secondary PO - acquisition (trade)
>     +2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
> Good
> Some naval (not merchant) construction to take place on Tear Island.
>
> +1 -1 +2 -1 (-1 +1 +1 0) + (-1 0 0 0) + (-1 -1 0 +1) + ()

Thing are going slow.

> 5)     Brotherhood to be Trained by Mir to become War Mages
>         Action - External, Strategic (continued action)
>         Secret Action
>
>     The new apprentice War Mages continue to train under Mirish
> sorcerers.  Training will continue as long as feasible and that Mir is
> willing to help.  There is hope that these mages will be available to
> help in the Sinari war.
>     Some concerns exist among the Brotherhood about the apprentices
> being influenced (or constrained in some way) by the Mir.  The new
> War Mages are to be monitored upon return but the new knowledge believed
> to be gained by observation and proximity to these new talents (along w/
> the knowledge
> gained from the Sinari war) and the assistance the new War Mages can
> provide in future struggles is deemed to be outweigh current concerns.
>
> Actors: King Villard, Opheir
> Objective: Training of War Mages
> Type: Magical/Training
> Secrecy: Yes
> Difficulty: Hard
> Prime Determinant: Secondary Philosophical Orientation Conquest
> (acquisition)
> Magical Sophistication - Superb
>
> -1 - extra action
> +2 - Magical Sophistication (Superb)
> +2 (+1) - Training by Mir magicians (Legendary)
> -1 - concerns about Mirish influences on War Mages

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

The War Mages learn a little more but the knolwegde mir is offering is
starting to slow down.  But the war mages while some are starting to act a
little Mirish are remaining loyal.

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HurLan
Joel Elfman

Thu

Jan 18
2001

04:51Z

[Cel] Burcancy Actions - 1422

I had hoped to do more descriptive writing but time constraints mean
this will have to do for now.

1)    Troop Support for Tanimbar
        Action - External, Strategic (yr. 7 of continued action (since
1415))
        Secret Action

a)    w/ Cedonia nearing upheaval and in an apparent defensive mode,
some troops can be sent home but ready to be recalled if needed.  As
always, troops are regularly rotated to avoid draining any one part of
the country and to spread the experience of serving on the front to more
troops, and increase the depth and training of the whole army.
b)     Army units  continue to observe Cedonian fortifications to try
and increase the  understanding they achieved last year.
c)     The main focus now shifts to to continuing to survey the border
lands and finding new and previously unknown routes into Cedonia and
planning potential battle sites in case of fighting around the border.
This plan will now not only include fighting against Cedonia but against
the possibility of the Sinari making it this far down the continent.
d)     Also traps are planned for any invading forces.  Some traps are
built and supplies for traps and other battles are put in place The
Brotherhood take part in the scouting and practice both their surveying
skills and those of illusion and concealment.
e)    More strenuous efforts are made to establish good relations w/
locals who might be of  assistance in finding routes through the
mountains or who might help  fight the Cedonia or Sinari units.  (The
Burcancy has taken good care to maintain good relations w/ local
populace. Quote from Burcancy rules of engagement - "  Civilian and
enemy troops are to be respected.  Any infractions will be dealt w/
seriously but fairly."  Future actions will encourage even greater
cooperation w/ local civilian population.)
    King Villard will visit w/ the Burcancy & Tanimbar generals and
staff, and he will bring the Queen and the children.  The King and if
thought safe the Royal family will also spend some time in the
surrounding areas to help strengthen relations w/ the leaders of eastern
Tanimbar that might assist Burcancy goals.  Villard will also visit on
the other side of the border if it is thought feasible.  Mages and
warriors will remain close at hand to prevent any danger from
approaching the Royal family.  With the rumblings of potential break-up
of Cedonia, (the rapid conquest by the Sinari, the capture of the Queen,
potential uprisings) it might be possible to make some new friends.

 Actors: Military, King Villard, Brotherhood
 Objective: Aid to Tanimbar against a Cedonian/Sinari invasion
 Type: Defense
 Secrecy: Yes
 Difficulty: Hard
 Prime Determinant: Secondary Philosophical Orientation (Conquest)
 Resources: Good
 Military Size: Fair
 Military Force: Good +1
 +1 - Good relations maintained w/ locals
 +1 - King Villard presence and diplomatic skills
 +1 - Cedonia occupied defensively and w/ building fortifications
 +1 - a few members of the Brotherhood assigned to aid scouting/survey
 +1 - Results from 1421 - The Burcancy army gain a +1 for any action
dealing with that border for the next 3 years.
+1 - King Villard and the Royal Family are well guarded


 2)    The Brotherhood Fight Alongside Mir in the Sinarian War
        Action - External, Strategic (3rd yr of continued action)

     Burcancy mages continue to support the war against the Sinari

 Actors: King Villard, Queen Felicia, The Opheir & Brotherhood
 Objective: Aid in the fight against the Evil One
 Type: Offensive
 Secrecy: None
 Difficulty: Moderate
 Prime Determinant: Secondary Philosophical Orientation (Conquest)
 Resources: Good
 Magical Sophistication: Superb
 Magical Diversity: Great
 +1 - Good relations w/ Mir
 +1 - Fear of Evil One
 +1 - Excellent Successes 3 yrs in a row.


 3)     The Brotherhood Continue to Study the Development of War Mages
         Action - Internal, Strategic (continued action from previous
War Mage research but we will list this as yr. 1 of 10 (or more))
         Secret Action

     Mirish sorcerers finish training about 10 war mages.  Further
training could result in surrendering some potential control over the
War Mages to the Mir or a potential clash of loyalties.  And the King,
the Opheir and the Brotherhood are reluctant to surrender control to
anyone, even w/ their excellent relations with Mir the decision is made
to use the trained mages, and the recent advancements in weather control
magic to create an entirely new type of war mage, possibly able to
create localized weather conditions of a battlefield or even create
lightning bolts & other natural or weather related phenomenon.

 Actors: King Villard, Opheir, the Brotherhood
 Objective: Training of War Mages
 Type: Magical/Training
 Secrecy: Yes
 Difficulty: Hard
 Prime Determinant: Secondary Philosophical Orientation Conquest
 (acquisition)
 Magical Sophistication - Superb

 +2 - Magical Sophistication (Superb)
 +1 - previous war mage training
  -1 - difficult and dangerous training


4)    Broach the Idea of Proposing Marriage between Mir & Burcancy to
the Queen
         Action - Internal, Strategic
        Secret Action

Villard stands on the border of the Eastern Tanimbar and gazes into the
distance towards Cedonia.  Imagining the forces massed there, he fears
that Cedonia is going to be no more and the Sinari and their God are
coming.  Allies are needed.  The Torphan Empire is rousing themselves to
deal w/ the outside world but the Burcancy has kept a wary eye on their
ambitions for too long to want to move into their embrace.  Relations
are good w/ Mir, and other neighbors how can they be strengthened.
    He turns and looks to where the Queen and the children are playing.
Their youngest, Gwenyth only 5 and the twin boys, Kerron and Jarod, now
9 yrs. old.  If only they were older, they could marry.... if only they
were older... hmmm.... a idea came into his head.... now how to broach
the subject to his loving wife.
    That night after the children go to sleep, Villard approaches his
Queen and gets down on one knee and says "My darling, once I asked you
for greatest gift you could give me, your love and you said yes, now I
must ask you for an even bigger boon.  I hope you will hear me out"
    Villard lays out his plan to Felicia.  Mir has a child who is only a
few years older then Gwenyth.  The children could marry to bind the two
societies closer together.  The actual consummation of the marriage
would not take place for many years during which the children could be
brought together to play and to learn to like or even love each other.
Safeguards could be built in so the children would not be influenced by
magic and learn on their own to get along.  If the relations between the
children do not work out or relations between Mir and the Burcancy
change then the marriage could be dissolved down the road.  In the
meantime, the Burcancy strengths its alliance against the wind of
changes sweeping Mir.
        Queen Felicia is an astute player of the game of thrones and
knows how desperately the Burcancy needs allies.  She knows the
strengths and weaknesses of their allies and other countries around
them.  Felicia also knows that she got lucky finding someone she loves
to rule beside and is reluctant to potentially sacrifice one of her
children to politics.  She loves her children, her husband and her
country very much.  She ponders the fates that have brought her to this
choice and weighs her options.  After all we do not even know if Mir
will accept the proposal.

 Actors: King Villard, Queen Felicia, daughter - Gwenyth
 Objective: Improve relations and develop alliance.
 Type: Politics
 Secrecy: Yes
 Difficulty: Moderate
 Prime Determinant: Secondary Philosophical Orientation (Acquisition
 (Trade))
+1 - The King is persuasive
+1 - The Kingdom is in need of more or stronger allies
-1 - The Queen is very independent and their daughter is only 5 yrs.
old.  The Queen is smart, loves her country and very understanding of
politics.


5)    Increase/Upgrade Merchant Fleet (Time Frame 4th 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 - Acquisition
 (Trade)
 Technological Base: Metallurgic
 Wealth: Good
 Exploitation: Good
 Resources: Good
 Exports: include Iron, Timber (these resources are available for use)
      -1 - extra action
     +1 - Secondary PO - acquisition (trade)
     +2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
 Good
 Some naval (not merchant) construction to take place on Tear Island.

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


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