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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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HurLan
Joel Elfman

Mon

Feb 5
2001

03:42Z

[Qai] [Cel] Burcancy Moves 1423]

> Action 1 - The Gentle War - Killing w/ Kindness (yr 1 of a potential 2
> yr action) (overall this is yr. 8 of Burcancy's involvement of the
> Tanimbar/Cedonia border war)
>
>      Having done all that can be done to prepare the defenses of
> Tanimbar
> against Cedonia & the Sinari, a discussion takes place about taking the
> offensive.  An all out assault is not in anyone's interests especially
> if Cedonia is being overrun by the Sinari.  To waste all of the man-power
> on both sides would leave the border much too vulnerable to the
> trepidations of the Sinari.  The King visits with his and the Tanimbar
> generals on the Cedonia border.  Many plans for an offensive are
> discussed but nothing is agreed upon.
>     Late one night a conversation takes place between 2 inebriated
> officers.  Cpt. Rillaron who is beginning to slur his words, turns to
> his sergeant, Ascora.  Rillaron drunkenly asks "What does the king
> expect us to do.... bribe the Cedonians out of their forts, throw them a
> couple of loaves of bread and some wine and they will come running.  Why
> don't we offer all of them land in the Burcancy or better Tanimbar?."
>     Suddenly, a voice from behind, "An excellent idea Rillaron"  Turning
> they see the king who must have just been returning from the edge of the
> woods.  The men become sober very suddenly and rocket to attention.  The
> king once again speaks "Captain, I want a detailed plan about how we can
> get those men out of their fortifications in 2 days.  Bribe them if you
> can figure out a way, do what you have to do, but I want those forts and
> you will provide me with the answer."
>      The best Rillaron can go is mumble a "Yes, your grace"  As the king
> wonders off, the captain stumbles to the edge of the clearing where he
> loses the contents of his stomach and contemplates his fate.
>      The captain comes up w/ a daring but simple plan, to lay siege to
> the fortifications but even more to break the morale of the Cedonian
> army.  The countryside has
> been completely mapped.  We know Cedonian supply lines and reinforcement
>
> routes.  We even had the timing and the numbers down before supplies and
>
> reinforcements started to appear erratically.  We have scouts in place
> to
> forewarn us.  We can intercept most if not all of their supplies and new
>
> troops.  With the previous preparation and some assistance from the
> mages
> we can probably intercept any foraging parties.
>      These are the simple military plans but there is more.  The
> Cedonians
> will be met w/ enough force (or appearance of force - using the mages)
> to
> convince them to surrender, thereby minimizing casualties.
>     During the first 3 months of the year, the siege will commence, all
> Cedonian troops will be captured and held, no reinforcements or supplies
> will be allowed to reach any of the fortifications.  Any soldiers
> captured are to be stripped of their weapons and armor but fed and cared
> for properly in carefully selected spots deeper in Tanimbar territory.
> At the end of the 3 months all Cedonians who have been captured are
> offered the option of returning to their units, being given 6 months pay
> and allowed to go home, or being given 1 yrs. pay & the promise of a
> small piece of land in Tanimbar or the Burcancy if they join one of
> their military.  Military leaders will receive bigger pieces of land
> dependent on the number of their troops that come w/ them.  Those who
> wish to return to the fortifications are allowed to do so.  Under a flag
> of truce, a feast is held where this same offer is made to all men in
> the Cedonian fortifications.  Selected members of the captured forces
> will be asked to attend to show that they have been well cared for.
>      During the next 6 months, the siege at random intervals, feasts
> will be prepared for the Tanimbar/Burcancy troops.  The feasts are to be
> held w/in sight of the
> sieged troops.  Under the offer of truce Cedonian units will be offered
> food and wine.  There will serving women and maybe even some noblemen
> and women may attend, and during the feast, the option of surrender will
> be raised each time.  If attacked or raided during the feast the T/B
> troops are to back off and let the Cedonians eat.
>          Also at random intervals, new clothes or blankets will be
> offered to the enemy troops.  The concept is to weaken the morale of the
> troops and minimize losses.  Some magic could be used to disrupt or
> unnerve the Cedonian troops in their fortifications.
> (illusions/despair/cold/damp at night/snakes/bees)
>      Bribes will be offered to the surrounding Cedonian lords.  Given
> the current instability of the Empire (are these lands part of Cedonia
> proper or the Empire - the Empire would be easier to break-up).  Money,
> trade goods and titles can be offered.  Offers of T/B troops and
> protection against Cedonia/Sinari will be made.  Obviously, any
> protection offered will be limited depending on the size of the Sinari
> forces but we can offer shelter and protection to anyone wishing to flee
> into Tanimbar lands.   Any Cedonian loyalist interfering in the siege
> will be treated in the same way as the troops in the fortifications,
> captured, bribed, fed and released.
>      Weather control could possibly be used to dampen the surrounding
> areas to
> increase the difficulties in resupply or Sinari movement.
>  Type: Offensive
>  Secrecy: Yes
>  Difficulty: Hard
>  Prime Determinant: Secondary Philosophical Orientation (Conquest)
>  Resources: Good
>  Military Size: Fair
>  Military Force: Good +1
>  +1 - Cedonia occupied defensively and w/ building fortifications
> +1 for actions on Cedonia-Tanimbar border (2nd yr. of 3 yr. bonus)
> +1 - Tanimbar support
> +2 - turmoil in Cedonia, good relations established w/ locals & fear of
> the Sinari
> -1  - could take a while for morale to break
> +1 - plan is well-suited to work on the fears and desires of troops and
> people on the border
>
> Action 2 - Propose marriage between Burcancy & Mir royals (OOC - I had
> hoped to write a formal marriage proposal to Mir but I guess that will
> have to wait)
> Type: Diplomatic
>  Secrecy: No
>  Difficulty: Easy
>  Prime Determinant: Secondary Philosophical Orientation (Conquest)
> King Villard and Queen Felicia's daughter is age 6 and the Mirish royal
> is age 9.  It is early to think of marriage but the union will
> strengthen both societies.  The children will be given plenty of time
> and contact to get acquainted with each other over the years before the
> marriage is finally consummated and the hope is they will accept this
> marriage &/or even grow to love each other.  If they do not get along
> then the marriage could be annulled.
> +1 - good relations w/ Mir
> +1 - union would strengthen both sides
> +1 - people need a break from the doom and gloom of the war
>
> Action 3 -
>      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.
>
> Nothing new so just throw in with the United armies actions
>
> Action 4
>        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 potential
> marriage, 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 in combat
> and out.  Each of the 10 trained war mages will train other mages, so
> the new class of war mages will consist of 30 mages.
>
>  Actors: King Villard, Opheir, the Brotherhood
>  Objective: Training of War Mages
>  Type: Magical/Training
>  Secrecy: Yes
>  Difficulty: Hard (Very Hard??)
>  Prime Determinant: Secondary Philosophical Orientation Conquest
>  (acquisition)
>  Magical Sophistication - Superb
>
>  +2 - Magical Sophistication (Superb)
>  +1 - previous war mage training
>   -1 - secret action
>
> +3 -1 +1 -1 +1 + () + () + () + () + () + () + () + () + ()
>
> Action 5 - More work on the fleet (Naval/Merchant) (yr. 1 of 5)
>
>      Merchant fleets the last year has seen several major breakthroughs
> in
> technology and skill levels of the fleet.  The skills of the fleets of
> the
> world around them continue to grow as do the fleets themselves of other
> nations.  The decision is made to continue the progress started.  New
> ships
> will be built and old ones retrofitted w/ new technology.  Training will
>
> continue of all sailors.  Trading expeditions will be sent to all the
> known
> lands that can be reached and unknown territories are to be mapped.
> These are to be diplomatic missions.
>
>  Actors: King Villard, Parliament of Lords
>  Objective: Increase skills & technology of Navy & Merchant Fleet and
> subsequently Fighting Skills, Trade and Wealth/ Expansion of naval base
> on Tear Island
>  Type: Trade/Technology/Fighting
>  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
>      +2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
>  Good
>  Naval (not merchant) construction to take place on Tear Island.
>     + 1 to anything dealing with the fleet for the next five years. (1st
> of 5 yrs.)

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OmarMartrinez
Omar Martrinez

Wed

Feb 7
2001

05:54Z

[Qai] Welcome

Hey People, hi I'm the New guy, I'll be in charge of the Hisarian Empire in
Qaiyore. This Email is just to test the mailing list and to tell you
everyone that i'm at your service for any help you need and thanks for
accepting me in you wonderful game.

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JtSl
jtsl

Wed

Feb 7
2001

05:57Z

[Qai] Welcome

I know that I know you but I am still saying hi.

Hi.

Jason

Omar Martrinez wrote:

> Hey People, hi I'm the New guy, I'll be in charge of the Hisarian Empire in
> Qaiyore. This Email is just to test the mailing list and to tell you
> everyone that i'm at your service for any help you need and thanks for
> accepting me in you wonderful game.
>
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.

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OmarMartrinez
Omar Martrinez

Wed

Feb 7
2001

12:52Z

[Qai] Welcome

I've a question refering Hisaria's 3th Action (Exploration) and player
interaction.

When the Exploration group get in contact with another player's society
(NON-NPC) who is supposed to handle the first contact situation , Me or the
other Player. Taking in consideration that relations will change (+ or -)
for both.

Thanks.



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Phrase of the Day :           ' Because Newbies will learn some day. '

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NStevens
N Stevens

Sat

Feb 10
2001

21:56Z

[Qai] Atares gi'Calaa, Actions 1423

"We answer your appeal to us for our aid in your peacekeeping
efforts."  Prince Sel'pa dictated to the servant.  "We shall supplement
your land forces with a naval presence in and around the Razanian Coast."  

The servant finished transcribing the letter.  He had it delivered to the
Naval leaders to prepare the troops and also delivered a copy to the
Meltolyn of Celpalar.  

The naval unit will be Size Small (-2), Force Fair (+0), and of the middle
Metallurgic period.  The sailors and marines will be rotated periodically,
from home, so they do not become sick if that seems to be an issue, but it
should be warm enough and humid enough there, since they are on/close to
the sea, and the unit is small enough.  

Action I (mid-late year) 

Tactical-External
Type: Peacekeeping/Patrol
Actor: Prince Sel'pa
Summary: Aid Celpalar in Haran.  Sub action B: Set up operations base and
joint military command.  Arrange and prepare patrol routes and survey the
region.  
Secrecy: Nominal
Primary Determinant: Authority Superb (+3) 
Secondary Determinant (for second sub-action): Intelligence Gathering
Legendary (+4) 
Task: Easy (+1) 
Modifiers: - unfamiliar geography
+2 small scope
Reaction: Risky 


Baron Adept Khor'jaal rushed into the ruins, brushing off the hands
attempting to restrain him.  He had listened to the screams long
enough.  The cloak he wore was tossed loose as he ran through the
perimeter of the ancient and well-ruined masonry buildings surrounding the
one thoroughly intact location in the vast expanse of rubble.  
As Khor'jaal exited the room, carrying his unconscious brother, a
monstrous bellowing voice was heard from the ruins, "You are not worthy of
me.  Do not try to uses your weak spells on me."  What startled Khor'jaal
was he was actually able to understand the creature.  After consulting
with the others present on the outskirts, they also understood the
voice.  This is intriguing to say the least.  What creature would know our
language?  And more would not think we are worthy of him?  And with our
"weak" spells?  This is most disturbing news.  Perhaps this creature is an
enemy of Kel'ren'aie?  But who?  We know of no such enemy.  Or maybe an
observer from the Dreaming, an ancient dragon perhaps, or a demon?  But he
has yet to attack us; maybe he isn't powerful enough yet?  Or is just
awaking from his slumber?  Or is restrained by some entity or
force?  Whatever or whoever he is, we must discover what effect he has had
on our brethren magi, and upon the Celpali magi, whether their condition
is caused by the room as an aftereffect of his presence, or if their
magical abilities are lost permanently and why.  And perhaps by learning
more of our brethren's condition we can learn more of this creature.  


Action II (all year) 

Tactical-Internal
Type: Research
Actor: Prelate Le'noir
Summary: Study the mages and all others who have been in contact with the
creature and the room and determine more of what happened to them and why.  
Secrecy: Normal, and not secret but research is kept quiet.  
Primary Determinant: Religion Sophistication Superb (+3), Magic
Sophistication Superb (+3) 
Secondary Determinant: Scholastics Sophistication Superb (+3)
Task: Huge (-3) 
Modifiers: + help from Kel'ren'aie
+(how much?) help from Celpalar
- fear 
- not really knowing what to look for
Reaction: Cautious


Action III (all year) 

Tactical-Internal
Type: Infrastructure
Actor: the People, the Church, Merchants
Summary: Increase communication among the Avaerean Isles with the mainland
Secrecy: Normal
Primary Determinant: Internal Trade Superb (+3) 
Secondary Determinant: Church Consent Superb (+3)
Task: Normal
Modifiers: + People are fearful of the ruins and desire to know what is
happening
Reaction: business as usual 


Emissary Paral'teue breathed in the warm summer breeze coming from aft of
the warship Gohrin.  He had done his research of the Vraa'al elves from
the information Rorny, one of the Meltolyn, provided him.  Rorny and his
entourage are accompanying Paral'teue to show the Vraa'al we mean good
intentions and also to help in our negotiations.  

Action IV (summer) 

Tactical-External
Type: Diplomacy
Actor: Emissary Legate lord Paral'teue
Summary: Initiate contact with the Vraa'al.  If possible set up initial
trade, we initially trade food (e.g. rice) and simple medicines for what
they trade (perhaps history, maps etc.).  
Secrecy: Normal
Primary Determinant: Diplomacy Superb (+3) 
Secondary Determinant: none
Task: Hard (-1) 
Modifiers: + Celpalar presence
+ shared distrust of Mir with Celpalar
-2 no relations
Reaction: Cautious


"Now is the time.  After decades of preparation we are at last ready to
explore the entire equatorial region of this world."  Zeegraf Sentinel
Naerte pondered the waves set before him.  He had dreamed of this day.  As
he stood on the fore-castle of his flagship, the ship-of-the-line Waeerln,
one of the greatest men-of-war built in the past hundred years, he was
reminded of his boyhood.  
Naerte, Naerte.  Awake, awake; today we hunt, today we explore.  Those
familiar words of his father greeted him everyday he remembers with him,
that great and humble farmer.  
Now we hunt, now we explore, he thought to himself.  My crew has trained
for this navigation for years.  The weather patterns have been
studied.  And a few Celpali ships journey with us; they have been training
with us for the past few years.  
"Set sail toward the east," Naerte commanded.  

Action V (all year) 

Strategic-External (1 of 4, individual actions each year) 
Type: Exploration/Observation/Diplomacy
Actor: Margrave Nath'sev
Summary: Circumnavigate the equator.  Start heading toward the east and
slowly progress our way around the equator, with thorough exploration
whenever possible.  
Secrecy: Normal
Primary Determinant: Resources Superb (+3) 
Secondary Determinant: Intelligence Gathering Legendary (+4), Diplomacy
Superb (+3), Navy Size Great (+2), 
Task: Huge (-3) 
Modifiers: + maps provided by Celpalar
- fear
- extra action
+2 extended training and preparation
Reaction: Cautious if failure, Heroic if success



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