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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

Sat

Aug 18
2001

00:13Z

[Cel] Burcancy RESULTS 1425

Actions in Game Year 1426

Society Name: East Torphan

Action 1 & 2 - Consolidation & Assistance to those in need (3rd of 3
yrs.)

     Continue consolidation of the new province of Vieninia and
absorption of the Vieninia army.  Units involved in the recent campaigns

will be sent home or allocated as needed to assist societies in need and

to maintain order
and peace in Vieinia.  Some troops will be assigned to local leaders
who joined the Burcancy to provide assistance if they are threatened
or to aid their efforts to expand their holdings.  All joint efforts
will be approved the Burcancy-Tanimbar high command.  Local leaders
who do not follow B-T command decisions or rules of engagement will be
penalized.
     Former Cedonian units will slowly be rotated to the Burcancy for
additional training and combined with existing units to keep a unified
army.  Extra efforts will be made by all commanders to create this
single army.  As much as possible Cedonian troops will be
returned home after training in combined units to minimize problems.
As the army develops and the province becomes part of Burcancy, more
troops can be assigned to foreign soil.  This rule is subject to
change to allow for specialized Cedonian units that might have been
absorbed.
   Some troops can accompany the fleet which has recently been
contacting various nations as part of their diplomatic efforts.  Mages
and diplomatic counsel accompany all diplomatic and supply efforts.
Local nobles looking for additional trade are invited to join.

Difficulty: Hard (-1)
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Technological Base: Metallurgic
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth - Good
Military Size: Fair
Military Force: Good +1
Naval Size: Fair
Military Force: Good +1
+2 - Cedonia in collapse/aftermath of the tsunami
+1 - Tanimbar support
+1 - lands & Cedonia forces are well scouted
+1 - good relations with Vieinia nobles and people
+1 - Supplies & counsel should be welcome in many areas
-1 - some rebel forces still active
+1 - superb success

 -1+1+2+1 (-1 0 +1 -1 )+(+1 +1 0 +1) +1 (+1  +1  -1 -1) = +6 complete
Success

The project finish with Vieinia relations with your are at Superb.
(Villard know has stautes for his P/A/I over the coutry. Talk to me
about it Joel)

Action 2
Proposal of the creation of the Federation of the Inland Sea.  In light
of the excellent relations between Burcancy, Tanimbar and now Vieinia,
King Villard suggests that these relations be formalized and expanded.
A defense and free trade pact be created between the aforementioned
societies.  The proposed Federation will remain open to accept other
societies in the future.
Prime Determinant: Secondary Philosophical Orientation (Conquest)
King Villard's Authority: Superb
Action: Hard (-1)
+2 - Excellent Relations w/ Tanimbar and Vieinia
(+1)
+1 - Free trade in each nation's interest
+1 - last years +6 success w/ Vieinia

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

Vieinia is more then will ing. (Well lets face it you do control the
country), but relations with Tanimbar suddenly seem to start to cool
down.  They agree to think about the proposal but nothing more is forth
comeing.

Action 3 & 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. 5 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 (-1)
Difficulty: Very Hard (-2)
Prime Determinant: Secondary Philosophical Orientation
Conquest (acquisition)
Magical Sophistication - Superb
+2 - Magical Sophistication (Superb)
+1 - previous war mage training
+1 - Extra Action

Half way mark -1-1+1+2+1+1 (+1+1 -1 0) + (-1 -1 0 0) + (-1 -1 -1 0) +
(-1 0 -1 0) +1 + (-1 0 0 0) +1 = -2

Like learning all things you have come into a stumbling block.  While
the new people seem to pe learning your original warmages are not
advancing themselves.


Action 5 - More work on the fleet (Naval/Merchant)
(yr. 4 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. (4th
of 5 yrs.)

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

Burcancy shipyards are full of ships that as soon as they are done next
year will fill the docks of Burcancy seaport city.


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HurLan
Joel Elfman

Mon

Sep 24
2001

05:33Z

[Cel] Burcancy Actions 142?

Actions in Game Year 142?

Society Name: East Torphan

Action 1 & 2 - the Federation of the Inland Sea.  In light of the
excellent relations between Burcancy, Tanimbar and now Vieinia,
King Villard suggests that these relations be formalized and expanded.
A defense and free trade pact be created between the aforementioned
societies.  The proposed Federation will remain open to accept other
societies in the future.  While Vieinia has been quite enthusiastic,
there has been some reluctance on the part of Tanimbar.  More efforts
will be concentrated in Tanimbar.  And Parglur will also be asked to
consider joining.
Prime Determinant: Secondary Philosophical Orientation (Conquest)
All participants will be offered gifts in the right places and some
early trade concessions.  This will be concentrated in Tanimbar &
Parglur.  Tanimbar & Vieinia will also be approached about being trained
by Burcancy Mages.  Training was highly prized by Tanimbar.  Approaching
Parglur on this subject should be done more cautiously, their reaction
is unknown.  If Tanimbar or Parglur remain reluctant then a pact could
be signed w/ Vieinia early.

King Villard's Authority: Superb
Action: Hard (-1)
+2 - Excellent Relations w/ Tanimbar and Vieinia
(+1)
+1 - Free trade in each nation's interest
+1 - from +6 success w/ Vieinia
+1 - Double action
+3 -1 +3 () + () + () =


Action 3 & 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. 6 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 (-1)
Difficulty: Very Hard (-2)
Prime Determinant: Secondary Philosophical Orientation
Conquest (acquisition)
Magical Sophistication - Superb
+2 - Magical Sophistication (Superb)
+1 - previous war mage training
+1 - Extra Action

Half way mark -1-1+1+2+1+1 (+1+1 -1 0) + (-1 -1 0 0) + (-1 -1 -1 0) +
(-1 0 -1 0) +1 + (-1 0 0 0) +1  () + () + () + () + ()=


Action 5 - More work on the fleet (Naval/Merchant)
(yr. 5 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. (5th
of 5 yrs.)

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

+1 -1) -1 + ()





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JtSl
jtsl

Tue

Oct 2
2001

01:34Z

[Cel] Burcancy RESULTS 1427

Joel Elfman wrote:

> Actions in Game Year 142?
>
> Society Name: East Torphan
>
> Action 1 & 2 - the Federation of the Inland Sea.  In light of the
> excellent relations between Burcancy, Tanimbar and now Vieinia,
> King Villard suggests that these relations be formalized and expanded.
> A defense and free trade pact be created between the aforementioned
> societies.  The proposed Federation will remain open to accept other
> societies in the future.  While Vieinia has been quite enthusiastic,
> there has been some reluctance on the part of Tanimbar.  More efforts
> will be concentrated in Tanimbar.  And Parglur will also be asked to
> consider joining.
> Prime Determinant: Secondary Philosophical Orientation (Conquest)
> All participants will be offered gifts in the right places and some
> early trade concessions.  This will be concentrated in Tanimbar &
> Parglur.  Tanimbar & Vieinia will also be approached about being trained
> by Burcancy Mages.  Training was highly prized by Tanimbar.  Approaching
> Parglur on this subject should be done more cautiously, their reaction
> is unknown.  If Tanimbar or Parglur remain reluctant then a pact could
> be signed w/ Vieinia early.
>
> King Villard's Authority: Superb
> Action: Very Hard (-2)
> +2 - Excellent Relations w/ Tanimbar and Vieinia
> (+1)
> +1 - Free trade in each nation's interest
> +1 - from +6 success w/ Vieinia
> +1 - Double action

+3 -2 +3 (-1 -1 0 0) + () + () =
Both Parlug and Tanimbar are intrested but the sudden growth Burcancy out of
opscurity has made them a little egde.  Viennia is willing to sign something
though.

> Action 3 & 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. 6 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 (-1)
> Difficulty: Very Hard (-2)
> Prime Determinant: Secondary Philosophical Orientation
> Conquest (acquisition)
> Magical Sophistication - Superb
> +2 - Magical Sophistication (Superb)
> +1 - previous war mage training
> +1 - Extra Action

-1-2+1+2+1+1 (+1 +1 0 +1) + 1 + () + () + () + ()=
Their has been an amazing break though in the weather magic and the warmages
are begining to calling themselves

> Action 5 - More work on the fleet (Naval/Merchant)
> (yr. 5 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. (5th
> of 5 yrs.)
>

-1 +1 +2 (-1 +1 -1 -1) + 1 + (+1 0 +1 -1) -1 +1 (+1 0 -1 +1) -1 +
(+1 +1 +1 -1) -1 + (+1 0 0 -1) -1 = +2 Success
The navy is now complete and Burcancy now has one of the largest navies on
Qaiyore.


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